Cities: Skylines - game title

Some of the suggestions from my first wishlist have actually been implemented in Cities: Skylines. Naming roads, and adding directional traffic overlays were recently added in the Mass Transit expansion, and the previous Snowfall expansion incorporated some of my ideas for seasonal cycles (minus the part where the seasons actually cycle from one to another). There's still a lot of items from that wishlist that haven't been implemented. I also have come up with some new ideas for things I'd like to see in further expansions (or maybe a sequel?).

Taking the best ideas from its competitors

Even though Cities: Skylines is, by far, my favorite (and probably the objective best) city-building / city-simulation game of the past decade, there are still some features and ideas from the inferior games that I really like. In my first wishlist, I already talked about how much I liked the modular building mechanic of SimCity (2013).

I won't go into too much detail of why I liked that concept (even though the actual implementation was a little weak) because I invite you to read the original post. Suffice it to say, I liked the idea of certain pieces of city infrastructure (such as power plants, schools, universities, police stations, airports, government buildings, etc.) actually growing along with the city. Being able to upgrade an existing building to add additional functionality, additional capacity, or to specialize it in some way, was (in my opinion) a much more interesting and engaging process than simply plopping another copy of the same building every so often, or adjusting a global budget slider, simply to meet increasing demand.

SimCity (2013) - modular building
I still think SimCity had the right idea with its modular buildings.

In that first wishlist, I also briefly mentioned the Cities XL series. There isn't much in XL (or XXL) that is done as well (or better) than what is offered in either SimCity (2013) or Cities: Skylines, but I did neglect one idea that I think was probably the most clever, interesting, and fun part of the XL series of games: the ability to "fill" an area with "decoration". Put simply, Cities XL allows the player to fill any unoccupied area of the map (that is at least partially enclosed by roads) with one of several different types of decorative landscaping.

Landscaping options include a grassy park area with trees, an open-air "flea market" with kiosks and street vendors, various plazas / courtyards, and even a makeshift construction site. These decorations aren't functionally different (the flea market doesn't produce any commerce or jobs, for example), but each decorative area applies a very small environmental beautification effect that increases happiness and land value for adjacent homes or businesses.

Decorative areas in Cities XL allows you to fill-in irregular shapes with city-beautification projects.

From a more aesthetic standpoint, Cities XL's decorative areas allow the player to make very efficient use of space, to fill any empty dead space, and to create your own custom parks and plazas that conform to whatever shapes the outlining roads happen to be. Want a park in the middle of a large roundabout? Want a plaza space at the point of a 45-degree (or narrower) intersection? XL allows you to do such things without having to go into an asset-editor to make a custom ploppable.

Despite having muuuuuch better tools for creating curved and angled roads, Skylines doesn't really have any equivalent to these decorative features from XL that allow us to fill-in gaps left by our pretty, rounded or angled roads...

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Cities: Skylines: Mass Transit - title

Cities: Skylines is easily my favorite city-builder of the past decade, but its expansions so far have been kind of lackluster. A big part of this is the fact that each expansion (so far) has had a pretty limited scope, meaning that I could really only recommend them if the expansion's particular theming was something that interested you.

While Mass Transit definitely has similarly tight theming, the effects of that theme are felt at a much broader level. Since Mass Transit seeks to specifically expand your transportation network (and fix some problems with creating transportation networks), and since every city of any size has a transportation network, this expansion has much more universal utility than any of the previous expansions.

Red light; green light

In fact, you'll likely start to see the impact of Mass Transit's new systems immediately upon loading up a city -- whether it's a new city or one of your established metropolises. If you're like me, then you'll immediately be thrilled to see that you can now name your streets. That's a cosmetic feature, but your budding young city will also soon encounter the new road and junction-management mechanics. You now have control over each and every intersection, and can assign STOP signs and traffic lights as you see fit.

Cities: Skylines - new features
As soon as I booted up the expansion, it informed me that it included a feature from my wishlist

Creating a main thoroughfare and want to make sure that traffic flows steadily through it? Assign it as a "priority road", which puts two-way stops on each road that intersects the thoroughfare, allowing traffic on the thoroughfare to move unobstructed.

Have a three-way (T) intersection? You can even assign only the "trunk" of the T to have a STOP sign, forcing traffic from that road to have to yield to traffic in the crossing road. Unfortunately, you can't add a median with a through lane.

Cities: Skylines - 3-way intersection
You can force traffic to yield to major streets.

Even the tiniest of cities can benefit tremendously from this simple enhancement, and large metropolises can definitely see an improvement in traffic throughput with efficient use of priority roads. However, priority roads are really the only useful functionality of this feature. Since the game doesn't model car accidents (not even at an abstract level), there's kind of no point in creating four-way stops (as opposed to simply leaving the intersection without any stop signs at all).

This feature also usually entail some frustrating micro-management, as having to manually assign traffic lights and STOP signs can be tedious if you get stuck having to do it for every new intersection. There's also consistent issues with named roads not maintaining their names when I extend them, which forces me to have to manually extend the label onto the new road segment.

The much bigger benefit, however, is that managing traffic is made simpler by the addition of some new route overlays. Not only can you see how congested an individual road is, but you can also see which direction is most congested and also where all the traffic is coming from. This is another item from my wishlist. You can use this feature to see the sources of traffic driving on the selected road, and you can also use it on individual businesses and homes to see where the people at the home or business are coming from and going to. You can even click on an individual citizen or vehicle and see the route that it's currently following.

[LEFT] Every intersection caused congestion prior to the expansion. Since Mass Transit,
you can use "priority roads" [MIDDLE] to speed up traffic in major thoroughfares [RIGHT].
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Final Fantasy XV - title

I really don't know what to make of Final Fantasy XV. On the one hand, the game is trying to do something new and kind of interesting with the long-stale open world formula. I desperately want to be able to celebrate the game for these new ideas. That being said, the game just completely blunders so much of its fundamental design, and it tramples on many of these promising new ideas by falling back on too many of the very same tropes that have killed so many other open world games.

The obvious common criticism of the game is that it's got too much of the player just sitting in the car waiting. You don't even have to drive the damned thing, as you can set one of the NPCs in your entourage to do all the driving for you. And even if you do decide to take the wheel, the car drives itself. You just press the gas, and the car automatically steers itself to stay on the road. You can't even turn off of the road even if you want to.

You know what? I'm actually OK with that.

Final Fantasy XV - reading in the car
I actually don't mind the long drives, as I can catch up on some reading along with Gladiolus

A nostalgic road trip adventure

You see, having such restrictive travel mechanics actually forces the player to think more about how you're going to navigate the world. While in the car, you are confined to the game's roads and highways. You can't just point the car directly at your objective marker and drive off-road in a straight line to get there. You're also limited to traveling during the daylight hours, and you have to make sure that you budget the time and money to stop for gas and lodgings. There's a genuine amount of logistical planning required for accomplishing virtually any task in this game. You have to think about traversing this world in the same manner that the characters would have to think about it! This is a role-playing game, after all, isn't it? So these travel mechanics are actually pretty clever ways of putting the player in a role-playing mindset and giving you a game to play when you're outside of combat.

I get the feeling that Square-Enix wanted Final Fantasy XV to emulate being on a road trip. You spend large chunks of time sitting in the car driving across the countryside, passing rest stops, scenic overlooks, and roadside diners. You stop every so often to admire the view, take a walk through nature, or chat with the locals. When the sun sets, you are pressured to find a motel to bunk in, or to set up a camp site if you happen to be on foot.

For brief periods of time, this game hits a very serene high in which you start to feel like you're really in this world and with these people, as they sit bored in the car, or eat dinner over a campfire while going over the photos that they took of the day's adventure. It's the same sort of feeling that No Man's Sky hits in its early hours, when you're still awestruck by the sheer size and scope of the new planets you set foot on. Having been someone who used to take annual road trips with my family to visit national parks around the country, seeing a video game try to simulate and systemize that activity (and the human bonding that it engenders) is genuinely endearing and makes me more than a little bit nostalgic.

Final Fantasy XV - camping
This game makes me nostalgic for the summer camping trips of my youth.

Mundane video game adventure

But then, much like No Man's Sky, Final Fantasy XV shatters that experience by forcing you back into "video game land". It isn't the long stretches of non-interactive driving through a video game vacation that bothers me. Instead, I'm bothered by the sheer tediousness of the mundane fetch quests and busy-work that the game throws at you. You see, a road trip -- and an adventure in general -- only really works if you're always traveling towards a destination. This is a feeling that Final Fantasy X completely nailed!...

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Tuesday, June 13, 2017 01:22 PM

Guest-hosting Polycast episode 283

in Video Gaming by MegaBearsFan

PolyCast logo

This past weekend, I was once again honored to be invited onto the Polycast podcast about the Civilization games. This was my third time on the show since the release of Civilization VI (back in November). Those two episodes were focused more about initial impressions of the game. This time, we got to have some more substantive discussions.

The 1-hour archive of the episode can be streamed from civcomm.civfanatics.com/polycast/polycast/season9/episode223.mp3:

This archived episode is edited down to 1 hour (from a 2-hour recording), so not all the following topics may be included in this particular episode. The remaining topics may be included in later episodes, so be sure to check back at Polycast.net if you want to hear it all!

The bulk of our discussions were focused around a handful of Civfanatics forum topics regarding criticisms and suggestions for enhancing the district mechanics. The first thread was about users' ideas for possible districts in any inevitable expansion for the game. This gave me an opportunity to link back to a previous blog that I had written about my own ideas for new districts (and other ways to make better use of the game's map). Ideas from other users ranged from new districts focused around diplomacy and envoy-generation, to railroad hub districts, a fortress / castle district, espionage district, and (of course) a canal district. Other users pitched the idea of stacking multiple districts into a single tile. This idea seemed unfavorable to the Polycast hosts (as well as myself), as it generally undercuts the fact that "unstacking" cities was a core design philosophy of Civ VI. However, it is worth pointing out that "unstacking" units was the core design philosophy of Civ V, but Civ VI added limited stacking back into the series. So back-pedaling on a philosophy of unstacking is not without precedent.

Civilization VI - Russian A.I. district placement
Russia is pretty much the only A.I. that places its districts well, due to its free extra border expansion.

The next topic was a thread about removing districts. The general consensus seemed to be that we were all in favor of having a city project to remove or relocate districts, if -- for nothing else -- but to relocate poorly-placed districts in captured A.I. cities. The last forum topic discussion was about user dunkleosteus' ideas about rethinking districts. I think we all agreed that the poster's ideas seemed to be far too complicated, but there are some ideas of merit in there. Having more options for further specializing districts and cities would be fine, and we'd all like to see more bonuses based on nearby districts and the map so that district placement doesn't feel quite so ... mechanical...

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Sid Meier's Civilization

In my last post, I ranted a little bit about some of the major frustrations that I have with the way that Civilization games have historically dealt with difficulty levels. In summary, I identified three problems that I feel make it less enjoyable to play the game on higher difficulties, even if the lower difficulties still feel too easy. The three problems are:

In this post, I'd like to provide some more constructive criticism by discussing some of the thoughts and ideas that I've had for possibly resolving these three problems. These ideas include providing a wider range of options for customizing the difficulty level and game experience to suit the individual player's tastes and style, and to provide a wider (and more open-ended) set of game-long challenges.

Alternative solutions to game difficulty

So what could the developers do about these problems?

Well, the problem of game pacing could possibly be solved by inverting the handicap such that instead of speeding up the A.I.s' progress through the game, the player is slowed down. This could be accomplished by slowing down the human player's tech and civic progress, and by negatively handicapping some of the human player's yields. This would allow the A.I.s to progress at a more historically-appropriate rate, and overall game length would remain similar across all difficulties.

Civilization VI - Ship Building to Cartography
Padding out sparse areas of the tech and civics trees could mitigate the ability to beeline to later eras.

Rapid era progression could also be somewhat mitigated by padding out the tech and civics trees a little bit more. Beelining to the Renaissance via the "Cartography" technology is common for civs like England and Norway. There's a few ways to limit this. One simple way would be to simply make "Cartography" require either "Education" or "Military Tactics". Another way would be to have a technology between "Ship Building" and "Cartography" -- such as an "Optics" technology that unlocks an upgrade to the Scout, or a "Lateen Sail" technology that unlocks a medieval naval unit like the Cog, Hulk, Junk, or Galleass (or move the Caravel up to "Lateen Sails" but don't give it ocean-crossing abilities until "Cartography").

Customization, options, and difficulty settings

As for resolving the other issues presented by high difficulty levels, my preference would be for the developers to add more customization and tuning options for players so that we can tailor the gameplay experience and challenges more to our liking.

Civilization VI - advanced settings
Civ VI has limited customization options.

Having independent sliders or settings for things like Player Handicaps, A.I. Handicaps, AI Temperament, Barbarian Spawn Rate, Barbarian Aggressiveness, Barbarian Tech Level, City State Aggressiveness, and so on would all go a long way towards allowing the player to customize the game's challenge according to their own strengths and weaknesses. Handicap settings for players and A.I. can even be further divided into different sub-categories along the lines of: Tech Handicap, Culture Handicap, Production Handicap, Gold Handicap, Growth Handicap, Happiness / Amenity Handicap, etc.. So if you find that you are consistently out-teching your A.I. opponents, but you feel you have parity with the A.I. in other areas of the game, then you could specifically buff the A.I.'s tech handicap, weaken yours, or both.

This would certainly make some of the game's code more complicated, but I don't think that it would be prohibitively difficult. The difficulty settings already make adjustments to these very same parameters, and I believe the game's own .ini files allow modders to customize many (if not all) of these attributes. I don't see any reason why such settings can't just be in the game's settings menu, and the difficulty settings (deity, emperor, king, settler, etc.) could just use some pre-configured arrangements of those values.

Other genres use similar paradigms for their difficulty settings. Sports games are a prime example...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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