Cities: Skylines - game title

In my last post, I pitched an idea for a new Cities Skylines expansion pack based off of an idea that Colossal Order had posted on its Twitter account. Today, I want to look at a couple of older tweets from Colossal Order that were intended to gauge player interest in some other mechanics and ideas. Those ideas are car wrecks and urban decay.

These concepts aren't as easy to "game-ify" and adapt to Cities Skylines current game mechanics when compared to the season and holiday ideas I pitched in the previous post. Car wrecks and urban decay are both going to require a bit more imagination to come up with ways that they would work within the game.

Colossal Order's Twitter account has apparently been fishing for new content ideas.

Car wrecks and road construction are a disaster!

One of the ideas that Colossal Order proposed in a tweet was the idea of car wrecks being a mechanic in Cities Skylines. Currently, the vehicle and pedestrian pathfinding systems will try to avoid collisions, but it's nowhere near perfect. If you zoom in close enough to any busy intersection and watch it for a while, you'll inevitably see a vehicle phase right through pedestrians or another vehicle. This is especially prominent when vehicles make a left-hand turn.

The game doesn't actually model collisions, however, so no matter how complicated, confusing, or difficult-to-navigate you might make an intersection or highway ramp, no one will ever get hurt or killed in a car wreck. This is a good thing, because if every collision did result in a wreck that would block traffic, traffic would simply never move in the game. I doubt that Colossal Order would ever implement such a feature, since it would probably be considered "in bad taste" by many people. It would also be very difficult to implement from a technical level, as it would require considerable changes to the pathfinding A.I., which would probably weaken the flow of traffic and/or completely tank the performance of the PC. Designing intersections that minimize wrecks would also need a lot more road customization tools!

Cars and pedestrians routinely pass through each other in any busy intersection of the game.

That being said, the idea of delays on the road got me thinking of another potential idea for the game: modeling road construction as a mechanic. I don't think I've ever played a city-building video game in which you had to wait for a road to be constructed before it can be used. Real road construction can often take months or years. Large highway projects can even take decades in real life. In the meantime, the city often has to designate detour routes and close off parts of roads at a time in order to allow access to businesses and homes.

This is a mechanic that seems like it would probably be too complicated to make work reliably, and be fun to play. You wouldn't get immediate feedback on whether your new highway would work, because you'd have to wait minutes or hours of real time (which would translate to weeks or months of simulated game time) for that highway to be constructed before your citizens would start using it. That would be terribly inconvenient.

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Cities: Skylines - game title

Here we are in December, and Colossal Order has yet to announce a second expansion for Cities Skylines since releasing the Campus expansion back in May. This will be the first year since the game's release that Colossal Order will only be releasing a single expansion. They have released some mini content packs, so there has been some new Skylines content -- just not a full-blown expansion.

Expansion titleOriginal release
After Dark coverAfter Dark24 September 2015
Snowfall coverSnowfall18 February 2016
Match DayMatch Day*9 June 2016
Natural Disasters coverNatural Disasters29 November 2016
Mass Transit coverMass Transit18 May 2017
ConcertsConcerts*17 August 2017
Green CitiesGreen Cities19 October 2017
ParklifeParklife24 May 2018
IndustriesIndustries23 October 2018
CampusCampus19 May 2019
* denotes a mini content pack, rather than full expansion.

But that doesn't mean that Colossal Order has abandoned the game. In fact, they've been very active on Twitter asking for people's opinions on what kind of new content we'd like to see. Most recently, they posted a tweet asking if we'd like to see buildings with seasonal holiday decorations (such as Christmas and Halloween). Earlier in the year, they also asked if we'd like to see mechanics for car wrecks or urban decay (among other propositions). Even though these ideas seem to have been positively received on Twitter, and lots of follow-up ideas were presented by commenters (including myself), no new expansion has been announced.

Colossal Order's Twitter account has apparently been fishing for new content ideas.

Though I wouldn't be surprised if Colossal Order announces an expansion before I'm able to finish writing and publish this blog post...

Personally, I've liked all the ideas that they've suggested, in principle. As you may know, I have some gripes with how Colossal Order has handled its expansions for Cities Skylines, so I would hope that any possible future expansion would try to resolve those lingering issues. So let's go through the ideas that Colossal Order has pitched on Twitter and see if they would be worthy of an expansion pack!

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Cities: Skylines: Campus- title

Hot off of releasing a video in which I criticized Colossal Order's design philosophy for its Cities: Skylines expansions, a new expansion was released. This expansion fulfilled my fears by being similarly narrow in scope compared to the previous expansions. Campus might even be more narrow than previous expansions. Every city will need parks and industries, so you'll have plenty of opportunity to use those expansion features in every city you build. Not every city will need a sprawling university complex, so a given city might not ever need to include any of the Campus content.

I had recently criticized the expansion design philosophy for Cities: Skylines.

Fortunately, there's more options here than a full-blown research university. Colossal Order has added several types of university areas that are more suitable to modestly-sized cities. Sure you may not need that full-blown research university, but maybe your smaller town could use a trade school or liberal arts school?

Even so, the scope here is very narrow! Colossal Order seems to have recognized this, as they are selling the expansion for a couple dollars less than previous expansions.

School is back in session, even for your industries!

Since Mass Transit, new expansions have struggled to find ways to make broader impacts on the game as a whole. They mostly stayed in their lanes. Campus follows suit by not adding anything that isn't related to education, however, those overhauls to education do have some further-reaching ripple effects.

Over-educated citizens used to refuse to take lower-level industrial jobs.

One of the problems that players have had to deal with since the initial launch of the game has been over-educated workers. Once you have schools in your city, it's only a matter of time before virtually everyone has a high level of education -- even children. This would leave all those educated citizens unwilling to take low-education, low-paying jobs in your factories and farms and would starve those industries of eligible workers. Demand for high-end commercial and office zones would skyrocket, and all your educated citizens would take those jobs. This would force those lower level industries to all but shut down once your city grows large enough.

Citizens' education level is now bounded by the level of schooling that they've attended. Prior to Campus, simply having a university in your city would provide everybody attending school (at any level) with a high level of education. Now, this has finally been fixed such that only those citizens who attend higher levels of schooling will receive the higher levels of education. This means that if a student goes to elementary school, but doesn't attend high school (either because they get a job first, or there isn't enough capacity in your high schools), then that citizen will be capped at a low level of education and will remain eligible for those low-level factory jobs.

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Last week, just in time for the announcement (and release) of a new expansion for Cities: Skylines, I posted a video analysis on YouTube discussing what I perceive as weaknesses in the modular design philosophy behind Skylines' myriad expansion packs. The full video is available on YouTube (and embedded below), but I've also transcribed the text in blog form for those who may prefer reading over watching/listening.

The video is up on YouTube.

I want to start out by saying that I love Cities: Skylines. Skylines is -- without a doubt in my mind -- the single best city-builder since SimCity 4, which released in 2003 (over 15 years ago, as of the time of this recording). When I watched the first trailer for the game, in which the player apparently custom-builds freeway ramps and interchanges from scratch (at about 40 seconds into the trailer), I was sold on this game! After years of having to use boring, pre-fabricated stock on-ramps and interchanges, the little civil engineer withing me practically jizzed in his pants at the idea of being able to build my own highway ramps and interchanges! And there was no looking back.

Cities: Skylines gloriously succeeds where games like SimCity (2013) and Cities XL miserably failed. It picks up the mantle of the great SimCity games of yester-decade, and brings it into the 21st century with deep simulation based on agents, a sleek and modern UI, extensive customizability and moddability, and an attractive 3-D graphics engine. It's made all the more impressive by the fact that the game's developer, Colossal Order, is a small, independent studio that had something like nine people working for it when the game initially launched. And a company with all the manpower and resources of Electronic Arts only managed to produce a flop like SimCity 2013.

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Cities: Skylines: Industries - title

Wow, Colossal Order is really popping out these Cities: Skylines expansions in rapid succession! I feel like this is the third or fourth expansion in the last year alone! ... Hold on, let me check ...

Expansion titleOriginal release
After Dark coverAfter Dark24 September 2015
Snowfall coverSnowfall18 February 2016
Match DayMatch Day*9 June 2016
Natural Disasters coverNatural Disasters29 November 2016
Mass Transit coverMass Transit18 May 2017
ConcertsConcerts*17 August 2017
Green CitiesGreen Cities19 October 2017
ParklifeParklife24 May 2018
IndustriesIndustries23 October 2018
* denotes a mini content pack, rather than full expansion.

... So, yeah; third full expansion in the last 12 months (give or take a few days). Fourth expansion in the last 14 months if you want to count the Concerts content pack. Colossal Order seems to have been following a pattern of two full expansions and a mini content pack each year since the game released. I guess that's one way to keep your game relevant. It has certainly kept me coming back every few months.

Never as robust as I would like

The problem is that the limited development time means that the content that is provided in these expansions rarely ever feels as robust or comprehensive as it should -- at least, not to me. As such, I feel like I'm getting diminishing returns from each new expansion. The amount of content that is already in the game means that each new expansion feels like relatively smaller drop of content into an already-large bucket. Each expansion feels like it gives us less to do, and has that much of a smaller impact on the overall gameplay experience.

Adding to the problem of diminishing returns: every single expansion has had some glaring omission or weakness that bothered me, and none of the later expansions have bothered to go back in and address the weaknesses and limitations of the previous expansion(s). After Dark failed to include zoneable public beaches and didn't really make the day/night cycle feel as meaningful as it should. Snowfall failed to include season cycles to go along with After Dark's day/night cycle, and completely dropped the ball with regard to mechanics like ski resorts. Natural Disasters probably felt like the most "complete" and well-rounded expansion (not to mention the most novel one), but still suffers from its content being random, and it neglected to introduce any winter-specific disasters to go along with Snowfall.

Industries follows a long-standing trend with Skylines expansions neglecting seemingly-obvious features.

Mass Transit brought the long-overdue ferry transit option, but neglected to revise cargo harbors to make cargo ship routes more practical, and didn't have any water-based city services (like a coast guard, for example) that would allow a true island economy to function without a network of bridges for freight and emergency services. Green Cities was maybe the laziest expansion, and it focused on pollution-management, but didn't bother to actually make pollution any more relevant or challenging to begin with. Lastly, Parklife granted a lot of player expression, but failed to incorporate the legacy parks into the new modular park feature and doesn't allow the camera to zoom in close enough to get a good look at your pretty decorations.

This isn't to say that all these expansions are "bad". I've liked them all (except maybe for Snowfall and Green Cities), but none of them have really wow-ed me with their content (except maybe for Natural Disasters). And the modular nature of each expansion means that it has limited-to-no impact on the core game systems, and limited-to-no interaction with the previous expansions.

The latest expansion, Industries follows suit. It promises to re-invent the way that your cities' industry functions, but kind of does it in an almost half-assed way. Much like the expansion before it, Parklife, Industries doesn't really incorporate the old legacy industry zones into the new industry mechanics. The new "Industry Area" paintbrush is virtually the same mechanic as the Park Area paintbrush from the last expansion. It isn't a replacement for the original industrial district specialization, so if feels like it's pretty much duplicating that content rather than re-inventing it.

You paint an area as an "Industrial Park", just like the parks in Parklife.

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Grid Clock provided by trowaSoft.

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