"We absolutely cannot have ten years of Cities Skylines 1 content done" for the launch of the sequel, Colossal Order CEO Mariina Hallikainen says in the latest issue of PC Gamer. As a result, the studio decided to focus on "those things that we feel should have been in the original Cities: Skylines, but we didn't have the time or manpower."
Anyone that's not a fucking idiot already knew this, because we understand how temporal reality works. But the whiny "everything sucks and is bad" Stephanie Sterling crowd won't care.
But it looks like they did incorporate DLC into the sequel; it just isn't obvious. The current implementation of extractive versus value added industry looks better than what they did with Industries. The quantity of different transit types also feels like an equivalent to a couple of DLC for the original game. I also feel like the sequel's approach to power would also be most of a DLC for the original.
It isn't perfect, but it looks like Collosal Order at least implemented a lot of lessons learned from the original game. It doesn't seem as empty as C:S at launch.
I've played enough CS1 to know that I can't play it any more, no matter how much content it has. Its absolutely braindead traffic AI destroys my enjoyment of if the game once a city gets sufficiently big.
The traffic AI fixes were all I needed to see to be interested in CS2.
I see a whole new generation of gamers who have grown up on these new games that they think are perfect, who didn't see the decades of toil and crap that we did growing up. They expect everything to be the most amazing game they've ever seen, not understanding that perfect games are in fact, exceedingly rare. That most games have bad mechanics, quirks, boring areas, and things we put up with. But younger folks just stamp it as a "bad game" and refuse to see the nuance.
Things like games are a spectrum. There's only 3ish games I mark as perfect. Most will have some things wrong with them. If you don't like that, then just be content with maybe one perfect game a decade.
While that's true, there's also a huge difference from like 20+ years ago when they more often than not released games as a complete functional product as opposed to a "we hit the date" buy-in beta test. Games just tend to release with less features and polish than they used to, for the most part companies will keep working on it and get it where it needs to be so the final product is comparable, but it makes for a murkier cycle, buy in at release and probably suffer or wait and try to time when it's actually ready.
Anyone that's not a fucking idiot already knew this, because we understand how temporal reality works. But the whiny "everything sucks and is bad" Stephanie Sterling crowd won't care.
But it looks like they did incorporate DLC into the sequel; it just isn't obvious. The current implementation of extractive versus value added industry looks better than what they did with Industries. The quantity of different transit types also feels like an equivalent to a couple of DLC for the original game. I also feel like the sequel's approach to power would also be most of a DLC for the original.
It isn't perfect, but it looks like Collosal Order at least implemented a lot of lessons learned from the original game. It doesn't seem as empty as C:S at launch.
I've played enough CS1 to know that I can't play it any more, no matter how much content it has. Its absolutely braindead traffic AI destroys my enjoyment of if the game once a city gets sufficiently big.
The traffic AI fixes were all I needed to see to be interested in CS2.
I too am an Adam Something fan. 😂
Edit: the reference https://www.youtube.com/watch?v=vHnYod32PCk
I don't actually get that reference.
Oh!
https://www.youtube.com/watch?v=vHnYod32PCk
Adam Something just released a C:S2 video where he removed roads and messed with traffic logic.
I see a whole new generation of gamers who have grown up on these new games that they think are perfect, who didn't see the decades of toil and crap that we did growing up. They expect everything to be the most amazing game they've ever seen, not understanding that perfect games are in fact, exceedingly rare. That most games have bad mechanics, quirks, boring areas, and things we put up with. But younger folks just stamp it as a "bad game" and refuse to see the nuance.
Things like games are a spectrum. There's only 3ish games I mark as perfect. Most will have some things wrong with them. If you don't like that, then just be content with maybe one perfect game a decade.
While that's true, there's also a huge difference from like 20+ years ago when they more often than not released games as a complete functional product as opposed to a "we hit the date" buy-in beta test. Games just tend to release with less features and polish than they used to, for the most part companies will keep working on it and get it where it needs to be so the final product is comparable, but it makes for a murkier cycle, buy in at release and probably suffer or wait and try to time when it's actually ready.
What three games are perfect?
Dessert Bus. Boulder Dash. Antix.
I don't know about the other two, but I know one of them is SimAnt.
I can guarantee you that if SA were released today it would be riddled with micro transactions and covered in dlc
Sandbox mode basically wouldn't exist
Or it would be made by an indie studio.