#3893 Sorry por el doble post, pero me acabo de encontrar de casualidad un comentario en Reddit hablando precisamente de esto. Creo que le voy a dar otra oportunidad:
SimCity has been improved int hat it has pure single player now and all the city connection stuff works flawlessly (the game's region system means that cities in the same region can share services, utilities, and resources and in fact must do so in order to prosper properly. Initially this was handled online, and things wouldn't get sent between cities or would get lost or would take ages to process. Now they don't, and it works perfectly.). Not mch else about it got changed.
But the core gameplay mechanics are very good.
The build area is small, and there's a goofy agent AI system where people drive to the nearest workplace/nearest empty home instead of having set homes and workplaces. To me, that is the extent of the game's failures. The rest of its mechanics are rock solid.
It's a rich, deep management game with some quirks that do not detract from how rich and deep its gameplay is.
Yes, the cities are tiny. Yes, the agent AI is dumb (agents not being a necessary factor for a game like this anyway and I wish they'd be abolished). But the rest of the game is so good and nobody gives it a chance.
Everything you do feeds into other things you can do. Ever bit of progress you make in one city benefits the entire region. You can't do X without Y which requires Z and even if you can do X you better hope you also did A, B, and C or else you're gonna have a city that doesn't function or burns to the ground (a good example is high-tech industry, which requires a successful specific branch of university, which requires a successful university, which requires successful schools and transportation, but if you don't also have the hazmat fire trucks from a separate part of the UNiversity, your city is going to be rubble in a few days).
You can contribute to projects that benefit every city you're playing. Every single specialization is like a game within a game. You manage a small city of casinos inside your small city of gamblers. A small city of schools and a university inside your small city of academics. A small city of oil fields inside your small city of poor uneducated mining folk.
And then you combine the profit from the gamblers and the oil with the intelligence of the academics and start using some of the oil to develop high tech industry and factories and make a city that makes processors and computers and TVs and start a crazy profitable electronics export, and use the excess materials crafted to build an Arcology! ANd if you don't have the population density to make these things possible you can invest in a positive or a negative future where you can make giant skyscrapers with parks and offices and clean air filters and power plants in them, customizable by level, that house a full cities worth of population inside, and use those people to drive your industries!
There's soooo much depth and richness to the gameplay, but nobody gives it a chance, and everybody loves Cities Skylines which is just an abysmally crappy experience in comparison. For a really quick and basic example, SimCity has $R, $$R, $$$R, $C, $$C, $$$C, and all of those come in 3 densities, meaning between Residential and Commercial lots, there's 18 combinations, all with different standards and taxes and such. In Cities Skylines, there's Low Density Res, High Density Res, Low Density Commercial, and High Density commercial. 4 factors to consider versus 18. Did you notice I didn't mention any dollars for the cities skylines lots? Yeah, the game has no wealth value system.
For another quickie, look at my description of how X requires Y requires Z. In SimCity, a university requires educating a certain amount of students in elementary and high schools, and then you add each additional branch onto the university by accomplishing other specific goals including number of students educated at the university itself, which can require bussing in students from other cities. In addition, the university turns nearby high value homes into frat houses with their own unique models, which affects the area's desires for entertainment and stuff like that. In Cities Skylines, you can place a university after you reach a certain population cap, with no other requirements, and it's the size of a large house, and there's no other associated mechanics whatsoever. You place it, that's it. Its effects are intangible. That's how everything in Cities Skylines unlocks- population caps.
In SimCity, taxes are done on every one of those varieties of lots. In Cities Skylines, they're not. In SimCity, the budget for one fire station is different than another based on how many modules you've added to it to improve the station or add more fire trucks. In Cities skylines, every single fire station in the entire massive city is budgeted by one single slider dictating them all at once. I could literally spend all day writing out situations where SimCity is better.
Cities Skylines is only popular because
A. Huge plot of land
B. No online component at all
C. Lots of youtubers play it to make pretty things and never talk about the gameplay because there is no gameplay