Metropolis constructing video games have a Soul Drawback pt.2


Despite my disappointment with Cities: Skylines 2, I maintain coming again to the sport infrequently. I am unable to even management it. It’s like a deep internal want. When we had been children we performed with toy vehicles on these felt mats with painted little cities, or once we had extra industrial aspirations, we might go outdoors within the dust creating building websites with tunnels and bridges proper subsequent to mother’s rose bushes. Some of us had that one uncle who determined to show the playroom right into a miniature modeling globe with trains, tunnels, and stations. I feel a little bit tangle of my youthful self’s fantasies turns right into a must launch Cities: Skylines and construct a residing metropolis.

In the previous article, I handled the style extra broadly and explored some concepts that sparked (totally on Reddit) very fascinating discussions. I talked extra concerning the simulation and fewer concerning the aesthetics. Today, my textual content will not be technical in any respect; as a substitute, it’s going to sort out aesthetics and the way a lot they disappoint me each time I stare upon my metropolis.

Surfaces are all sq. and flat

Everything is sq. and unnatural. Looking at a random a part of my metropolis, I used to be attempting to determine why it is so ugly. What is it that makes me need to press alt+f4?

Here we see a spot the place the sidewalk, some tiles from a constructing, and the grass meet.

Does this look good to you? How arduous would it not be for it to seem like this:

Edited visual concept showing organic, blended transitions and natural edge detailing where grass meets paved surfaces.

I do know somebody can obtain comparable and higher outcomes with mods and decals. But for many of us, it is simply not sensible to spend 40 hours micro-managing each single nook of the town. And should you do not put in these hours, every part feels lifeless.

Default Cities: Skylines 2 street view showing a plain, sterile urban corner lacking surface detail.

Proposed visual improvement for a street corner, adding procedural detail, ground clutter, and realistic texture blending.

Also, one thing I actually get pleasure from in these video games is with the ability to simply stare on the metropolis and see what the algorithm has generated. To be shocked. If I sit there and hand-paint each little nook, that “magic” is misplaced.

Neurotic cleanliness

As I simply stated, one of many causes I construct my metropolis is so I can later go and stare upon random corners. It’s the identical after I take walks in downtown Athens; I search for charming little sides of the town. Not essentially lovely, not clear, however scenes that inform a narrative. In this sport, every part is “sanitized” to the purpose of neurosis.

In-game view of a pristine, perfectly clean urban street in Cities: Skylines 2 with no visible wear or grime.

Mockup of the urban street with added surface wear, subtle dirt, and realistic pavement weathering.

Look how a lot distinction these small textures can do to the general ambiance.

Default Cities: Skylines 2 cityscape scene featuring spotless, uniform architecture and sterile public space.

Enhanced visual concept showing character-filled urban space with lived-in details and subtle atmospheric grit.

What’s the take care of stairs?

For some cause, the sport has beef with stairs. Can we get some stairs? Something I’d do if I had been a designer for the sport, is have a look at 100 images of actual cities and observe down a few of the issues that make them up. Like:

  • Stairs
  • Potholes
  • Trash
  • Cables
  • Graffiti
  • Construction websites
  • Scaffolding
  • Poles
  • Traces of the previous (repurposed public areas or buildings)
  • Leaves

In-game screenshot showing awkward elevation changes and steep ground slopes without pedestrian stairs in Cities: Skylines 2.

Conceptual mockup showing outdoor stairs and terraced steps smoothly connecting elevated terrain.

Organic shapes

I do not know what your neighborhood is like, however in mine, perhaps 1 in 50 homes is that clear and arranged. Most have damp spots, weeds, deserted toys within the backyard, garments hanging out to dry on the balcony.

In-game residential area in Cities: Skylines 2 with perfectly manicured, uniform green square lawns and sterile balconies.

Visual improvement showing organic residential yards with overgrown weeds, damp patches, hanging laundry, and varied foliage.

Some have rusted railings. Even the well-kept ones have let nature do its factor in some corners. And nature’s factor is not completely inexperienced squares.

Poor and deserted homes

Unfortunately, each actual metropolis has poor areas with deserted homes or ones in very dangerous form. This is one other aesthetic component that provides each realism and usable suggestions. You should not need to open the stats panel to see the place an issue lies. By simply gazing at your metropolis, the panorama might and will communicate for itself.

Default Cities: Skylines 2 neighborhood displaying clean, uniform buildings regardless of land value or area degradation.

Edited visual concept illustrating degraded and abandoned houses with weathered facades and visual cues of urban decay.

I hope that future metropolis constructing video games or CS2 DLCs will deal with including some soul and character to metropolis constructing. Until then, we now have to depend on our Bob Ross instincts.


Discussions:


AI Disclosure: Artificial intelligence was used completely for proofreading, producing descriptive picture alt texts, and creating the “improved” visible ideas.



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