cities skylines

cities:-skylines-2-team-apologizes,-makes-dlc-free-and-promises-a-fan-summit

Cities: Skylines 2 team apologizes, makes DLC free and promises a fan summit

Cities: Skylines 2 development —

A “complete focus on improving the base game” will happen before more paid DLC.

A beach house alone on a large land plot

Enlarge / Like the Beach Properties DLC itself, this property looks a bit unfinished and in need of some focus.

Paradox Interactive

Perhaps the first clue that something was not quite right about Beach Properties, the first $10 DLC “expansion” for the already off-kilter city-building sim Cities: Skylines 2, was that it did not contain a real beach house, which one might consider a key beach property. The oversight seemed indicative of a content pack that lacked for content.

C:S2‘s developers and publisher now agree and have published a letter to Cities fans, in which they offer apologies, updates, and refunds. Beach Properties is now a free add-on, individual buyers will be refunded (with details at a FAQ page), and Ultimate Edition owners will receive additional Creator Packs and Radio Stations, since partial refunds are tricky across different game stores.

“We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form. For all this, we are truly sorry,” reads the letter, signed by the CEOs of developer Colossal Order and publisher Paradox Interactive. “When we’ve made statements like this one before, it’s included a pledge to keep making improvements, and while we are working on these updates, they haven’t happened at a speed or magnitude that is acceptable, and it pains us that we’ve now lost the trust of many of you. We want to do better.”

What will happen next, according to the letter, are changes in how the game is improved and how those improvements are communicated. To wit:

  • A “complete focus on improving the base game and modding tools”
  • Better community involvement in choosing priorities
  • Focusing on free patches and updates ahead of paid content
  • Relatedly pushing “Bridges and Ports” expansion to 2025
  • Shifting Creator Packs work to independent developers
  • An “advisory meeting” between a small group of player representatives with significant followings and developer and publisher heads

For those eager to see the game on consoles, despite all this signaling of how far the base PC game might have to go, the letter offers an update. An “upcoming build delivery in April” should show sufficient optimization progress to move ahead, with “a release build targeted for October.” Yet until they can see the real results, no firm release date can be made. The console team will operate separately from the PC team, however, so it should move ahead “without splitting our focus or time.”

Put together, the C:S2 team’s actions, and plan for the way forward, seem like reasonable ways to make sure their work meets with fans’ expectations. There’s a fair amount of positive feedback to the forum post, however self-selecting “Paradox Forum members” may be. I do wonder if there’s a danger of some owners and fans never considering the game to be “good enough” to not react negatively to paid add-ons showing up in the store. It’s a tricky thing, releasing a game that almost inherently demands a swath of future add-ons, packs, and expansions—the original Cities: Skylines had more than 60 add-ons.

In an interview with Ars, Colossal Order CEO Mariina Hallikainen said that “working on new content for the game” was the thing she most looked forward to, “after, of course, we have sorted outstanding issues.” There are seemingly many more months of sorting to go before the fun new stuff arrives.

Cities: Skylines 2 team apologizes, makes DLC free and promises a fan summit Read More »

an-interview-with-cities:-skylines-2-developer’s-ceo,-mariina-hallikainen

An Interview with Cities: Skylines 2 developer’s CEO, Mariina Hallikainen

Exclusive interview —

A hugely successful early game can become a developer’s own worst enemy.

Colossal Order CEO Mariina Hallikainen

Enlarge / Colossal Order CEO Mariina Hallikainen, from the company’s “Winter Recap” video.

Colossal Order/Paradox Interactive/YouTube

It’s not often you see the CEO of a developer suggest their game is “cursed” in an official, professionally produced video, let alone a video released to celebrate that game. But Colossal Order is not a typical developer. And Cities: Skylines 2 has not had anything close to a typical release.

In a “Winter Recap” video up today for Cities: Skylines 2 (C:S2), CEO Mariina Hallikainen says that her company’s goal was to prevent the main issue they had with the original Cities: Skylines: continuing work on a game that was “not a technical masterpiece” for 10 years or more. The goal with C:S2 was to use the very latest technology and build everything new.

“We are trying to make a city-building game that will last for a decade,” Hallikainen says in the video. “People didn’t understand; we aren’t using anything from Cities: Skylines. We’re actually building everything new.” Henri Haimakainen, game designer, says Colossal Order is “like fighting against ourselves, in a way. We are our own worst competition,” in trying to deliver not only the original game, but more.

Cities: Skylines 2‘s Winter Recap, with reaction to the game’s launch from staff and plans for future updates, including performance improvement and a forthcoming expansion pack.

“Everything new” and “more” has often meant “not optimal,” as we noted after the game’s launch. It has led to some remarkable candor from the developer, and its publisher. Madeleine Jonsson, community manager at publisher Paradox Interactive, says that in order to work with players’ feedback about the game, “we have to just speak about these things insanely candidly.” That’s why, in last week’s patch notes, and Colossal Order’s “CO Word of the Week,” players can read not just about the typical “major bug fixes and performance improvements,” but that Cities: Skylines 2 (C:S2) should see better performance in areas with lots of pedestrians—and, “yes, they now have level of detail (LOD) models.”

Just before Colossal Order issued that patch and went on holiday break, Hallikainen spoke with Ars at length about offering up that kind of gritty detail to players, the decision to release C:S2, the difficulty of following up a game that saw nearly 10 years of active development and more than 60 downloadable content packs, and more on the specific issues the team is working with players to improve. And why, out of everything that’s coming up for C:S2—including a Ports and Bridges expansion—modding support is perhaps the most exciting for her.

Modding, something the Cities: Skylines community has already started without any official tools, will further reveal the promise of the simulation her team has been working on for years. And, presumably, it’s a chance to look forward to something exciting and unknown rather than pull things from the past forward for re-examination—like I essentially asked Hallikainen to do, repeatedly.

The interview has been edited and condensed for clarity. It was conducted on December 12 between Hallikainen in Finland and the author in the Eastern US.

An Interview with Cities: Skylines 2 developer’s CEO, Mariina Hallikainen Read More »