cities skylines

metropolis-1998-lets-you-design-every-building-in-an-isometric,-pixel-art-city

Metropolis 1998 lets you design every building in an isometric, pixel-art city

Have you ever really thought about living rooms? —

Devs cite Rollercoaster Tycoon, Dwarf Fortress, and, yes, SimCity as inspiration.

Designing the pieces of a house in Metropolis 1998, with a series of bookshelves and couches open in the menu picker on-screen.

Enlarge / There is something so wonderfully obscene about having a town with hundreds of people living their lives, running into conflict, hoping for better, and your omnipotent self is stuck on which bookcase best fits this living room corner.

YesBox

Naming a game must be incredibly hard. How many more Dark Fallen Journeys and Noun: Verb of the Noun games can fit into the market? And yet certain games just appear with a near-perfect, properly descriptive label.

Metropolis 1998 is just such a game, telling you what you’ll be doing, how it will look and feel, and what era it harkens back to. You can verify this with its “pre-alpha” demo on Steam and Itch.io. There’s plenty more to come, but what is already in place is impressive. And it’s simply pleasant to play, especially if you’re the type who wants to make something entirely yours. Not just “put the park inside the commercial district,” but The Sims-style “choose which wood color for the dining room table in a living room you framed up yourself.”

You start out in a big field with no features (yet) and the sounds of birds chirping. Once you lay down a road, you can add things at a few different levels. You can, SimCity-style, simply plot out colored zones and let the people figure it out themselves. You can add pre-made buildings individually. Or you can really get in there, spacing out individual rooms, choosing the doors and windows and objects inside, and realizing how hard it is to shape multi-floor houses so the roof doesn’t look grotesque. You can save the filled-out house for later reuse or just hold on to its core aspects as a blueprint.

  • The author is quite proud of his first real home build, though he now realizes that living rooms have a big empty space, and it’s up to us to figure out just how empty it should remain.

    Kevin Purdy

  • It takes a bit to get used to it, but the detailed building designer is full of wonderful little pieces, like this classic speaker cabinet with the black and red wire clips visible on the back.

The game is still early in development, so its mechanics are not introduced in tutorials, and the interface requires a lot of clicking, reading, and wondering. I got a reasonable feel for it after about 30 minutes of tentative placing and bulldoze-deletion. You can save your game and come back to it, though the developers note that your saves may not transfer to future versions. You’re putting your time in now, so you’ll be ready to start fresh when the game releases into early access (“ETA sometime between Q4 2024 and Q2 2025”). If you’re into this kind of fine-toothed builder, a fresh start is a gift, anyway.

Developer video describing how the Metropolis 1998 algorithm scales to track hundreds of thousands of working objects.

Bank robberies and zombie scenarios ahead (maybe)

What will the game look like when it’s finished? Developer YesBox has a detailed roadmap and a blog detailing how it’s going. The very small team, seemingly a solo developer with art help from two others, started off in December 2021 and has achieved quite a lot, including an algorithm seemingly ready to handle big populations. A key promise of the game is that you won’t just lay down zones and wait for people and problems to show up. You will lay down specific buildings, like hospitals and police stations, and manage the usual concerns of traffic, zone demand, and the like. The “Post-1.0 Aspirations” hint at the game’s direction: “Visible Crime (e.g., watch a bank robbery),” “Zombie Mode (your police vs. your zombie population),” and “Live in your own city” in a “Sims-like mode” imply more of a toybox mentality than a “Highly realistic ports and infrastructure” ambition.

  • There’s a top-down mode in the game, useful for when you’re looking more into data than design.

    YesBox

  • With enough time and object rotation, streets look like they can get mighty pretty.

    YesBox

  • Screenshots suggest cities more complex than suburban plots are possible in Metropolis 1998.

    YesBox

  • Letting your imagination go wild with the building designer can yield all kinds of city designs

    YesBox

  • Check, check, check, check, this list of game inspirations works out, yep.

    YesBox

Metropolis 1998 is not alone in seeking out city-builder fans living in the long wake of any proper SimCity release. But unlike games like Cities: Skylines 2, it’s not seeking the kind of mechanical complexity that would see it, say, figuring out eerily familiar housing cost crises. Building this kind of game is still fiendishly complex, of course. But how that complexity is presented to the player is something else.

The most interesting line in the roadmap is “player starts with land purchased from successful business exit.” I can’t help but think of Stardew Valley, which can also sprawl to ridiculous levels but has at its core the arc of a person who got tired of the rat race and inherited a farm. I’m looking forward to this invitingly retro and human-scale city-builder, with patience and respect for what seems like a massive developer undertaking.

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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.

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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.

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