It seems odd to talk about a game that was actually released recently, because this blog isn’t supposed to be a collection of reviews. I’m not a game journalist; I’m a designer, and each entry is simply a short rambling of my thoughts on how a particular game works or doesn’t work for me. I also try – often poorly – to pinpoint any designs in the game that I feel are particularly strong or weak. Now that that’s out of the way, let’s talk a bit about Cities: Skylines.
Wait, wait, I’m actually not done with disclaimers. Before we actually dive into Skylines, I want to talk a bit about my relationship with SimCity, because I think it’s important. I’m not what you would call an “avid” SimCity player. Back in the day, when SimCity was a fresh new piece of intellectual property, I found the game and simulation to be hard and unforgiving. I would immediately spend all my money trying to build a city only to find out I was bankrupt and had to sit and wait for a few months to go by to get enough in the budget to build another power plant or police station or school. I was frustrated that the game let me believe I could run free with my city-building imagination only to smack me down with gameplay incentives to take it slow. Read More