I love SimCity 2000 and these roads look really cool but I'd really like to see a city-builder go in a different direction.

One of the biggest problems with North American cities is their endless, car-centric suburban sprawl. SimCity games may be really fun to play but they seem to reinforce this problem and anyone who grows up playing them will not learn about alternatives for more livable cities.

New Urbanism, traditional neighbourhood design, streetcar suburbs, one-way streets, bike paths, walking paths, mixed-zone walkable villages (light commercial with residential), smaller single-family houses and duplexes, triplexes, houses behind houses. Many of these are older and more traditional techniques to yield higher density neighbourhoods without building up to large apartment buildings.

It would be really cool to see a game that focused more on creating these kinds of realistic and aspirational living spaces instead of the usual cookie-cutter suburbs linked up by huge roads and a large downtown core.

> SimCity games may be really fun to play but they seem to reinforce this problem and anyone who grows up playing them will not learn about alternatives for more livable cities.

That's because SimCity is not a tool for preaching your personal opinions of what makes "more livable cities" to people who more often than not want to design semi-realistic, typical cities in an entertaining strategy game.

If you want to make your perfect city builder, go ahead, it's easier than ever now for somebody to create a game. Just don't expect everybody else to share your view of "aspirational", more so if you actively punish traditional city structures.

OP must of hit a nerve here but In games like city skylines a big difficulty of large cities built in the game is handling car traffic. A lot of which is solved by public transport, walking paths and other "apirational" city structures that are hard to realize in real life. I've watched alot of fun videos on youTube of a certain youtuber apply these techniques to other people's saves to great success. It's honestly a fun challenge to solve.

> to people who more often than not want to design semi-realistic, typical cities in an entertaining strategy game.[...] more so if you actively punish traditional city structures.

What you call "typical" and "traditional" is not in any way universal.

Or you haven't travelled a lot.

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I live in the United Kingdom. I have never once stepped foot in North America.

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Please don't cross into personal attack. The idea is to abstain from that here.

https://news.ycombinator.com/newsguidelines.html

That is an interesting interpretation of my question.

Notice how in the continued thread after receiving confirmation that they were not just making up a story as many do, or otherwise living in an area of the UK that is not GMT, I immediately switched to asking for confirmation about their point about simcity.

Could you help me understand how digging is personal attacks?

Your comment implied that the other person was lying.

Ah. I’m not sure I understand how that is considered a personal attack. Especially when I see others calling each others messages AI slop with no recourse. Perhaps people just don’t flag those comments because they agree, whereas people flagged my message because they didn’t.

I have great respect for what you and now also Tom provide to the community, so I don’t believe I have much ground to argue from. So I will just say as I do not understand the application of this rule, I may potentially run afoul of it again in the future. Please understand it won’t be out of disrespect, simply out of ignorance and a need to grow my definition of what a personal attack is one instance at a time until it aligns with your views.

<https://news.ycombinator.com/item?id=45292220>

Oh indeed. I was referring to how the community itself views it by their choices to flag or not flag things. But thank you for the confirmation of my understanding.

My sleep schedule varies from week to week depending on whatever miscellaneous project is sucking up all my attention (with some constants). It's hard to stay on a strict schedule once I've gotten into "the flow".

Ok so do you feel strongly then that simcity is representative of civil engineering in the UK?

No, but SimCity (and most games) are designed for a primarily American audience by American developers and are "build-from-scratch" games. I feel a game for designing UK cities would be much harder to design, especially because most cities in the UK are the way they are because of historical restrictions while the United States and Canada were unburdened by this.

You're making his point! It's a city builder, not a long-established-city-transformer.

There are plenty of “chill and peaceful” city and town builders that trade realism for prettier, more idealized places.

In more simulation-focused games, cycling and walking paths are often available, and you can use them, but they come with many of the same constraints they face in the real world. In practice, that means they are usually not efficient as the primary way to move large numbers of people across a large city.

Reading your comment, it sounds like you want a game that is realistic in most respects, but treats transportation differently, in a way that makes your preferred options the optimal strategy. That is going to be hard to find, since transportation is a core part of city-building sims, and developers tend to pick either realism or a more utopian/fantasy model rather than mixing both in a single game.

That's not what I want at all. I want a more realistic sim that deals with issues such as sprawl, food deserts, transportation elasticity of demand, mental health issues (and their impact on crime and productivity), and a network-flow theoretical model of transportation and commuting contributes to all this. Building a bunch of sprawling suburbs that feed into a dense downtown core should make your citizens' commute times shoot way up and lead to misery.

A well-built large city isn't just going to be 100% biking and walking paths, it's going to have streetcars, light rail transit, subways, and buses as well as roads with cars. The difference is that people shouldn't be forced to commute across the entire city to get to work because you decided to cram all of the commercial zoning into one downtown core.

> The difference is that people shouldn't be forced to commute across the entire city to get to work because you decided to cram all of the commercial zoning into one downtown core.

Isn't the point that they should be, if that's how I choose to build a city, and they don't have to be, if you choose to build it otherwise? The entire point of a sandbox city-builder is, I assume, that it's a sandbox, and not a dogmatic interpretation of a childish Reddit meme.

It was pointed out elsewhere in this thread that SimCity already distorts reality in an ideological way: it lets you have tons of traffic without worrying about parking. It just gives you magical free underground parking everywhere that you never have to think about, in order to avoid the usual suburban parking sprawl hellscape.

Car-centric transportation is not efficient. Not remotely. They have absolutely terrible bandwidth, and they balloon the size of cities apart the more you try to increase the speed to bring them closer together.

If you think Simcity and Cities: Skylines are realistic depictions, then ask yourself why Simcity famously has no visible parking whatsoever (or don't: the devs are on record saying they excluded it because it made the cities look terrible, there's no need to speculate here), or ask yourself why Cities: Skyline added car pokeballs (where drivers get out of the car and put the car in their pocket) or straight-up delete cars when traffic gets too heavy.

> Reading your comment, it sounds like you want a game that is realistic in most respects, but treats transportation differently,

It's the opposite, no? Most city builders cheat to be able to be fun. Like, with the amount of roads one build in Sim City, half the map would have had to been parking lots to account for that amount of traffic. But that's boring gameplay, so they remove that constraint to make a fun game. Aka you never have to deal with the consequences of making your city car dependent.

Edit: See another comment from CalRobert about exactly this.

The original SimCity was perfection - you could build no roads and nothing but rail! ;)

Cities Skylines with all the DLC and the right transportation mods gets pretty “realistic” in that you can build a transit paradise but the car still exists.

You have a weird definition of "realism".

[citation needed] that some combination of "New Urbanism, traditional neighbourhood design, streetcar suburbs, one-way streets, bike paths, walking paths, mixed-zone walkable villages (light commercial with residential), smaller single-family houses and duplexes, triplexes, houses behind houses." is not in fact optimal! (For certain objective functions)

Do we really need to jump onto a tangent about evil cars and evil car infrastructure on a post about b-splines and curve sections?

Everything in the article applies equally to trains and rails.

We get enough complaining about evil car-centric city designs on the posts directly about cars thanks.

I think GP is simply identifying a potential popular niche that could be satisfied in a future city builder game, which seems quite on topic.

Yeah, I don't want my preferred playstyle to be favoured, just treated fairly:

* Add all of the non-car transport options: walking paths (including underground and raised paths for walking between large buildings in the winter, a la PATH in Toronto), bike paths, buses, streetcars, light rail, subways, inter-city trains, high speed rail, ferries

* Add parking lots as a feature to all commercial and residential construction, require every car to be parked somewhere when not in use, but allow residents/property owners to decide whether to build parking or not

* Allow land-value taxes as an alternative to property taxes, as well as the possibility for things like street parking and pollution ordinances to give you levers to incentivize/disincentivize the construction of parking lots

* Simulate emissions appropriately from all transport methods

* Parking lots and heavy traffic should lower property values, as citizens complain about the ugliness, pollution, noise, and danger of excessive traffic

There's a whole conversation to be had about the design of games like SimCity and how it affects future urban planners, but that may be going too far afield. Still, I think it would be nice to have a game that doesn't reward car-centric planning while burying the drawbacks.

Those areas aren't better to live in. They're just older parts of older towns so they don't have much wiggle room. The wiggle room was amazing for the more modern countries, except now we wiggle in a different direction too. An equal middle can be seen in Asian cities in Korea and China. They mix high density with high quality of life and little self sacrificing.

Neither US or Europe do living areas well due to their historical constraints.

It's subjective but many of us strongly disagree.

And, of course, the fact that the areas you say "aren't better to live in" also tend to be extremely expensive doesn't make a lot of sense.

Except for gates communities, living cost is mostly a function of closeness to high paying jobs.

I don't think that counters what I wrote? One of the benefits of higher density is having more high paying jobs nearby.

When I played Sim City, I gladly built super-dense neighborhoods with high-rises facing parks, and mass transit, Le Corbusier style. One reason was that they brought in enormous income, another, that they looked cool.

> One of the biggest problems with North American cities is their endless, car-centric suburban sprawl.

Most people consider that a benefit. It's just as livable as anywhere else. Just different.

> It's just as livable as anywhere else

People are totally entitled to like what they like, and that's OK. Everyone has something that works for them, and this world has a great variety of options available but the "car-centric suburban sprawl" is linked to various negative mental and physical health consequences. Negative health consequences, IMO, isn't "just as livable".

As a simple example, when people walk more during commuting instead of drive, they tend to be healthier. There are other more nuance (but studied) impacts, such as increased car accidents, mental impacts from increased isolation, etc. In America, there is even a correlation between how car-centric a community is and how often individuals are willing to seek out healthcare (even when accounting for access and affordability).

If you like living and spending all your day in your car yes.

I don't spend anything close to "all my day" in a car - I'm not sure what the absolutely over-the-top and completely-detached-from-reality, snide hyperbole adds, here.

Well that is certainly how it feels when I am in a city in north america.

A small errand that takes me 5 to 10min in my hometown takes me 45min to 2h in suburbialand. Worse, mutualizing errands do not even reduce the overhead of a single trip because infrastructure is usually made in such a car centric way that it makes it super inconvenient if not downright dangerous to walk from one huge parking lot to another one a couple of blocks away so you are kind of pushed to move your car, sometimes navigate a stupidly long loop to simply turn around and go on the other side of a stroad.

By the end of the day you realize you have barely done anything.

Funnily it makes it worse for both drivers and non drivers.

At home I usually opt to not take the car, not because it would be slow but because in many cases it is silly. It would be too short for the engine to even warmup and I would not have the chance to enjoy some time outside and/or exercise at the same time.

I totally see the impact spending so much time in the car and traffic has on my in law family's stress level and they do complain a lot about it while being seemingly unable to envision a better way of living and push for it at political level. It is also super bad on the security side of things because they often opt to take/make calls while driving for it to not make it time totally lost and aren't just as focused as they should be on the road.

Yeah it's strange how some people think that squeezing people like sardines without any space for personal gardens is supposed to be a good thing. Density in European cities is mostly a historical artifact and something objectively chosen.

Huh, wonder what takes up all the space that could've been parks and gardens (hint: it's made of asphalt)

The creators SimCity itself were aware of the problems you mention. Ever notice how there's no parking lots?

https://humantransit.org/2013/05/how-sim-city-greenwashes-pa...

They were aware of the problem and they covered it up, rather than try to show better ways of living. It’s unintentional propaganda for the crappy ways we build our cities. It’s worse than if they’d just show things how they really are.

this is definitely doable in CS (+mods), search YouTube for "cities skylines European" or something like that.

you need "plop the growables" and "move it" mods at minimum to nudge all the buildings close together.

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Riverdale [1] is a neighbourhood in Toronto with the kind of higher-density mixed single-family and multi-family homes as well as a few small apartment buildings (but no large apartment buildings) that I had in mind with what I described above. It also happens to be one of the most expensive neighbourhoods in the city which I take as an indication of high demand for the houses there.

Compare that with the sprawl of Vaughan also shown in the video [1].

[1] https://www.youtube.com/watch?v=MWsGBRdK2N0

The houses in Riverdale are way too close together. It looks like some of those people could literally open their window and reach into their neighbor's house!

Maybe for you, but that’s why we should have choices. I think Riverdale is beautiful and I’d love to live there but I can’t afford it because the place is in such high demand. It’s illegal to build more Riverdales even though they’d satisfy a lot more demand due to their higher density. All we can build is more sprawl because your complaint was made the law of the land.

Well according to some people there is a loneliness epidemic in north america. What do you want guys? make up your minds! ;-)

Cars and their infrastructure take up a ton of space which could in theory be used by actual people.

In practice that space ends up being used to cram in more people rather than giving people more living space.

Agreed!

However, another way to look at that is that some people are willing to give up some space for a more convenient location. We're not running out of space quite yet.

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Please don't post like this here.

https://news.ycombinator.com/newsguidelines.html