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joerg

Where has all the realism gone?

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SimCity 4 is not realistic either. It has higher population than what is realistic, unless you use the CAM. Also, most models from SimCity 4 made it into the new SimCity.

--Ocram


Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

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"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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SimCity 4 is not realistic either. It has higher population than what is realistic, unless you use the CAM. Also, most models from SimCity 4 made it into the new SimCity.

--Ocram

None of the buildings from SC4 are in the new SimCity, or, if they decided to include a few that I haven't noticed, they remade them.

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patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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I totally agree. They have a loyal fan base and look how much research data this site alone has given them into what the people want. It would be so simple, and so wrong too, to grab all the custom content and release in several "expansion packs" Heck, their entire next game could be snatched up from all the UGC alone!! I'm with you brother, They're messing with the very basics of the game. To create a realistic looking city as I imagine it. And there is nothing wrong with wanting realism. I've always thought that cartoonish graphics were a crutch for amateur work, especially considering it's an adult game. Of course kids can play and enjoy, but it takes a more working understanding of the world to truly understand a real Simcity game. I loved the game growing up, but I never appreciated how truly indepth you could take the game. I say rant, I know they want more newer fans to buy the game, but if you scorn the people that built the franchise, well, you're just an idiot...

I totally agree. They have a loyal fan base and look how much research data this site alone has given them into what the people want. It would be so simple, and so wrong too, to grab all the custom content and release in several "expansion packs" Heck, their entire next game could be snatched up from all the UGC alone!! I'm with you brother, They're messing with the very basics of the game. To create a realistic looking city as I imagine it. And there is nothing wrong with wanting realism. I've always thought that cartoonish graphics were a crutch for amateur work, especially considering it's an adult game. Of course kids can play and enjoy, but it takes a more working understanding of the world to truly understand a real Simcity game. I loved the game growing up, but I never appreciated how truly indepth you could take the game. I say rant, I know they want more newer fans to buy the game, but if you scorn the people that built the franchise, well, you're just an idiot...

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Simcity has never had realistic graphics.

Simcity has always had an cartoony style to it.

SimCity-TOP.jpg

Simcity (original) had cartoony graphics (just look at it the picture above)

simcity2000_100203_004-616921_640w.jpg

Simcity 2000 looks more cartoonish than the original (pictured above)

SimCity-3000-Retail-Patch_1.jpg

Simcity 3000 looks just as cartoonish as Simcity 2000 (pictured above)

SimCity%204%20Deluxe%20Screenshot%201_656x369.jpg?cb=1334003524

Simcity 4 is the ugliest version impart because they used a bland artstyle.

What's more cartoonish than a UFO attacking your city? Seriously I'm asking!

Simcity 2013 returned us back to the Simcity 2000/Simcity 3000 look.

I personally love the cartoonish look because it fits the game better than a dull realistic look.

Here is a new feature you can use in Simcity 2013:

filters3.gif

I think the color filters are cool.

But it after spending a decade moding Simcity 4 to your liking, many of you will never be happy with a new Simcity unless it is a Simcity 4 2.0!

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What I must ask is. Aren't they just making this game look cartoonish because a realistic view demands serious power, which most people do not got on there cheap pc?

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Here is a new feature you can use in Simcity 2013:

filters3.gif

I think the color filters are cool

Wow! Ladies and gentlemen, we are proud to present... SIMstagram! :party:

*scnr*

@Herdervriend: I replied to pretty much the same assumption just yesterday, in some other thread. Sys requirements due to graphics are based on screen resolution, field of view, number of objects, polygon count, dynamic lighting effects, shadow quality, texture map size, texture colour depth, anti-aliasing. and so on...

In short, a simple low-polygon model with a small, but realistic texture on a medium screen resolution with medium shadow quality will require considerably less power than a complex, high-poly model with a large, high-resolution texture that looks totally cartoonish on high screen resolution and high shadow quality.

Any shift of a game's overall graphics appearance on the axis from "Cartoonish" to "Realistic" (no game will ever be entirely realistic) is based on conceptual and design-related decisions and not on resources. One example I mentioned in that thread is Borderlands 2 - pretty high system requirements, and the graphics have a clear and intentional exaggerated and cartoonish look to them.

For example, take one and the same set of two buildings, representing a Police Department and a Fire Department. Give them realistic wall textures, and you have a realistic look. Give them shiny blue (PD) and red (FD) textures, and you have a cartoonish look. System requirements would remain totally identical in this scenario, the appearance of the building wouldn't.

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-=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
-=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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Excellent post OP, I've thought many of the same things.

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< snip >

Like some others here, I agree except for the money thing. Realism or the nearness to realism is important to me as well. I enjoyed and appreciate your "rant" and glad there are others who feel as passionately about such things as I do, including the foolishness of some developers. Thank you.

Simcity has never had realistic graphics.

Simcity has always had an cartoony style to it.

Simcity (original) had cartoony graphics (just look at it the picture above)

Simcity 2000 looks more cartoonish than the original (pictured above)

Simcity 3000 looks just as cartoonish as Simcity 2000 (pictured above)

Simcity 4 is the ugliest version impart because they used a bland artstyle.

What's more cartoonish than a UFO attacking your city? Seriously I'm asking!

Simcity 2013 returned us back to the Simcity 2000/Simcity 3000 look.

I personally love the cartoonish look because it fits the game better than a dull realistic look.

Different tastes in graphics, I understand that although I prefer the more realistic look. Have you considered the ability of the hardware back in the early days of the game? I think the "cartoonish" look was a product of the limited graphics cards and processors that were available to the average customer over a decade ago. SC4 reveals that the game evolved not only in gameplay but in the look of the graphics as computing power evolved.

< snip >

Any shift of a game's overall graphics appearance on the axis from "Cartoonish" to "Realistic" (no game will ever be entirely realistic) is based on...

I hope that statement proves to be false someday :) I will probably be dead and gone but I think computer games will one day fill a room with a hologram type imagery and with the help of devices the player wears one will walk, ride, drive and even go in and out of buildings. It will be hard to tell reality from a created world. Not only will this be in games but the scenic wonders of the world will be at our disposal without leaving home. Many of these concepts are undergoing study and are in the ealy stages similar to the invention of the telephone, television, or the internet.

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Even SC4 had a somewhat stylized art direction, despite being more realism-oriented. The gritty, ultra-realistic graphics didn't exist until people modded the game to be that way.

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As I posted in another thread, realistic graphics don't age well. I compared world of warcraft, a game with highly stylized graphics, to flight simulator 2004 which came out the same year, which was praised for its photorealism.

Ragnaros.jpg

Vanilla WOW. Definitely stating to show its age. Look at the resolution of the rock texture for example. Even today it still looks decent despite the polygon count and texture sizes.

microsoft-flight-simulator-2004-a-century-of-flight-20060705024231178.jpg

Flight simulator 2004. This was herald as "photo realistic."

I just flat out disagree with T Wreck's statement that photorealism works better at lower resolution than stylized. There is too much evidence to the contrary.

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    I think I may have been miss understood a bit here. My point has little to do with the realism of the graphics (afterall graphics are the easiest things in a game to mod), and more to do with realistic limitations to the game. Things like scale can never be truly corrected for once EA decides to ignore it, or the incredibly small map size and limited region abilities. These things would take years for modders to even begn to correct, but were fundamental decisions that clearly Maxis had to make in the early days of SC 2013's development that are now going to be incredibly tough to change. The point is we needed a solid foundation where even if it didn't look realistic the simulation could still be realistic and the ideas of what actually happens in a city could remain intact.

    These issues are over arching and cascade through the game changing everything. Lets take the map size and scale issue and look at them a bit more in depth. The game will have a 2x2km map, as stated before this is significantly smaller than even the smallest of real world "cities". If I lived in the middle of a 2x2km city I would never need a car, my longest round trip would be less than 2 miles even to the corners, consequently from a realism standpoint I no longer need large roads or parking structures. Obviously the get around this issue of cars becoming insignificant developers had to change scale to make the issues of a smaller map size less significant, there by opening a whole new can of worms. One of the greatest joys for many players is laying out and maintaining the transportation networks of their cities. How important could a transportation network possibly be when a Sim could walk any where in their city in 10 minutes???? Oh wait Maxis opened up another can full of worms to fix that issue, lets make certain income brackets less likely to walk to work. This idea while good in theory has been put in place as a solution to a problem caused 10 layers back and not as an added bit of realism. And the issue of map size and scale cascades even further. Maxis knows its players want huge populations despite what a 4km^2 area should hold in real life, so they make buildings and houses hold more people than they should, allowing populations to soar while still keeping the map size small. Then they have the issue of radius for fire, education, healthcare and safety. A single police department should easily be able to handle a 4km^2 area in reality, but that would make the game to easy so instead you need 10. All of these issues stem back to a fundamentally poor decision to give us extremely tiny maps, a decision that will impact every piece of the simulation and force maxis to try and correct for these issues by creating all new issues.

    My point goes back to the idea that to create a realistic simulation we needed realistic scale and map sizes. I suggest realistic monetary values not because I want to be an accountant and wade through mountains of million dollar values, but simply because Maxis seems to be doing a poor job of scaling real values to a more manageable number, using something closer to the real values would have insured they couldn't have messed it up.

    I don't expect breathtakingly realistic graphics, and am quite content with the graphics i have seen so far despite being way over saturated (thankyou optional filters). What I did expect was at least a suitable ground work for a realistic simulation. One that would allow me to at least realistically need a highway system and train system to get my sims from place to place. The idea of tracking every sim individually is awesome, but when they can never move more than a couple kms it seems a bit pointless. I just don't see the fun in being forced to build cities so inherently unrealistic.

    BTW way off topic, but I have been out of the game for years now and would love to play some SC4 again, but cant imagine doing so without some mods. Are there any mod packs or mod loaders out there that make installing 500+ bats, mods, and dependencies any easier or is it still like a 2 day long process of tracking down files and installing everything one by one like it used to be? Wish I could just download someones dat file and be done. Sorry for the off topic question that probably has an answer somewhere in the forums

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    In another thread, I once stated that stylized art direction works better on weaker systems, but stylized graphics do not require lower system requirements.

    Let me bring up Dark Cloud 2 and Wind Waker. Both are console video games made in 2002/2003 with cel-shaded graphics (though the GameCube has a stronger processor and the PS2 has larger capacity). Click on the links to view the art direction of those two games. Yes, their art direction still looks good today (which is a decade later).

    SimCity never had realistic graphics. Regarding SC4, it was the modders who added in most of the realistic textures to buildings (realistic textures were quite rare in SC4 Deluxe (straight out of the box) even).

    I am not defending stylized graphics nor am I wanting realistic graphics.

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    BTW way off topic, but I have been out of the game for years now and would love to play some SC4 again, but cant imagine doing so without some mods. Are there any mod packs or mod loaders out there that make installing 500+ bats, mods, and dependencies any easier or is it still like a 2 day long process of tracking down files and installing everything one by one like it used to be? Wish I could just download someones dat file and be done. Sorry for the off topic question that probably has an answer somewhere in the forums

    Most the major sites have Custom Content available on CD / DVD for a donation... other than that, it's the old hunt and peck - bulk distribution is still not allowed and asking for it is still frowned upon.

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    @Jim14409

    The competing games to Simcity have always had more realistic graphics even back in 1990.

    Maxis games have always been more colorful and cartoonish than the competitors.

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    I just flat out disagree with T Wreck's statement that photorealism works better at lower resolution than stylized. There is too much evidence to the contrary.

    And where, pray tell me, did I say that? o.O I've read my post again for three times now, and you have me totally lost. I repeat my question: What are you referring to?


    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    I agree quite a bit with T Wrecks's comment and want to just add a little of my own opinion to SC2013. When I think back on my first exposure to SimCity, it was SC2k in the mid-1990's. Ever since then, SC has been one of my favorite, if not my favorite, video games. The one aspect of SC4 that I find to be exceptional is its ability to be modded and altered, customized even, for the specific customer. That in and of itself has kept many people playing it since its release. My only hope for SC2013 is that Maxis keeps the ability for customization, and I'm interested to see, if it does happen, how it will be implemented. I couldn't be more excited about a new SC as I refused to even contemplate buying SC Societies.

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    I just flat out disagree with T Wreck's statement that photorealism works better at lower resolution than stylized. There is too much evidence to the contrary.

    And where, pray tell me, did I say that? o.O I've read my post again for three times now, and you have me totally lost. I repeat my question: What are you referring to?

    "Any shift of a game's overall graphics appearance on the axis from "Cartoonish" to "Realistic" (no game will ever be entirely realistic) is based on conceptual and design-related decisions and not on resources. One example I mentioned in that thread is Borderlands 2 - pretty high system requirements, and the graphics have a clear and intentional exaggerated and cartoonish look to them."

    As far as the scale and gameplay realism issues, for me a game is like reading fiction or watching a movie. Suspend my belief. The sims is a really great example. I know how much it costs to work on a house and buying building materials. The in game prices and wages are hardly reallistic. But it is internally coherent and I can enjoy it.

    There is some old phrase that I can't remember exactly, that people wont believe true stories because they think it is unrealistic. Simulating real life has that same effect on a game. I've read numerous dev blogs from different designers and it seems to be a common story. They try to be realistic and it ends up making their game either unbelivable, unfun, unplayable, or some combo of the three.

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    welcome back joerg,

    great to see the old school members returning.

    (i'd fall off my chair if oppie turned up)

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    As far as the scale and gameplay realism issues, for me a game is like reading fiction or watching a movie. Suspend my belief. The sims is a really great example. I know how much it costs to work on a house and buying building materials. The in game prices and wages are hardly reallistic. But it is internally coherent and I can enjoy it.

    Erm... yes... :uhm: and once again, what does this have to do with what I wrote? I fail to see even the most remote connection. :???: This feels more and more Kafkaesque.

    I was talking about graphics. Graphics style, graphics concept. Nothing but graphics. Not prices that are made more manageable by slashing the last five zeroes (which I agree with you makes perfect sense). The topic was graphics and how they affect system performance. Graphics and the hardware you need to enjoy them.

    What followed were wild comparisons between totally dissimilar genres (a fantasy action game and a flight simulator - really?), an excursion to totally different questions (how well do graphics age?) and replies to things I never said.

    _____________

    I'll try again. We are talking about the graphics of SimCity2013. Herdervriend picked up the assumption I highlighted above and asked a question - I quote:

    Aren't they just making this game look cartoonish because a realistic view demands serious power, which most people do not got on there cheap pc?

    This was the starting point.

    Now take the graphics of SC2013. Take any building. And now please tell me how the graphics would be more demanding if Maxis used textures that make the building look less shiny like plastics? It would be the same model, same polygon count, same texture map size, same graphics engine, same settings, just a less cartoonish texture. Now explain to me how this would change system requirements. Now explain to me how this is not a conscious artwork decision ("I'll take this texture instead of that one"). Explain to me how switching between two identically sized textures would influence system requirements.

    Another one: Imagine you have a given graphics engine. Imagine you have a model with 2,000 polygons (the number doesn't matter, it's just an example) and a size of 50x50 metres in game (SimMetres, if you will). Imagine that model looks like this one to the left:

    541928_10151336988269866_1370094108_n.png

    Yes, that's a giant pipe spewing sewage into the environment. Yes, those are some smooth and shiny textures. That's what I call cartoonish. And now imagine you'd make a different model - same size, same polygon count, same texture resolution, same settings - all in the same graphics engine. Just a bit more realistic - different textures, different shape, no giant pipes coming out of the ground. A building like you'd see it in real life. And now explain to me how this equally sized model with the same polygon count and the same texture resolution and identical settings, running on the same graphics engine, would use more hardware resources. Tell me how that's a decision based on system requirements and not on art concept.

    (On a side note, at this point you may even compare both of the above screenshots to the water treatment plant in SC4 and tell me how SC4 is equally unrealistic.)

    Or take this one:

    318536_10151342897834866_435825496_n.png

    Fire stations are all red, police stations are all blue. Same sermon as above: Substitute those glaring colours with a more subtle and realistic colour, how do system requirements skyrocket? Please explain.

    No flight simulators or WoW, no different questions like "how well do games age?" or "why not keep costs limited to small numbers that only give a sense of proportion, but keep the illusion alive?", just a logical explanation as to why what I said is wrong.

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    -=| You can choose a ready guide in some celestial voice ||| If you choose not to decide you still have made a choice |=-
    -=| You can choose from phantom fears and kindness that can kill ||| I will choose a path that's clear - I will choose free will |=-

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    ^^ To support this point in SimCity 4, just compare the RHW 2.0 textures with the current livery. The old textures were detailed, but they did look cartoonish too. The new textures may not have things like cat's eyes (that was a design decision), they do look much more realistic, despite that they have no change in resolution whatsoever:

    witburgfeb2001199765892la3.jpg

    rhw060220112.jpg

    It's not about what tools you have; it's how you use them ;)

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    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    @Jim14409

    The competing games to Simcity have always had more realistic graphics even back in 1990.

    Maxis games have always been more colorful and cartoonish than the competitors.

    I don't know what video cards or what monitors you have had down through the years, and I don't know your definitions of "cartoonish" or "realistic" but I simply cannot agree with your statement.

    As I have suggested before I believe the early versions of SC were mostly a result of the available graphics rendering power. Each release improved toward the more realistic buildings and infrastructure that plain ole SC4 Rush Hour provides.

    Go back and look (I just did) at the ploppable buildings that came with SC4 and Rush Hour. I find nothing cartoonish or even remotely similar to what SC13 is producing. Big Ben, the Washington Monument, The St Louis Arch, The White House and on an on are portrayed as realistic buildings that look as close to realism as the 2003 graphics allowed.

    As for other buildings that came with SC4, most of them are fictional buildings to my knowledge and they are in most cases ornate and colorful, but still present as having very realistic possibilities, especially when viewed with the graphics power available in 2003. Being fictional does not equate to being "cartoonish" or unrealistic in appearance.

    I view Tropico, SM Railroads, Societies, 1602, 1503, Dawn of Discovery, among others I have and do play as being more cartoonish than I ever could SC4.

    If SC4 has always been so "cartoonish" then why is it that batters etc did not start out creating cartoonish stuff? I'll tell you why, because they wanted their work to blend in to what came before them.

    Anyone who says SC4 is cartoonish has a very different definition of the word than I do. If you want to see Cartoonish then look at SC2013. I find it a total turnoff in many aspect and the "look" is a major one. Thank you.

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    So, there seems be a misunderstanding about what a cartoonish look is. Well, I'll say what I define as cartoonish

    • Bright colours
      This is an obvious one. Often you see a bright and joyful colour palette when you look at cartoons and (old) comics, whilst more realistic graphics often show more nuanced and less saturated colours. It may symbolise the simplistic world of cartoons versus the complex world of reality and also the less serious matter of cartoons. SimCity 2013 uses a bright colour palette as a standard; SimCity 4 does that in a far lesser extend (but yes, some elements like the water will only look really good with mods to de-saturize them)
    • Lack of (subtle) details
      Cartoonish graphics are often simple of shape, but not only that: they are also more simple when it comes to texture. Now I know what you may think: "But Maarten, I see quite detailed textures in SimCity 2013, like buildings where you can see the individual bricks. How can't that be not detailed enough for you?" Well, look again. Isn't it a bit too much of a coincidence that all bricks have the exact same colour shade? Why does every brick have a flat colour shade and no noise at all? Where are the weathering effects, like growth of moss, rain trails, etc? Those are really subtle details, something you can actually notice in quite some SimCity 4 buildings where this type of detailing is present. All with all makes the buildings in SimCity 2013 look more plastic, cartoonish and newer than they actually are, making it less convincing for being a real city.
    • Disproportinal scale
      Remember when you watch cartoons the most expressive parts of the body, like the face and hands, are big compared to the rest of the body? It makes them more expressive, but also less realistic. SimCity 4 did have some things that were disproportional (especially the too small interchanges from the Maxis Highway), but it wasn't that much obvious. SimCity 2013 seems to suffer quite hard from this type of cartoonishness: not only are the cities small, but you seem to need an awful lot of four lane roads, even in residential suburbs, which looks totally overscaled. On the other hand is a 2x2 km skyscraper city underscaled and that looks cartoonish too. Too big items, too small items, it all lacks of realism. Also, the cars in SimCity 2013 seem to be zooming by at speeds that are even scary on the german Autobahn and although the roads are wide, their lanes are so narrow that there's little room for error (seriously, are these cars supposed to be controlled by machines?).
    • Caricatures and off colours
      In cartoons, the characters are often caricatures: characters with exorbitant and associative appearances underlying their most notable character feats. It's also not uncommon that therefore, some colours are off to make something stand out, or colour something that recalls an association with a certain thing that in reality doesn't have that colour. For instance, a red building in SimCity 2013? That must be a fire station! But are fire stations in reality painted red? No. SimCity 2013 only gives a caricature of a fire station, not a fire station that you can find in reality. SimCity 4 was more subtle about this.

    Therefore, I think SimCity 2013 looks more cartoonish than SimCity 4.

    Best,

    Maarten

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    Read the Readme or drown in bugs and glitches; the choice is yours...

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    I have to agree with the OP here.

    OK, I would have preferred more realistic graphics, but the current graphics do look good, particularly in the display of data-layers, and who knows, a more realistic pack might be possible as DLC later on; here's hoping!

    Having said that, the realism of the underlying simulation is much more important, and in its current form, there may be too much of a compromise between realistic scaling of population, area and performance. It might just be OK for small towns, but it might begin to look silly once cities become exceedingly crowded. They may look like isolated downtown areas (which, BTW, probably do have much higher densities than those mentioned earlier in the thread in real life too; Manhattan would have a much higher density than Greater NYC with Queens, Harlem and Brooklyn etc. included)

    The devs have mentioned trying out a system where city tiles could be adjacent like in SC4, but they thought it didn't look good because the neighbouring cities, being dormant while the main city is active, looked dead and unnatural. Still, I wish they'd taken that route.

    The money...I'm not so sure...what with the worries about the fiscal cliff, budget capping and the deficit playing havoc with the dollar/simoleon exchange rate... :D

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    I don't mind cartoonish textures as long as I can eventually get "Texture Pack" modifications or plugins. The shape and models are also exaggerated and caricaturized.

    --Ocram

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    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections