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keenedder

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  1. Realism In Citybound

    I really like all the ideas presented in this game, but this one especially interests me. As technology progresses, cities must adapt. Even something as simple as a brick road was fairly rare until 100 years ago or so (and, indeed, in some places improved roads still rare). How do cities adapt to suddenly having most of their people motorized? My pie-in-the-sky game, I think, would be a mix between Civilization and a city builder, or the books A City Through Time and A Street Through Time. City games always seem to focus on one generally narrow time frame - ancient Rome, the Old West, or usually contemporary California/America - and ignore a lot of the factors that shape a city over time. If you're building a European city in SimCity or Cities XL, the only cathedral you'll see is a tourist destination or reward building. You'll never have a reason to build city walls and defenses or castles or arsenals or barracks other than simply places to employ your workers or enhance the beauty of a small area. Additionally, you never feel part of anything larger. The national government, if it shows up at all, is a complete abstraction. No development requests or demands, no grants, no nothing. Cities generally do not exist in vacuums and, while I get the appeal of designing a city as a clean slate, sometimes it would be fun to have constraints put on you as a player (especially those that can't be solved simply by adjusting your tax rate). I'm not asking that Citybound includes any of this; simply that is provides for the eventual, likely modded, possibility to be something bigger than a city sandbox. Also, one thing that always annoyed me was unlockable buildings, tiles, lots or routes. Can we have the option to have everything at the start for those purely sandbox games?
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