• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
This would be too awesome, although this is probably seventh thread discussing this. Right now the camera is not so flexible. The level of detail is not high enough. In Cities in Motion 2 you could see closer.
 
The reason why there's new threads about this that keep popping up is that C:S has not/will not respond thus far. :( They are so good at responding to some things, and yet ignoring other things. ;)

For me, one of the biggest joys of creating a living vibrant dynamic city is being able to visit it as a tourist. Get down to street level and go on a tour. Watch the traffic, the citizens... feel like I'm a part of what I created. Surely I'm not the only person who feels this way.

To me, the ultimate irony is to name your citizens; give them a steady job; let them be born, live, die, and be buried; and yet not let me go visit them face-to-face, as it were.

TotalyMoo, I really wish you'd respond to this point. :)
 
The reason why there's new threads about this that keep popping up is that C:S has not/will not respond thus far. They are so good at responding to some things, and yet ignoring other things.

The funny thing is, this board sometimes has difficulty taking an obvious hint. CO almost certainly saw the threads, but either will not respond or is not yet prepared to respond. Why press the point and unnecessarily raise strife?

I think there are plenty of reasons why this should not be a priority, the largest one being it might mean time spent developing more graphics assets just for a close up view that looks decent, which doesn't really matter to core gameplay. Keep in mind the real reason for simulating individual agents is to improve traffic simulations, not allowing a "Sims" style house-level of micromanagement/observation.
 
The funny thing is, this board sometimes has difficulty taking an obvious hint. CO almost certainly saw the threads, but either will not respond or is not yet prepared to respond. Why press the point and unnecessarily raise strife?

I think there are plenty of reasons why this should not be a priority, the largest one being it might mean time spent developing more graphics assets just for a close up view that looks decent, which doesn't really matter to core gameplay. Keep in mind the real reason for simulating individual agents is to improve traffic simulations, not allowing a "Sims" style house-level of micromanagement/observation.

But they had a wonderful mini port in CiM 2 that allowed you to follow your vehicles. It should be in this game as well.
 
Is there a way to make it a first person view such as Cities XL? I love to drive around my city, even though I keep crashing to a building or a car.

Would be good but i might not go that deep, creating 1 million FACES and BODY TYPES will take months. I am more concerned about building types. I want to see more buildings and stuff
 
which doesn't really matter to core gameplay
Well that´s like... your opinion, man. As usual, I think otherwise. To me it is very important. Maybe you guys like it to hover above your cities like a god, I like to dive in.
Furthermore: If they are not certain, then they should say so. To me it seems more like they don´t want to scare off potential customers by denying a feature many here ask for.
 
Well that´s like... your opinion, man. As usual, I think otherwise. To me it is very important. Maybe you guys like it to hover above your cities like a god, I like to dive in.
Furthermore: If they are not certain, then they should say so. To me it seems more like they don´t want to scare off potential customers by denying a feature many here ask for.

Ah, some meaning of the word "Many" that I was previously unaware of :)

On a serious note, I like that feature in Cities XL, but if it hadn't been there I wouldn't have missed it.

As to these forums and requests, I think this is like Superhero Forums when they talk about what they want to see in upcoming films. They are passionate and opinionated, but at the end of the day they are a small (indeed very small) subset of who will be going to see the film.

Those of us here are also passionate and opinionated, but if it's only us who will be buying the game then CO are dead in the water :)

We represent the vocal minority.
 
Guys, keep in mind that there have been plenty of games, with a fixed and rigit camera-angle mode that got easily hacked by various modders who created these so called unlimited angle mods.
I know the possibility of it varries a lot from game engine to game engine, but still for Unity game engine, i wouldn't call it a miracle if such mod comes out pretty soon after release.


But i agree it would be even nicer, if game offered ground level camera FROM the StaRT!
 
Though I would love to have street view access (I dreamed of having this since SC Classic!), I'd rather have them refining city related stuff than rendering pedestrian faces. I'm sure this is something that could be added later on.

(As someone who has some drawing experience, I know exactly how difficult it is to render a realistic human being, so I can understand why they don't go there.)
 
Oh I wasn't saying the humans should look real, just don't give them huge heads and nightmare jutting jaws and stuff. Just give them normalish proportions instead of a deliberate freak show.
 
Oh I wasn't saying the humans should look real, just don't give them huge heads and nightmare jutting jaws and stuff. Just give them normalish proportions instead of a deliberate freak show.

Cxl did have only a few NPC going about only deployed once in the right field of view. Cities skylines is much much more complex. You could end up with 100,000 NPCs on one single street. Imagine how straining that would be for the PC in effort to graphicly render that. There's games that have problems optimizing the possibility of 10,000 individual NPCs with very non-distinct graphics, yet you're talking about a game with a possibility of 1,000,000 NPCs, each rendered as a normal-looking human with proportions.

Even the fact that CO can manage to deliver 1 million individual sets of citizents without rendering them in the street ... and make it in a playable game deserves an award for extreme programming skills. Something maxis can only dream about. Yet,... they aren't wizards. Rendering 1 million 3D NPC on a street is too much for todays computers.

Maybe some day...

We can dream :)
 
Oh I wasn't saying the humans should look real, just don't give them huge heads and nightmare jutting jaws and stuff. Just give them normalish proportions instead of a deliberate freak show.

I don't think you understand. I honestly believe that the citizens in CXL was an honest attempt to make realistic-ish people. But that's the thing about rendering people: Getting just one thing slightly wrong (And there is a lot that can go wrong.) can result in a freak show.

The problem is your brain is very quick to tell you something is wrong, but for some reason is utterly incapable to tell you what it is. In order to get it right, you need to spend years studying human anatomy, and by the time you're done, you'll probably want to use that knowledge in a game like the Sims instead. :p
 
I don't think you understand. I honestly believe that the citizens in CXL was an honest attempt to make realistic-ish people.

I am afraid I disagree, they were intending to make charicatures. I am not talking about the textures, I am talking about going into a 3D editor and deciding to make a head twice the size compared to the body that it should be, and the chin stick out twice as far. On some of them, and not others. They have very obviously deliberately decided to distort the proportions.
 
I am afraid I disagree, they were intending to make charicatures. I am not talking about the textures, I am talking about going into a 3D editor and deciding to make a head twice the size compared to the body that it should be, and the chin stick out twice as far. On some of them, and not others. They have very obviously deliberately decided to distort the proportions.

Well, actually, with the head being disproportionately large, at least - I have experience with that. This occur naturally when you do not know human anatomy. This is because we tend to pay much more attention to facial features than any other part of the body. (I've heard the part of the brain involved in recognizing faces is actually quite huge) So, we tend to draw it larger - proportional to the primary importance it have in our recognition of other people. Heck, even when just drawing a stick figure, most people draw the head way to large.

If I must guess, I would think that their original intention was to draw realistic people - in line with the rest of the game. However, realizing that its more difficult than they initially thought, they tried to save face by rather going for the caricature look instead: If it looks intentional, then it wouldn't look wrong. At least, that's how I imagine it could've happened. I find it very hard to believe that Monte Christo intended to go with caricatures right from the beginning.

Bottom line, I think this is the primary reason why CO decided not to do it.
 
For the OP... Can you guys ask these silly questions after when the game is released instead when patches are coming? And let them handle the important stuff first as a "city simulator". That kind of feature is really not important for a city simulator, i would not even make it a priority.
 
For the OP... Can you guys ask these silly questions after when the game is released instead when patches are coming? And let them handle the important stuff first as a "city simulator". That kind of feature is really not important for a city simulator, i would not even make it a priority.

+1