I have found city builder players to fall in one of two camps. The first camp "play" city builders as a digital painting. They hand plop everything, use cheats to make the simulation easy so their vision sticks, and create visually awesome things. Think creative mode in Minecraft. The other camp is very much about the gameplay and interacting with the simulation. And of course many have a foot in both. I'm in the gameplay camp.
Also I love mixed use in real life.
I'm engaged in a game when I get to make interesting choices (thanks Sid!). In Civilization a city can only build one thing at a time. I have to make a bunch of choices. Military or improvement? If military should I build ranged or a ship? If a building should I go science or money?
In Sim City(1-5) I got a spot of land and I have to make a choice on what I am going to put there. R, C, I? Or should a police station go there instead? If it is R or C or I I'm going to have to also make sure the transportation network can handle the extra load. Sim City 2013 city size was a serious problem for making anything that looked like a city, but I will admit that I actually did enjoy the gameplay from the restriction. I couldn't be lazy with my design and I was really engaged where and when I built things.
If there was mix used why, as a player, *wouldn't* I use it? My downtown core, where it should be cramped and tough to decide and design and get everything to fix, would all be mix use. I don't have to worry about traffic or transportation, most of the people would be working in the building they live in. And if I get to decide what kind of mix use? I would make each building 50/50 RC. Bam! No traffic.
But I love the real life implications of mix use buildings, and would love to explore more modern/european urban development gameplay. How would you make mixed use work but still keep land use decision making interesting?
Also I love mixed use in real life.
I'm engaged in a game when I get to make interesting choices (thanks Sid!). In Civilization a city can only build one thing at a time. I have to make a bunch of choices. Military or improvement? If military should I build ranged or a ship? If a building should I go science or money?
In Sim City(1-5) I got a spot of land and I have to make a choice on what I am going to put there. R, C, I? Or should a police station go there instead? If it is R or C or I I'm going to have to also make sure the transportation network can handle the extra load. Sim City 2013 city size was a serious problem for making anything that looked like a city, but I will admit that I actually did enjoy the gameplay from the restriction. I couldn't be lazy with my design and I was really engaged where and when I built things.
If there was mix used why, as a player, *wouldn't* I use it? My downtown core, where it should be cramped and tough to decide and design and get everything to fix, would all be mix use. I don't have to worry about traffic or transportation, most of the people would be working in the building they live in. And if I get to decide what kind of mix use? I would make each building 50/50 RC. Bam! No traffic.
But I love the real life implications of mix use buildings, and would love to explore more modern/european urban development gameplay. How would you make mixed use work but still keep land use decision making interesting?