![]() ![]() What kinds of research or sources have you conducted around professional urban-planning for Cities: Skylines? Which ones have been the most useful? This makes the game appeal to many types of players. The audience is very wide and varied, as the game is basically a tool to express yourself, and thus does not limit the player much. People have a need to create things and further develop what they have created, to learn and do better, and that's what makes city-builders so enticing. Karoliina Korppoo: City-building is all about creativity and self-expression. What’s the appeal? What kinds of players are the core audience? Since the slow growing phenomenon of Sim City (1989) and its various iterations, ‘town-planning’ has become a significant gaming genre. ![]() Broad acclaim has been mildly tempered by concern that the simulation doesn’t impose random acts of disaster.Ĭities: Skylines Game Designer Karoliina Korppoo explores the appeal of these planning games, signals a common challenge of games designers and urban planners, and how to signal status and virtual "keeping-up-with-the-Joneses" in creating games houses! The result is that the single player can operate like a developer on steroids, advancing rapidly from a starting position game of a 2km square plot at an exit on the freeway/motorway/autobahn. ![]() It combines extensive urban-planning tools, architectural and civil engineering abilities, along with the capacity for user-generated modules – ‘modding’. Published by Paradox Interactive on the Steam platform in March 2015, Cities: Skylines is a game that advances an earlier simulation experience, Cities In Motion. Interview with Karoliina Korppoo, Colossal OrderĬity-building game by Colossal Order, Finland ![]()
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