Paradox needs to stop forcing these incredibly complex simulation games out the door before they are ready. Victoria 3 is still littered with performance problems, undercooked systems, and broken mechanics.
Wish the factorio devs would make a city builder. It’d be so much more enjoyable and have so much more depth than any big corp production could have.
A thousand times, yes. I love Factorio and want to get my partner into it, but she finds the logistics tedious and doesn’t like the gritty art style. We love Cities Skylines (the original, I haven’t tried this new one yet). There aren’t enough city builders (or games focused on building and without much combat) that have good multiplayer.
Does anyone have any recommendations for that? We loved Stardew Valley but I want something with more building. The multiplayer mod for Rimworld works pretty well. I considered vanilla Minecraft but it seems like the buildings don’t feel important enough without mods like FTB.
OpenTTD seems like it should be exactly what we want (also it’s free! And runs on weak hardware, and mobile), but maybe we were playing it wrong. Airports seem to give way too much easy money. And when we first played through we only made transportation for passengers, and I think we should have focused more on industry. I tried it again myself later and did better after focusing on industry, but it still seemed like airports were better money (and way easier).
This is the best summary I could come up with:
If this hugely ambitious city builder simulation would have been released some time ago, patched over and over again, and updated with some gap-filling DLC, it would be far better off.
Or its technical debts could have been slowly paid off to let its underlying strengths come through, as with Disco Elysium or The Witcher 3.
It has a rough-draft look when compared to its predecessor, which has accumulated eight years of fixes, DLC, and mods to cover a dizzying array of ideas.
Worst of all, it was highly anticipated by fans, some of whom have high-end systems that still can’t properly run the sluggish game.
When he was at EA, Zubek saw how a game slipping from one year to the next could mean an entire division falls short of expectations.
Slipping can make it harder to convince a publisher to hire or reassign the people you really need to finish a game.
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