For months, players have been complaining about high rents in the city-building sim. This week, developer Colossal Order fixed the problem by doing something real cities can’t: removing landlords.
In the same vein, Simon Librande, lead designer of Sim City, decided to pretend that basically all plots above low density just have absurdly huge, invisible (underground) parking lots, otherwise a car centric city very often just turns into half parking lots.
Geoff Manaugh: While you were making those measurements of different real-world cities, did you discover any surprising patterns or spatial relationships?
Librande: Yes, definitely. I think the biggest one was the parking lots. When I started measuring out our local grocery store, which I don't think of as being that big, I was blown away by how much more space was parking lot rather than actual store. That was kind of a problem, because we were originally just going to model real cities, but we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.
Manaugh: You would be making SimParkingLot, rather than SimCity.
Librande: [laughs] Exactly. So what we do in the game is that we just imagine they are underground. We do have parking lots in the game, and we do try to scale them -- so, if you have a little grocery store, we'll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they'll have what seem like really big lots -- but they're nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.
EDIT: I got some details mixed up, corrected and expanded now.
I think I would love a game where you start with a car-centric city or region and then can either try to build it up continuing with the status quo or try to convert it to something that doesn't depend so much on cars.
The only game I know where you have to consider parking is "Workers & Resources: Soviet Republic". I haven't provided any private cars to the people from my Republic yet. But from what I have seen, you need to provide parking lots close to their home and their destinations.
SimCity 2000 had scenarios of pre existing cities with specific goals, and though it did not have as many or as elaborate mass transit systems as later city builders, I think a few of them required you to both grow and reduce traffic, basically requiring you to build a working mass transit system.
Because now it's undeniable. Landlords are economic liabilities to cities. If the math and the simulation resolution are this high, it's mathematically extremely unlikely that the influence of landlords is truly positive, and thus you can say "the simulations say you're a financial leech and you won't let your ledgers be scrutinized to prove them wrong, so clearly you know EXACTLY what you're doing" when your landlord tries to fuck you over.
We all knew that already, and a game isn't exactly a flawless simulation of the real world that they would accept anyway. Even if they agreed that they were a leech, they would still most likely stay landlords oir of selfishness.
Its the only solution, otherwise it optimizes for profits as opposed to capacity ensuring a provisional floor of everyone having a basic standard of shelter that allows them to focus on productivity and improvement as opposed to surviving this month's rent
I will say, when this update hit (June) I very rarely notice rent issues now. However, the reworked economy is WAY different, actually had to take out loans and scrape pennies just to stay afloat.