城市建造游戏的灵魂问题(第二部分)
City building games have a Soul Problem pt.2

原始链接: https://www.radical-elements.com/minor-epiphanies/city-building-games-have-a-soul-problem-pt2

尽管对《Cities: Skylines 2》感到失望,作者仍然不断回到这款游戏,因为建造城市满足了他从小对玩具城镇、火车、隧道和施工现场的 fascination。然而,游戏的画面常常显得呆板而缺乏自然感:地面平坦、方方正正,社区被刻意打扫得过于整洁,许多重要的日常细节——例如台阶、坑洼、涂鸦、脚手架、电线以及破败的痕迹——都不见踪影。 这些问题可以通过模组和贴花来弥补,但要求玩家手动添加大量细节既不现实,也会失去发现模拟系统生成内容的乐趣。作者还认为,优美的城市需要不完美之处和视觉叙事。高低不一的建筑、过度生长的植物、受损的基础设施和被废弃的房产,都能在不打开数据面板的情况下,展现一个社区的历史与问题。未来的城市建设游戏或 DLC 应加入更多自然流畅的形状、丰富的纹理、独特的个性,以及明显的生活痕迹,让玩家能够仅仅漫步其中,就能欣赏自己亲手建造的城市。

Hacker News 上一篇题为“城市建造游戏存在灵魂问题”的讨论,重点探讨了现实感、磨损效果以及与情境相符的视觉细节,是否能让模拟城市更有生命力。 commenters 认为,AI 生成的美术素材或许能帮助开发者更高效地创建多样化、符合具体环境条件的建筑和地形,不过写实的视觉效果可能会增加成本,并降低游戏性能。 另一些人则认为,城市游戏的“灵魂”主要来自玩法机制、设计、音乐和模拟系统,而不是画面。他们还质疑,视觉细节是否会误导玩家——例如,肮脏的墙面可能让玩家误以为游戏存在污染、犯罪或性能问题。人们的审美也各不相同:有些人喜欢一尘不染的幻想城市,有些人则更看重真实、充满生活气息的环境。 尽管技术条件有限,《模拟城市》(SimCity)、《冰汽时代》(Frostpunk)和经典城镇建造游戏仍然因为能够营造氛围而受到赞誉。几位 commenter 提到,这类游戏近年来有所衰退,并希望 AI 工具能够带来新颖而独特的城市模拟游戏。
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原文

Despite my disappointment with Cities: Skylines 2, I keep coming back to the game from time to time. I can't even control it. It's like a deep inner need. When we were kids we played with toy cars on those felt mats with painted little cities, or when we had more industrial aspirations, we'd go outside in the dirt creating construction sites with tunnels and bridges right next to mom's rose bushes. Some of us had that one uncle who decided to turn the playroom into a miniature modeling world with trains, tunnels, and stations. I think a little tangle of my younger self's fantasies turns into a need to launch Cities: Skylines and build a living city.

In the previous article, I dealt with the genre more broadly and explored some ideas that sparked (mostly on Reddit) very interesting discussions. I talked more about the simulation and less about the aesthetics. Today, my text won't be technical at all; instead, it will tackle aesthetics and how much they disappoint me every time I gaze at my city.

Surfaces are all square and flat

Everything is square and unnatural. Looking at a random part of my city, I was trying to figure out why it's so ugly. What is it that makes me want to press alt+f4?

Here we see a spot where the sidewalk, some tiles from a building, and the grass meet.

In-game screenshot of Cities: Skylines 2 showing rigid, perfectly straight square seams where sidewalk, grass, and building tiles meet.

Does this look nice to you? How hard would it be for it to look like this:

Edited visual concept showing organic, blended transitions and natural edge detailing where grass meets paved surfaces.

I know someone can achieve similar and better results with mods and decals. But for most of us, it's just not realistic to spend 40 hours micro-managing every single corner of the city. And if you don't put in those hours, everything feels lifeless.

Default Cities: Skylines 2 street view showing a plain, sterile urban corner lacking surface detail.

Proposed visual improvement for a street corner, adding procedural detail, ground clutter, and realistic texture blending.

Also, something I truly enjoy in these games is being able to just stare at the city and see what the algorithm has generated. To be surprised. If I sit there and hand-paint every little corner, that "magic" is lost.

Neurotic cleanliness

As I just said, one of the reasons I build my city is so I can later go and gaze at random corners. It's the same when I take walks in downtown Athens; I look for charming little sides of the city. Not necessarily beautiful, not clean, but scenes that tell a story. In this game, everything is "sanitized" to the point of neurosis.

In-game view of a pristine, perfectly clean urban street in Cities: Skylines 2 with no visible wear or grime.

Mockup of the urban street with added surface wear, subtle dirt, and realistic pavement weathering.

Look how much difference these small textures can do to the overall atmosphere.

Default Cities: Skylines 2 cityscape scene featuring spotless, uniform architecture and sterile public space.

Enhanced visual concept showing character-filled urban space with lived-in details and subtle atmospheric grit.

What's the deal with stairs?

For some reason, the game has beef with stairs. Can we get some stairs? Something I would do if I were a designer for the game, is look at 100 photos of real cities and note down some of the things that make them up. Like:

  • Stairs
  • Potholes
  • Trash
  • Cables
  • Graffiti
  • Construction sites
  • Scaffolding
  • Poles
  • Traces of the past (repurposed public spaces or buildings)
  • Leaves

In-game screenshot showing awkward elevation changes and steep ground slopes without pedestrian stairs in Cities: Skylines 2.

Conceptual mockup showing outdoor stairs and terraced steps smoothly connecting elevated terrain.

Organic shapes

I don't know what your neighborhood is like, but in mine, maybe 1 in 50 houses is that clean and organized. Most have damp spots, weeds, abandoned toys in the garden, clothes hanging out to dry on the balcony.

In-game residential area in Cities: Skylines 2 with perfectly manicured, uniform green square lawns and sterile balconies.

Visual improvement showing organic residential yards with overgrown weeds, damp patches, hanging laundry, and varied foliage.

Some have rusted railings. Even the well-kept ones have let nature do its thing in some corners. And nature's thing isn't perfectly green squares.

Poor and abandoned houses

Unfortunately, every real city has poor areas with abandoned houses or ones in very bad shape. This is another aesthetic element that offers both realism and usable feedback. You shouldn't have to open the stats panel to see where a problem lies. By just gazing at your city, the landscape could and should speak for itself.

Default Cities: Skylines 2 neighborhood displaying clean, uniform buildings regardless of land value or area degradation.

Edited visual concept illustrating degraded and abandoned houses with weathered facades and visual cues of urban decay.

I hope that future city building games or CS2 DLCs will focus on adding some soul and character to city building. Until then, we have to rely on our Bob Ross instincts.


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AI Disclosure: Artificial intelligence was used exclusively for proofreading, generating descriptive image alt texts, and creating the "improved" visual concepts.

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