Challenging the Rules of a City Simulator in Which There is No "Game Over"

As part of an ongoing series of articles for Guardian Cities, architect Finn Williams uses the Cities: Skyline Simulator to ask whether "the game’s growth-driven model proves incompatible with a post-growth strategy" — ultimately narrating its response to this challenge in the form of a "resounding no." The game, which is designed to "realise the thrill and hardships of creating and maintaining a real city," allows for players to deal with infrastructure issues, housing problems, and budgetary matters on a large urban scale.

There is no “game over” in Cities: Skylines, just 400 or so citizens rattling around the remains of my city. Whole districts are abandoned, public services have been shut down, employment has collapsed and the budget is crippled by Greek magnitudes of debt. There is also no democracy, or I would have been voted out of office long before the lights went out. “Where has everybody gone? #ghosttown” peeps my timeline. I had tried to break the rules of the game, and ended up with a broken city.

Read the article in full here.

10 Things The "Cities: Skylines" Video Game Taught Us About Modern Urbanism

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Cite: James Taylor-Foster. "Challenging the Rules of a City Simulator in Which There is No "Game Over"" 13 Aug 2015. ArchDaily. Accessed . <> ISSN 0719-8884

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