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▲ matheusmoreira 2 hours ago

The second set of photos just have more detail. For example, the sidewalks are more detailed instead of just being flat rectangles.

The glorification of disrepair and decay is still very much present though. "Soul" means decayed paint on houses, visible bricks and a huge hole on the pavement that no doubt spread its own unique flavor of disrepair to the car that just drove past it.

Adding more detail is absolutely fine, but this glorification of breakdown doesn't sit well with me at all. I see far too much of it in real life on a daily basis and it seriously made me cringe. It's a problem to be solved, not something to be added in deliberately.

▲itsalwaysgood 2 hours ago | parent | next [-]

"Soul" means something has a story to tell. It was created for a purpose, it was useful, it may be near its end. There are very clear and obvious dimensions to it that help to immerse you into the game. Details to pick up on, some obvious and some not so obvious.

The opposite, where everything is very clearly manicured, created, is so far from reality that the immersion is more difficult to achieve, or is quickly lost. You never stray far from the fact that you're playing a city game with very rigid rules.

I think this is what the author means by "Soul": objects with details to show something lived, was paid attention to, has story, depth, and scars to prove it.

▲matheusmoreira 2 hours ago | parent [-]

> "Soul" means something has a story to tell.

That's not soul, that's just... History. Of neglect.

Detail is fine, but deliberately adding disrepair and actually calling it nice is something else entirely. It implies this is desirable.

Real "soul" would have been adding urban decay as a gameplay mechanic. Players would be stretched thin trying to keep up and some areas would naturally decay as a result. That's the realistic city story: I had limited time and resources, and couldn't afford to care about every part of the city, so the neglected ones decayed.

This is the real story, the realistic one. Adding decay just because you like the aesthetic of it is something else. It's like adding CRT filters to modern games.

▲itsalwaysgood an hour ago | parent | next [-]

However you want to label it: you don't get a sense that anything living ever touched the little pixels you're moving around on the screen. There is no 'emotional tug' to help immerse you into the game.

I do like your gameplay mechanic idea, but others may not. A quick filter may not add "soul" for you, but it might for others. It's about emotions and immersion, but it's all obviously illusion.

▲ an hour ago | parent | prev [-]
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▲JoshTriplett 2 hours ago | parent | prev | next [-]

+1. Some of the added detail (e.g. more realistic-looking brick) looked great. Some of it was the kind of thing that better depicts "areas you've failed to maintain", iff you want your simulator to have those bits of verisimilitude.

I'd be all for separating "better, more lifelike, more realistic rendering, with interesting variation" from "decay".

▲8note 2 hours ago | parent | prev | next [-]

big flat rectangles isnt less detail. ive seen plenty of lots that look exactly like that with the surface being sort of a grippy stucko. adding detail would be texturing it to show the grit better

breakdown and maintenance is a part of life, and if you want a city to look like it spends a million a month per block on maintenance, thats fine to have as a fantasy for a game. Youre playing a game, entropy doesnt have to apply.

the post is right though, city games always put a layer of fantasy over one of the major costs that a city has - maintenance.

i havent played one since sim city 3k, but i expect theres still no setting up snow clearance routes and how changing the order or amount of plows affects traffic, along with the associated costs to the city.

▲matheusmoreira 2 hours ago | parent [-]

Decay could be interesting as a gameplay mechanic. Spend money on upkeep or your city turns into that.

Neglect leading to decay is supposed to be a punishment though. Turning it into "soul" makes it desirable.

▲db48x 2 hours ago | parent | prev | next [-]

I think it could be tastefully done. Even well–maintained objects age in real life, and that is often part of the charm.

Consider the 115 year old brick building in a town I used to live in, with the faded remnants of a 50 year old replica of the sign painted on the side by the butcher’s shop that originally owned the building.

▲pessimizer 2 hours ago | parent | prev [-]

> It's a problem to be solved, not something to be added in deliberately.

Yes, it's romanticizing decay to add thematic and realistic problems to games.