

If you want more trips, it costs a lot more, and you also need to ensure your depot and fleet are big enough to support the service.

Players can also specify how many buses (or trains) run on each route, in response to demand. Same thing for rail and subways – you build the stops and the rail and plan the routes. The player is responsible for placing bus stops and connecting them via routes. If you’re working on one, let’s talk! (Photo: BLDGBLOG)Ĭity Skylines is much better (in most ways) at transit than Sim City. I hope we see more planning games that try to get transportation right, and games that try to do transit in particular. Sim City gets credit as a pioneer, but it’s run its course. My past articles on SimCity are here, here, here, and here. (Sim City BuildIt actually starts with a greenfield freeway interchange, leaving no doubt what kind of city they expect you to build.) They’re all built on the same four fallacies, and their handling of transit ranges from comical to nonexistent. I tried Megapolis, Designer City, Pocket City, and Sim City: BuildIt. Recently, I did a quick look at available iPad city planning games. Thus there is nothing to stop you from common mistakes like building high density in culdesacs, where efficient transit could never get to it.

You can’t live above your shop, or have a grocery store in your office building. conceals the impacts of parking, thereby making car-dependent development look more functional and attractive than it is.… while also reinforcing some bad 20th century ideologies. It was the first time they realized that neighborhoods, towns and cities were things that were planned, and that it was someone’s job to decide where streets, schools, bus stops and stores were supposed to go. For many urban and transit planners, architects, government officials and activists, “SimCity” was their first taste of running a city. Jessica Roy in the Los Angeles Times has a good piece on how the game helped turn people onto city planning …Īlong the way, the games have introduced millions of players to the joys and frustrations of zoning, street grids and infrastructure funding - and influenced a generation of people who plan cities for a living. Yes, the first attempt at a comprehensive city planning game, Sim City, is 30 years old. Car oriented development looks a lot more viable when you hide all the parking!
