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Re:Cities: Skylines II by satvikpendem on Monday March 06, 2023 @04:00PM (#35047519)
I find it hilarious that EA had the concept down and just blew their opportunity with Simcity 2013 (always online (which by the way was actually not true, people cracked the online requirement within the first day or so), had to contract with other users for basic services like sewage and electricity), paving the way for competitors like Cities: Skylines to take the lead instead.

This reminds me of the same thing that happened with Stardew Valley, the creator missed the old Harvest Moon games, didn't find a suitable substitute, and just build the entirety of the game from scratch, teaching himself art and music composition too. He's made over $300 million in revenue so far and might be the first solo game dev (or even regular software dev) to hit $1 billion in the course of the game's existence.

It just goes to show that the dominant players are not always dominant forever, and that common YC startup advice of understanding what exactly users want (hint: they don't want always-online DRM-filled games that nickle and dime you with microtransactions (well, most people anyway, there are always gacha/gambling-type whale gamers)) and serving them well is still correct.

Re:Cities: Skylines II by Laaas on Monday March 06, 2023 @04:04PM (#35047557)
Turns out, building good _anything_ is profitable.
Re:Cities: Skylines II by jahewson on Monday March 06, 2023 @04:27PM (#35047867)
It's definitely not! Many good things cost more to build than people are willing to pay for them.
Re:Cities: Skylines II by satvikpendem on Monday March 06, 2023 @04:47PM (#35048122)
Yeah, lots of good things aren't profitable (at least to the ones making them). Xerox PARC comes to mind, Xerox didn't want to capitalize on those good things that were made there and thus Gates and Jobs did instead.
Re:Cities: Skylines II by fulltimeloser on Monday March 06, 2023 @05:07PM (#35048403)
Xerox wanted to capitalize, but their business model, target customer and price point was not as innovative as the technology they had to offer.
Re:Cities: Skylines II by nikanj on Monday March 06, 2023 @04:25PM (#35047843)
But building user-hostile crap _anything_ is way more profitable
Re:Cities: Skylines II by PeterisP on Monday March 06, 2023 @04:38PM (#35048015)
Well, no, not really - the example of Simcity 2013 vs Cities: Skylines given above is a great example where the user-hostile crap was much less profitable than what EA could have gotten based on their brand if they would have just made a straightforward remake similar to Cities: Skylines.
Re:Cities: Skylines II by kiba on Monday March 06, 2023 @08:07PM (#35050165)
There's brand destroying short term strategies, and strategies that optimize for longevity.
Re:Cities: Skylines II by GuB-42 on Monday March 06, 2023 @09:16PM (#35050679)
The Dreamcast was considered by many gamers the best console of its time, great hardware, affordable price, great games, developer friendly. And yet, it was a commercial failure and it ended the Sega consoles.

Generally, for big profit, you need to build something good, but the reverse is not true. And you can still make small profit with crap.

Re:Cities: Skylines II by swarnie on Monday March 06, 2023 @04:28PM (#35047875)
Simcity 2013 was the first time i asked for a game to be refunded. After that was rejected it became the first time and maybe only time i've used a credit card charge back.

I know "boycotts" don't work in the gaming industry but i can honestly say i haven't bought an EA product since.

That has been slightly easier by them only churning out yearly sporting games filled with micro transactions mind.

Re:Cities: Skylines II by db48x on Tuesday March 07, 2023 @09:54AM (#35055988)
It’s amazing just how few EA games I have purchased in the last 10 years!
Re:Cities: Skylines II by colechristensen on Monday March 06, 2023 @04:44PM (#35048096)
"EA" didn't have the concept down, Maxis did. They bought out something and ruined it, par for the course for acquisitions.

Isn't it great when founders get a pay day but does that kind of thing really benefit everybody else? Just in general it doesn't seem that allowing most mergers is a particularly good thing for the American public, benefiting mostly just very large corporations who get to offload risk on to startups and their investors and reward only a lucky few (though skill is important, who succeeds and gets a good exit has a lot to do with luck)

Re:Cities: Skylines II by kevinventullo on Monday March 06, 2023 @06:15PM (#35049216)
Perhaps a more optimistic view is that the acquisition represented a one-way transfer of wealth from EA to the founders and shareholders of Maxis, who to their credit did bring good things into this world. It’s not clear to me that we would be better off if Maxis had never been acquired.
Re:Cities: Skylines II by jstummbillig on Monday March 06, 2023 @04:45PM (#35048109)
> It just goes to show that

unlikely stuff does happen but not as much as likely stuff. Generalising from anecdotes and cherry picking data remains ill advised.

Re:Cities: Skylines II by MikusR on Monday March 06, 2023 @04:59PM (#35048301)
The only thing that was bypassed was forced disconnect after losing internet. You still could not save or trade between regions while offline. Server emulator appeared 4 months after release. Official offline mode was released a year after release.
Re:Cities: Skylines II by EamonnMR on Monday March 06, 2023 @05:17PM (#35048531)
Even if you got past the always online aspects, it just felt like a huge step down from Sim City 4. Too many opaque things going on, too much thrown at you, too high concept, didn't feel like building a model train set anymore.
Re:Cities: Skylines II by pavlov on Monday March 06, 2023 @05:20PM (#35048572)
I posted this earlier [1] but it’s an interesting little twist to this story…

While EA was busy destroying the SimCity brand with unadulterated capitalist greed, Cities: Skylines was created with public funding from the Finnish government.

No VCs wanted to invest in such a niche company. They were only able to get off the ground thanks to money from Finland’s public startup funding and arts grants.

Capitalism on its own isn’t always enough to ensure that successful products get built. Sometimes it takes public funding to salvage a good idea that capitalism managed to burn down.

[1] https://news.ycombinator.com/item?id=35047255

Re:Cities: Skylines II by chris_va on Monday March 06, 2023 @05:28PM (#35048658)
How are we defining capitalism here? Because, you know, people are still getting paid for the work they are doing.
Re:Cities: Skylines II by getpoked on Monday March 06, 2023 @06:11PM (#35049162)
Getting paid for work is not the core underlying proposition of capitalism.
Re:Cities: Skylines II by chris_va on Monday March 06, 2023 @07:22PM (#35049852)
voluntary exchange and wage labor are... I am not seeing a contradiction here
Re:Cities: Skylines II by rasjani on Monday March 06, 2023 @06:01PM (#35049046)
Finn here and i know the game and company and by no means Im not downplaying what you said but; In general - there are quite a few possibilities to apply for grants and similar monetary benefits from the goverment, municipalities and few ngo's here. And as a finn - I would find it actually miraculous that company such as Colossal Order would have never ever benefited from public funding.
Re:Cities: Skylines II by kevinventullo on Monday March 06, 2023 @06:07PM (#35049126)
Interesting! I suppose they recouped their investment via taxes.
Re:Cities: Skylines II by calsy on Monday March 06, 2023 @07:41PM (#35049983)
A single example of government funding an indie developer of a niche title proves that the entire industry up until this point has been going about it wrong?

Government bureaucracy and inefficient spending never burned down good ideas? Never wasted untold billions on failed projects?

Re:Cities: Skylines II by jhanschoo on Monday March 06, 2023 @09:19PM (#35050712)
The post you are responding to isn't claiming that

> the entire industry up until this point has been going about it wrong?

but it sometimes goes about it wrong.

> Capitalism on its own isn’t __always enough__ to ensure that successful products get built.

You are building up a strawman and attacking it with very hostile language. I would also disagree with your assumption that governments are inefficient, as there are good examples of efficient governments. Governments can get it right too, and the parent comment certainly isn't suggesting that governments are always right.

Every criticism you have levied: "burn[ing] down good ideas", "wasted untold billions on failed projects", "short sighted"-ness also have examples in the private sector and even with public companies.

Re:Cities: Skylines II by calsy on Monday March 06, 2023 @10:00PM (#35051010)
Yes it does say exactly that.

EA is not an isolated company afflicted with capitalism. When you say a companies failures are due to capitalist greed, that means something. You are blaming the fundamental economic principles that the majority of publishers (and western businesses) operate on. Words like greed imply there is an inherent evil or 'sin' in capitalism that corrupts, and EA has somehow become its victim.

There is absolutely no assumption's about the inefficiency of bureaucracy and government.

Re:Cities: Skylines II by pavlov on Tuesday March 07, 2023 @02:20AM (#35052542)
That’s a completely incorrect interpretation of what I wrote.

EA destroyed a valuable brand by managerial greed. That’s a fact. Another company got funded by public means when capitalist institutions didn’t want to give them the time of day, and is now a successful business. That’s another fact.

I didn’t say anything about an inherent evil or sin. If you believe capitalism always executes perfectly and is beyond criticism, that’s your ideological position. You may be projecting this expectation of ideology onto others.

Re:Cities: Skylines II by calsy on Tuesday March 07, 2023 @05:42AM (#35053839)
You have no proof the brand was destroyed by managerial greed. You also never said managerial greed, you said capitalist greed.. big difference.

You mention capitalisms failures and destruction of ideas while public funding saved the day. Pointing out that a single government grant does not make a game industry or save ideas destroyed by capitalism is not projecting ideology.

Re:Cities: Skylines II by pavlov on Tuesday March 07, 2023 @06:55AM (#35054336)
Did you read the story of SimCity 2013 linked here?

https://news.ycombinator.com/item?id=35041202

It seems pretty clear that this game was destroyed by EA management's poor decisions. They forced the game to require an active online connection primarily as an anti-piracy move, but then underfunded the development of the server-side functionality, so the servers were down for most buyers. For strategic reasons, they wanted to tie SimCity into EA's Origin game distribution platform, but this was just a hindrance to players.

Why did management make these decisions? To maximize shareholder value and increase their quarterly profits. EA as a company is a good example of the kind of short-term thinking that capitalism can encourage.

It's good to have a counterbalance. It can come in many forms. Tax-funded public instruments are one, but another important source of funding that's not distributed by capitalist principles are the various private foundations. And most of those were of course founded on wealth created by capitalism. So I'm not at all opposed to private wealth and market-driven resource allocation — I just don't think it should be the only way, or some kind of received truth that's above criticism.

Re:Cities: Skylines II by calsy on Tuesday March 07, 2023 @04:24PM (#35061469)
A company attempting to prevent the theft of their product on a platform rampant with piracy is capitalist greed? Thinking that stopping the outright theft of their work might improve their returns and overall share value is capitalist greed?

How about they incompetently implemented anti-piracy measures and paid for it with consumer backlash?

...And where is the government in all this by the way? Anti-piracy laws seem to be grossly ineffective as it is so widespread. Companies have to protect their own work as government sits by idle.

Re:Cities: Skylines II by fy20 on Monday March 06, 2023 @11:19PM (#35051494)
This is somewhat out of context. Colosal Order developed two niche games before C:S; a transport simulator series called Cities in Motion. They received government funding before the first game was released. Many European countries have grants, tax cuts or loans for new businesses, so it's not anything unusual.

CiM 2 is a really good game, and very beautiful (which I guess is how they got the idea to build C:S). The focus is on transportation, and it does a much better job of simulating it than C:S (no despawning for starts). It has a few bugs and performance issues which I guess will never be fixed now, but worth playing if you like games that are a bit more constrained.

https://youtu.be/Bkwbajm7nG8

Re:Cities: Skylines II by pavlov on Tuesday March 07, 2023 @02:37AM (#35052636)
> “…it's not anything unusual.”

I would argue it’s actually unusual on HN to hear such an origin story for a successful business. Everybody has heard a hundred versions of the VC-funded twenty-something boy genius and also the bootstrapped hustler… But the story where your seed funding comes from government grants in a small European country doesn’t align with that kind of hero founder narratives.

Personally I got started in the software business with a Finnish government loan too, and I’m grateful for it. So I wanted to highlight that this actually happens and leads to products that people want.

Re:Cities: Skylines II by rags2riches on Tuesday March 07, 2023 @04:46AM (#35053463)
I liked Cities in Motion. But like many other games like it, the joy dies when the UI can't keep up with the growing complexity as I build. Things that were easy in the beginning become a chore later on. That's when I give up and move on.
Re:Cities: Skylines II by dysoco on Monday March 06, 2023 @05:22PM (#35048593)
Wonder why a "The Sims" competitor hasn't appeared yet, would the lack of branding and general "charm" of The Sims(like Simlish) be a dealbreaker?
Re:Cities: Skylines II by satvikpendem on Monday March 06, 2023 @05:35PM (#35048753)
Life By You seems to be that, which was also announced.

Another one is called Paralives: https://www.polygon.com/23433566/sims-5-project-rene-paraliv...

Re:Cities: Skylines II by MoSattler on Monday March 06, 2023 @05:33PM (#35048724)
They actually announced one: https://www.youtube.com/watch?v=ZNhV-Gnjdy8
Re:Cities: Skylines II by capableweb on Monday March 06, 2023 @06:57PM (#35049645)
Interesting, seems Paradox is becoming the new Maxis, or maybe it's Colossal Order (developer of Cities: Skylines) who is also the developer of this "Life by You"?
Re:Cities: Skylines II by Tuna-Fish on Monday March 06, 2023 @07:59PM (#35050100)
Life by You isn't by CO, it's by a Paradox subsidiary they set up in the US, headed by the old EP of Sims 2 and Sims 3.
Re:Cities: Skylines II by LarsDu88 on Monday March 06, 2023 @09:18PM (#35050699)
I hope someone fully realizes the vision of Spore (which was overly ambitious when it came out)

And I don't mean in the way No Man's Sky did!

Re:Cities: Skylines II by abracadaniel on Monday March 06, 2023 @08:17PM (#35050241)
I hope we someday get a spiritual successor to SimEarth or SimAnt
Re:Cities: Skylines II by _mitterpach on Monday March 06, 2023 @05:30PM (#35048681)
That was actually one of the announcements made! Seems to be a Sims clone, in the early stages of development. I'm honestly looking forwards to it, rather than spending 1,000$ on Sims 4 on Steam.
Re:Cities: Skylines II by 0x457 on Monday March 06, 2023 @06:17PM (#35049239)
Their sims-like game is actually developed by Paradox, so it's guaranteed there will be endless paid DLCs.
Re:Cities: Skylines II by omnibrain on Monday March 06, 2023 @06:24PM (#35049311)
On one hand, that’s absolutely true. On the other hand Paradox does a good job in maintaining the base game and constantly supplying it with free new features with every expansion.
Re:Cities: Skylines II by munk-a on Monday March 06, 2023 @06:57PM (#35049629)
I am extremely optimistic looking at the CK3 DLCs though - they're closer to the early CK2 expansions that massively rehaul large portions of the game mechanics. I'm not certain if they're fully committed to that direction but it certainly feels better to look at those sorts of expansions than, say, HoI4 or some of the EU4 expansions which are generally just regional flavor packs.

I think they're not enamored of their reputation for crap shoveling and are making a concerted effort to deliver more value with their overhauls and that's why I've never really viewed them the same as skin-pushers like Roblox, CS:GO, The Sims or Fortnite.

Re:Cities: Skylines II by labster on Monday March 06, 2023 @08:02PM (#35050123)
PDX has been burned before by releasing DLC features that implicitly depend on other DLC features, and having to release patches that either unblock or kludge around it. The policy of “new mechanics are free, special abilities are paid” seems to me like a hard-learned lesson on maintaining configurations.
Re:Cities: Skylines II by kridsdale1 on Monday March 06, 2023 @07:01PM (#35049674)
sims style DLCs are just a proxy subscription revenue model. As long as people are engaged consumers you can keep developing. If they don’t care about a particular DLC they don’t have to buy it. Sims 4 now has like 8 years of developer labor in it, if you were to install all the content. The original $30 (after retail cut) a user paid in 2015 wouldn’t have sustained that work.
Re:Cities: Skylines II by ztrww on Tuesday March 07, 2023 @07:15AM (#35054489)
Having to actually pay a subscription is actually much friendlier to players who want to get into the game a couple of years after it was first released. Of course the DLC model is much more profitable overall
Re:Cities: Skylines II by db48x on Tuesday March 07, 2023 @09:50AM (#35055944)
If you're getting into a game years later then you probably don’t want all the content at once. Buy the base game with none of the DLC and play that for a while. Then decide which DLC will best enhance your current game; for example you might decide you want an amazing airport in your current city, so you get the Airports DLC. Or you might prefer a large University campus, so you get that one instead. Spread the content out over a year or two so that you are sure to get your money’s worth. Or just ignore the DLC and download mods and assets from the Steam workshop; you could spend a lifetime doing that and never catch up.
Re:Cities: Skylines II by ztrww on Wednesday March 08, 2023 @03:10AM (#35066509)
> probably don’t want all the content at once

If we’re talking about games developed by Parodox itself I really can’t imagine something like this. Core mechanics in most grand strategy games have usually been changed to a significant degree and while they are technically playable without DLCs the changes were most often made to better integrate the new content. Which overall left the base game in a largely crippled state.

Skylines is a lot better in this regard than something like Stellaris though.

I found https://store.steampowered.com/app/1538960/Crusader_Kings_II... to be an extremely good deal especially because I never tend to play these games continuously for significant periods of time. Obviously they are not offering this for newer games since it would usually lead to people spending 10s of dollars instead of 100s for the same amount of content .

Re:Cities: Skylines II by theshrike79 on Monday March 06, 2023 @05:47PM (#35048881)
The brand is too strong with The Sims. It has multiple generations of fans who started with the original and are still playing the latest game.
Re:Cities: Skylines II by scheeseman486 on Monday March 06, 2023 @09:00PM (#35050565)
As a long time fan I'm completely open to alternative takes on the life sim idea.
Re:Cities: Skylines II by Mayzie on Monday March 06, 2023 @07:14PM (#35049793)
Paralives is the big one that's in development and crowdfunded.

They pull in >$40k/mo in Patreon funding, and have a team of >10.

Website: https://www.paralives.com/ Their Patreon: https://www.patreon.com/alexmasse

Unaffiliated, just a massive Sims fan :)

Re:Cities: Skylines II by eetus on Monday March 06, 2023 @10:14PM (#35051099)
Actually, I want a Sims-like game with a real language instead of Simlish. It would be a great way to learn a language when immersion isn't possible.
Re:Cities: Skylines II by fy20 on Monday March 06, 2023 @11:09PM (#35051442)
I guess one reason they did this was because there would be a limited number of phrases and it would get repetitive quickly. LLMs could work around that today.
Re:Cities: Skylines II by sfcarrot on Monday March 06, 2023 @06:28PM (#35049350)
EA is supposed to be pretty happy with its SimCity BuildIt as it is a new way of generating lots of revenue through micro-transactions and makes the balance sheets look better. Meanwhile, players are pretty happy with Paradox's real passion about how to build a better city simulation game. For what it is worth, it is a win-win-win for EA, players, and Paradox Interactive.
Re:Cities: Skylines II by kridsdale1 on Monday March 06, 2023 @06:59PM (#35049657)
The original Maxis team are the losers here. They worked 4 years to make something they thought would drive the genre forward but were sabotaged by executives who forced them to add DRM which destroyed the franchise when the servers exploded on release day. Then all their assets were transferred to another team who made the mobile version.
Re:Cities: Skylines II by standardUser on Monday March 06, 2023 @07:30PM (#35049906)
The gameplay imitations were far more severe than the DRM and online stuff. A clean release may not have generated such a brutal backlash, but it wouldn't have resulted in a genuine SimCity successor either.
Re:Cities: Skylines II by bakuninsbart on Tuesday March 07, 2023 @12:29PM (#35058213)
Especially recently, Paradox has a streak of publishing overpriced, unfinished, even broken games. I'd wager that the success of Cities Skylines lies more with the developer than the publisher, and hope hope hope that PDX stayed away as much as possible from CS2s development.
Re:Cities: Skylines II by rishav_sharan on Monday March 06, 2023 @10:59PM (#35051377)
> He's made over $300 million in revenue so far and might be the first solo game dev (or even regular software dev) to hit $1 billion in the course of the game's existence.

That would be Notch, who made Minecraft

Re:Cities: Skylines II by satvikpendem on Monday March 06, 2023 @11:13PM (#35051472)
Was Notch a solo dev when he sold to Microsoft? I think he had a team already. The Stardew Valley creator still doesn't have a full time team, I believe.
Re:Cities: Skylines II by eps on Tuesday March 07, 2023 @02:00AM (#35052432)
As of May last year Stardew Valley sold over 20 mil copies, so 300 mil sounds about right. As staggerring as it is.

https://en.wikipedia.org/wiki/Stardew_Valley#Sales

Re:Cities: Skylines II by raincole on Tuesday March 07, 2023 @06:55AM (#35054339)
> He's made over $300 million in revenue so far and might be the first solo game dev (or even regular software dev) to hit $1 billion in the course of the game's existence.

So you use revenue as a measuremeant of success, which is very reasonable.

> (hint: they don't want always-online DRM-filled games that nickle and dime you with microtransactions (well, most people anyway, there are always gacha/gambling-type whale gamers))

Then you said this. You know in terms of revenue, microtransaction is the most successful model, right? Mobile gaming is now bigger than PC gaming + console gaming. And they're basically all microtransactions. $300 million sounds a lot but it's just 2~3 months of Genshin. If revenue is a sign of what players "want", then the only logical conclusion is a lot people "want" microtransactions, they just don't admit it like people want BigMac but say they want to eat healthy.

I think it's a strong no-true-scotsman fallacy right here. You believe players don't want microtransactions, because you don't think those casual players who play Candy Crush, Clash of Clans or Genshin are "true players".

Re:Cities: Skylines II by Quarrelsome on Tuesday March 07, 2023 @07:48AM (#35054707)
So apparently people _want_ to smoke tobacco.

My issue with your comment that I have attempted to frame in that pithy one-liner is that microtransactions are often sold through a manipulative sales window, in some cases games are designed around them to make the micro-transactions more appealing (e.g. games that throttle your progress unless you spend).

In addition, using revenue as a measure of popularity with micro-transactions is problematic because they are designed to effectively segment the market. This means they're not necessarily a solid indicator of what an average/median user might want because sometimes much of that revenue is a product of relatively few users (aka "whales").

Re:Cities: Skylines II by Raz2 on Tuesday March 07, 2023 @07:52AM (#35054740)
I disagree. Target audience is not the same. Stardew Valley and Cities Skyline do not compete with Clash of Clans.

Making something unique can make more revenue than replicating other successful model with hight competition.