• sp3ctr4l@lemmy.zip
    link
    fedilink
    English
    arrow-up
    6
    ·
    edit-2
    4 months ago

    In the same vein, Simon Librande, lead designer of Sim City, decided to pretend that basically all plots above low density just have absurdly huge, invisible (underground) parking lots, otherwise a car centric city very often just turns into half parking lots.

    https://web.archive.org/web/20240506163714/https://www.theatlantic.com/technology/archive/2013/05/the-philosophy-of-simcity-an-interview-with-the-games-lead-designer/275724/

    Geoff Manaugh: While you were making those measurements of different real-world cities, did you discover any surprising patterns or spatial relationships?

    Librande: Yes, definitely. I think the biggest one was the parking lots. When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. That was kind of a problem, because we were originally just going to model real cities, but we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.

    Manaugh: You would be making SimParkingLot, rather than SimCity.

    Librande: [laughs] Exactly. So what we do in the game is that we just imagine they are underground. We do have parking lots in the game, and we do try to scale them – so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots – but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.

    EDIT: I got some details mixed up, corrected and expanded now.

    • Buddahriffic@lemmy.world
      link
      fedilink
      English
      arrow-up
      2
      ·
      4 months ago

      I think I would love a game where you start with a car-centric city or region and then can either try to build it up continuing with the status quo or try to convert it to something that doesn’t depend so much on cars.

      • lurker2718@lemmings.world
        link
        fedilink
        English
        arrow-up
        1
        ·
        4 months ago

        The only game I know where you have to consider parking is “Workers & Resources: Soviet Republic”. I haven’t provided any private cars to the people from my Republic yet. But from what I have seen, you need to provide parking lots close to their home and their destinations.

        • Buddahriffic@lemmy.world
          link
          fedilink
          English
          arrow-up
          0
          ·
          edit-2
          4 months ago

          Do you know if it stimulates individual cars filling up the lots or is it just a “is there parking available?” check that doesn’t go deeper to see if it’s enough parking?

          Sounds like an interesting game even if it’s not to the level I’d like to see (which I’m not even sure is feasible for a real time game).

          Edit: lol “stimulates”, gotta get the cars all hot and bothered before they can park! I’m leaving it, but I do see it now.

          • lurker2718@lemmings.world
            link
            fedilink
            English
            arrow-up
            1
            ·
            4 months ago

            I think it simulates each person going to their (a?) car and driving this car to another parking lot with free spots. So they do really fill up. However, I do not have first hand experience. In our glorious republic walking an public transport is all we need. So not even the most loyal party members get cars.