I love SimCity 2000 and these roads look really cool but I'd really like to see a city-builder go in a different direction.
One of the biggest problems with North American cities is their endless, car-centric suburban sprawl. SimCity games may be really fun to play but they seem to reinforce this problem and anyone who grows up playing them will not learn about alternatives for more livable cities.
New Urbanism, traditional neighbourhood design, streetcar suburbs, one-way streets, bike paths, walking paths, mixed-zone walkable villages (light commercial with residential), smaller single-family houses and duplexes, triplexes, houses behind houses. Many of these are older and more traditional techniques to yield higher density neighbourhoods without building up to large apartment buildings.
It would be really cool to see a game that focused more on creating these kinds of realistic and aspirational living spaces instead of the usual cookie-cutter suburbs linked up by huge roads and a large downtown core.
Do we really need to jump onto a tangent about evil cars and evil car infrastructure on a post about b-splines and curve sections?
Everything in the article applies equally to trains and rails.
We get enough complaining about evil car-centric city designs on the posts directly about cars thanks.
There are plenty of “chill and peaceful” city and town builders that trade realism for prettier, more idealized places.
In more simulation-focused games, cycling and walking paths are often available, and you can use them, but they come with many of the same constraints they face in the real world. In practice, that means they are usually not efficient as the primary way to move large numbers of people across a large city.
Reading your comment, it sounds like you want a game that is realistic in most respects, but treats transportation differently, in a way that makes your preferred options the optimal strategy. That is going to be hard to find, since transportation is a core part of city-building sims, and developers tend to pick either realism or a more utopian/fantasy model rather than mixing both in a single game.
Those areas aren't better to live in. They're just older parts of older towns so they don't have much wiggle room. The wiggle room was amazing for the more modern countries, except now we wiggle in a different direction too. An equal middle can be seen in Asian cities in Korea and China. They mix high density with high quality of life and little self sacrificing.
Neither US or Europe do living areas well due to their historical constraints.
When I played Sim City, I gladly built super-dense neighborhoods with high-rises facing parks, and mass transit, Le Corbusier style. One reason was that they brought in enormous income, another, that they looked cool.
The creators SimCity itself were aware of the problems you mention. Ever notice how there's no parking lots?
https://humantransit.org/2013/05/how-sim-city-greenwashes-pa...
this is definitely doable in CS (+mods), search YouTube for "cities skylines European" or something like that.
you need "plop the growables" and "move it" mods at minimum to nudge all the buildings close together.
> One of the biggest problems with North American cities is their endless, car-centric suburban sprawl.
Most people consider that a benefit. It's just as livable as anywhere else. Just different.
> SimCity games may be really fun to play but they seem to reinforce this problem and anyone who grows up playing them will not learn about alternatives for more livable cities.
That's because SimCity is not a tool for preaching your personal opinions of what makes "more livable cities" to people who more often than not want to design semi-realistic, typical cities in an entertaining strategy game.
If you want to make your perfect city builder, go ahead, it's easier than ever now for somebody to create a game. Just don't expect everybody else to share your view of "aspirational", more so if you actively punish traditional city structures.