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Chebucto Regional Softball Club

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  3. After Its Disastrous Launch, Cities: Skylines 2 Changes Developers
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

After Its Disastrous Launch, Cities: Skylines 2 Changes Developers

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  • ? Guest
    Iceflake Studio's portfolio does not exactly inspire confidence, feels like this is the end of city skylines. What a shame.
    underpantsweevil@lemmy.worldU This user is from outside of this forum
    underpantsweevil@lemmy.worldU This user is from outside of this forum
    underpantsweevil@lemmy.world
    wrote last edited by
    #4
    Enshittification comes for us all. But we'll always have the OG. Great thing about a good game is that it doesn't go away because of a bad sequel.
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      wrote last edited by
      #5
      I'm not too hopeful. The new devs' portfolio doesn't make it seem like they have enough experience to handle a big project like this. It's sad because while Colossal Order definitely messed up the launch (though I'm still unsure whether it's their fault or Paradox — probably both), they knew what makes city builders good. I feel like two years in, they've finally handled all the faults of the base game, and were ready to build upon it and release new content. I have to be optimistic because, like I said, the base game is now pretty good to build upon, but the new devs don't inspire confidence.
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        wrote last edited by
        #6
        Totally unaware this was a thing.
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        • ? Guest
          Iceflake Studio's portfolio does not exactly inspire confidence, feels like this is the end of city skylines. What a shame.
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          wrote last edited by
          #7
          This does look quite bad. What a shame, I bought the game at lunch and it was buggy and unstable. I assumed it will be improved and fixed over the next years. When I tried it a few months ago it had most of the same flaws including instabilities which are a deal breaker for this kind of game. And now they essentially killed it.
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          • ? Guest
            I've heard of developers choosing to make new games, but I didn't know games could choose to be made by new developers! Inspiring!
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            Guest
            wrote last edited by
            #8
            KSP2 comes to mind
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            • ? Guest
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              wrote last edited by
              #9
              Not surprising at all. I found a copy of the game online because I wanted to try it out before I considered buying it (I had a feeling I wouldn't like it). I got maybe an hour of playtime before I stopped playing. The new pretty skin doesn't do enough to make the game worth it.
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                wrote last edited by
                #10
                I guess the console version will never become a thing then
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                  wrote last edited by
                  #11
                  I feel sorry for colossal order. They're clearly some very passionate people who's dreams have been ruined by their own executives and paradox.
                  MentalEdgeM 1 Reply Last reply
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                  • ? Guest
                    I feel sorry for colossal order. They're clearly some very passionate people who's dreams have been ruined by their own executives and paradox.
                    MentalEdgeM This user is from outside of this forum
                    MentalEdgeM This user is from outside of this forum
                    MentalEdge
                    wrote last edited by
                    #12
                    We'll have to wait and see. They aren't shutting down, they're parting with Paradox, and hence the Cities IP. It's possible this will set them free to pursue something that'll allow that passion go shine through even brighter.
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                    • ? Guest
                      Not surprising at all. I found a copy of the game online because I wanted to try it out before I considered buying it (I had a feeling I wouldn't like it). I got maybe an hour of playtime before I stopped playing. The new pretty skin doesn't do enough to make the game worth it.
                      W This user is from outside of this forum
                      W This user is from outside of this forum
                      warm
                      wrote last edited by
                      #13
                      I dont know why they chose to chase graphics, it wasnt important for the first game, it wasnt going to be important for the second. I suppose it could have been Paradox controlling decisions. We just wanted more systems and simulations. I hope that CO can move on and make some great games.
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                      • ? Guest
                        Iceflake Studio's portfolio does not exactly inspire confidence, feels like this is the end of city skylines. What a shame.
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                        wrote last edited by
                        #14
                        Oh wow. They are way out of their depth here. Best of luck to them, I’m expecting a shallow mobile game in the future.
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                        • ? Guest
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                          brkdncr@lemmy.world
                          wrote last edited by
                          #15
                          I’d love to see a Cities game that focuses on framework and provides a way for micro transactions to pay out mod developers.
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                            wrote last edited by
                            #16
                            They didn't chase graphics. Yeah the lighting system is better and the Civs having over 1000 polys is overkill for something you're gonna focus on for 0.1% of playtime. CO failed by choosing an architecture that was not ready for production use. There was a few devlogs where they straight up said they were using pre-release versions of Unity that were half baked to develop CS2. They were testing some technology Unity was supposed to release in the future. Because of that they had to write a bunch of tools FOR UNITY themselves. In doing so they couldn't get ahead of technical problems that kept popping up because it meant they had to fuck with Unity(the software and the company) more and more. The biggest example of this is the asset importer. Why in a video game built with modding in mind does this game have not have an asset importer almost 3 years later? Why did it take 2 years to release a DLC that was supposed to be out in the first 6 months? Why did it take 2 years to "fix" the economy part of the sim? They're never gonna fix the busted ass traffic. CO built this game on a half built foundation and they've been paying for it since day 1.
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                              wrote last edited by
                              #17
                              The size of their staff going from 1 to 2 made no sense to me with how much grander scale of a simulation they spoke of. It seemed unrealistic before launch and to this day they still seem to be struggling with it. Really screwed the pooch. Paradox for being penny pinchers for what could have become their Civilization in regards to beloved hyper geeky but high selling type of game. Colossal Order for not growing up and then trying to play off criticisms with how they're a hunky dory scrappy small indie developer that can't staff up for the AAA scope sequel of a hit of a game with major amounts of DLC. Self infantalization are for your early 20s
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                              • ? Guest
                                Iceflake Studio's portfolio does not exactly inspire confidence, feels like this is the end of city skylines. What a shame.
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                                wrote last edited by
                                #18
                                Oh they made Surviving the Aftermath? Nah, they’ll do fine, that means they’ll be working closely with Paradox again.
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                                • ? Guest
                                  They didn't chase graphics. Yeah the lighting system is better and the Civs having over 1000 polys is overkill for something you're gonna focus on for 0.1% of playtime. CO failed by choosing an architecture that was not ready for production use. There was a few devlogs where they straight up said they were using pre-release versions of Unity that were half baked to develop CS2. They were testing some technology Unity was supposed to release in the future. Because of that they had to write a bunch of tools FOR UNITY themselves. In doing so they couldn't get ahead of technical problems that kept popping up because it meant they had to fuck with Unity(the software and the company) more and more. The biggest example of this is the asset importer. Why in a video game built with modding in mind does this game have not have an asset importer almost 3 years later? Why did it take 2 years to release a DLC that was supposed to be out in the first 6 months? Why did it take 2 years to "fix" the economy part of the sim? They're never gonna fix the busted ass traffic. CO built this game on a half built foundation and they've been paying for it since day 1.
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                                  wrote last edited by
                                  #19
                                  Because they basically had to rewrite the entire game after Unity pulled the rug out from underneath them.
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                                  • underpantsweevil@lemmy.worldU underpantsweevil@lemmy.world
                                    Enshittification comes for us all. But we'll always have the OG. Great thing about a good game is that it doesn't go away because of a bad sequel.
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                                    wrote last edited by
                                    #20
                                    I can't play CS1 after playing CS2
                                    underpantsweevil@lemmy.worldU 1 Reply Last reply
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                                    • ? Guest
                                      I can't play CS1 after playing CS2
                                      underpantsweevil@lemmy.worldU This user is from outside of this forum
                                      underpantsweevil@lemmy.worldU This user is from outside of this forum
                                      underpantsweevil@lemmy.world
                                      wrote last edited by
                                      #21
                                      Sounds like a skills issue.
                                      1 Reply Last reply
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                                      • ? Guest
                                        I've heard of developers choosing to make new games, but I didn't know games could choose to be made by new developers! Inspiring!
                                        woelkchen@lemmy.worldW This user is from outside of this forum
                                        woelkchen@lemmy.worldW This user is from outside of this forum
                                        woelkchen@lemmy.world
                                        wrote last edited by
                                        #22
                                        > I didn’t know games could choose to be made by new developers No, game's aren't alive and cannot choose anything. The higher-ups at publisher and IP owner Paradox Interactive can, however. Usually these things happen at Microsoft when they shut down studios, like what happened with Essemble Studios (Age of Empires, Halo Wars) and Double Helix Games (Killer Instinct).
                                        ? 1 Reply Last reply
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                                        • ? Guest
                                          They didn't chase graphics. Yeah the lighting system is better and the Civs having over 1000 polys is overkill for something you're gonna focus on for 0.1% of playtime. CO failed by choosing an architecture that was not ready for production use. There was a few devlogs where they straight up said they were using pre-release versions of Unity that were half baked to develop CS2. They were testing some technology Unity was supposed to release in the future. Because of that they had to write a bunch of tools FOR UNITY themselves. In doing so they couldn't get ahead of technical problems that kept popping up because it meant they had to fuck with Unity(the software and the company) more and more. The biggest example of this is the asset importer. Why in a video game built with modding in mind does this game have not have an asset importer almost 3 years later? Why did it take 2 years to release a DLC that was supposed to be out in the first 6 months? Why did it take 2 years to "fix" the economy part of the sim? They're never gonna fix the busted ass traffic. CO built this game on a half built foundation and they've been paying for it since day 1.
                                          W This user is from outside of this forum
                                          W This user is from outside of this forum
                                          warm
                                          wrote last edited by
                                          #23
                                          Fair enough. Seems like my hope for them is slim, I was expecting similar corporate practices anyway, but seems they have bigger problems with development decision making.
                                          1 Reply Last reply
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