The Cities Unlimited Archives: Scale and Proportion
Our penultimate, epic entry from the Cities Unlimited boards, this article addresses the need for correct scale and proportion. See below for commentary. Posted with the permission of their orginal author, tr0ub1e, these are articles archived from the Cities Unlimited website (along with the first page of their respective comment threads) before the boards were closed down. A huge thanks to Metropolis member Ephemeron for his foresight in hanging on to these, and his hard work cleaning up the formatting! The usual Drawing Board disclaimer applies. Note: dark red text indicates links to other pages on the boards that are no longer active.
Scale & Proportion
a Conceptual article by tr0ub1es0me
#11967 tr0ub1e
(author & contributors: cogo, denjca29, DHamp, Jimbo_JJ, soltan gris, tr0ub1es0me)
In SimCity 4 (and previous versions of the SimCity) there has been an awfully unrealistic scale in the size of varying buildings, facilities, lots, automata, props, and transportation infrastructure; when they are all compared to each other and real-life counterparts. Realism, scale, and functionality are all of equal importance to me and I would like to see all of the things in this article addressed and corrected for the next great city-building simulator: CITIES XL! I, personally, can better appreciate the endless possibilities the player has with this kind of game when what you create can looks like a realistic-scaled and functioning city; rather than looking like a functioning, albeit artificial and disproportionately cartoon-scaled world (as SimCity sometimes appears).
The following things in SimCity 4 have the most notably unrealistic and disproportionate scale:
- Size of airports & lots
- Size of seaports & waterfront features
- Size of civic buildings & lots
- Size of low-density residential lots
- Size of "green space" & recreational lots
- Size of utility buildings & lots
- Size of malls & lots
- Size of industrial buildings & lots
- Size of industrial structures/props
- Size of industrial plants & lots
- Size of farmer's fields
- Size of sporting stadiums
- Size of train stations
- Size of bus stops & subway stations
- Length of road lane-merges e.g. on/off-ramps joining the main highway, avenue-to-road lane merges, and highway-to-avenue lane merges
- Distances e.g. Time taken to commute a given distance / Distance residents will travel for work / Distance covered by effect radius of civic buildings & other facilities / Size of an area benefiting or suffering from the impact of positive or negative features
In addition, there are too few variations in lot sizes for each building, particularly non-RCI buildings as they have only one lot of a fixed size. If, in CITIES XL, we are allowed to draw out the boundaries of the land site which will belong to a particular civic buildings or other facility, we can create unique lots for each and every of these buildings in our cities. More on this idea is described in the Concepts article Plopping vs. Zoning - It's Your Decision. For RCI buildings, if we have a denser grid to work with in CITIES XL, then these buildings will be able to have much more variation in their lot’s size. See the Concepts article Denser Grid than SC4 for more on this.
Size of airports & lots
One of the largest things we should ever have to build in CITIES XL is an airport. In real life, major international airports can grow to several square kilometres in size and I feel this should be accounted for in the game. King Khalid International Airport in Riyadh, Saudi Arabia covers almost 210 sq. km and is the largest airport in the world (in terms of the area covered by the land site). However, it is less busy and with less runways than other airports. The second largest, Denver International Airport, covers over 137 sq. km.
In comparison, two of the three busiest airports in the world cover a much smaller landmass. Atlanta International Airport is claimed to be the world's busiest airport at present, and it covers a land site of 3,750 acres (over 15 sq. km). London Heathrow Airport covers just over 12 sq. km. Maxis specified that a large map in SimCity 4 was 4km x 4km (16 sq. km) meaning that an airport of these sizes should almost fill the equivalent of an entire large map from SimCity 4.
The best solution would be to allow us to decide the size of the airport's land site ourselves. By drawing out the boundaries of the lot, or marking out the zone, the game would then construct tall protective fencing around the site and construction of the initial airport would begin. This would mean we could have airports much closer in the size of their land site to the real-life counterparts. In many cases, much of the land site may not serve much of a purpose - but this is more realistic as there are airports like this in the real world. The lot should not have to be a single square shape either. Over time we should always have the available option to upgrade airports with expansions as demand increases. This would mean using extra land to build new runways, terminals, and add more parking spaces. We should also be able to increase the size of the airport’s zone at any time by changing the boundaries. A new fencing section would be built around any land that is added to the airport's lot.
The real-world's two longest runways are both over 5 km long which, in SimCity 4, would extend just beyond the width of a large map. Not all runways are that long - but they would never be as short as those in SimCity 4 if being used by passenger jets. This section of a Wikipedia article explains the required distances of runways:
"Although runway length may be of some academic interest, in terms of usability for air carrier operations, a runway of at least 6,000 ft (1,820 m) in length is usually adequate for aircraft weights below approximately 200,000 lb (90,900 kg). Larger aircraft including widebodies (Boeing 747, 767, 777, and 787 (still in design)); Airbus A-340, A-330, A-350 (still in design), A-380 and A-310; McDonnell-Douglas DC-10 or MD-11; and the Lockheed L1011 will usually require at least 8,000 ft (2,430 m) at sea level and somewhat more at higher altitude airports. International widebody flights may also have landing requirements of 10,000 ft (3,048 m) or more and takeoff requirements of 13,000+ ft. At sea level, 10,000 ft can be considered an adequate length to accommodate virtually any aircraft."
This should be reflected in CITIES XL by airport's having much longer runways than before. Ultimately, airports (particularly large international airports) should take up a much larger area of land with runways of a realistic length, and should stand independently; often requiring their own policing, fire station, and such. The layout of airports also needs improvement and variations. See the Concepts article "Airports & Airfields" for more on this.
Size of seaports & waterfront features
Like airports described above, seaports in SimCity 4 are way too small, as are other waterfront facilities such as ferry ports and marinas. Another problem is that they are structures with fixed sizes and layouts. More on improvements to these waterfront features can be seen in the Concepts article Waterfront Features & Infrastructure. In CITIES XL I would like to see seaports and other waterfront features of a more realistic scale covering a larger amount of land and stretch of the waterfront.
The world's busiest shipping port is located in Singapore. According to the Wikipedia article, this port is ranked as the busiest in terms of shipping tonnage with 1.15 billion gross tons handled in 2005, and the statistics from the two main operators of the Port of Singapore are as follows:
PSA Singapore's Container facilities includes:
- Container berths: 41
- Quay length: 11,754 m
- Area: 3.89 km2
- Max draft: 16 m
- Quay cranes: 131
- Designed capacity: 22,600 kTEU
Four new berths at Pasir Panjang Container Terminal is now under construction, and the resulting figures will stand at:
- Container berths: 45
- Quay length: 13,000 m
- Area: 4.45 km2
- Max draft: 16 m
- Quay cranes: 147
- Designed capacity: 25,400 kTEU
Jurong Port's facilities include:
- Berths: 23
- Berth length: 4,545 m
- Maximum vessel draft: 16 m
- Maximum vessel size: 150,000 dwt
- Area: 1.2 km2 Free Trade Zone, 320,000 m2 non-Free Trade Zone
- Warehouse facilities: 280,000 m2
Once the current construction projects are complete, the port will stand to cover a total of over 5.5 sq. km, meaning that it would cover more land than the equivalent of a medium-sized SimCity 4 map. Port of Singapore should epitomise the most impressive port we could develop in CITIES XL if the conditions were right and demand was high enough. Of course, we would have to start with less ambitious projects and work our way there.
Size of civic buildings & lots
Civic buildings in SimCity 4 are often too small, particularly their lots. As described previously, we should have varying size and layout of lots for what is essentially the same building. If we zone out the area of land used for the civic building then this would eliminate the problem. More on this idea is described in the Concepts article Plopping vs. Zoning - It's Your Decision. Aside from varying lot sizes, the following buildings often have much larger areas of land than they do in the game:
- Schools, Colleges & Universities
- Hospitals
- Government Buildings (City Halls, Courts, Local Government Offices, etc.)
Size of low-density residential lots
Low-density residential buildings need a greater variety in their lot sizes. Residential lots in the real world come in all shapes and sizes. Having a "denser grid" in SimCity 4 (see the Concepts article Denser Grid than SC4) would help by allowing the game to have greater freedom in the size of a lot. Aside from middle and low wealth suburban residential lots, high-wealth low-density residential lots are far too small. These can range from extra large suburban lots, to several acres of vast countryside (often around rural manor houses, or farm houses) that is part of the same residential property.
Size of "green space" & recreational lots
Again, these are far too small in SimCity 4. Although we can create custom parklands of any size, there should be more types of green space recreational lots available, and the ability to create pedestrian transport networks by putting trails and paths. Other "green space" lots such as cemeteries should available in much larger sizes than SimCity 4. We should be able to create custom size cemeteries, with unique layouts either created by the gam's coding or by allowing us to modify the layout ourselves (see the Concepts article "In-Game Lot Editor"). If we can "zone" cemeteries (see the Concepts article Plopping vs. Zoning - It's Your Decision) then we would be able to make the cemetery any size we desire and expand over time, and also place the zone over any landscape meaning that the cemetery could be built around and beside ponds, small lakes, or streams, etc.
On an even larger scale, "National Forests" and "National Parks" should be very large, covering most of a region, or vast areas across several regions. "Nature Reserves" can be smaller. I would like the ability to create all of these in CITIES XL, but would hope that their size would be on a realistic scale too.
Size of utility buildings & lots
Once again, these cover much smaller areas of land and have smaller buildings in SimCity 4, when compared to the real world. The most notably disproportionate are:
- Dumps, Recycling Centres, etc.
- Power Plants
- Sewage Works / Water Treatment Plant
- Water Pumps
Size of malls & lots
The malls in SimCIty 4 were way too small. I've personally never heard of a mall being the size of only 16 houses (or 4 x 4 tiles on SimCity 4's grid). Perhaps there are some this small but there should also be a variety of huge versions with different styles and sizes. Larger malls should also feature a proportionately massive amount of parking spaces for vehicles.
Size of industrial buildings & lots
Industrial buildings are usually too small in SimCity 4 too. Larger, independently owned industrial buildings should be much greater in size, with more parking spaces and open land in their lot. Factories, warehouses, workshops, and industrial units also need to be larger in size.
Size of industrial structures/props
As with industrial buildings, these are too small in the game. This includes structures such as silos, storage tanks, and so on.
Size of industrial plants & lots
Whether i's an automobile manufacturing plant, oil refinery, gas/oil works or storage facility, they are all far too small in SimCity 4, as the real-life counterparts can cover greater areas of land than an entire industrial estate! I would like to see more of these plants included in CITIES XL and to be just as elaborate and covering as much land as in the real-world. Oil refineries can even cover as much land as a small town!
Size of farmer's fields
These should also cover vast areas of land per crop field. Farms would probably cover the most land out of any items listed in this article (with the exception of Airports, Seaports, vast Recreational Attractions, Green Spaces, and large Industrial Plants). I would like to see this reflected in CITIES XL.
Size of sporting stadiums
Once again, these were far too small in SimCity 4. In real life, they cover a much larger area - perhaps even more than a dozen times the size of surrounding urban buildings; and even more suburban buildings than that. They should be large enough to feature the correct sizes of the relevant sporting fields/pitches, realistic amounts of seating areas, and the rest of the building structure.
Size of train stations
In reality, these cover long stretches of land. They need to be much longer than those in SimCity 4, so that trains of many carriages (up to 16 or more in some cases) can use them and passengers can board or leave the train onto the platform. We need varying lengths available, which would restrict the maximum length of trains on that line which can use the station. Having longer more-expensive stations on one rail-line would in turn allow longer trains to operate along that line, increasing the capacity.
We also need progressively larger stations which serve more lines at once. We need stations ranging from those with just 1 platform serving a push-and-pull single line, to others with 20 or more platforms serving as many rail-lines.
Size of bus stops & subways stations
Bus stops and subways stations do not need to occupy any or much land space themselves. Like the "Road Top Mass Transit" mod at the Simptopolis Exchange (STEX), we should be able to place these on the sidewalks of our roads or (on paved areas too for subways). When we find our location to build, the bus stop or subways station entrance is then placed on the paving where we have chosen - possibly with an optional lay-by feature for bus stops. This would be much closer to reality than using up an entire tile on the grid in SimCity 4.
Subways stations also need to be re-designed. Although they should not occupy any land space aboveground, underground they should be much larger. In addition, there should be subway stations available to serve multiple separate subway lines, and also the ability to combine them with aboveground rail stations, making them into part of one larger station building.
Length of road lane-merges
(Length of highway on/off-ramps, avenue-to-road lane merges, and highway-to-avenue lane merges)
The length of highway on-ramps and off-ramps, as they merge with the three lanes of the main highway, are far too short. The same applies to highway to avenue mergers where three lanes merge into two; and to a lesser extent where avenues merge into roads with two lanes merging into one. The high-speed or moving traffic means that much longer and more gradual mergers are needed. As with most of the other aspects in this article, it can be easily observed by looking at aerial photos of real-life counterparts. The only times that these "mergers" cover shorter distances, closer to those in SimCity 4, is in cases where the merger or highway ramp has been squeezed into a tight area between other developments or infrastructure. In CITIES XL, the standard on-ramps, off-ramps, and lane mergers should be more gradual than in SimCity 4; stretching to a more realistic length.
Distances
(Time taken to commute a given distance / Distance residents will travel for work / Distance covered by effect radius of civic buildings & other facilities / Size of an area benefiting or suffering from the impact of positive or negative features)
It's not unknown for a portion of people to live 20+ miles away from the school they attend, or their place of work. It's also realistic for residents, industry, and business to benefit from airports, seaports, and other facilities, spanning distances across an entire nation in some cases. That's one of the biggest problems with SimCity 4, it doesn't realistically depict how far people are willing to travel to get somewhere in a day.
An airport, for example, should affect cities/municipalities within a greater radius than in SimCity 4. Heathrow is the largest airport in the UK, and is the main airport for London, yet it is approximately 17.5 miles (28 km) from the city centre! In SimCity 4 dimensions this would make it equivalent to being located 7 large city maps away from Central London. Because of this, and when the demand is there, International Airports in CITIES XL should heavily impact an entire region in my opinion; or at least a massive portion if it happens to be an extremely large region, stretching beyond the realistic range of the heavy impact. However, there should be a national impact too, but on a smaller scale - it's utterly ridiculous having to build one in each and every single city; and there should even be a global impact through allowing increased international travel and trade both to and from your cities.
Another example: the closest police station to where I live is around 2 km away. This is not unrealistic for a suburban area. In rural areas, the distances between similar civic facilities extend even more dramatically. I also don't think any single municipality within a city or region would usually need more than one hospital - unless it's over crowding. They need several doctor’s clinics and surgeries, and medical centres, but it is ridiculous for a single suburban area to need 2 or 3 hospitals within close proximity. There's no need for a large hospital in a town with a population of 20,000, and if there's a hospital in the neighbouring municipality with sufficient capacity available, then that should be able to cover it. This means that in CITIES XL, the coverage of facilities and negative or positive impacts on your cities should transcend the municipality borders. There is no reason why residents of one area cannot use facilities from neighbouring areas. See the Concepts article Improve Regional Integration for more on this. Negative impacts within your city, such as pollution or crime, should also travel across the municipality borders.
The "coverage ring" model for civic buildings needs to be re-worked, especially for larger versions. Ideally, small facilities should only cover a neighbourhood; medium sized facilities should cover a municipality; while in some cases, the extremely larger facilities should be able to cover an entire city, having a huge capacity and costing a lot of money. You would need a hell of a lot of residents before you would be able to fund them.
The problem here with SimCity 4 is that we need everything (civic facilities, jobs, transportation links, etc.) to be much closer to each other, in order to cover all areas and provide residents with what they need. This impact range and commuting scale needs to be fixed and made much more accurate for CITIES XL. Using the "Radical Custom" mod (with the NAM mod from Simtropolis) is the only way to make commute times and transport speeds in SimCity 4 work to a much more realistic scale; but this does not fix the impact range of various city features.
In addition, the level of impact from airports and many other the city's facilities should be tied to commute time, rather than distance. It is more realistic this way. If you have to worry about how long it takes your residents to get to the airport, you'll have to come up with better modes of mass transit and widen roads and expressways.
Another suggestion would be to combine the functions of coverage ring size and the number of residents being served. The biggest problem with coverage rings in SimCity 4 is that there is no distinction between a large hospital in a rural area, suburban area, or urban area. What if, instead of being a fixed size you can adjust, the coverage ring actually searched out a certain number of potential students/patients in a radius around the building? For instance, if a school can handle 1000 students, upon plopping the school the ring will expand in all directions until 1000 students are covered. In a rural area, that may cover several square miles; whereas in an urban area, that might only cover one or less than one square mile. A simulator would be needed to search out and re-evaluate the school district once a year and if there is enough change in population that the school's funding should be raised (to cover more students, keeping the district the same size) or a new school should be built, the education advisor will bring the issue to your attention. Something like that would be fairly easy and user-friendly (good for bringing in new gamers), as well as quite realistic for the purposes of the game.
I know it would take more work for a game developer to make everything in the game have a realistic scale, and would demand more from the player to create a thriving and bustling city or metropolis because they would have to work over a much larger area before they can get a real urban city going - but I would prefer it that way. Being able to make something that looks, feels and acts "real" all at the same time, and is also as vast in size and scope as a real city, or a region in a country... that is something truly amazing and with everlastingly appealing to me. The possibilities are almost endless and probably greater than in any other game in existence to this date; but take away the realism and it would take away a fair portion of the appeal to me.
Most of the realistic sizes and proportions of all the aspects in this article can be easily found by researching information from the real world. Maps and aerial photos clearly showing land coverage of different buildings and their lots, transport network infrastructure, and "green space" land, are easily accessible by all. This article may be updated in future with images and more information on what are the actual realistic scales and proportions for each aspect, helping to show how easy this information is to obtain. I, for one, hope MonteCristo do a better job with CITIES XL than Maxis have in this department; by making sure that all of the things in this article are as close to the real world as possible.
To accurately calculate commuting time, the distance/time residents are prepared to travel for work, and the size of an area affected by local negative/positive characteristics and facilities; are all of a slightly more involved nature and vary depending on many factors. However, with little research all of these aspects can too be estimated and programmed so that the results of these calculations by the game will be as close to reality as possible.
External Sources Article contains ideas and segments from:
Post any other comments, suggestions, additions, or adjustments here too.
#11972 The Yeti
4. I would really like to put 5 but in all reality I am prepared to trade off a little bit of scaling (but not much) for better performance and game play.
#12018 ckwong
Good one tr0ub1e.
The Yeti wrote:
4. I would really like to put 5 but in all reality I am prepared to trade off a little bit of scaling (but not much) for better performance and game play.
However, being a realist, I have to agree with Yeti on scaling and simplification for building sizes (e.g I would be happy with airport the size of a small SC4 map (1x1km). But I would hope MC pays more attention on Distance and Coverage.
#12030 tr0ub1e
although CUC articles are not written to strictly represent my views only, but rather the fansite communities at whole, i have to say that for me: this is one of the most important things (along with adding more control when zoning).
but perhaps the game should feature an option where you can choose the desired "scale" for developing you cities when playing. otherwise the more casual players may NEVER see a single skyscraper. perhaps three options: beginners: the scale and proportion of the game's dynamics would be less close to reality, more like SC4's. intermediate: would be something in-between, closer to reality, but scaled-down some. and expert/realistic: would be programmed to be as close to reality as possible. when playing in expert mode (the mode i'd choose) you would have to continuously develop your cities outwards by realistic amounts to be able to continue building upwards, towards the tallest buildings available in the game. even though this was not necessary with SC4 - it was how i tried to build my regions. if i wanted to build skyscrapers then i would develop a vast suburban metropolis (greatly exceeding just about every other region i've seen in City Journals, in terms of the area of land covered, to be close to reality) with developed town centres encompassing the city, with the much more urban core (also featuring the CBD and residential areas where skyscrapers would appear).
as for making the Buildings and Lots themselves cover realistic sizes - as the article states many times - i think that we should be able to draw out the boundaries of everything ourselves (similar to zoning). this way, it's totally up to the player how unrealistically or realistically small or large the Lots for everything are. :) though for less experienced players i think there should be pre-made Lots that you can plop with everything already in place. while experienced players can mark out the boundaries and design their own layout in-game. buildings - well that is down to Monte Cristo to create their models in a realistic proportion when compared to eachother and real-life counterparts. fixing the commute times and coverage rings (or affect radius) of facilities to be more realistic than SC4 is also down to Monte Cristo.
#12035 ToeJam
The Yeti wrote:
4. I would really like to put 5 but in all reality I am prepared to trade off a little bit of scaling (but not much) for better performance and game play.
i'd have to agree with you as well.
#12245 Preston
scale should be correct... it was in the top 3 things i hated about SC4... that my major international airpot was the size of 4 city blocks... yah.
#13028 tykho
5 - Very Important. These features are a must-have! (100%)
#13031 Deimo
I agree. I also think the size of people to cars, people to buildings, cars to buildings, streets to buildings all need to be proportionate.
#13056 Romaq
4, as a trade-off of performance. Again, I wish to express my gratitude towards tr0ub1e for organizing and linking the relevant data on these various issues. Have a Karma bump, dude!
#13104 Steven Heuer
5, definitely....how I crave for realistic sized universities.
#13211 malonemax
Agree on airports and power plant sizes ect...! More realism you get - more exciting the game becomes!!! I am really looking forward to the release of CU! Keep up the good work guys!! ...and show us some screenshots or a few examples of what you have created so far!
Ciao! ;)
#13254 malonemax
Me again... on transport building sizes...
Here are some ideas about different (not all) sizes of those:
- Small Bus Stop: minimum 3 meters long at least 1 m wide (on 4 meters sidewalks)
- Bus station: 4 bus stops together 6 m x 6 m
- Large bus hub: 6 bus stops 12 m x 12 m
- Small Train Stop: 60m long 15m wide, 1 track = 6m wide, 2 platforms (each 3m wide)
- Medium Train Station: 100m long 30m wide, 2 tracks, 3 platforms (one platform would be common for 2 tracks 5m wide) and 7m of width left for a station buiding
- Large Train Station: 200m long 60m wid, 4 tracks,5 platforms(3common) and 18m of width left for A station building
- Subway station (above and below ground 2 directions): entrance/exit on sidewalk
2m wide x 5m long pararel to the street at the end of underground platform overlapping what's under - Below: depth 15m and 1 track = 6m wide; 2 platforms 3m width each therefore station dimensions would be 60m long(30m each direction from the centre of the platform), 15m wide, 10m tall
- Subway Interchange Station - Same entrance/exit but on a cross-like layout 15m deep, 60m (30m each direction) length in 4 directions 15m deep, 5m tall, 15m wide all directions
Note: Subway stations could be represented as concrete boxes under the ground, 2 directions by 60m long, 10 m tall, 15m wide with connectors for tunnels at each end of the platforms/ concrete box 4 directions cross like layout of 2 subway stations (cross +)with tunnel connectors at 4 ends of the platforms
Airports: I would propose 4 sizes but always in T letter shape where the upper line of the letter T would be the runway. and the 'I' would be the terminal aprons and facilities.
-
Small local Airfield: with a runway 500m long 2Om wide and some 40m of grass on the either side of the runway and a safety distance from the airport fence to the beginning of the runway of 50m both sides. A really small terminal(no gates)and an apron with 3 small propeler aircraft stands in the middle of the runway lenght with one taxiway connecting to the runway. This airfield could serve a town.
Capacity - for a town up to 50.000 people
-
City Airport (so cool): with 800m long 30m wide runway - same principal for grass
on either sides of the runway safety distance in front of the runway ect... 5 middle size aircaft stands(jets or ATR's or Avro) with 2 taxiways connecting the apron to the runway at 2 end sides of the apron. Medium terminal. This Airport could serve easily a large town to a city boosting business and tourism.Capacity - for a town/city population of 250.000
-
International Airport: with a runway of 1400m width 40m. 50m grass on each side of the runway safety distance from the fence of 70m apron accomdating 7 planes (like 1 boeing 767, 3 boeing 737 and 3 ATR's or Avro's)...let's put 3 jetways... taxiway pararel to the runway connected to the apron. This airport could serve a decent-size city or a metropolis of with a population of about any size... 700.000 +
Note: these airport sizes save the space in the game itself (flat runway surface and grass don't need much of a 3D graphics) but still don't look ridiculous while playing. Those would be custom airports within the game - maybe later we will have a chance to create our own design of the airport (more than one runway,more stands) but i think for the release and a first version of CU that would be more then enough.
As I mentioned earlier- these are just a few propositions for the essential transport facilities in the game itself and i really do hope the game designers and programmers will take a serious look at our propositions and (if possible) they will incorporate them within the game! Cities Unlimited is a game i am really looking forward to see and experience - so please guys from MC - be active and keep us up to date! Thank you for reading my post - I know it's quite long and not all transport means are included but the vital ones for a continental city are. Maybe someone will cover Seaports and others... i don't have all afternoon to go on about them as i am at work just now! ;) Take care you guys and I will follow up this thread and website with much enthusiasm and intrest ;)
Ciao!
Malonemax
#13266 SleepyHollow
5
I think these are all good ideas, and you covered many of the areas I hope get attention.. Especially trainstation sizes, and the irregularity of other buildings like airports and stuff.. as well as obvious stuff like bus stop sizes.
From what we know already, we will be able to design our own airports and other custom projects (with curving roads and traffic flow options), so we should be able to make colleges/airports etc quite large.. if they are proportionate.. I don't know if MC will go this far (I hope so).
trouble.. very nice Karma to post ratio by the way ;)
#13271 Pedro Rodrigues
5 - You explained very very well what I wanted to say on 2 different post until now, the sizes of things have been unrealistic until now but I really hope that Monte Cristo will be the first to change this! These features you mentioned are a must! Absolutely! :)
#13272 malonemax
that's great ;)
i just hope my expectations are not going to be too high when the game actually gets released. i will keep my thumbs up! and hope MC takes notice of our posts and will keep them strongly in mind while designing this fantastic game ;) i didn't know we will be able to build custom airports - i have no time to explore all the posts on this forum. ROADS SOUND GREAT though ;) i can already see the intersections and highway leading to my in-game airport LOL! Anyway. Thanks for replying to my post and kind words! Take care! Ciao!
Malonemax
3 reponses to "The Cities Unlimited Archives: Scale and Proportion"
1. My thoughts: There's a lot
My thoughts: There's a lot going on in this article, but basically everything comes down to a simple principle: make the scale realistic. That's a principle I fully agree with. As we eventually saw with Cities XL, a more (I stress more: Cities XL still had a few oddities in this regard) realistic scale didn't negatively impact the gameplay. I think what we saw in SC4 was something of a holdover from the early days of Sim City, the design of city elements as game pieces rather than parts of a proper simulation. To explain further, I think the designers of the Sim City games sized, say, an airport on the basis of "What is a relatively massive size in the context of this preset rectangle?" rather than "How big is an airport in real life?"
Most of the pitfalls here can be avoided by two approaches that I intend to be part of Metropolis:
1) Have a freeform game world rather than a grid, and
2) Base the scale of the game world on realistic units from the very beginning. (e.g., make a lot 50 meters by 20 meters, not an arbitrary "one square by 3 squares")
Replacing the grid with realistic distances not only makes it trivial to decide how big something should be in-game, but it also frees the player from the constraint of preset borders and shapes: a city map can be any size and any dimensions, limited only by computer performance, and thus can accomodate a massive airport just as easily as a tiny hamlet.
tr0ub1e also touched briefly on realistic scale as it concerns services coverage, which I talked about at greater length in this article.
2. A large grid is doing nobody
A large grid is doing nobody any favors. In SimCity, it was 16m per unit and in City Life and Cities XL, it was 20m (although this only applied to the size of roads and buildings and and not placement). Also, SimCity 4 had realistic farm sizes because using the Shift key allowed the user to make large zones of agriculture without roads. By combining multiple zones (there was a maximum zoning size) into one large, continuous zone, the maximum size of a farm is almost 16 sq km sq m. That is 4x4km (the largest city size) minus 16x32m (2 tiles for road with connection and 2 tiles for wind power plant or 2 tiles for power connection). Cities XL needs to increase its maximum allowable farm size to fix the farm issue (which can easily be done with modding). The biggest problem with Cities XL mentioned in this article is the lack of variation in footprint and capacity of buildings.
"Words are words; explanations are explanations, promises are promises, but only performance is reality."
Always do your best and you will always be better than the best in my eyes.
3. True, although it's not
True, although it's not likely to ever be fixed in CXL now. We'll just have to learn from where CXL fell short.
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