The Cities Skylines Paradox: how the sequel stumbled
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thoughtful
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negative
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culture
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Cities Skylines
Paradox Interactive
game development
The article discusses how the sequel to Cities Skylines stumbled, likely examining the decisions made by Paradox Interactive and the impact on the game's success.
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11/19/2025, 12:02:15 PM
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They're both Tampere-based, in fact they're like 500 meters away from each other. Unlike CO, Iceflake is owned by Paradox. CO has no public projects outside Cities Skylines, so the question is will they fail and will their employees simply be poached by Iceflake.
Instead we get this... 0/2
And releasing a sequel gets you hype and press coverage - potentially expanding your customer base - in a way that releasing updates won’t.
There are some exceptions (No Man’s Sky?) but they are very few and far between.
I'm not sure this is true, see Factorio as an example. They released Space Age as a "DLC" but for full price and with clear messaging that it's version 2.0 of the game.
So, you never fall in the trap of Paradox Games and the eternal launch of DLCs for Stellaris/Victoria/Hearths Of Iron/etc?
You could work on a totally new game, but, I think companies are looking to cut costs by reusing content.
But before that had a chance to fail from second system syndrome it was doomed to fail by insane demands from Take 2. News of work on KSP2 could harm sales of KSP1, so when hiring people to work on KSP2 they couldn't mention what they were hiring for. So you had a team who didn't know KSP1, and due to budget constraints were mostly juniors. Then to "save time" they were not allowed to only pick the good parts of the old source code or to even switch engine, they were supposed to just expand the janky KSP1 code base. Obviously without being allowed to talk to the developers of that code base, because secrecy. And no talking to fans about what they would want from a KSP2 either, because, you guessed it, secrecy.
So an inexperienced team disconnected from the fan base was supposed to fix a code base they were not familiar with, without speaking to the people who wrote it, add some cool features to it that the original team never tackled due to engine limitations, and release it to massive fanfare. Surprisingly this did not work. As the project was failing went back on many of those decisions, but it's hard to fix a project that starts off so wrong
Compare to Kitten Space Agency: hire KSP1 devs and KSP1 modders so you have people who can judge what worked and what didn't, start with a home-grown engine that fits the unique demands of a KSP-like game, talk with the community during development. Obviously they aren't far enough along yet to call it a success, but I give them much better chances
Also the graphics/lighting seems much improved with a more realistic art style.
Both things which you cannot really retrofit into Cities 1.
$$$. I think they need to design a long-term monetization strategy that does not require new major releases, but rather just more DLC, seasons, etc.
Just because you hit on something and gamers threw their money at you because you deserved it, it doesn't mean the next iteration has to have MORE OF EVERYTHING.
Even some series that have maintained quality have got a bit too big for their own good if you ask me. Did Horizon Forbidden West need to be that big? Zero Dawn was the perfect length if you ask me.
Even Witcher 3 has a faint whiff of 'it could have been a bit shorter and still brilliant'.
I'm not sure it's always the publisher's fault though. Success and the worldwide obsession for cancerous business growth can go to your head even without outside pressure.
The engine does not lack or cause these things. The fact that the developers chose the HDRP pipeline for this game should be the most obvious dead bird in the entire coal mine. These games should be running on URP without question. We don't need advanced lighting systems in a top down city builder.
If we want an art workflow that allows artists to shit arbitrary content into the editor without thinking, we should probably reach for Unreal and flip on TAA like everyone else is doing.
I guess you could argue that top down should be defined narrower than that, but the steam tag Top Down is full of games like this [1]
City simulation games (Sim City, Factorio, etc.) are sort of a unique beast in that they have a ton of small scale detail that is animated and and dynamic.
The choice of engine here matters a lot, because engines are often highly optimized for specific assumptions and the assumptions of standard games (mostly static worlds with just a few dynamic entities - a platformer, a first-personal shooter) do not hold.
The studio taking this over should ensure they have some really good low level 3D devs guys on the team and a flexible engine.
I think that a home built engine could work in these cases, but only if you have the right guys for the job.
I've written a mod to CS2 and CS1 (granted not a big mods but few small ones), Paradox mod store doesn't limit you in depth of the code mods. What you are limited by is churn in the internals of the game engine, as most mods use monkey patching techniques that then break.
What I wished CS2 modding had some official way to monkey patch, so they could somehow try to detect incompatible monkey patching when people have 100s of mods installed. Suppose two mods modify WaterSystem, it would show the user both mods and locations they've attached at. It would help debug things down.
Many gamers blame original game devs for broken game even though it was fault of the mods they've installed. For us who knows programming, that is ridiculous because these mods are monkey patching at so deep level... but that is probably reason many games don't have official modding as it weighs down their reputation.
On the bright side, maybe another developer can pick up the reins and release the next generation's city builder game.
As someone else pointed out, this is false. I have also created mods for both CS2/CS1 and I would even say it's the opposite. In my opinion, CS2 allows for even deeper code mods because they have mod tooling built right into the game unlike CS1. The host of the mods (Steam Workshop vs Paradox Mods) doesn't change anything related to mod capabilities.
> ...its long-time partner Colossal Order announced a quiet but monumental shift.
Ah yes, "quiet", like how it's been posted on every CS2 social media account, and blasted in every possible space of CS2. Haha Absolutely nothing "quiet" about it.
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