Back to Home11/19/2025, 12:02:15 PM

The Cities Skylines Paradox: how the sequel stumbled

38 points
46 comments

Mood

thoughtful

Sentiment

negative

Category

culture

Key topics

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.

Snapshot generated from the HN discussion

Discussion Activity

Very active discussion

First comment

50m

Peak period

30

Hour 2

Avg / period

12.7

Comment distribution38 data points

Based on 38 loaded comments

Key moments

  1. 01Story posted

    11/19/2025, 12:02:15 PM

    7h ago

    Step 01
  2. 02First comment

    11/19/2025, 12:52:17 PM

    50m after posting

    Step 02
  3. 03Peak activity

    30 comments in Hour 2

    Hottest window of the conversation

    Step 03
  4. 04Latest activity

    11/19/2025, 2:52:01 PM

    4h ago

    Step 04

Generating AI Summary...

Analyzing up to 500 comments to identify key contributors and discussion patterns

Discussion (46 comments)
Showing 38 comments of 46
manyaoman
6h ago
2 replies
"Developed by the Helsinki-based Colossal Order" -> Tampere-based? (source: https://en.wikipedia.org/wiki/Colossal_Order)
input_sh
6h ago
1 reply
You'll have to excuse Claude, it must've missed that.

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.

sidewndr46
5h ago
I don't know how labor and employment law works there but it's more likely they've all been given notice by CO at this point
anon191928
5h ago
it went Nokia way and Nokia city is not far from there.
voidUpdate
6h ago
8 replies
I still don't know why we needed a sequel... Couldn't they just keep working on the original game, which already worked really well and lots of people loved? I had similar feelings about kerbal space program, but at least there it's somewhat understandable, given the jank that crept in over time
gear54rus
6h ago
1 reply
There definitely were improvements to be made in both KSP (physics of large vessels) and CS (FPS in large cities).

Instead we get this... 0/2

PLenz
6h ago
Kitten Space Agency is looking like it will be the KSP2 we deserved but didn't get
gyomu
6h ago
5 replies
Development teams are expensive to fund, and people who have bought a game will pay full price for a sequel, but won’t pay full price for updates/DLC.

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.

hypeatei
6h ago
> will pay full price for a sequel, but won’t pay full price for updates/DLC.

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.

arbll
6h ago
Rust (not the language) is another good exception that is mostly powered by DLCs and skins today. Continuous updates with balance changes keep the game fresh, ensuring you maintain your playerbase that will in turn buy DLCs.
Zardoz84
5h ago
> Development teams are expensive to fund, and people who have bought a game will pay full price for a sequel, but won’t pay full price for updates/DLC.

So, you never fall in the trap of Paradox Games and the eternal launch of DLCs for Stellaris/Victoria/Hearths Of Iron/etc?

jjk166
5h ago
People will pay for DLC what the DLC is worth, which should in theory be directly proportional to how much effort it makes to produce the DLC. 4 small $20 expansions could be much more lucrative than an $80 new game which needs to not only include those changes but also make the rest of a functional (and presumably higher quality than the original) game.
voidUpdate
6h ago
Well ok, I know "value to shareholders" is a good enough reason for some people... I guess I'm not thinking capitalistically enough about stuff
zamadatix
6h ago
1 reply
Both could definitely have used a completely updated engine at the very least (not just graphics, but scaling/capabilities around the core gameplay had grown quite a bit beyond what made sense originally), which would enable a lot of things which weren't as feasible in the original games, but it's hard to do that kind of reset and match 10 years of building and tweaking on the original. Hopefully KSA (Kitten Space Agency) can have better luck.
voidUpdate
6h ago
As far as I remember, KSP did keep pretty on top of engine updates. And I never thought the graphics were that bad, TBH. Sure, its not raytraced to hell and back, but I thought it looked just fine. However, there was a lot of physics jankery that never really got fixed (the kraken likes to eat complicated ships), and it did have performance issues in some areas. I think the community kinda wanted multiplayer and colonisation too, and the codebase was probably getting quite mangled and convoluted, making that hard. It would have been nice to see Squad get some time to be able to rework their systems over the course of a few updates, not really adding many features but focusing on performance and de-spaghettification, but I'm guessing Take-Two wouldn't see it the same way and just wanted MORE CONTENT, MORE SALES, MORE PROFIT
dfxm12
5h ago
2 replies
You can only sell a game once. Once you have your customers' money, you've achieved your goal. What else is there to do? DLC has a hard cap on your possible sales...

You could work on a totally new game, but, I think companies are looking to cut costs by reusing content.

maerch
5h ago
Factorio 2.0 seemed to pull it off. I think that as long as users don’t feel misled by a DLC that only adds a few skins, they generally appreciate larger updates to a game.
anon191928
5h ago
or you go "online" and milk customers for decade? yeah that is done by Rockstar.
wongarsu
5h ago
1 reply
KSP2 made some degree of sense: the game had outgrown its engine and architecture, so you start fresh with a bigger dream.

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

intotheabyss
5h ago
I'm really excited for KSA, hoping this is finally the sequel KSP1 deserves!
phgn
6h ago
The interesting part about Cities 2 is that the simulation is much more in-depth: pops have a real job where they commute to (versus taking any available one in the first game), they don't just teleport around, companies have to import&export resources and make profit based on that, etc.

Also the graphics/lighting seems much improved with a more realistic art style.

Both things which you cannot really retrofit into Cities 1.

standardUser
5h ago
He mentions Prison Architect 2, which like Kerbal switched studios for the sequel and ended up an unfinished mess that's objectively worse than the original. Meanwhile, Rimworld is raking in the cash (presumably) by continuing to make popular DLCs for a 12-year-old game! But it sounds like they wanted to go big, and I kind of get it since graphics matter a lot more for a city builder than a lot of other simulation games.
bhouston
5h ago
> I still don't know why we needed a sequel...

$$$. 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.

luckyturkey
6h ago
1 reply
The story is familiar: small team nails a niche, publisher scales expectations, sequel inherits AAA scope without AAA staff. Ten years later we call it "mismanagement", but really it's the same incentive loop that breaks most creative partnerships once success hits Excel.
nottorp
6h ago
Yep. It's the curse of too much money.

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.

bob1029
6h ago
1 reply
> The engine lacked occlusion culling and relied on high-resolution shadow maps, causing “an innumerable number of draw calls”.

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.

TylerE
5h ago
1 reply
Cities skyline is not top down. It’s a fully three d environment
wongarsu
5h ago
But you are rarely looking at it from street level, you spend most of your time in a birds-eye view

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]

1: https://store.steampowered.com/tags/en/Top-Down/

bhouston
5h ago
1 reply
It does feel like they bet on Unity's High Definition Render Pipeline and it locked them into a specific way of development that was hard to escape from once it proved problematic.

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.

bob1029
4h ago
[delayed]
Ciantic
5h ago
> The Paradox Mods platform will remain the only officially supported mod hub, so deep code mods akin to CS1’s may never return.

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.

input_sh
5h ago
I find it hilarious how everyone here easily recognises ChatGPTisms but so far nobody caught on all of the Claudeisms in this post.
harha
6h ago
Bit of a tangent: Not sure if it's because I grew up with other games, but somehow the aesthetics of modern games just seems off to me. That being said, I didn't manage to get back into SimCity gameplay.
patwolf
5h ago
The funny thing is that CS1 probably wouldn't have been as successful had EA not dropped the ball on the SimCity franchise. There was a decade between SimCity 4 and SimCity (2013/5), and when it finally came out it was a completely underwhelming.

On the bright side, maybe another developer can pick up the reins and release the next generation's city builder game.

DrierCycle
6h ago
The collapse of AAA is a parallel sim game-narrative.
tauntz
5h ago
This article is fully written by an LLM, correct? It's just summarizes random forum threads and press releases. Or am I just paranoid?
jrepinc
5h ago
Yeah something strange is going on with Paradox lately. Enshittification shenanigans has gotten them too :( Same or similar disaster is in the making with Europa Universalis V and Surviving Mars Relaunched. So sad to see this happening to them.
bluetidepro
5h ago
> The Paradox Mods platform will remain the only officially supported mod hub, so deep code mods akin to CS1’s may never return.

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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ID: 45978541Type: storyLast synced: 11/19/2025, 2:51:16 PM

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