CarbonatedFalcon
Member
RimWorld feels like an authentic version of Dwarf Fortress for those without the time and patience to learn DF. It bridges the gap from the deep end of the pool to a more accessible spin on the Colony Management Sim sub-genre. While also maintaining the same sense of depth and possibility.
While there's building in games like RimWorld, I think it's a completely different genre/experience than traditional city builders like Anno, SimCity, and Skylines. So it might be worth being cognizant of that if you're exploring the genres. RimWorld and its peers focus on interpersonal relationships of the colonists where moods directly affect productivity.
There's also more autonomy in Colony Sims, where if your peeps aren't happy, work isn't getting done. They're also self-motivated by needs covering a full physical-emotional spectrum (fear, lust, depression, addiction, etc.). These moods will prioritize their behaviors.
Anyway, with the more recent Colony Management Sims like RimWorld, Oxygen Not Included, Prison Architect, Airport CEO, etc., I do think RimWorld is the best of the bunch when considering the balance of depth vs. accessibility. Strikes a really nice balance, imo. Oddly has a killer soundtrack to boot.
Thanks for the insight. Yeah, I suppose there is a distinct sort of sub-genre of Colony Management in the greater City-building genre. The key difference seems to be a more granular approach when it comes to individual actors in the simulation.
I definitely should check out Dwarf Fortress at some point here if I intend to create in the genre. Dwarf Fortress in particular is interesting because it first released in 2006, but looks/seems like it's something that could have been developed a decade or more earlier.
Some of the key innovative features I'd like to bring to a project (that I'm not aware of having been implemented in the genre - correct me if you know an existing example please!) are:
-Pre-game initialization/preparation: think packing your wagon in Oregon Trail
-Asynchronous Online Elements: e.g. Soulsborne message "echoes", but with the cities of other players
-Persistent State World: think Animal Crossing or an MMO, where things may decay (OMG THE WEEDS!) or otherwise change while away from the game
For the online thing, I think SimCity 2013 may have tried to implement something similar, but that game was a dismal failure, so it's certainly something that could be improved upon.
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I should probably just make a separate dedicated city-builder thread now that I've gotten invested in the genre...