I am not good at Cities: Skylines. Oh, I can build a town that brings new citizens flocking in droves. I can balance the budget and alleviate traffic jams and periodically drop a stadium in an empty lot to bring prestige and fame to my quaint ‘burb. But I’ve come to realize that by focussing on these tasks I’ve been playing the game wrong, or perhaps even the wrong game.
The Olympic high-jump competition was, for centuries, a mixture of various styles of getting a human body over a suspended bar, until athlete Dick Fosbury introduced the Fosbury flop in 1968, a method of jumping that arcs the body backwards in flight to gain precious extra inches. That extra height quickly made the flop the only way to excel in high jumping, and pretty much the only method used in competition today.
Video games see similar revolutionary discoveries, shared and discussed in forums and on Youtube. Speedrun videos let runners optimize routes in various games (see Mirror’s Edge) until the difference between a world record run and an abysmal failure comes down to a matter of frames. Getting a winning time in Mario without taking advantage of certain peculiarities of the game is impossible. Games are more than races though, and have become complex enough to allow real talent to grow and be recognized by other players.
Dishonoured was at first glance a slow, plot-based stealth game that rewarded patience and role-playing Corvo as a reluctant but honour-bound killer. After watching experienced players fly through ‘high-chaos’ runs of the game’s missions, it’s hard not to agree that the game is best enjoyed in a mana-fuelled, blood-soaked, rage. The proper, most fun way to play Dishonoured, the one that the developers clearly had in mind when placing assets and coding enemy behaviours, is as a high-velocity psychopath, taking full advantage of the game’s many mechanics and subtleties.
Cities: Skylines, released in 2015, hides a similar potential for sheer artistry beneath its city management exterior. Youtubers have created a world-building sub-culture, sharing videos of intricate architecture, beautiful landscaping, and set design to create convincingly detailed worlds. The goal is not to win the game as defined by Colossal Order, but to use it as both brush and canvas for their creativity. Watching a dedicated Cities:Skylines player paint an island and its inhabitants into existence, the mix of jealousy and admiration one feels must be similar to that felt by a bronze medallist watching Dick Fosbury win gold. It’s as though we’re not even playing the same game. They have discovered a depth to Cities: Skylines that you weren’t aware was even possible. While you focus on budgets and population density, they’re playing the game to its fullest. Their dedication and inventiveness deserves applause, for best appreciating what what Colossal Order made possible, even if it took years to do so.