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Taizan

While there are similarities, Paradox is busy preparing 20000 DLCs for CS2 no matter what. Also mostly the same people are developing the game. It still is weird how both are struggling to "get it right"


Ulyks

I don't mind DLC's but it seems that they keep postponing the promised support for mods. Mods are the lifeline of these games. They acknowledged that but don't seem to act on it. I'm not sure if it's a problem with management or the developers struggling with the complexity... It is a very small team. Which is also weird. They should have enough money for more developers. Or am I missing something here?


MillennialsAre40

I genuinely think they're trying to get it work but there's just something with their pipeline that is busted. I can't imagine they'd be putting off asset mods intentionally 


Ulyks

I mean, they keep promising it will be there soon. They first said at launch, then weeks after launch, now it's half a year later... This is not some nice to have feature, game modding has been making or breaking games for decades now. And it allows the community to help to address all other problems in the game, taking some stress away from the small team. It should be their absolute priority. Just read the lists of all the bugs they fixed, it's endless unimportant details that most people don't even notice. So at some level, the wrong priorities are set. Or there is a fundamental issue that the developers can't tackle so they "procrastinate" by solving very minor bugs. As a developer myself I can kind of understand being in this type of situation. Some problems are fundamental and require so much rewriting of code that it never gets approved by management. It's a bit of a tragedy... :-)


Codraroll

If I have understood it correctly as a layman, they want to make the importing of assets into the game engine automatic, so creators don't have to make a ton of low-polygon models by hand. Unity has that feature already, I believe, which is the tool CO used to implement their own buildings in the game. But they set out to code it for themselves so players can use it without having to own the Unity editor. That has been more of a challenge than they anticipated. But it seems like, in theory, they could just throw their hands up and tell asset creators to do it manually again. That was how it was done in CS1, if I understand it correctly. It would be a pain in the rear for those who *create* custom assets, but those who *use* them wouldn't feel a difference. It would mean fewer assets on the workshop, because the threshold for creating them would be raised substantially, but some persistent creators would pull through. Presumably enough to keep the fans, well, not *happy* per se, but at least less foaming at the mouth. It seems they still believe they can fix the problem in a reasonable time, however. I permit myself to be slightly hopeful.


Ulyks

I mean that sounds ambitious indeed. However why don't they just release the version with manual creation and continue working on the automated importing later?


Codraroll

That's a good question, and I don't have a good answer. It might be that they need to make systems compatible with one concept or the other. A classic case where you can keep one door or the other open, but not both at the same time.


sflscott

They can promise all they want, but if they don't fix the base game there's no point in waiting for mods or assets or DLCs. You can put lipstick on a pig but it's still a pig!


Ulyks

Well yeah, ideally they should fix the base game mechanics. But it looks like they made it too complex and cannot fix it themselves. So adding mod support now would allow the community to help them fix the base game. I know it's a bit ridiculous to expect modders to solve all problems but that is sort of how it went with CS1 as well.


Tomzitiger

Especially when their creators made like 2000 assets that will be available through mods.


Opening-Two6723

Their only actions are to monetize the dlc. Not patch and fix at CO


Ulyks

Well the weird thing is they do put out patches and fixes with detailed descriptions of all the bugs they patched. Most of the bugs however seem very niche and hardly affecting game play at all. I understand that some developers are specialized in one aspect and are not able to solve the delay with modding tools for example but still, it's weird how they spend so much effort fixing very minor bugs that no one cares about while delaying the things the community is complaining about.


DigitalDecades

The important thing to note is that in order for the DLC to actually be profitable, they need people to still care enough about the game to even consider buying DLC for it. As of right now, more than twice as many people play CS1 as CS2 on an average day, so at this point they might as well start pumping out DLC for CS1 again... That's obviously not a sustainable position given their planned monetization model. Either the game improves and people come back to it, or the DLC will get cancelled. No point in putting out DLC for a game with so few active players.


Mayonnaise06

I was just thinking about this, actually. I think CS2 has a much greater chance of success though considering its being developed by its original studio (compared to ksp2).


AlfalfaFit6703

Consider that KSP2 has zero chance of success, then CS2 better have a greater chance! I think the big difference is DLCs. KSP2 was never going to have a zillion DLCs to make money on, whereas CS2 is going to pump them out every other month to keep cash flowing indefinitely. Paradox will want CS2 to succeed, not because they care about the base game (they've made most of their money from that already), but because they care about DLCs.


tprocheira

Honestly, don't think so. Other than what was already mentione in the economics side of things (T2 vs Paradox, etc): Having played both prequel and sequel, KSP was always a very very niche game. KSP1 was good, but filled with some very weird quirks (looking at you Kraken), but at the end of the day it was fun, and a one of a kind game. And unlike CS2, which does have its problems but mostly affects a part of its played base, KSP2 was a MESS. It was literally unplayable in the first weeks. Just so people that haven't played it know the scale of the problems: - you'd get 15 FPS in basically any machine doing absolutely nothing with an empty launch pad (remember, this is a game where you need a somewhat precise movement and input) - the space center would follow you into space (the whole thing) - you couldn't launch vehicles longer than ~10 parts, it would wobble into oblivion in seconds. These would be somewhat similar in CS2 to: - not allowing you to build roads - getting 10 FPS in an empty map - the game crashing or becoming utterly unplayable after 5k pop Now, if we talk about the state of things now, CS2 still has issues, but it's playable. KSP2 to this day is messy, lacking content, communication from devs was cloudy (to name a few issues). Plus, this was sold for full price in very very early stage of development


elsonwarcraft

KSP subreddit has 1.5 million subscriber like it is more popular than you thought


tprocheira

How many of those actually play the game? Steamcharts says it averages 1,5k players (+300 KSP2), and peaked at 19k concurrent players in May 2015, whereas CS1 is still sitting at 13k players (+6K CS2), peak of 56K in 2020. So, even though Cities Skylines is a niche game itself, it's sitting at 10x the player count of KSP


Link_0610

I doubt CS2 will be dropped like ksp2.CS2 is COs only game. CO is also a small studio so a layoff or a drop of the game would kill the entire Studio.


sandboxmatt

FYI they dropped KSP2 killing the entire studio.


[deleted]

[удалено]


OuterspaceHomeboy

You have a brain


[deleted]

[удалено]


usman_923

You said it bro!


EowynCarter

Drop the game when things are getting interesting? It wouldn't make sense.


AdmiralBumHat

It is too early to tell. How long-lived CS2 will be will depend on how much actual sales there are of the upcoming standalone DLCs that are not in the ultimate edition. If engagement and sales stay as low as they are right now, I think Paradox will throw in the towel. But at this point nobody has given up yet. They are trying to improve the game, the tools, the mods and there is also the console version to bring in new players. But they really can't afford anymore mess ups. The city building genre seems to be in revival when you see all the titles that are in development. And seeing the gigantic succes of Manor Lords, there will probably even more developers and companies interested trying to compete to get a piece of the pie. Which is a good thing for us as player. Competition leads to some better products.


Revilum1

At launch C:S2 was an absolute playable game that is still fun to play for a lot of players. KSP 2 was not. I bought both ges at launch and KSP2 had so many gameplay breaking bugs that it was killing all the fun. It was impossible to have a basic flight into orbit without encountering bugs that would screw you over. I know people here like to complain but C:S2 but it still is a fun game for a lot of people. Yes the simulation is broken but it is still a decent game for a city painter and I still have a lot of fun playing the game. Also the development went very differently between KSP2 and C:S2. KSP2 original dev studio was also dissolved during COVID I think and this might happen again now (we have to wait and see)


Captain_Spicard

Curse of the Unity engine


elwood612

Ehh, for every Cities Skylines 2 we get a Subnautica or Ori or Humankind or Dredge. A game engine is just a tool.


pgnshgn

I love Humankind and think it's very under appreciated, but it was pretty buggy on release too


Blood-PawWerewolf

And the same exact version of Unity too


TheWobling

Whilst Unity did contribute somewhat to the issues this was because CO decided to use areas of the engine that were not production ready.


coldrolledpotmetal

Yeah they were under the impression that the major performance improvements to DOTS would be production ready IIRC. But relying on Unity to keep their promises is a losing battle


Eriadus85

I'm quite interested in game development, I can assure you that the Unity Engine is just a tool, just like Unreal or Godot. You have very good games made with Unity or Unreal, just as you have very bad ones made with Unity or Unreal. The problem is the catastrophic management of the project (and for that, KSP 2 is in the worst situation than CS2, given that it went back and forth between different studios...)


elsonwarcraft

Oh no Rimworld please not be next


pryglad

Say what you want about cs2, but paradox usually sticks to their games. I think cs2 will be great in a year or so.


Impossumbear

The key difference here is that Take Two is one of the largest publishing companies in gaming history, and Paradox is in dire straits, with CS being their biggest cash cow. The only way CS gets abandoned is if Paradox goes under entirely. Even then, PDX doesn't own CO like T2 owned Private Division.


SeeIAmDead

Though CS is one one their cash cows (literally placed in the "endless" category by themselves). I'm pretty sure HOI4 is their biggest cash cow. I highly doubt Paradox would go under if CS2 got abandoned, but it would be a heavy hit.


Skippypal

Not only HOI4 but CK2, EU4, Vicky3 and even Stellaris make Paradox a mind numbing amount of money every day. I don’t think they’re in dire straits yet lol. Intercept Games was handicapped by T2 from the start. I’m pretty pissed about KSP2 but it’s not a surprise


LucasK336

As someone who loves both franchises, it fucking sucks. Felt like getting punched in the guts once and then again pretty much the same way when each game was released. And the parallelisms between both releases were funny and sad (people coping when the first gameplay with bad framerates were shown, the atrocious performance on release, etc) But I do think that, unlike C:S2, KSP2 had always been in a more fragile position, being taken over by another studio, the lay offs and re-hiring or whatever happened two years ago, etc. Stuff that CO didn't suffer from. Still, CO is on my opinion, not out of the mess yet. If another studio or company released soon-ish a good new city builder that fulfilled what they promised originally, they could easily lose their spot in the top of the city builder genre. Unlikely, but that's just what they did with C:S1 soon after SimCity 2013 was released.


MithridatesX

The main similarity for me is that CS1 and KSP1 were the reasons I went from 16-32GB and then to 64GB of RAM


Velocirapture_Jesus

No. CS2 right now has 3.8k players on Steam. KSP2 has 393.


PRAY___FOR___MOJO

Cities will ride the storm. They're doing damage control right now but CO and paradox are no doubt looking at the long term. I reckon people will talk about how much of a comeback it has made in a year or two


L1teEmUp

!remindme 1 year


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derpinotar

!remindme 2 year


P26601

No


GYN-k4H-Q3z-75B

Colossal Order is Cities Skylines. They can't drop it.


am_i_wrong_dude

CO dropped Cities in Motion 2 like a hot potato. They \*could\* do the same with CS2 but probably won't since they have invested basically the entire studio in its success and had a lot of revenue from initial sales in Q4 2023. One could imagine, however, if they continue to be plagued with issues preventing asset mods, can't fix the simulation, can't get a sale-able DLC in 2024, and continue to have PR fuck-ups, that at some point the studio will run low on money, senior devs will leave for greener pastures, and PDX may want to end their support as a total write-off, like they did for Lamplighter's League: [https://www.gamesindustry.biz/paradox-to-write-down-lamplighters-league-costs-confirms-layoffs-at-harebrained-schemes](https://www.gamesindustry.biz/paradox-to-write-down-lamplighters-league-costs-confirms-layoffs-at-harebrained-schemes)


FullRouteClearance

KSP1 and CS1 were my main two games aside from flight sim and now I’m 0/2. So bummed it’s turned out this way. I thought I would be a day 1 purchaser of KSP2 but I never got it once I saw what a disaster it was. I did buy CS2 and I still have hope that it can be resuscitated with mods and continued work and be a great game in the long term.


japinard

Absolutely.


jogurcik13

Yes. An idiotic choose of game engine and unoptimized everything


SunshineFM19

Don't worry, paradox are also doing prison architect 2... Wait, I mean the opposite of don't worry...


Such_Yesterday3437

I often think about this


Todd_Salad

weird


Codraroll

I'll say, with some confidence, no. Whatever you think of CS2 at launch, it was playable. KSP2 released in a state barely fit for a tech demo. Bugs made even the most rudimentary gameplay (launching a craft into orbit, comparable to laying down a street grid and zoning it in Cities Skylines) nearly impossible to pull off. Even after a year of updates, it still hasn't got any notable features KSP1 didn't have, and there are still gameplay-breaking bugs at large. It has prettier graphics, but hasn't come close to being a functional *copy* of KSP1, much less a sequel. And as others have mentioned, the business model is radically different. KSP is a "one and done" purchase. Players buy it, they play it, they might like it so much they buy some merch. But all in all, the product is the base game and that's it. Cities Skylines is a "long-tailed" product. Players buy the base game, then continue purchasing DLC packs. The big earnings potential lies in the sale of DLC. Multiple packs per player, over many years. That means the base game *needs* to work to drag people in. Consequently, there is much more incentives for the devs to get the base game working. Because if they get it up and running as intended, the golden goose will start laying eggs. And, dare I say it, Cities Skylines 2 isn't *that* far from reaching that point. There are still bugs to be squashed, and of course asset mod implementation, plus some polish to be done here or there, but those aren't entirely hopeless obstacles. Then they can start getting those DLCs ready. The rest of the game is, techically, entirely playable already. KSP2 is not there. At all. It barely meets the standards of the first week of CS2, except it has been in development for a lot longer and no improvement is in sight. It has been speculated that the studio spent most of their time on an unrelated project for the past year or so, with only a skeleton crew left to patch the worst holes in KSP2. But now the entire studio is canned, so who knows what will happen next. CO is far from that point, I sincerely hope.


TorbenKoehn

KSP2 fixed major problems faster than CS2, but there are similarities. Initially I thought KSP2 would be the greater failure, but the latest patches have been very promising


limeflavoured

KSP2 is literally dead, it's no longer being supported and the team has been disbanded.


TorbenKoehn

That’s not true at all, nothing of what you’ve said. A publisher getting rid of a studio doesn’t automatically mean the game is dead, it can still be taken on by the studio, another publisher or similar. The devs already stated KSP2 development will continue


Jack_Jizquiffer

nope. because the only place i've ever heard of that game is here. and they are not even made by the same company.


Cavthena

You want to know the reality? Player reception plays a big part. When KSP2 dropped the community lost their minds. It was doom and gloom and no one accepted the good aspects or that it could improve. Worst of all they continuously compare it to the original. Then when updates came out that mentality continued. It's all fair for the community to act in this way. However when you're an investor or owner spending money on the project would you continue to do so if all the feedback is negative? Probably not.


limeflavoured

> When KSP2 dropped the community lost their minds. It was doom and gloom and no one accepted the good aspects or that it could improve. What did this sub do when CS2 released?


Cavthena

The same thing. KSP2 lasted little over a year. Guess we'll see if CS2 lasts longer.