SimCity beta tested against real world city planning models
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
I wasn't in the SimCity beta, but, if I had been, my approach would likely have been the same one I use for most city planning games: plop any old thing down anywhere and see what happens. But some people used the beta's one hour demo to do some actual research into how accurate the game's simulation is when compared to real life city planning.
Norman Chan from Tested performed the test; implementing numerous layout philosophies and comparing their in-game results to their success in real world situations.
Chan found that, while widely used in real life, an urban grid system wan't the ideal method for maximising population. "In practice, the multiple times I tried using a straight rectangular grid layout in the beta, my city struggled to exceed 15,000 population in the hour played." It seems as if the tightly packed rectangles didn't give the early low-cost shacks enough room to upgrade as the Sims became more wealthy.
SimCity's residents proved receptive to the radiating sprawl of circular road networks, not carrying over the negative stigma the model has picked up in real life. Chan notes they were cheaper to build, as they used less road, but again ran into problems boosting the population over 15,000. The lack of space in SimCity's canvas soon became an issue.
By far the most popular model was the cul-de-sac system. "Cul-de-sac design turned out to be the most successful of the layouts I tried, letting me reach over 20,000 population in just half an hour of play. The generous spacing between the cul-de-sacs allowed houses to be upgraded to medium and large-sized homes quicker, though they never converted to apartment complexes in my run." Again, space proved problematic, and Chan found that with this model, rearranging neighbourhoods was much tougher.
It's an interesting exploration of the balance between simulated verisimilitude and instant enjoyment. While SimCity's residents do deviate from expected behaviour, they do so for fascinating reasons.
You can read the full article here .
Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Phil has been writing for PC Gamer for nearly a decade, starting out as a freelance writer covering everything from free games to MMOs. He eventually joined full-time as a news writer, before moving to the magazine to review immersive sims, RPGs and Hitman games. Now he leads PC Gamer's UK team, but still sometimes finds the time to write about his ongoing obsessions with Destiny 2, GTA Online and Apex Legends. When he's not levelling up battle passes, he's checking out the latest tactics game or dipping back into Guild Wars 2. He's largely responsible for the whole Tub Geralt thing, but still isn't sorry.

