City building games have a Soul Problem pt.2
City Building Games Have a Soul Problem: Part 2
By Alex Lingris | October 3rd, 2026
Despite my lingering frustrations with Cities: Skylines 2, I find myself returning to it repeatedly. There is a primal pull to the genre that transcends specific game flaws.
When we were children, we spent hours gliding toy cars across felt mats printed with miniature city grids. For those of us with more "industrial" inclinations, we headed outdoors to carve tunnels and erect bridges in the dirt, right beside the family rose bushes. Some of us were lucky enough to have an uncle who converted a spare room into a sprawling miniature world of model trains and stations.
I believe a remnant of those childhood fantasies fuels my current compulsion to launch Cities: Skylines and attempt to breathe life into a digital metropolis.
In my [previous installment], I focused on the broader mechanics of the genre, sparking some fascinating debates (particularly on Reddit) regarding simulation depth. However, that discussion was technical. Today, I want to pivot away from the "how it works" and focus on the aesthetics—specifically, why the visual experience leaves me feeling empty every time I survey my creation.
The Tyranny of the Right Angle
One of the most jarring aspects of the current experience is that everything feels unnaturally rigid. Surfaces are relentlessly square and flat.
When analyzing a random sector of my city to understand why it looks "ugly," I noticed the intersection where the sidewalk, building tiles, and grass meet. It is a harsh, clinical seam.

The Contrast:

While power users can utilize mods and decals to achieve a more organic look, the average player cannot be expected to spend hours micro-managing every single curb and corner. If you don't invest that grueling amount of manual labor, the city feels lifeless.
Furthermore, a core joy of these games is the "observation phase"—simply watching the algorithms generate a living world. If I have to hand-paint every detail to make it look real, the magic of the simulation is effectively deleted.
The Problem of "Neurotic Cleanliness"
I love wandering through the downtown streets of Athens, searching for those charming, weathered corners. These spots aren't "beautiful" in a traditional sense, nor are they clean, but they tell a story.
In Cities: Skylines 2, the world is sanitized to a neurotic degree.
Comparison: Sterile vs. Soulful
| Feature | The "Game" Version | The "Real World" Version |
|---|---|---|
| Pavements | Perfectly smooth, uniform grey | Cracked, stained, weathered |
| Edges | Sharp 90-degree angles | Overgrown grass, eroded soil |
| Atmosphere | A sterile architectural render | A lived-in, breathing organism |
| Detail | Minimalist/Empty | Cluttered/Complex |

If I were directing the design, I would study 100 photos of actual cities and catalog the "imperfections" that create character.
The "Soul" Checklist:
- Potholes and pavement cracks
- Overflowing trash and litter
- Tangled overhead cables
- Graffiti and street art
- Active construction sites & scaffolding
- Utility poles
- (repurposed buildings/spaces)
- Fallen leaves and organic debris
- Non-linear, organic shapes

In my own neighborhood, perhaps 1 in 50 homes is as pristine as the ones in the game. Most have damp patches on the walls, weeds in the driveway, or laundry hanging from a balcony. Even the most manicured lawns eventually surrender to nature in the corners.
Visual Feedback and Urban Decay
Real cities are not monolithic; they contain pockets of poverty and abandoned structures. This isn't just about "grit"—it's about functional feedback.
Currently, to find a problem area, you must open a statistics panel. Instead, the landscape should communicate the city's health visually. You shouldn't need a menu to see poverty. You should see it in the peeling paint and the boarded-up windows.


The "Soul" Equation
We can think of the aesthetic quality of a city as:
Summary of the "Soul Problem"
The disconnect can be visualized as a loop of expectation versus reality:
To fix this, developers could implement a "grunge" or "character" system. In pseudo-code, it might look like this:
{
"environmental_assets": {
"procedural_dirt": true,
"dynamic_weathering": "enabled",
"urban_clutter": [
"trash_bags",
"graffiti_tags",
"potholes",
"hanging_wires"
],
"socio_economic_visuals": {
"low_wealth_area": "peeling_paint, overgrown_yards",
"high_wealth_area": "manicured_hedges, polished_stone"
}
}
}
I sincerely hope that future updates or DLCs for CS2—and the next generation of city builders—prioritize adding this missing soul.
Further Reading:
- Showing up in your dad's Ferrari (March 11th, 2026)
- Discussions on
r/CitiesSkylines,r/CityBuilders, andHacker News.
AI Disclosure: Artificial intelligence was utilized solely for proofreading, generating alt-text for images, and refining visual concepts.