Cities XL

While city-building games tend to simply drill themselves deeper into obsessive detail with each iteration, Monte Cristo is veering off in a more ambitious direction with Cities XL by fusing resource trading and web integration with the traditional taxing, zoning, and constructing you’re accustomed to. With up to 10,000 players occupying and developing each planet, and room for every mayor to interact over blogs, online profiles, and friends lists via the game’s web portal, Cities XL begins to look less like an urban development sim with an online component and more like an MMO for budding city planners.

For documenting your city’s progress to the public, you can write in a web-based civic journal; posting screenshots of your skyscraper farm or the 10-mile suspension bridge you click-dragged through a canyon should earn the envy of the folks on your friends list. Monte Cristo also has planet-wide competitions planned: rally with your fellow mayors to be the least-polluting planet, or twirl your moustache like a villain and build a field of smokestacks to blot out their chance at success.

We still need to nurture a city ourselves from start to finish, and see how our urban planning plays out on a populated planet, but the marriage of multiplayer-driven gameplay with traditional city-building mechanics adds a welcome dimension to what’s traditionally been a “solo” genre.

+ Build the kind of city you want - no more being plugged into a linear urban tech tree. Curved roads, bridges, and tunnels that mold to the environment lay the groundwork for player freedom.

– Will multiplayer-tilted design, subscriptions, and microtransactions be a hassle, or allow players to pick and choose only the pieces of content they want to add their cities?

Oct 21, 2008