For me personally, difficulty level is hugely influential in my reaction to a game. Challenges need to be solvable without being cursory, and they need to ramp up steadily. With a few exceptions (hello, 90-degree highway merges), all your troubles in Cities will have been caused by you. Each city is first founded on an empty space, and problems only arise as your growing network of infrastructure begins to tie knots in itself. In this way, Cities maintains a caliber of difficulty while still being completely relaxing. There’s no one to blame for any of your problems but yourself; and there’s nothing stopping you from re-paving Spaghetti Junction other than a few minutes of income or an instant loan. Now, don’t get me wrong. When you start Cities, you will fuck up in ways you don’t even understand. I think I founded 7 cities in my first 2-3 hours playing the game, oftentimes running out of budget for water and power before ever unpausing the game. Other times a pandemic will sweep a suburb, killing everyone within weeks. There will be gridlock traffic jams made up of nothing but emergency vehicles and garbage trucks. Sixteen-wheelers will spend hours traversing the aforementioned Spaghetti Junction just to leave the city. And I think everybody, at least once, will place a water pump downstream of the sewage outflow pipe. But the patterns of reasoning the game nudges you towards make no problem unsolvable. With a click you’re able to query map templates to indicate pollution, traffic density, public health, and other factors; you can also query individual civilians and vehicles to find out where they’re going, and if & why it is they’re struggling to get there (This is a task that real-life traffic engineers are sometimes required to do). Thus the problem-solving rubric of diagnose, prescribe, apply seems equally essential in both virtual and actual city management.
I cringe to use the word for a game I’ve enjoyed, but I might hazard that the way Cities highlights real-world problems in an interactive medium, could categorize it as edutainment. I mean, after these long, sexy nights of infrastructure engineering, when I crawl from my lair and cringe at the sunlight, I look around and start recognizing the principles I’ve learned from Cities at work in my actual city. Commercial zones tend to buffer residential from industrial. Highways and roundabouts are spatially inconvenient, but functionally crucial installations in every city. Public transit can cause as much traffic as it’s intended to prevent. Perhaps these are all obvious truths to any driver; but Cities projects into your mind a kind of bird’s-eye view of city networks, makes you aware of why cities are the way they are. Sometimes they’re all sprawled out because, at the time those roads were built, explosive growth in the future had not been anticipated. Other grids, like major downtown urban districts, tend to be densely organized and well serviced. Sometimes the geography itself makes it impossible to keep everything connected and organized. In any case, it just ain’t easy.
I enjoyed Cities for its tasteful difficulty curve, its relaxing gameflow, and its edutainment value. The game's threshold of worthwhileness fluctuated up and down for me over the course of my first few sleepless nights playing it, but there was this one highway intersection that I paused the game to perfect for about 30 minutes, and the feeling of satisfaction following that, about 5 hours into the game, assured me the game was worth the time. I'm pushing 19 hours now and though my city is nothing to boast about, I'm starting to see that growing your city is sorta-kinda more of the same after first few thousand citizens, and my worthwhileness factor is starting to top out a bit. So if you're looking for a fun and bright city-building experience for 5-19 hours, then I would recommend Cities Skylines.
I purchased Cities: Skylines on the Steam Summer Sale (now it's 32.99) and have played 20 hours total, using a few cosmetic mods, as well as an auto-demolisher tool for abandoned and burned-down buildings.