'Cities: Skylines II' Found a Solution for High Rents: Get Rid of Landlords
'Cities: Skylines II' Found a Solution for High Rents: Get Rid of Landlords

www.wired.com
'Cities: Skylines II' Found a Solution for High Rents: Get Rid of Landlords

'Cities: Skylines II' Found a Solution for High Rents: Get Rid of Landlords
'Cities: Skylines II' Found a Solution for High Rents: Get Rid of Landlords
In the same vein, Simon Librande, lead designer of Sim City, decided to pretend that basically all plots above low density just have absurdly huge, invisible (underground) parking lots, otherwise a car centric city very often just turns into half parking lots.
https://web.archive.org/web/20240506163714/https://www.theatlantic.com/technology/archive/2013/05/the-philosophy-of-simcity-an-interview-with-the-games-lead-designer/275724/
EDIT: I got some details mixed up, corrected and expanded now.
I think I would love a game where you start with a car-centric city or region and then can either try to build it up continuing with the status quo or try to convert it to something that doesn't depend so much on cars.
The only game I know where you have to consider parking is "Workers & Resources: Soviet Republic". I haven't provided any private cars to the people from my Republic yet. But from what I have seen, you need to provide parking lots close to their home and their destinations.
SimCity 2000 had scenarios of pre existing cities with specific goals, and though it did not have as many or as elaborate mass transit systems as later city builders, I think a few of them required you to both grow and reduce traffic, basically requiring you to build a working mass transit system.