Wild West Pioneers: City Skylines meets the Wild West

Wild West Town AI Generated image

Wild West Pioneers is a city builder game with a focus on resource gather set in the Western Expansion phase of the Old West in America.

Here are my ideas for the game.

1. Outlaws who harass the town

I think that many city builders are in two camps. The cozy ones and the ones where there is some outside pressure. The Caesar Series generally was based on having some pressure on the player while the SimCity series more of a cozy game.

Wild West Pioneers needs to have outlaws and their gangs running around in random events. These events should be based on multiple mechanics in the game. I think it would make the game more dyanmic and interesting. Many cozy games end up being chores and boring simply because the player is just looking at graphs and charts here.

2. More than just resources

One of the issues that I have with city builders in our age is that many of them focus too much on resource gathering here. There needs to be a focus on character not just looking at objects on a screen.

This is one issue that I have had with some of the Paradox games. They tend to be too focused on the charts instead of the characters and the story. City Skylines tends to have this issue also where the game is simply too clean and too much of a movie set. I want to see the life of the town, not just collect resources. Such a gameplay loop is more of something you see in the RTS genre, where base building is more important than the personality of the units or structures.

3. Every citizen needs to be unique

One thing that I want to see in the games is that there is a sense that every person in your town is unique. Considering that Wild West Pioneers is dealing with small towns, this should be something the engine can handle here. Virginia City and Carson City were rather modest but had huge personalities that one even struggles to find in some medium sized cities in our age now.

I think that the personality system is really important at cultivating replayablity so players have a willingness to spend more time exploring the game. Too many games tend to have shallow gameplay. Players want to not have work but to have an experience that they can remember. Video games are not meant to be jobs and the developer should remember that there.

4. Mayor system has to matter in the game

I have recently heard that the game is going to have mayors that you can choose. This mechanic should mean something in here. Make them have unique personalities and have different political parties so that the game is more unique in every playthrough.

5. Elections

I think that having elections in this game would give some more flavor to your towns. While I believe that the game will probably add more features in DLCs if it is successful in here, having elections would help make these playthroughs more dynamic and it bring it into line what players want now. With the size of these cities being smaller than most city builders, I think that this should be appropriate for this game.

6. Trains need to play an important role

In many parts of the USA, small towns were supported by a new technology, railways. Cheyenne, Wyoming began as a railway town, so did many other places. The game has to be able to capture this change and vibrancy of the trains steaming into these small towns. The steam train has been a technology that capture the imaginations of that age and they are prefect visual aspects of a video game which can show off the power of an engine.

Why Style matters more than graphics in Video Games, especially now

There is a general consensus among gamers now, that art style matters more than graphics.

The screenshot above is of a 2001 game known as Empire Earth. It looks rather crude now, but it has a unique style that no other game can replicate.

We have seen this with independent games, which replicate the simpler and colorful graphics of older generations. Photorealism is great in Chatbots if one is attempting to brainstorm how a character appears but there is a place for all sorts of artistic styles. The Japanese have shown this in many of their games. Some games aim for photorealism, but they also show that they want to continue their tradition of having many art styles, especially their homegrown anime. Japanese games often have a reputation for being more stylistic and it’s not surprising that Nintendo did not give up on their original IPs in favor of more mature ideas. They sometimes did have more mature games in their earlier consoles, but this was to compete with Sega and after Sega was beaten, they began to focus on their generally cozy game reputation here.

Style matters more than graphics. I remember that in the 1990s, graphics cards companies had managed to change this idea. Graphics were more important than style as many programmers wanted to showcase the power of their inhouse engines. This was the age of graphics growing every year here. It was truly an exciting age where every game seemed like a foreign country with its own rules.

Now every game seems to have the same GPS navigation and isn’t really interesting here. Unreal Engine is used heavily in many games now, but it is also getting in the way of helping games to distinguish their styles from one another.

It isn’t just in the graphics. It is also in the interfaces also. The interfaces in earlier games were art styles that were peculiar to that one game. Now, too much of it is optimized to be interchangeable between genres and games.

We need to have friction once again. That may make things some what more uncomfortable to use but it will allow for a greater variety of games to made.

The independents are often cited as an example of creativity. However, they cannot carry the industry alone here. They need to work in synergy with middle budget and high budget games. The independents are often works of passion, but they lack the ability to get a product out to the gamers within a reasonable time before they have their attention going to somewhere else.

Style is what companies should be chasing now. We have enough photorealistic games. With generative AI, photorealism is available in a way that surpasses even the best camera.

What we need now is way to encourage the creation of new styles instead of just attempting to outcompete on the issue of photorealistic graphics.

The Elder Scrolls IV: Oblivion Remastered is one of the standout games of 2025 Graphics

Oblivion Water

Oblivion Remastered has to be one of the best surprises of this year. Being a big fan of High Fantasy, this game was a treat to enjoy.

Being released in the spring, this felt like the perfect game for such a season. The screenshot above shows why here. This is a section of the Cyrodil map near the center of it and this is just a small pond here. The water lilies and the flowers are just so magical in this new version of the game here. I just had to take some time to take screenshots.

The Elder Scrolls Games, specifically Oblivion and Skyrim are games where you can just relax and enjoy the scenery. It is a great game just to engage with when one wants to just explore over following a linear set of objectives.

I have written about why I enjoyed playing Oblivion Remastered. I was bigger fan of Oblivion over Skyrim. I thought that Skyrim was a game which, while great, was too earthy for a fantasy game. I like the color and graphics of Oblivion. The new remastered graphics show why remastering these games is so important for preserving the efforts that brought these games to us gamers.

In an age where many video games just seem like a waste of money, this is a great achievement in here to get the industry back on track, so it is more vibrant in here.

The gameplay was already of great quality and the remastering helped to refine it.

However, the graphics have given the muddy looking yet colorful game another lease on life which is what they were trying to achieve with this edition.

Oblivion Mountains

In comparison to the original version, I think that the strongest aspect are the mountains. In the image above, one how much better looking such mountains are in comparison to the original version.

The one thing that I will give the original version is that it has brighter colors. There is this browness in the grass in the Remastered version which makes it look more like Skyrim in comparison.

When it comes to Weye right next to the Imperial City, there is something truly beautiful about the rustic country buildings in the evening light here. The flowers on the vines on the stone walls also provide a beautiful color contrast here.

The Remastered edition’s ability to render shadows really elevates the graphics. While the color is desaturated and not the best, I like how the nearby NPC’s clothing is interacting with the shadows and light in a complex way here.

It is during the night that I think the remastered edition’s color palette start to surpass the original versions. The lighting effects are greatly improved in the Remastered version have a softer presence, which I think helps to elevate the night especially in cities such as the Imperial City, and other urban areas.

While the color scheme isn’t really what I wanted, I think screenshots such as those above, explain why people keep coming to Oblivion even after playing Skyrim. There is something that the game manages to capture in the natural environment of the game.

This game had many pretty entries but this remastering of Oblivion is among one of the best I have seen.