What went wrong with Cities: Skylines II, according to players: How players understand game development in the context of a poor digital game launch

When things go wrong, the opacity of the games industry means that developers must manage the frustrations of a playerbase whose understanding of game development is largely ignorant and misguided. A poor game launch is a time when such frustrations are heightened as players clamour to assign blame and point the way forward, and developers risk reputational or financial damage. Despite this, little research explores poor game launches. This article uses the example of Cities: Skylines II , analysing 4578 comments from the game’s subreddit, to outline how players understand game development, who they blame for the poor launch, and how they understand their own role. The two key findings are that players understand themselves as consumers of a product and wield power accordingly, and perceive two classes of digital game workers opposed to one another: ‘suits’ and ‘devs’.

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Publication Details

Journal
Journal of Gaming & Virtual Worlds
Published
2025-10-01
DOI
https://doi.org/10.1386/jgvw_00133_1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

What went wrong with Cities: Skylines II, according to players: How players understand game development in the context of a poor digital game launch

Dom Ford
Journal of Gaming & Virtual Worlds
Digital Games and Media
article

What went wrong with Cities: Skylines II, according to players: How players understand game development in the context of a poor digital game launch

Dom Ford
article en

Abstract

When things go wrong, the opacity of the games industry means that developers must manage the frustrations of a playerbase whose understanding of game development is largely ignorant and misguided. A poor game launch is a time when such frustrations are heightened as players clamour to assign blame and point the way forward, and developers risk reputational or financial damage. Despite this, little research explores poor game launches. This article uses the example of Cities: Skylines II , analysing 4578 comments from the game’s subreddit, to outline how players understand game development, who they blame for the poor launch, and how they understand their own role. The two key findings are that players understand themselves as consumers of a product and wield power accordingly, and perceive two classes of digital game workers opposed to one another: ‘suits’ and ‘devs’.

Journal of Gaming & Virtual WorldsVol. 17(3)
University of Bergen (NO)
No poverty
Openalex Percentile: Top 13%
Digital Games and Media
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