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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.
Do you know if it stimulates individual cars filling up the lots or is it just a "is there parking available?" check that doesn't go deeper to see if it's enough parking?
Sounds like an interesting game even if it's not to the level I'd like to see (which I'm not even sure is feasible for a real time game).
Edit: lol "stimulates", gotta get the cars all hot and bothered before they can park! I'm leaving it, but I do see it now.
I think it simulates each person going to their (a?) car and driving this car to another parking lot with free spots. So they do really fill up. However, I do not have first hand experience. In our glorious republic walking an public transport is all we need. So not even the most loyal party members get cars.