IIRC it came from turning cities into discrete world zones, larger than their actual map size, and they couldn’t figure out a neat way to let that work if players could come in from any angles other than a few clearly defined gateways.
But getting rid of player-controlled verticality makes things much simpler, which probably helped the decision.
IIRC it came from turning cities into discrete world zones, larger than their actual map size, and they couldn’t figure out a neat way to let that work if players could come in from any angles other than a few clearly defined gateways.
But getting rid of player-controlled verticality makes things much simpler, which probably helped the decision.