this post was submitted on 18 Aug 2023
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[–] [email protected] 7 points 2 years ago

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.