USA style zoning is just stupid and is a major culprit of cities needing cars.
As far as I know there is no major city simulator that simulates non-zoned cities that are full of organic growth instead of the player, like a US mayor, deciding where people are allowed and not allowed to live and work.
So yes, it's a major step forward in terms of it being possible at all, but it's something you have to be pretty intentional about— and maybe that's reflective of the real world too. But it's always nice when media (games, books, movies, whatever) inspires us to dream bigger than we might otherwise have done.
I like to create areas that have no cars in my cities. Add lots of pedestrian and cycling paths, lots of trains, metro, ferries, etc and just watch oodles of people using public transport or cycling everywhere.
It's such a satisfying game.
I recall them being quite tricky and including political/social aspects (you need to appease your people to be re-elected etc), but since I haven't played them in years that stuff might not be as deep as I remember.
Do have a look though and see if it'll suit you!
But that structure also meant that I struggled to feel as much long-term ownership over what I was creating. It felt like I could get away with cutting certain corners that I shouldn't have if the game forced me to sit just a little bit longer with the consequences of my actions. Maybe that's just a sign that I was playing it right, but I felt like I would have had a better time if I'd been just a little bit more accountable.
You may be interested in CityState II:
How so? To be honest, I don't know why we even need something as "realistic" as pixel graphics — when immersing yourself in city planning, an aerial view of the city you're building is actually too much noise; for the signal you need, it'd be far better to be looking directly at overlaid zoning grids, coverage maps, etc. And for that kind of thing, it seems that vector graphics should be more than enough.
In other words, I'd personally love a full-sim city builder in the style of Mini Metro or Mini Motorways. That sort of simple+clean aesthetic can be a lot more informationally-dense than a SimCity game ever could.
[1]: https://en.wikipedia.org/wiki/Railroad_Tycoon
They are all great games – although I am greatly favourable to Transport Tycoon – but do not fall for Microprose’s 90s naming that most likely was purely for marketing reasons.
Sim City isn’t even the first city builder, let along first strategy sim. The genre has existed since the days of text-based games. Though it’s fair to say Sim City is one of the most iconic and successful entries in the genre.