There's one where the author explicitly says they want run down buildings, and shows an example of a clean wall -vs- a dirty wall, and a clean wall -vs- one where the paint is decaying.
But there are definitely others where it's lived-in, where it's adding trees and plants and even just parked cars.
It's definitely a mixed bag
The glorification of disrepair and decay is still very much present though. "Soul" means decayed paint on houses, visible bricks and a huge hole on the pavement that no doubt spread its own unique flavor of disrepair to the car that just drove past it.
Adding more detail is absolutely fine, but this glorification of breakdown doesn't sit well with me at all. I see far too much of it in real life on a daily basis and it seriously made me cringe. It's a problem to be solved, not something to be added in deliberately.
The opposite, where everything is very clearly manicured, created, is so far from reality that the immersion is more difficult to achieve, or is quickly lost. You never stray far from the fact that you're playing a city game with very rigid rules.
I think this is what the author means by "Soul": objects with details to show something lived, was paid attention to, has story, depth, and scars to prove it.
That's not soul, that's just... History. Of neglect.
Detail is fine, but deliberately adding disrepair and actually calling it nice is something else entirely. It implies this is desirable.
Real "soul" would have been adding urban decay as a gameplay mechanic. Players would be stretched thin trying to keep up and some areas would naturally decay as a result. That's the realistic city story: I had limited time and resources, and couldn't afford to care about every part of the city, so the neglected ones decayed.
This is the real story, the realistic one. Adding decay just because you like the aesthetic of it is something else. It's like adding CRT filters to modern games.
I do like your gameplay mechanic idea, but others may not. A quick filter may not add "soul" for you, but it might for others. It's about emotions and immersion, but it's all obviously illusion.
I'd be all for separating "better, more lifelike, more realistic rendering, with interesting variation" from "decay".
breakdown and maintenance is a part of life, and if you want a city to look like it spends a million a month per block on maintenance, thats fine to have as a fantasy for a game. Youre playing a game, entropy doesnt have to apply.
the post is right though, city games always put a layer of fantasy over one of the major costs that a city has - maintenance.
i havent played one since sim city 3k, but i expect theres still no setting up snow clearance routes and how changing the order or amount of plows affects traffic, along with the associated costs to the city.
Neglect leading to decay is supposed to be a punishment though. Turning it into "soul" makes it desirable.
Consider the 115 year old brick building in a town I used to live in, with the faded remnants of a 50 year old replica of the sign painted on the side by the butcher’s shop that originally owned the building.
Yes, it's romanticizing decay to add thematic and realistic problems to games.