...why video/mobile games don't always depict highways exactly as they are? For example, in Truck Simulator USA, there is a continuous freeway running from Miami to Vancouver via Nashville, Albuquerque, Los Angeles and Seattle, even though in the real world it's not possible, which explains the many route numbers that such a trip would involve. (And none of the roads in that game are numbered either, but you can quickly deduce the equivalents of their routes if you're familiar with them.) I'm thinking that the developers probably had limited space to work with when developing the games, resulting in a scaled-down version of the US (plus Canada and Mexico), and I get it. What else could it be?
Quote from: Henry on April 15, 2021, 11:42:53 AM
...why video/mobile games don't always depict highways exactly as they are? For example, in Truck Simulator USA, there is a continuous freeway running from Miami to Vancouver via Nashville, Albuquerque, Los Angeles and Seattle, even though in the real world it's not possible, which explains the many route numbers that such a trip would involve. (And none of the roads in that game are numbered either, but you can quickly deduce the equivalents of their routes if you're familiar with them.) I'm thinking that the developers probably had limited space to work with when developing the games, resulting in a scaled-down version of the US (plus Canada and Mexico), and I get it. What else could it be?
I don't really think game developers (or most players) care about the roads being accurate.
I think a lot of people prefer gameplay that's fun and challenging before details. A lack of precision in details is usually forgivable in a story or tale, so if a game has a purpose, adherence to rules come before the facts.
Most people really don't care about route number or directional precision outside of this niche hobby or people localized to an area. There's also the question of "fantasy", sometimes it's okay for something to not have the same information that you'd experience in the real world.
Details + challenge — fun = suspiciously like work
Fun — challenge — details = toy
Details — challenge — fun = boring (or dry)
Challenge — fun — detail = physically demanding
Quote from: formulanone on April 15, 2021, 11:52:13 AM
I think a lot of people prefer gameplay that's fun and challenging before details. A lack of precision in details is usually forgivable in a story or tale, so if a game has a purpose, adherence to rules come before the facts.
Details + challenge — fun = suspiciously like work
Fun — challenge — details = toy
Details — challenge — fun = boring (or dry)
Challenge — fun — detail = physically demanding
What about details + challenge + fun?
Quote from: Roadgeekteen on April 15, 2021, 11:53:55 AM
Quote from: formulanone on April 15, 2021, 11:52:13 AM
I think a lot of people prefer gameplay that's fun and challenging before details. A lack of precision in details is usually forgivable in a story or tale, so if a game has a purpose, adherence to rules come before the facts.
Details + challenge — fun = suspiciously like work
Fun — challenge — details = toy
Details — challenge — fun = boring (or dry)
Challenge — fun — detail = physically demanding
What about details + challenge + fun?
Role-playing game and/or exhausting real-life well spent.
If accuracy and reality are what you're after, you just destroyed every James Bond and Fast and the Furious movie.
Because they would be incredibly boring to play in most cases. See the game Desert Bus as an example.
I don't find lack of geographic accuracy in video games one-tenth as annoying as in movies and television.
Quote from: Roadgeekteen on April 15, 2021, 11:53:55 AM
What about details + challenge + fun?
That sounds like a great career goal! Railroading and rail transit wasn't exactly what I was looking for, but I ended up in a world where "game design" intersected with the real world. I'm sure this comes as a surprise to many, but much of the old-fashioned circuit design in railway signalling looks an awful lot like the track layout itself. Developing software to design it automatically was great fun, and programming train dynamic simulations was even better. Mixing all of this together was way better than a career in computer gaming design (which I never actually considered, but almost got dragged into). Not to mention some intersection with Roadgeek stuff along the way.
Hats off to
jakeroot and others who are interested in traffic modelling and other careers that intersect with Roadgeekdom.
I'm reminded of this video game idea I had several months ago:
https://www.aaroads.com/forum/index.php?topic=26920.msg2501347#msg2501347
I think this concept could tie details, challenge, and fun together.
Quote from: CoreySamson on April 15, 2021, 12:50:27 PM
I'm reminded of this video game idea I had several months ago:
https://www.aaroads.com/forum/index.php?topic=26920.msg2501347#msg2501347
I think this concept could tie details, challenge, and fun together.
I think the concept could be done on a smaller scale if there was a way to convert a Cities:Skylines city into a playable video game map (which I could actually see in a few decades). Then compile some cities, add a few roads in between and add objectives.