Trainz, also known as the Trainz Railroad Simulator or (in Britain Since 2006) Trainz Railway Simulator or (since 2009) Trainz Simulator, is a family of 3D train simulator computer games created by Australian games developer N3V Games (previously Auran), and which exploits (today) an interactive internet community sharing resources, and able to send consists (trains) transcontinentally, as well as construct and share game resources. The game has been released in several earlier versions, including localized ones with landmark major (eponymously named) releases being Trainz, TRS2004, TRS2006, TS2009 from 2001 ("Trainz") to 2009, and "Trainz Simulator 2010 - Engineers Edition"[1] Trainz 2010 - Engineers Edition is currently the latest instalment in the franchise, which was released on Auran's online store in late 2009, and worldwide retail on DVD throughout 2010.[1]
The various Trainz simulators offer all that and more immediately in canned scenarios ("Driver sessions") from those which mimic limited home hobbyist operations scenarios with a space limited layout ("Routes", meaning a mapped virtual layout not limited to one's basement) of only a few industries and some connecting track with one or two operators stations to model train club sized banquet-hall sized layouts incorporating dozens of operator stations, tens of trains, and many interactive industries. Additionally, the simulations allow one to build up a dream railway, or model a real world railway from nothing with tools and object libraries which are extensible and to begin with, extensive as well.
Dwarf Fortress is a fantasy simulator which doesn't just do a lot, it does a lot well. It's not simply that it generates a vast fantasy world with history, culture and enormous landscapes; it's that choosing your starting location within that world works like a kind of granular difficulty setting, letting you pick the level and type of challenge you want to face. It's not simply that its physics simulation allows for the creation of complicated machinery; it's that the game incentivises those creations as dynamic goals in a way that suits the in-game fiction, sending nobles with increasingly grand demands to stay in your colony. There's so much that's weird and intimidating about Dwarf Fortress, but there's also a lot of game design behind the stories of mourning pets and the simulation of growing finger nails.
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