The summary touched on this a bit, but it's also the reason (among other technical reasons) that gameplay worlds tend to be highly compressed in general. As a game designer, you generally want to squeeze a lot of gameplay elements into a fairly small space. Otherwise, it's too difficult for players to convenient
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The summary touched on this a bit, but it's also the reason (among other technical reasons) that gameplay worlds tend to be highly compressed in general. As a game designer, you generally want to squeeze a lot of gameplay elements into a fairly small space. Otherwise, it's too difficult for players to conveniently find the bespoke, scripted game content (which is, btw, horrifically expensive / time consuming to create), and instead you'd just create the impression of a huge, empty, and ultimately boring wor
LLM AI models, integrated with game engines, will make it almost trivial to have hundreds, if not thousands, of novel side stories. If you've played any of these games, most of the missions are often - usually - just filler. There are only rarely exceptions, where the story outside the main story arc is interesting: games like The Witcher 3, Deus Ex, Cyberpunk 2047. A game like, say, Fallout (well, 3 or any since) is fairly easy to repli
I think you're over-simplifying the problem of generating side-quests. The most memorable side-quests in games are interesting because the game developers went out of their way to add a unique mechanic, interesting location, or other bespoke content to it. That type of content is expensive and time consuming to create, and most of is (so far) still the kind of stuff you need artists and designers to create by hand. A generated story is not really the bottleneck there. Add a generated story to a bog-stan
Indeed. Also one reason why we do not have these in Europe. Well, mostly, I am sure some places do even here. Have yet to find one though. The standard here is that any accumulation of living space of significant size needs a center with shops, maybe a park, something to go to and to do. There is no life in suburbs.
That's sad. But not universal. Our suburb strip malls are generally doing well, and at least in my village, we have multiple very nice parks. There is a "Tot Lot" not far from my place, set up specifically for the wee ones, a larger one a half mile away with a baseball diamond and tennis/pickleball courts, along with the standard slides. A few more of those scattered around. Then on the far end, there is a really big park with tennis/soccer/basketball/hiking paths/picnic pavilions. We also have some small m
In the US it is universal. Like everything else "American" it's suburbs are effectively overgrown fiefdoms held by "nobles" whose status is lacking by comparison. The strip malls and parks are essentially cordoned off areas made specifically to isolate the businesses and passers by from the "nobility." ("Get off my lawn!", "Not in my neighborhood!", etc.) While the fiefdoms in general are maintained via debt (mortgages / suburb development loans / tax incentives / etc.) and extraction of wealth from other
Like everything else "American" it's suburbs are effectively overgrown fiefdoms held by "nobles" whose status is lacking by comparison. The strip malls and parks are essentially cordoned off areas made specifically to isolate the businesses and passers by from the "nobility.
I fear there is something really wrong with you, my friend. You hatred of everything American is a pure manufactured fantasy on your part, some deep need to feel white hot hatred and I'd continue this, but my mamma ta
Suburbs absolutely can and more often do have parks and/or central hubs. As for Europe, there are definitely suburbs in Belgium, Spain, Netherlands, Uk, Poland, and Italy. Maybe not as many as in the US and Canada, and they might not sprawl as much, but they are definitely there if you look for them.
You don't have many(yes, you do have them) suburbs because your town structure and many of your roadway paths were WELL established hundreds of years to millennia ago. Suburbs get plopped down outside larger bustling cities because of population overgrowth onto cheap land with near significant roadways into the local major hub. In Europe, there was small towns plopped down all along those roadways long before the invention of the car which meant the population spill over centered around them instead.
Interesting. I live in a suburb that teems with life, not some dead place. Here's the scene of desolation. We have people out walking their pets, trees and multiple parks and tennis courts. We watch out for our neighbor's properties while they are away. We have a beer with our neighbors, and when someone new moves into the neighborhood, we drop by and say hello. Deer and even bear walk through our neighborhoods. Children play outside. I live a couple miles from work, and a mile from shopping and eateries,
I'm not sure all the commenters are using the same definition.
I certainly prefer smaller places in real life.
I live in a town that's big enough to have a couple of hospitals and a few grocery stores, but not big enough to try wasting taxpayer money on a big sports arena or concert hall. We have richer and poorer neighborhoods, but no dangerous neighborhoods. We have a couple of dozen parks, and several fire stations.
Occasionally I have to visit a larger city (far less often now that I work from home), but I
It seems that the post is discussing the airports in Chicago, specifically referring to ORD (O'Hare International Airport), Midway International Airport, and Meigs Field.
The first sentence "Chicago needs them to get ORD some what right" suggests that there may be issues with how O'Hare International Airport is currently being managed or run, and the author is implying that improvements are needed to make it function more effectively.
The second sentence "Midway i
A suburb exists because people work IN the city, but don't want to be crammed together or pay the high prices that inner cities demand for space. So they live where the space is affordable and commute into the city. In a video game space is not a constraint, cost of space is not a constraint, transportation between places is not a constraint. So why would a suburb exist? You can create a portal or a command to wherever you want instantly. You can have every part of the game exist from a menu if you wan
The mechanic could be added in to make it more challenging, interesting, etc. There are elements of "this is a safe place where you can save the game" in most games, it's just not well thought out/considered.
Suburbs are, culturally, something of the middle class. They're something which a decreasing, small percentage of global citizens are able to relate to: most of the world's population lives in cities, and fewer and fewer people live their lives o
Faceless suburbia is the perfect thing to fill the spaces in between important places with, because even in real life it's all made out of the same assets. The same house plans tend to be used again and again, sometimes on the same street. It would be a terrible place to have to memorize details of in a game, which makes it kind of an ideal canvas for anything where you don't want the players able to do that. I was just playing a game with a modded NPC who commented on how rapidly you could walk across Bost
OTOH much of the point of a video game is to let you escape the drudgery of real-life. People will tolerate an hours drive in real life, not so much in a video game. You can put in fast uncongested highways and let the player drive like a maniac but i'm still not convinced you can go much bigger than GTA Vs map without getting really annoying.
I want the whole range... Sleepy middle class neighborhoods with convenience stores, retirement communities with golf courses, gangland ghettos with shady clubs, and rural trailer parks and honky-tonks that don't welcome strangers...Just because I may want to be a violent lawbreaker doesn't mean I want every NPC in the game to be one as well. Unless I'm trying to end my play session via suicide by police, I tend to be quite law abiding in these games. I prefer to obey traffic laws when not chasing/being ch
1) Cities have always equated crime and the most destitute and desperate of humanity, since the beginning of recorded human history. The opposite is the (only relatively recent, modern) exception.
2) It's not that cities are run down, it's that they were never really designed for human habitation to begin with, since every city in the US came about since the Industrial Revolution. The exception to that are a few cities like Manhattan, Baton Rouge, or Boston, where the "old world" city is at war with suburbia
Highway Robbery [wikipedia.org] by definition happened outside of a city. The further away from civilization, and ultimately the constabulary, the more likely you were to hear the phrase: Your Money, or Your Life.
This is a story pushed over and over by Fox. They obsess over it. Especially in a blue state or a blue city, as they conveniently ignore urban decay in Dallas for example. People honestly believe the nonsense that poop is left on every street corner.
Yes, there is more crime where there are more people. Duh. And there's more crime where there are more poor people desperate for more money, drugs, something to do. That's not a liberal versus conservative thing, it's only a liberal thing because Fox is cr
If Game Devs or Gam Studios REALLY wanted suburbs in their games, they could simply design a handfull of buildings by hand (places significant to the story or to gameplay) and let the other buildings in the map be proceduraly generated.
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