Comment by thwarted

Comment by thwarted 5 hours ago

6 replies

> they never go into buildings, the buildings all have similar size, the towns have similar layouts, there’s numerous visual inconsistencies, and the towns don’t really make sense

These AI generated towns sure do seem to have strict building and civic codes. Everything on a grid, height limits, equal spacing between all buildings. The local historical society really has a tight grip on neighborhood character.

From the article:

> It would also be sound, with different areas connected in such a way to allow characters to roam freely without getting stuck.

Very unrealistic.

One of the interesting things about mostly-open world game environments, like GTA or Cyberpunk, is the "designed" messiness and the limits that result in dead ends. You poke at someplace and end up at a locked door (a texture that looks like a door but you can't interact with) that says there's absolutely nothing interesting beyond where you're at. No chance to get stuck in a dead end is boring; when every path leads to something interesting, there's no "exploration".

Animats an hour ago

The other extreme, where you can go inside everywhere, turns out to be boring. Second Life has that in some well-built areas. If you visit New Babbage, the steampunk city, there's almost a square kilometer of city. Almost every building has a functional interior. There are hundreds of shops, and dozens of bars. You can buy things in the shops, and maybe have a simulated beer in a pub. If anyone was around, you could talk to them. You can open doors and walk up stairs. You might find a furnished apartment, an office, or just empty rooms.

Other parts of Second Life have roadside motels. Each room has a bed, TV, bathroom, and maybe a coffee maker, all of which do something. One, with a 1950s theme, has a vibrating bed, which will make a buzzing sound if you pay it a tiny fee. Nobody uses those much.

No plot goes with all this. Unlike a game, the density of interesting events is low, closer to real life. This is the fundamental problem of virtual worlds. Realistic ones are boring.

Amusingly, Linden Lab has found a way to capitalize on this. They built a suburban housing subdivision, and people who buy a paid membership get an unfurnished house. This was so successful that there are now over 60,000 houses. There are themed areas and about a dozen house designs in each area. It's kind of banal, but seems to appeal to people for whom American suburbia is an unreachable aspiration. The American Dream, for about $10 a month.

People furnish their houses, have BBQs, and even mow their lawn. (You can buy simulated grass that needs regular mowing.)

So we have a good idea of the appeal of this.

  • dyauspitr a minute ago

    No, the fundamental problem isn’t the recreation of real life. Rather it’s that real life isn’t mirrored in ways that are important like having agency to pull of systemic changes something I’m having a hard time articulating. What I can say is that Eve online pulls off certain aspects of this pretty well.

bc569a80a344f9c 3 hours ago

This comment kind of reminded me of a YouTube channel I completely adore. AnyAustin (https://www.youtube.com/@any_austin) has quite a few videos exploring and celebrating open world video games.

ArekDymalski 3 hours ago

> when every path leads to something interesting, there's no "exploration"

While this sentence makes sense from current game design perspective, I have to say it strikes me as very unrealistic. Facing dead ends has always ruined the immersion for me.

trollbridge 5 hours ago

Sounds like the AI accidentally implemented NIMBY style zoning.