In many ways, this kind of design thinking could be useful in designing real-world spaces as well.
In many ways, this kind of design thinking could be useful in designing real-world spaces as well.
You probably have the answer there. Even if the real world holds a larger number of interesting things than a game, the distance between the things is so much larger than in games that I have to spend most of the time just navigating between them. In games, I can get from one interesting thing to the next in minutes or seconds.
Here is one of the few remaining traces of this, since they asked for all conference slides to be taken down a few years ago: https://twitter.com/pixelpar/status/1286425979615936513
you don't have to exert any physical effort in a video game. once physical exercise comes into play, the brain calculates an "is this worth it" equation. i'm guessing most decide it's not.
but the rewards for real world exploration aren't explicit. sure, maybe you found a cool mushroom that was fun to look at, but what's it worth? you probably cant go sell it for 2 gold pieces or eat it to gain 5% of your health back.
Game worlds are also usually far more compact and smaller than the real world, even the "big" ones. If it took a couple real-world days to walk to the top of the Throat of the World in Skyrim, while you're combo sweating-freezing in heavy clothes, legs are dead by halfway up, and most of the time nothing's happening and also much of the time you're in clouds obscuring the best views... it'd be a lot less fun. Instead, in the actual game, you can run the "7,000 steps" in what, 15 minutes if you ignore enemies?
It's telling that most of these games have rather high movement speed, and often also some form of teleportation, despite also having the advantages of being tailor-designed to be beautiful and fun and much smaller than real-world equivalents. Skyrim experienced at a realistic walking/hiking pace and without any form of time-skip fast travel would be a lot less fun. Ditto the recent Zelda games. Link basically runs everywhere, even when you're not "sprinting", and can perform incredible and quick feats of climbing to get over or on top of obstacles. Plus the whole paraglider thing. You climb a tall cliff in real life, now you gotta climb back down....
Because if you take an NPCs stuff in real life, it turns out vastly different for you than in the game.
" the distance between the things is so much larger than in games that I have to spend most of the time just navigating between them. In games, I can get from one interesting thing to the next in minutes or seconds."
This isn't quite true. Because there is more detail in real life, the distance between things is shorter than in games. The difference is that games only focus on what most people are interested in, so the distance between those things are smaller. The game is designed to be gratifying, and thus it needs to be near instant. Just like the algorithms feeding us Facebook content, it's designed for your engagement. There are plenty of interesting things in the real world if we are interested in the details.
They already are used. The difference in urban design, which is what I assume you mean by real-world spaces, is that in theme parks and video games, the designers effectively have complete control over the entire system from top tp bottom and bittom to top. In urban design, that is not the case and one needs to deal with decades and centuries old organic, ad-hoc design and evolution of the urban system.
Like, I get it, but sometimes the suspension of logic can get a bit challenging. :V
Even the “massive” cities of MMORPGs are the size of a small neighborhood.
Some games do a better job by means of a different cheat (though I'm not sure you can even call it that). For instance, making it clear you're only accessing a very small part of the city. PoE2, among others, does a great job of this with a "city map" that shows you moving through many districts before reaching the spot where the story actually takes place. Distances, meanwhile, can be demonstrated by other means. The old Fallouts, for instance, had the in-game date swiftly advance while travelling in the overworld.
They talk about using big visible markers (called weenies) for orientation and to help draw players. Having seemingly multiple paths that actually end up in the same destination. Tiny rewards for exploration. Good stuff
Talk: https://www.gdcvault.com/play/1305/Everything-I-Learned-Abou... Slides: https://mrbossdesign.blogspot.com/2009/03/everything-i-learn...
Obviously the IP provides a nice jumping-off point, and there are broadly similar themes around building a new reality etc. But it's not intuitively an obvious leap from moviemaking to theme park building.
The idea of theme parks as "real life video games" provides some continuity to that.
The only saving grace is the fire Marshall doesn’t like it so you can follow the fire exit signs to escape.