FA­MIL­IAR VAL­UES

Play­ers in­stantly un­der­stand the places they know

EDGE - - KNOWLEDGE GAME CITIES -

When a game bud­get can’t stretch to mod­el­ling acres of ur­ban real es­tate, one way of im­ply­ing a wider cul­ture is to lean on play­ers’ fa­mil­iar­ity with cer­tain cities, such as Sherlock Holmes’ Lon­don. “Most peo­ple can con­jure how a street would look be­cause they’ve seen it in films and TV – it helps you so much.” Sci-fi cities can’t use this so well, but they can still hold the same set of recog­nis­able func­tions that real cities have: places to live, to work, and trans­port be­tween them. “And then you can think about what hasn’t been used be­fore or of weird things, like this is a city that no one stays in, or which no one can move around in.”

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