cd71f8 No.15395622
What exactly is holding a company back from creating a 1:1 scaled map of a big city like NYC or Tokyo? Is it possible to do and it's just money that makes it not worthwhile? or is the technology simply not there.
4a1091 No.15395627
just the money, not really worth putting in the effort when normalfags will continue to eat up extremely laze stuff
ba3e16 No.15395634
>>15395622
Well with enough effort it would be possible…
But yeah too expensive to be manageable.
Also i'm pretty sure certain areas of cities are ilegal to make maps of.
f5b4d0 No.15395635
>>15395622
That's an enormous undertaking that doesn't give profits, that's why nobody is doing it.
5dabf0 No.15395637
>>15395622
They've done that multiple times in the past and specifically with New York City, but the issue is the fact that doing that and focusing so much on that means that you're not gonna be adding much content.
2bbfed No.15395644
Distance and scale is cheap, it's the details that costs. They could make a map like that, but how detailed would it be? I think it's just not worth it. You'd also need to fill it with something interesting and that costs time and effort.
9af912 No.15395647
a124c5 No.15395653
>>15395622
I want full building interiors before bigger cities.
01b86c No.15395659
Have you ever been to a megacity, OP?
Words can't describe how absolutely huge and dense they are. Even if you stood on top of a skyscraper you would literally not be able to see the edge of the city.
e54de2 No.15395661
I don't think you understand just how big NYC actually is, let alone Tokyo.
e54de2 No.15395665
And don't even get me started on Tokyo. You might as well model a small country, because it's the same size as one.
cd71f8 No.15395668
>>15395661
id settle for just manhattan. lol
>>15395653
yeah
>>15395635
im trying to make a game like this but I dont really care about profits
9af912 No.15395669
>>15395661
But anon, nowadays we are able to procedurally generate 4 gorillion planets. how is nyc anything compared to that?
2a1bf8 No.15395680
The technology is absolutely there, jewgle maps can be scraped for exactly the information needed to generate a map like that. The question is, why? A modern dev with the resources to do this isn't interested in this sort of thing when they can shit out something less compelling for cheaper and turn their attention to microtransactional content or an immediate shitty sequel.
2a1bf8 No.15395681
>>15395627
Well there is my post boiled down to its essence, guess I should've read closer.
9ae6d3 No.15395694
>>15395622
The laws of physics for one.
59149b No.15395711
because the level design would be shit.
a21836 No.15395731
You know the owners of all those giant conglomerate skyscrapers need to be paid to use the buildings likeness in video games and movies. It's not cost efficient to do this. What is there to gain? You can't possibly create enough content to make use of all that land. No one wants to drive for an hour to the next objective.
16433d No.15395733
You could potentially do this, but it'd be enormous work to polish the details and it would be boring to play. There's a reason maps in games like GTA are space compressed and stylized.
429221 No.15395853
>>15395622
can't be done, the scale of simulation alone to populate the streets to 1:1 scale is impossible. This is why developers opt for smaller scales, sure you can make the map 1:1 but actually populating it with dynamic and unique elements is impossible mainly because of how computers work. Its why most games normally has similar looking NPCs because they're loaded from an atlas.
Closest thing you could probably get is Sims 3's NYC map as far as big open world with unique elements and working interiors. http://sims3.thesimscatalog.com/sims3/worlds/large/new-york-city/
Keep in mind its laggy as fuck and most of the buildings are static. But still impressive none the less.
c0e828 No.15396217
>>15395627
money? fuck no. its about it being fucking boring. part of making a game is how much downtime you want to have and a 1:1 scale map in an action game is fucking b o r i n g
4341b7 No.15396263
Let's put aside game where you walk around in first person or third person. What about game designs where the city isn't more zoomed in than an abstract map?
1af195 No.15396296
>>15396263
>What about game designs where the city isn't more zoomed in than an abstract map?
Please explain, are you talking about games with a bird-eye view perspective?
3c0f64 No.15396323
>>15395644
Do like San Andreas and hide random buildings you can enter with no map markers.
1dc9bd No.15396325
It's not feasible and doesn't make for a good game
3ad13c No.15396327
>>15395622
I want a driving game with 1:1 maps, or at least Forza and GT adding real life roads like Project Cars did.
4afb4f No.15396346
>Low budget licensed movie game on PS2
>While it's not 1/1 scale and misses a lot of shit, this is the closest we got so far I think.
5ec709 No.15396362
nigger even Casualstar with their bazillion dollars cant make a game with that much detail yet. GTA V map was small as fuck and yet the city was dead as fuck with barely any peds or traffics let alone enterable building with detail
372834 No.15396371
If a couple of gooks can do it in minecraft, anyone can do it. Incompetence and lazyness should be the exception, not the norm.
3e411e No.15396554
Extremely exaggerated scale that would require colossal unprecedented investment and work to pull off. And then you'd have a ginormous city that doesn't aid to the gameplay because it takes IRL hours to navigate and it'll be boring because all the budget was spent on scale instead of features and content.
>>15396371
That's a manageable section of a city, it's nowhere near close to a 1:1 size of a major metropolitan city.
372834 No.15396604
>>15396554
It is 1:1. Do you not know how scales work?
e54de2 No.15396614
>>15396371
That looks like a large town, not a true city.
>>15396604
OP was talking about 1:1 scales of entire cities.
1e6d9b No.15396620
>>15395622
Unity did a 1:1 scale of Paris IIRC.
0ec277 No.15396626
>>15396620
so a 3d model of a big turd then?
1e6d9b No.15396636
>>15396626
What are you talking about? Paris is a beautiful city with a rich culture.
c97022 No.15396663
>>15395627
this. why bother spending time and money cooking fine cuisine when the retards you're cooking for will eat slop?
b46859 No.15396693
>>15395622
If you would actually do that, the game would feel dead as fuck because actually filling this gigantic area with life would be virtually impossible. 90% of all buildings would just be glorified stage props, and the team would still be sweating bullets while trying to fill the other 10% with shops, flats, and whatnot.
dd2646 No.15396806
How about making a 1:1 map of the city with low-poly Thief-esque graphics? How far would we be able to go when it comes to simulate a large-scale world if we went back on the graphics and focused completely on pushing the size of the map and the amount of things we can put in there?
dd2646 No.15396823
>>15396806
Now when I think about it, something like New York would be still probably impossible, but what about a smaller historical city like Cracow?
af9862 No.15396835
>>15396806
I'd rather have a huge version of the city in Thief, and not bother with replicating a real world city.
1adea0 No.15396855
>>15396823
Now that I think about it, doesn't Krakow have underground tunnels and stuff like that? Why didn't any developer do something like this? An open overground world AND open underground tunnel system (of course tunnely). Wouldn't that give the developer more options to give the player more options? I mean like going around enemy installations by using the tunnels, or making going through the tunnels kinda preferable because the overworld is full of fucked up creatures (like Metro).
Imagine this combined with Fallout 2 RPG aspects and Gothic 2 natural map progression.
Muh dick.
e54de2 No.15396894
>>15396823
>a modern architecture student when he sees this image
dd2646 No.15396937
>>15396904
>WHY IS THE DESIGN CONSISTENT
Some of those buildings are a Frankenstein of different historical styles, with parts built in different years. Somehow they still look more consistent than modern architecture
eb90cb No.15396983
Look at open world games as they are now. They are empty spaces with pretty views to distract you as you go from quest to quest. How many actually have interiors for a majority of the structures? How many are populated like a civilization would be? How many have fun things to do in the vast world that doesn't end up being the same repetitive thing over and over again?
The problem is that developers don't actually know what to do with such an open world. They will make hubs of activity and occasionally send the player off to the lesser developed parts. No interaction between the extremes of the map. And it always feel sterile, like only certain things can interact with others in the immediate area.
Some games have tried to give a reason for this space but always half ass it. No, the main road was destroyed so you need to go a much different route the rest of the game. No hostiles taking important junctions, cutting off trade/logistics for a portion of the map. No massive forest fires breaking out around communities that lead to a refugee crisis. No natural disasters of any kind to throw plans into a woodchipper.
I don't want a larger open world, I want one that feels (to a degree) like its part of the real world. One where I am not the only shot caller, where the NPCs try to win via strategy and then tactics. One where I can get myself into a corner and fuck it up.
f0fb94 No.15397238
If we're talking NYC a MASSIVE chunk of that architecture is copyrighted.
d61b85 No.15401364
The issue with this is that real cities are mostly filled with things that are pointless for a video game. Huge parking lots. Tens of thousands of identical apartments. Streets that are a hundred feet wide. Giant industrial factories and warehouses that are nothing but expanses of open space. It's just a waste of time and effort to create all that, when it accomplishes nothing but forcing the player to walk farther to get between points of interest. That's why games "compress" those points of interest into more of a doll-house version of a city.
There's an interesting social theory I read, that holds up in reality and makes it clear why this works. At any time in their life, a person only has about 30 locations in the world that they frequent. Their house, friend's houses, work, a selection of their favorite restaurants, etc. In the name of efficiency, for example, you probably only EVER get gas in one or two places. So if you think about it, in the game of life, you're only using a tiny, tiny fraction of your home city. The rest is just wasted space that is of no use to you. A game that created an entire city (that would take HOURS to cross at walking speed) would be doing the same thing: creating vast amounts of wasted space that is of no use to the player, and only inconveniences them by putting miles of empty lots and concrete between them and their objective.