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I think it tried to be super realistic in many ways and deserves some credit for it. Its like they made a realistic world simulation, and then tweaked a few parameters so it would be funner to play as a game.

Like obviously no real person would be able to survive the injuries my character gets every 10 seconds. But if I was dying all the time it wouldn't be fun to play.

The one thing that really bothers me, as far as realism goes, is lack of persistence. Leave a car somewhere, walk 10 feet away, turn around, and it vanishes. Cars and NPCs vanish when you aren't looking. Damage you do gets quickly reset as if it never happens. And a number of small details like this. It's not just that it's unrealistic, it really limits what you can do with an otherwise awesome sandbox.

Still, I think the game that deserves most credit for realism is dwarf fortress. It will be a long long time before AIs master that.

You have to consider the technical limitations as well. It was designed to play on the PS3 and Xbox 360. I imagine the next generation GTA will offer more of what you are looking for.

The accretion of player driven changes in an open world in an interesting thing I'd never thought about from a storage perspective.

If the game randomly JIT generates all local phenomena while keeping just enough coherent higher level data to suspend your disbelief, that's only the storage size of the high level information.

However, when a player begins to specifically perturb that generated phenomena at the detail level, how do you prevent leaving an ever-storage-requirement-increasing trail back through the player's space-timeline? Reconvergence to normal over a reasonable timespan?

I assume this is a thought about problem, so links greatly appreciated!

Most video games do stuff like that. It is necessary to some extent for the reasons you say. My issue with GTA is they do it excessively. A car that I just parked, 30 feet away, should not disappear when I turn around. If it disappeared after an hour, or after travelling a mile away, that would be much less restrictive.

Skyrim does it better in my opinion. It resets a block after 2 game days (144 minutes playtime, and waiting, sleeping and faster travelling make time pass faster). So you can leave the loot that you can't carry in the dungeon, and after you get back to it, it would still be there. So it feels more "realistic".

I'm pretty sure the reason why they prune the memory tree so aggressively is that the storage requirement is proportional to the "memory radius in spacetime" cubed (or worse).

As far as I remember, Mercenaries 2[1] maintains your world destruction.

[1] https://en.wikipedia.org/wiki/Mercenaries_2:_World_in_Flames

One of the limitations of GTA that I've found most frustrating is that the game is seemingly programmed to prefer red lights in the streets, I think this is to force you to slow down a bit and let the loading occur more seamlessly, but it's still annoying to just run into traffic jam after traffic jam.

You adhere to the traffic regulations in GTA? :)

No but the NPC cars do, creating little hard-to-pass blobs of traffic


Look into confirmation bias

Men in suits also correct damage in Westworld. Sorry, I am obsessed by this new series! :D

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