Comment on checkmate, big geology!!

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supersquirrel@sopuli.xyz ⁨1⁩ ⁨month⁩ ago

Another thing to consider is that in game design, realism will always take a backseat for good gameplay. A map that naturally guides the players where they need to go is usually much more desirable than one that is realistic but unintuitive. Plus when you add magic, gods, or even enough sci-fi, the bar for what counts as a realistic landscape really goes out the window anyway.

Why would a map that reflected natural landscapes be more unintuitive than an awkwardly fabricated one that doesn’t reflect any landscape a person has seen looks like?

sigh and I am really trying not to come off like I am claiming everything has to be realistic to the stupid little details on a geologist would know.

My point was that building landscapes to tell stories in without building the landscape as a story too is a silly thing to do, both for immersion of the player and for overall work.

There is no reason a sort of clay like modeling simulator couldn’t give you an artistically conveyed sense of two continental plates colliding, and if the tools were playful and immediate to use (like I pointed out, just being able to smash continents together by clicking and dragging them in different directions at each other like Besieged but for geology) it would be easier for world designers overwhelmed by a blank canvas to start because their canvas already has a story rather than suffocating blank space.

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