Introduction
Simulator games are uniquely limited in scope and place where its narrative takes place. It is the only form of art where the players have the need to traverse the text’s narrative physically, where so much focus is put on the very action that the game aims to recreate. In the focus on the very executions of actions and interactions in a game world, do the text inevitably put focus on where these interactions end. Where the simulation stops, where the game, due to budget or usability or technological reasons, ends.
This essay aims to explore two instances where the simulation makes itself known, where gameplay necessity and immersiveness meet. Where technical limitations and real world expectations rub off on each other in interesting ways.
Highway meditations
Eurotruck simulator 2 is a game, where you drive a truck in primarily Europe. You are tasked with delivering cargo from one major city in Europe to another. These destinations are either large population centres, or well known destinations. The game limits tedium and creates a more enjoyable experience by drastically shortening the distance between these points. The game hides this shortening partly with the help of a severely sped up clock. One hour in the game is 3 minutes in real time. Twentyfour hours being roughly half an hour in real time.
The game further hides this space and time warping by having you drive on highways and other central connective roads. Not only does this make sense from a narrative perspective, you are after all trying to get from spot a to spot b as fast as possible. This decision to focus on larger arterial roads also lets the devs get away with fudging a lot of the granular details of long distance travel. Highways are often rather sterile and homogeneous, and the sensation of being on a highway is kept mostly intact even in their scaled down format.
This illusion is helped by the player now and then needing to take a sideroute or a smaller country road between highways or going in and out of towns. These diversions into the countryside are tightly designed and help to make the world you drive in feel more real, more alive.
Eurotruck Simulator uses glowing yellow X:es to denote when a road or lane is not in the game. These barriers are easy to hide behind off ramps and junctions in highways, but become all the more apparent on small roads and small towns, where streets and roads has a tendency to snake off into small areas, or lead off to service paths.Towns in particular made the screening of of parts of the game world highly apparent, even more so when the player can see cars drive from and through these barriers that are not available to them.
The endless warehouse district
Considering the choice of scaling, as well as the apparent and obtrusive cutting off of areas from the players, is it not difficult to understand why the devs have chosen to primarily set the game in industrial areas outside of cities. This again makes sense from a narrative perspective, as the player takes the role of a long distance trucker, and is as a result rarely involved in the “last mile” part of the delivery. From the vantage point of thoroughfares and warehouse districts is it easy to present the player with identifiable skylines and landmarks.
Intended or not, does this approach to world design lead to a separation between the world of the game and the player, a sensation of always being on the way towards something, but never truly arriving. The devs have alleviated this sensation in a small but rather effective way. Many of the warehouses where you pick up and drop off your cargo have a security guard or worker on break somewhere on the lot. They passively observe as the player comes and goes, but effectively anchor the game and stop it from becoming what could easily be a rather alienating and surreal experience.
The game similarly have work crews situated near new constructions, as well as police giving tickets of npc drives, as well as rescue personnel standing around car crashes and other accidents. It all comes together to create an experience that succeeds in feeling authentic, not because it tries to hide its limitations, but because the game shows them so clearly.
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