I think we're all familiar with the term uncanny valley here, right? I'll pass on summarizing the concept, and will point you instead to [a href=http://en.wikipedia.org/wiki/Uncanny_valley]Wikipedia[/a], or [a href=http://penny-arcade.com/patv/episode/the-uncanny-valley]Extra Credits[/a].
Open worlds have long been stuck in a trap where "better", more realistic, more dynamic, doesn't always mean more like an actual world. Whether its recycled dialogue and NPCs, empty shell buildings, impossible economics or demographics, or geographical quirks designed to limit the player, there are so many limitations to how far a developer can go in creating a living, breathing world.
Do you think that trap is something open world games can eventually overcome? Or is pursuing perfect models of functioning societies in-game a dead-end?
Open worlds have long been stuck in a trap where "better", more realistic, more dynamic, doesn't always mean more like an actual world. Whether its recycled dialogue and NPCs, empty shell buildings, impossible economics or demographics, or geographical quirks designed to limit the player, there are so many limitations to how far a developer can go in creating a living, breathing world.
Do you think that trap is something open world games can eventually overcome? Or is pursuing perfect models of functioning societies in-game a dead-end?