One of the more curious aspects of the city-based game, which has blossomed in this console generation, is the dichotomy between those games which strive to emulate a real city and those which do not.
The genre heavyweights, the Grand Theft Auto games, boldly embrace cities which, whilst clearly inspired by real cities, are very much their own creation. By contrast, many of its competitors, such as the True Crime series, Driv3r and The Getaway, choose to set themselves in ‘real’ cities, pursuing accuracy in both name and geographical layout.
This realness is a powerful marketing draw. It is an effective differentiator. Handled correctly, it can easily be made to imply a superiority in quality, derived both from the impressive numbers it generates (”25 square miles! Recreated from thousands of photos! Hundreds of developer man-hours!” etc), and the notion that accuracy is quality.
Assessed strictly from a design perspective, does the suggestion that real is better stand up? What benefits do these ‘virtual real cities’ and their real layouts bring? Are there disadvantages? There are two ways of looking at these questions, because there are two ways of looking at environments: as spaces and as places.