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Train Sim World 4 and how The Sims ironically inspired the simulator’s approach to community generated content

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This article first appeared in PC Gamer magazine issue 392 in January 2024. Every month we run exclusive features exploring the world of PC gaming—from behind-the-scenes previews, to incredible community stories, to fascinating interviews, and more. 

Have you ever sat down and actually considered how a train moves itself forward? Matt Peddlesden has. As executive producer on Dovetail’s Train Sim World 4, he’s thought about it more than most people. As he tells me about the inner workings of locomotives at Dovetail’s HQ in Kent, one thing becomes clear: if this wasn’t his job, he’d still be satisfying his passion and curiosity for trains.

That’s not a constant across the game industry. Not everyone you talk to is truly passionate about loot rarity, or brutal melee takedown animations, or seasonal skins. But over here in the world of simulators, they march to the beat of a slightly different drum. There’s an inherent passion here. You get the sense that many developers in this space are working simply because they want to see a certain thing made and then play it, and there’s a high amount of crossover between content creators and developers as a result.

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