PropertyValue
rdfs:label
  • Optional Traffic Laws
rdfs:comment
  • In freeworld driving games, being forced to comply to the real-life rules of the road would just be too cumbersome for most gamers. People don't like waiting at red lights in real life, and certainly no one wants to do so in video games. Consequently, in many games, players are allowed to speed, run red lights and stop signs, run over red lights and stop signs, or otherwise drive recklessly with impunity. There are just as many exceptions as there are examples, but there are enough straight uses to make this trope-worthy. Examples of Optional Traffic Laws include:
dcterms:subject
dbkwik:all-the-tropes/property/wikiPageUsesTemplate
dbkwik:allthetropes/property/wikiPageUsesTemplate
abstract
  • In freeworld driving games, being forced to comply to the real-life rules of the road would just be too cumbersome for most gamers. People don't like waiting at red lights in real life, and certainly no one wants to do so in video games. Consequently, in many games, players are allowed to speed, run red lights and stop signs, run over red lights and stop signs, or otherwise drive recklessly with impunity. This can be problematic, as most driving games feature vehicles that can only alternate between "unmoving" and "already too fast". That's usually good, but it becomes a nuisance when having to follow a NPC car that obeys traffic laws and/or will get scared if you get too near. There are just as many exceptions as there are examples, but there are enough straight uses to make this trope-worthy. Examples of Optional Traffic Laws include: