Trainz - Game or Simulator - by N3V Marketing

boleyd

Well-known member
The N3V Shop shows that Trainz is a "simulator". But, their support data and forum messages say it is a game. Naturally the marketing department of N3V would like to blur the distinction between the two terms. This gives them access to both markets - technical/procedural (most existing customers) and the pure gaming/entertainment customers. An added benefit is that the gamers will self-believe that Trainz must be a high quality product since it is also a simulator.
 
Last edited:
The best thing about Trainz, it can be whichever you want it to be. You can run it as a game or you can use it as a sim.
 
Good Morning Boleyd
It is, essentially, both... Considering that it's sold to home users rather than businesses, it's essentially a 'game'. That doesn't preclude it from also being a simulator as well :)

Trainz caters, quite well these days, for both a casual 'gamer', and as a simulator for railway enthusiasts, and anyone in between. A good example can be said to be the difference between DCC and CAB mode, if you are looking at the simulation of train physics. OTOH, if you're looking at the simulation of operations on a network, cab mode is more 'game' like and DCC performs better as a 'simulation' (since the 'simulation' you want isn't for driving the train, but just the operations). Remembering that AI uses DCC, not CAB mode :)

That said, we are constantly improving aspects of both sides, and we feel we're finding a middle ground on this.

There are limits to how far Trainz goes on both sides, but a look at what some creators have achieved and I think it is still very much a simulator...

Overall though, Trainz really can be what you want it to be :) And I don't think we've found the limits of many areas of what can be achieved with Trainz. Both graphically, and in terms of 'gameplay'/operation. Actually, taking some things closer to 'gameplay' (e.g. more appropriate messages in a driver session, that sort of thing) can help better represent 'simulation' of railway operations as well...

Regards
 
I agree, the program has straddled the game/simulator divide quite well. But with the rising emphasis on marketing it as a game, as well as a simulation program, makes me nervous since that transition with Railworks went way beyond where N3V is today. In that case the program became a pure game and no further core updates were appearing. So long as we see functional/core updates and improvements I am certainly satisfied that the dual track marketing is working for both camps.

And, I also agree that simplifying and clarifying screen and/or tools is of benefit to everyone. Thanks for your nice and tolerant reply.
 
Trainz has the potential to be both a simulator and a game.

As a simulator current tools and current mods make for a good experience.

As a game, with so many assets, both built-in and downloadable that have missing dependencies it changes from a game to a major repair job and hit or miss with content. All Auran assets with missing dependencies should be fixed, before any new item is considered. All items on the download station with missing dependencies should be removed, isolated to a separate location, or marked in some manner to alert the "Gamer" of potential problems.
 
All Auran assets with missing dependencies should be fixed, before any new item is considered. All items on the download station with missing dependencies should be removed, isolated to a separate location, or marked in some manner to alert the "Gamer" of potential problems.

I don't think that's possible. Unless the game can automatically download an asset's config file separately and then read and analyze that config file to give you the Missing Dependencies flag before the asset is downloaded and do all this without slowing Content Manager to a crawl, I think you're better off hunting down the dependencies.
 
There is a third category- Trainz is a HOBBY just like model railways. This aspect which was the initial reason for Trainz seems to have been forgotten. I have never viewed as a game of a simulation, Trainz and creation of content is my very absorbing hobby. Peter (PS my newline keys don't seem to work on the forum is this general or just me).
 
I use Trainz mainly as a simulator. I have learned more about locomotive and train operation just by playing Trainz, than I have reading locomotive manuals. Having a RailDriver makes the experience a lot better.
 
There is a third category- Trainz is a HOBBY just like model railways. This aspect which was the initial reason for Trainz seems to have been forgotten. I have never viewed as a game of a simulation, Trainz and creation of content is my very absorbing hobby. Peter (PS my newline keys don't seem to work on the forum is this general or just me).

^^The best explanation yet! Even though I will not be participating in future versions or putting anything else on the DLS, I'll probably be using older versions of Trainz for the next 30 years, like I have been with my 30+ year old arcade and Apple ][ games, machines, and sims. :) Excepting recent versions, Trainz could easily become a "timeless" sim/game.
 
Last edited:
It's a game more than anything. It's still not even close to a simulator. MSTS and Rail Works are perfect examples of true simulators. Still a lot of work to be done. Still needs to fix the weaving cars and sounding of the bells in all the locomotives instead of the one being used. Also when doing a scenario on MSTS or something like Marias Pass or Jointed Rails Mojave Route you have actual real life prototype briefings and instructions. N3V for whatever reason still insists to put it off.
 
It's a game more than anything. It's still not even close to a simulator. MSTS and Rail Works are perfect examples of true simulators. Still a lot of work to be done. Still needs to fix the weaving cars and sounding of the bells in all the locomotives instead of the one being used. Also when doing a scenario on MSTS or something like Marias Pass or Jointed Rails Mojave Route you have actual real life prototype briefings and instructions. N3V for whatever reason still insists to put it off.
Jointed Rails Mojave Route = trainz

Rail Works are perfect examples of true simulators
=
??????????????????????????????????????????????
 
How can railworks be a simulator when the physics are SOOOO far off? I started my career over 20 years ago and can tell you that railworks is more a game than anything else.
 
As far as overall realism goes. But other than Railworks suck. It's better than Trainz but that's it. Once the weaving cars are fixed and the bell issue is resolved than I don't see a whole lot else that needs to be fixed except the bugs that might come up.
 
How can railworks be a simulator when the physics are SOOOO far off? I started my career over 20 years ago and can tell you that railworks is more a game than anything else.
I've played RW3 and the physics are better than Trainz. I need eight locomotives just to get an intermodal train to 70 MPH but in real life three or four is all you need to get up to speed.
 
I've played RW3 and the physics are better than Trainz. I need eight locomotives just to get an intermodal train to 70 MPH but in real life three or four is all you need to get up to speed.

This is all dependent upon the engine spec files used or created by the content creator in the first place, and not really part of the physics in the sense that you think.

Back to the original post. I agree with Peter (Narrowgauge) on this being a hobby and an addicting one at that.

John
 
When was the last time that you actually ran a real locomotive?

Never but that's besides the point. But back on topic it's a game first but I don't think it's a real simulator yet. Just me personally although you can use it as such but it's not really going to give you all the whole 10 yards but it just depends ultimately on what you want but I agree with John it's a hobby as well.
 
Back
Top