Sorry if this has been mentioned before, but I have a couple of in universe questions.
First, let me state unequivocally that whatever issues I might have regarding "realism" I do not believe that game-play should be radically adjusted to better reflect that idea.
But, my questions are pretty basic.
1) Given that the balloons are clearly too small (or the crafts too big) to maintain any positive buoyancy, given current Earth gravity and atmospheric density, is there an in universe explanation for this? If so, what is it?
2) Given that balloons are notoriously vulnerable, is there an in universe reason for the astounding toughness of GoI balloons. Similarly, is there an explanation for how easy they are to repair?
3) Given the small size of most of the craft and the seeming lack of any real living space on most, will there be remodels of the ships for the persistent universe that make long journies somewhat more "realistic"?
Again. I get Rule of Cool > realism in most cases here. I am just posing some questions in case this has been thought out any for potential story-lines be they in game or out of game titles.
Thanks!
Well this game, and all games, is a representation of what it portrays. It is an approximation that comes close to what would actually be happening but does not show everything due to it being an entertainment medium created with limited resources. Not just money and time but data, the closer the approximation gets to simulated reality the more advanced the hardware and software have to be to run it. As this is a for profit, entertainment venture you have to back away from that extreme, nor is it a minimalistic "art game", so a middle ground has to be found.
In regards to your questions about the balloons and ship sizes, the same could be said about hundreds of other minutia about the game. why cant you climb rigging, why do you take continuous damage while on the ground, where is all the ammo for the guns coming from, and so many others. The answer to those is that they are all there in universe, they are just not being represented in the approximation you are observing. A game is like a shadow of a world. you can see its shape, make out basic features and functions, but it does not show the worlds true depth.
also, its not really a situation of cool > realism. its all about aesthetic, with out a unifying aesthetic governing how everything in the game looks in relation to everything else while at the same time staying within resource constraints, the user experience suffers. It leaves the player feeling like the game is incomplete and lacking something or leaves them stranded somewhere in the uncanny valley.