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by syntheweave 1511 days ago
The upper rendering limit generally isn't explored deeply by games because as soon as you add simulation behaviors, it imposes new bottlenecks. And the design space of "large scale" is often restricted by what is necessary to implement it; many of Minecraft's bugs, for example, are edge cases of streaming in the world data in chunks.

Thus games that ship to a schedule are hugely incentivized to favor making smaller play spaces with more authored detail, since that controls all the outcomes and reduces the technical dependencies of how scenes are authored.

There is a more philosophical reason to go in that direction too: Simulation building is essentially the art of building Plato's cave, and spending all your time on making the cave very large and the puppets extremely elaborate is a rather dubious idea.