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1* GameplayDerailment: Because [[DeadpanSnarker of course]] the devs intended for players to build spacecraft, {{mecha}}, or anything else without wheels in the Car Designer. Thankfully, this seems to have been embraced to some extent, especially with the addition of Beam-compatible aesthetics settings that let you hide parts of a car or give it monster truck or kart wheels.
2* GoodBadBugs: Exiting a photo scene via the pause menu used to not properly unload the scene, resulting in it coexisting with the design room. The most common example of this happened with the Wet [[DownLADrain Industrial Canal]] scene, where the water made the design room look flooded.
3* QuicksandBox: What to expect if you don't have any experience with engineering or styling cars.
4* SelfImposedChallenge: Many exist on the game's [[{{Fora}} forum]] in the form of competitions between players. Popular recurring challenges include the ''Car Shopping Round'' (CSR) and ''Automation Gamer Challenge'' (AGC)--the former has you make a car to sell to someone within a specific demographic, while the latter focuses on fictional vehicles for fictional video games.
5* SidetrackedByTheGoldSaucer: There are those who only play the game to make cars for [=BeamNG=], not caring for the campaign in the slightest.
6* UnconventionalLearningExperience: The primary purpose of the game is to be, as one Steam reviewer described it, the Videogame/KerbalSpaceProgram of car tycoon games. An effect of this is that the in-game tutorials are effectively educational videos about automotive design[[note]]for example, why higher compression ratios require higher-octane fuel, what VVL and VVT are, or what spring and damping rates do to handling[[/note]]--and, as it happens, very good ones.

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