3. Subway and Airport

In Second City, there are subway stations(warp zones) scattered throughout the map. By using these subways, users can move to their desired areas, and then they must walk to their destination, providing the basic movement experience in Second City.

In addition to the subway system, users can also utilize other means of transportation, such as instantly moving to a building they own or teleporting to their designated login location. The adoption of these methods is rooted in a reflection of reality.

Why do land prices rise, and the value of buildings increase in reality? It's primarily due to location. Businesses that thrive typically have prime locations, and expensive apartments are often situated in convenient areas. If people could warp to their desired locations in reality, the value of buildings near subway stations or airports would decrease, and the population flow would diminish. The location of a company would no longer have any relevance to commuting.

This logic applies to online gaming environments as well. If movement is too free, even purchasing a house in a prime location wouldn't yield any benefits, and there wouldn't be any cheap land available in remote areas. Second City, by adopting this movement method, actually generates additional benefits.

For instance, the subway system can offer advertising opportunities to anyone interested. Users who use the subway might receive short advertisement videos. The airport could function similarly. By leveraging these features, Second City's subway and airport systems have the potential to evolve beyond mere means of transportation into advertising platforms.

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