This turns the game from a driving simulator into a management simulator. Players must actively manage their passengers' needs while navigating traffic, making every trip unique. To make this draft more tailored, could you tell me:
Delays impact ratings based on traveler type. Unique Passenger Scenarios: Bus.World.Early.Access.part2.rar
Are you more interested in the (how they behave) or the user experience side (how the player interacts with them)? This turns the game from a driving simulator
Satisfaction isn't just "happy/unhappy." It depends on: game feels empty
What is the you are trying to solve with this feature (e.g., game feels empty, too easy, lacks management)?