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In general I despise trying to do things like "put the gas nozzle in the tank", "put the trash in the can", "rip open the package and put the seed in the ground" type actions. It was one of the things I didn't like in Schedule I but it was okay because the fun part was making a deal with a customer halfway across town then trying to scurry back to my hideout before the cops detained me during curfew.If it's about the experience of going on a road trip, focus on the minutiae of that experience, gamifying mundane actions. If you can make getting the gas nozzle into your tank inlet "fun" then you're on the right track, and those gameplay bits can be nicely peppered between story happenings.
I've felt that when it comes to throwback games (pre-2010) they always have the WORST anachronisms, usually Current Year/identity politics bullshit. If there's one thing that I'd have as an anachronism is that big gas stations like Buc-ee's didn't really exist back then.If you want to tell a story that's supposed to grip the player, make sure it feels timeless (so no memes or internet slang that will age within a month) and engaging. You CAN have a setting of the 1990's, including slang or references to popculture from the time, I feel that that's different from, say, a game full of tiktok memes that are only funny to literal fortnite children.
My point was more that if you can manage to make even mundane and tedious shit fun, then you've got the hang of the gamefeel sauce that you can apply to whatever gameplay elements you're usingIn general I despise trying to do things like "put the gas nozzle in the tank", "put the trash in the can", "rip open the package and put the seed in the ground" type actions