8-Bit Subway Adventures

'Ride the Better Way' Turns Toronto's Public Transit Into a Game

The daily commute to and from work is not usually something you'd want to recreate in a video game, as it can be quite dull, but that's exactly what Patrick T. Lo has done with 'Ride the Better Way.'

The 8-bit video game is Patrick's take on the Toronto Transit Commission (TTC), and allows players to guide their character to and from work, choosing whether to "Listen to music," "Read a book," or "Stare at people" along the way. If the gameplay becomes slightly mundane after a while, it's probably because that seems to be the whole point of the game. "It's spectacularly uneventful," explains the creator. "But hey, that's the joke."

Whether you have zero experience with the TTC or you're an everyday rider, 'Ride the Better Way' will definitely provide you with some laughs. With a great vintage video game soundtrack by Matt De Luca and Lukas Guyader, this 8-bit game can't be missed.

Gamification of Commuting
Opportunity for companies to develop games that help make commuting more enjoyable and interactive, especially in urban areas.
Nostalgia-based Marketing
Opportunity for companies to leverage the 8-bit aesthetic and nostalgic motifs to promote their products in unique ways.
Interactive Public Services
Opportunity for government agencies to adopt interactive digital tools to engage citizens and provide more engaging and informative customer experiences.

Where This Applies

Video Game Development
Opportunity for video game developers to create unique games that appeal to commuters and leverage the monotony inherent in certain aspects of daily life.
Marketing and Advertising
Opportunity for marketing and advertising agencies to utilize nostalgia and retro-inspired visuals in their campaigns to reach audiences in new ways.
Government and Public Services
Opportunity for government and public service agencies to modernize and improve their customer experiences through the integration of interactive digital tools and games.
SCORE
2.5 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 12%
Activity 54%
Freshness 8%