What are the implications of FulGazs focus on route realism versus Zwifts gamified environment on the overall cycling experience, and do these differing approaches ultimately cater to distinct types of riders or riding styles?
For instance, does FulGazs emphasis on realistic routes and terrain better suit those who prioritize outdoor-like training and realistic preparation for real-world events, while Zwifts gamification and virtual world appeal more to riders seeking a more engaging and social experience?
Or are these distinctions merely a surface-level manifestation of a more fundamental divide in what riders expect and need from an indoor cycling platform - with some craving immersion and escapism, and others seeking a more utilitarian, training-focused experience?
For instance, does FulGazs emphasis on realistic routes and terrain better suit those who prioritize outdoor-like training and realistic preparation for real-world events, while Zwifts gamification and virtual world appeal more to riders seeking a more engaging and social experience?
Or are these distinctions merely a surface-level manifestation of a more fundamental divide in what riders expect and need from an indoor cycling platform - with some craving immersion and escapism, and others seeking a more utilitarian, training-focused experience?