Skip to content
Tag Genres

Simulation Games

Systems to master

Simulation games modelled complex systems—cities, theme parks, civilisations—giving players godlike control and emergent storytelling through interacting mechanics.

pcAmigaSNESPlayStation genresimulationmanagement 1989–present

Overview

Play god, build worlds, manage systems. Simulation games handed players complex interlocking mechanics and let emergent stories unfold. SimCity’s traffic jams told tales of planning failure. RollerCoaster Tycoon’s queues revealed economic imbalance. The genre appealed to systematic thinkers who found narrative in numbers and satisfaction in optimisation.

Fast facts

  • Pioneer: SimCity (1989).
  • Platform affinity: PC (complexity suits mouse/keyboard).
  • Appeal: Systematic thinking, emergence.
  • Subgenres: City builders, tycoons, life sims.

Subgenre taxonomy

TypeExamples
City buildersSimCity, Cities: Skylines
Tycoon gamesRollerCoaster Tycoon, Transport Tycoon
Life simulationThe Sims, Animal Crossing
Vehicle simulationFlight Simulator, Euro Truck
God gamesPopulous, Black & White

Design principles

ElementPurpose
Interconnected systemsEmergent complexity
Feedback loopsCause and effect
Scalable challengeProgressive difficulty
Sandbox optionUnrestricted play

Emergent storytelling

SourceNarrative
System failureDrama from collapse
Unexpected interactionSurprise outcomes
Player decisionsPersonal stories
Long-term consequencesDeveloping arcs

Accessibility tension

DepthAccessibility
Complex systemsLearning curve
Simulation accuracyOverwhelming data
Player freedomDirection needed
BalanceGenre challenge

Platform preferences

PlatformSuitability
PCOptimal (mouse, complexity)
ConsoleAdapted versions
MobileSimplified iterations
Cross-platformGrowing

See also