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
| Type | Examples |
|---|
| City builders | SimCity, Cities: Skylines |
| Tycoon games | RollerCoaster Tycoon, Transport Tycoon |
| Life simulation | The Sims, Animal Crossing |
| Vehicle simulation | Flight Simulator, Euro Truck |
| God games | Populous, Black & White |
Design principles
| Element | Purpose |
|---|
| Interconnected systems | Emergent complexity |
| Feedback loops | Cause and effect |
| Scalable challenge | Progressive difficulty |
| Sandbox option | Unrestricted play |
Emergent storytelling
| Source | Narrative |
|---|
| System failure | Drama from collapse |
| Unexpected interaction | Surprise outcomes |
| Player decisions | Personal stories |
| Long-term consequences | Developing arcs |
Accessibility tension
| Depth | Accessibility |
|---|
| Complex systems | Learning curve |
| Simulation accuracy | Overwhelming data |
| Player freedom | Direction needed |
| Balance | Genre challenge |
| Platform | Suitability |
|---|
| PC | Optimal (mouse, complexity) |
| Console | Adapted versions |
| Mobile | Simplified iterations |
| Cross-platform | Growing |
See also