Simulation games can be about life, space, farming, flight, driving, or other topics. They allow players to design experiences and have multiple possible outcomes. Players can approach simulation games in different styles, such as focusing on career goals or developing family relationships and stories. These games provide fully interactive and controllable gameplay experiences for players.
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A case study on an indie project that was approved by the Kickstarter community. The presentation shares insights on the game’s concept featuring elements from Romanian’s comunist period to the game’s design and visuals
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Designing Sideways : integrating emergence with authorshipAdam Russell
This talk examines the tension between bottom-up or systemic game design and more traditional top-down scripting of unique narrative experiences. Market and design trends have been pushing triple-A games towards a combination of these approaches for some years now. However, many designers still see bottom-up emergence as a magic bullet, and vainly hope to integrate this with heavily scripted sequences without considering the deep implications of trying to do so. In the second half of the talk we will explore game design approaches that are neither bottom-up nor top-down, but both at the same time, which we call 'sideways design'.
Joe Velikovsky talks about the Games industry and several film to game adaptations he has worked on - from a presentation at LAMPs Growing Worlds seminar in Hobart in May 2008
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Stanford University's Design School (d.school as it's stylized) had its first game design class in the spring of 2014. The class, called "Game Design: Making Fun" (http://dschool.stanford.edu/classes/game-design-making-fun/) invited me to give a guest lecture on the emerging trend of mid-core gaming. Thank you to teaching team of Michael St. Clair, Mathias Crawford, and Dan Klein for the invite.
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2. Types of Simulation Games
Flight
Driving
The Sims 3, (2009)
Gran Turismo 5, (2010)
Life
http://www.youtube.com/watch?v=_tTDd5ECX
aU
Space
Farming
Farming Simulation, (2013)
3. Form and Structure
‘In many if not most previous simulations, in fact, all you saw were
numbers — in reports, in charts — all very abstract representations of
what was going on.’ (Prensky, 2001)
•
The audience is designing the experience with the
designer
•
Multiple outcomes
•
Game design
4. Qualities
• Different playing styles are created
‘On the Sims, I create a story- like a man who sleeps with loads
of women and have babies to create this weird family tree!’
‘I play to tell a story mostly, especially with Sims. Instead of thinking, I'm going to
get to the top of my career as fast as I can, I like to develop the family and all
the relationships etc.’
• Development in technology
5. In conclusion
• Player has control
• Fully interactive gameplay
• Many styles of playing these games
Editor's Notes
Space games-KerbalFTL- Faster than lightSimulation is also a buzzword in training.
An example I am sure you all know well: The Sims:What’s unique- is that around 2000, the Sims made simulations popular because of the fun interface that is gear toward entertainment purposes. Compare to older simulation games that use logic and numbers. They are not full autonomous characters- AI is advanced Non-linear. Involves a lot of choice- people can explore social hierarchy and follow some of those models from real life or break them. You can develop multiple right/wrong solutions. Some have win/lose.Within Simcity- behaviours of certain objects came fromtheir own properties and rules for how thoseproperties interacted with neighbours rather than fromoverall controlling equations.- realistic feelA more in-depth example of design- Sims- multiple perspectives within play- eye line view- more engagement or Birdseye- architectural.
Choice of how to play- Strong within this genre and sandbox games.This was reinforced by later developments in which systems have a better understanding of social archetypes to create drama.Technology could change how we play- Wii- Motion controlOculus rift- guillotine simulation