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Simulation in Games

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The following section will be trying to provide an overview about “simulation” as a generic form of computer-games as well as it’s going to exemplify characteristic aspects of “simulation games” by the example of the game series The Sims 4 (Maxis, 2000-2013) on the one hand and Gran Turismo: Sport (Polys Entertainment/Polyphony Digital, 1997-2017) on the other.

Introduction

Following the key assumptions established by the scientists Espen Aarseth, Gonzalo Frasca, Seth Giddings and Michael Shapiro, this site is going to summarize and emphasize general aspects of simulation games. First of all, a short overview about how the task "simulation" can be understood, especially when adopted to the topic area "computer games", will be given. The ensuing sections are going to deal with key attributes of simulation games just like the so-called "sandbox-system" as well as evoked realism and the relationship between actual and virtual world.

Main Part

What is a (Computer Game-) Simulation?

When speaking of simulation there is the fact that it has traditionally been used to explain and predict the reaction of systems. Simulation means to „model“ an origin system by the use of another system, which is similar to the original. The simulation concludes traits of the original system and a model of its reactions. This modelled system responds to particular excitations (by input information). In contrast to a simple video (which remains uncontrollable and firm) a simulation is based on the players interaction. Thereby the systems behavior will change. So video games structure simulations. It might seem that the concept of videos and simulations is identical because they show a sequence of pictures. That is not the case since simulations can’t be decoded just by their output. Due to the fact that a simulation isn’t a chronological narrative. Furthermore they (video games) mean a cultural „paradigm shift“ because they are constructed for the masses the very first time. Simulation games have diverse genres for instance to exemplify urban vitality (SimCity), living life as a human or supernatural being (The Sims). [1]

The "Sandbox"-System

According to Seth Giddings, simulation-games often follow a “sandbox” – system, therefore one can state that an open-ended structure can be seen as a characteristic aspect of this generic form of computer-games. So when compared to other generic forms of computer games, simulation games games often differ from them in terms of rarely having a clear ending or winning state. This leads to the conclusion that, on the player’s part, testing the system within an arranged setting of variables is one of the key features of simulation games. Games make players conscious of the fact that they can start afresh: The player is able to repeat his session over and over again. A plain game could be played only once but simulations explicitly involve repetition. On the basis of the implied iterative usage and their character as a "structured space of possibilities", Simulation Games can be seen as closely related to scientific or other non-entertainment computer simulation applications including serious games.

Realism in games

Simulations can be put as a mimic of actual occurrences. In conjunction with video games and a vast increased technology it is possible to convey far more realistic experiences. For this reason, game developers focus on sensory experience which can be expressed as ‘more lifelike’. In case of The Sims, the game developers tried to offer human-like avatars. The color of their skin, eyes and hair can be changed to guarantee a certain individuality of each Sim. In addition, the pitch of their voice can be regulated. Traits such as family-oriented, schmoozer or daredevil awards the Sims with a human touch and regulate their wishes which are ought to be fulfilled to gain lifelong happiness. The Sims is a prime example for non-narrative entertainment due to its lack of narration. That’s why its game designers did not put a focus on sensory experience. Instead they offer avatars who have human needs. Therefore, Maslow’s pyramid of needs served as a model. The Sims have for instance a desire of eating, urinating and sleeping. The more freedom of constructing houses like huts, cottages, mansions, riding stables, pools, gyms, bars and flats, the merrier is the perceived realism of the game. The more possible interactions with objects and other avatars the more ‘realistic’ gets the life-simulation. Thanks to the graphics of recent video games it is possible to simulate ‘real-time physics phenomena’. The avatars of The Sims can interact with their surroundings. They paint or spray drawings on linen cloths or brick walls, put their dirty, smelly dishes in the dishwasher and build snowmen in winter season. These and many more aspects increase a keen ‘realistic’ turn. [2]

Actual world versus virtual world

According to Giddings, the "simulation" is not only a term to define a generic form of computer games but a description of what "computer games and video games are and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world." In order to specify his assumption, the scientist refers to Espen Aarseth, who clearly differentiates the procedures of simulation from the "long dominant cultural modes of mimesis and narrative." That fact leads to the question what simulation actually simulates: Regarding the computer game Gran Turismo: Sport, the raised question would be if the game is actually representing real-life racing. Following Frasca, this question can clearly be answered with "no", because for him, simulation consists of "modeling a source system ("real life racing") through a different system which maintains to somebody some of the behaviors of the original system."

Conclusions

Summary

Difficulties

Providing an adequate and valid definition of “simulation-games” turns out to be an exceedingly challenging task, not only because the term “simulation” inherently contains a massive variety of definitions and meanings. Looking at some examples of use, the problem, resulting from plurality and especially diversity of games considered as “simulation-game”, becomes even more obvious: The spectrum extends from “bird’s” or “god’s eye-perspective-games” like The Sims to military-strategy and economy-strategy games like the Anno series (Max Design/Related Designs/Blue Byte, 1998-2019) towards various vehicle simulations. All of them can extremely differ from each other in terms of viewpoint, gameplay, interface or used controller (e.g. a steering wheel used for racing simulations or a special joystick to operate an aircraft in Flight Simulator (Microsoft, 1982-2020)).

Related Links/Research

  1. Frasca, Gonzalo: Simulation versus Narrative. Introduction to Ludology, in: Wolf, Mark J.P & Perron, Bernard (editors): The video game theory reader, New York, NY 2003, p.221-224.
  2. Shapiro, Michael. A/Peña-Herborn, Jorge/Hancock, Jeffrey T.: Realism, Imagination and Narrative Video Games, in: Bryant, Jennings/Vorderer, Peter (editor): Playing Video Games. Motives, Responses, and Consequences, New York, NY 2006, p. 275-278.
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