Life simulation game

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A Tamagotchi virtual pet game

Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".[1] Other terms include artificial life game[1] and simulated life game (SLG).

Definition

Life simulation games are about "maintaining and growing a virtual life",

artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of creatures over several generations.[1]

History

Artificial life games and life simulations find their origins in

NEC PC-9801 computer that same year,[6] though dating sim elements can be found in Sega's earlier Girl's Garden in 1984.[7]

In the mid-1990s, as

Creatures became "the first full-blown commercial entertainment application of Artificial Life and genetic algorithms".[8] By 2000, The Sims refined the formula seen in Little Computer People and became the most successful artificial life game created to date.[1] In 2007, the game Spore
was released, in which the player develops an alien species from the microbial tide pool into an interstellar empire.

Types

Digital pets

Digital pets are a subgenre of artificial life game where players train, maintain, and watch a simulated animal.[1] The pets can be simulations of real animals, or fantasy pets.[2] Unlike genetic artificial life games that focus on larger populations of organisms, digital pet games usually allow players to interact with one or a few pets at once.[1] In contrast to artificial life games, digital pets do not usually reproduce or die,[2] although there are exceptions where pets will run away if ignored or mistreated.[1]

Digital pets are usually designed to be cute, and act out a range of emotions and behaviors that tell the player how to influence the pet.[1] "This quality of rich intelligence distinguishes artificial pets from other kinds of A-life, in which individuals have simple rules but the population as a whole develops emergent properties".[2] Players are able to tease, groom, and teach the pet, and so they must be able to learn behaviors from the player.[1] However, these behaviors are typically "preprogrammed and are not truly emergent".[2]

Game designers try to sustain the player's attention by mixing common behaviors with more rare ones, so the player is motivated to keep playing until they see them.[1] Otherwise, these games often lack a victory condition or challenge, and can be classified as software toys.[2] Games such as Nintendogs have been implemented for the Nintendo DS, although there are also simple electronic games that have been implemented on a keychain, such as Tamagotchi.[1] There are also numerous online pet-raising/virtual pet games, such as Neopets.[citation needed] Other pet life simulation games include online show dog raising games, and show horse raising games.

Biological simulations

Some artificial life games allow players to manage a population of creatures over several generations, and try to achieve goals for the population as a whole.

Creatures series where organisms can survive from half an hour to well over seven hours.[1] Players are able to watch forces of natural selection shape their population, but can also interact with the population by breeding certain individuals together, by modifying the environment, or by introducing new creatures from their design.[10]

Another group of biological simulation games seek to simulate the life of an individual animal whose role the player assumes (rather than simulating an entire ecosystem controlled by the player). These include

Odell
educational series.

In addition, a large number of games have loose biological or evolutionary themes but do not attempt to reflect closely the reality of either biology or evolution: these include, within the "

EVO: Search for Eden
.

Social simulation

Social simulation games explore social interactions between multiple artificial lives. In some cases, the player may simply be an observer with no direct control but can influence the environment of the artificial lives, such as by creating and furnishing a house and creating situations for those characters to interact. These games are part of a subcategory of artificial life game sometimes called a virtual dollhouse.[1] The Sims is the most notable example of this type of game, and was itself influenced by the 1985 game Little Computer People.[11][12]

In other games, the player takes a more active role as one character living alongside other artificial ones, engaging in similar life pursuits as to make money or sustain their character while engaging in social interactions with the other characters, typically seeking to gain beneficial relations with all such characters. Several of these fall into the subgenre of farming simulations, where the player-character runs a farm in a rural setting, growing crops and raising livestock to make money to keep their farm going while working to improve relations with the local townspeople.[13] Such games include the Story of Seasons and the Animal Crossing series, and Stardew Valley.[14] Dating sims are related to this type of game, but generally where the play-character is seeking a romantic relationship with one or more computer-controlled characters, with such titles often aimed at more mature audiences compared to the typical social simulation game. Dating sims may be more driven by visual novel gameplay elements than typical simulation gameplay.[15]

Examples

Biological simulations

  • Creatura – virtual evolution vivarium, with focus on scientifically accurate genetics and enclosed ecosystem simulation, made by Koksny
  • Creatures
    series, by Creature Labs/Gameware Development
  • Lion
    – the sequel to Wolf; simulates the life of a lion
  • Odell Lake and Odell Down Under, simple educational games about aquatic life and food chains
  • Rain World – simulates a post-human, post-industrial ecosystem[16]
  • Saurian – simulates the life of non-avian dinosaurs in the Hell Creek formation
  • Science Horizons Survival – an early game which also teaches about food chains.
  • Shelter – simulates the life of a badger family, made by Might and Delight
  • Shelter 2 – simulates the life of a lynx family, made by Might and Delight
  • SimAnt – a Maxis game that allows the player to assume control of an ant colony
  • SimEarth – another Maxis game that deals with terraforming and guiding a planet through its geological and biological development.
  • SimLife – another Maxis game which experiments with genetics and ecosystems.
  • SimPark
  • Seaman – a virtual pet game that simulates the raising of a talking fish that develops into a frog-like creature.
  • Star Wars: The Gungan Frontier simulates a planet which the player populates with creatures that compete for limited supplies of food.[17]
  • Wolf
    – simulates the life of a wolf, made by Sanctuary Woods.
  • WolfQuest

Loosely biology- and evolution-inspired games

Some games take biology or evolution as a theme, rather than attempting to simulate.

  • Ancestors: The Humankind Odyssey (2019, Panache Digital Games) – a survival game, in which the player guides a clan of primates in their open – but hostile – environment, while overseeing their evolutionary course.
  • Creatures (artificial life program)
    (1998–2002, Creature Labs) – an early 'artificial-life' program, the Creatures franchise features creatures called 'Norns', each of which has its own 'digital DNA' that later generations can inherit. The Norns are semi-autonomous, but must be trained to interact with their environment to avoid starvation.
  • Cubivore: Survival of the Fittest (2002, Nintendo) – an action adventure.
  • Eco
    (1988, Ocean)
  • E.V.O.: Search for Eden (1992, Enix) – an arcade game which portrays an evolving organism across different stages. "Evolutionary points" are earned by eating other creatures and are used to evolve.
  • flOw
    (2006, Jenova Chen) – a Flash game similar to E.V.O.
  • L.O.L.: Lack of Love (2000, ASCII Entertainment) – a role playing game; the player assumes the role of a creature which gradually changes its body and improves its abilities, but this is done by means of more varied achievements, often involving social interactions with other creatures.
  • Seaman (2000, Vivarium) – a virtual pet video game for the Sega Dreamcast.
  • Seventh Cross Evolution
    (1999, UFO Interactive Games) – an action game.
  • Spore (2008, Electronic Arts) – a multi-genre God game. The first and second stages are biology-themed, although the second stage also has more role playing game elements.

Social simulations

References

  1. ^ a b c d e f g h i j k l m n o p q r s Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Archived from the original on 2021-10-09.
  2. ^
    ISBN 1-59273-001-9. Archived from the original
    on 2020-05-02.
  3. ^ "Unsung Heroes: Little Computer People". GameSpot. Archived from the original on 2010-07-07.
  4. ^ Kidd, Graham (August 1996). "Get A-Life". Computer Shopper.
  5. ^ a b Tenshitachi no Gogo at MobyGames
  6. ^ a b Tenshi-Tachi no Gogo Archived 2012-07-31 at archive.today, GameSpot
  7. ^ "Team Pixelboy Demos". AtariAge. Archived from the original on 2016-03-04. Retrieved 2023-02-14.
  8. ^ Andrew Stern (1999). "AI Beyond Computer Games". AAAI Technical Report. Archived from the original on 2021-10-09.
  9. ^ Ringo, Tad. 1993. On the cutting edge of technology. Sams Pub.. "In SimLife, a biological simulation, you custom design the environment and life- forms"
  10. ^ a b Ernest Adams (2003-04-01). "More Sex(es) in Computer Games". Gamasutra. Archived from the original on 2021-10-09. Retrieved 2010-05-23.
  11. ^ Wright, Will. "A chat about the "The Sims" and "SimCity"". CNN. Archived from the original on 2021-10-09. Retrieved 2008-03-18.
  12. ^ "Little Computer People Review". Eurogamer.net. Eurogamer. 26 October 2007. Archived from the original on 2021-10-09.
  13. ^ Carpenter, Nicole (September 13, 2022), "We're in the golden era of farming simulators", Polygon, archived from the original on September 14, 2022, retrieved September 17, 2022
  14. ^ "GameSpy: Top 25 Games of All Time". GameSpy. Archived from the original on 2021-10-09.
  15. OCLC 706802880
    .
  16. ^ "A Look at Complex Ecosystem of Rain World". 80.lv. 2023-01-03. Archived from the original on 2023-01-27. Retrieved 2023-01-27.
  17. ^ "Star Wars: The Gungan Frontier". IGN. Archived from the original on 2021-10-09.
  18. ^ "NTSC-uk review > Nintendo GameCube > Animal Crossing". Archived from the original on 2012-02-06. Retrieved 2006-08-17.
  19. ^ Peeples, Jeremy (December 29, 2014). "Shenmue Reaches Milestone 15th Anniversary". Hardcore Gamer. Archived from the original on 2021-10-09. Retrieved September 18, 2016.