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Life Simulation Games:
       A Survey
        David Warhol
  Realtime Associates, Inc.




      Games For Health Conference
    Games Beyond Entertainment Week
Today’s Talk
•   Vital Stats
•   Gameplay / Game Mechanics
•   Goal / End State
•   Life Span Represented
    – Continuous or phased
•   Start Conditions
•   Statistics Used to Measure Simulated Life
•   Actions Possible to Take in Simulated Life
•   How Obvious Are Consequences To Actions
Wikipedia on Life Simulation Games
• “Life simulation games (or artificial life games) are
  simulation games in which the player lives or controls one
  or more artificial lifeforms. A life simulation game can
  revolve around individuals and relationships, or it could be a
  simulation of an ecosystem”
• Usually one of three subgenres:
   – Biological – playing with genetics, survival, or ecosystems
   – Pet-raising simulations – e.g. Tamagotchi, Nintendogs
   – Social simulation games – gameplay based on social interaction
     between the player and game entities
A Brief Aside: Conway’s Game of Life
 • 1970
 • Played on a grid
 • Each grid cell is either ‘live’ or ‘dead’
 • Each grid cell interacts with its eight neighbors
    – Live cells with fewer than two neighbors dies of under population
    – Live cells with more than three neighbors dies of overpopulation
    – Live cells with exactly two or three neighbors lives to go on to the
       next generation
    – Dead cells with exactly three live neighbors becomes a live cell
 • These rules create amazing patterns
 • Martin Gardner, introducing Life, in Scientific American, October 1970:
    – “[Conway’s Life] belongs to a growing class of what are called
       'simulation games' (games that resemble real life processes)”
LITTLE COMPUTER PEOPLE
LITTLE COMPUTER PEOPLE
• Activision
    – Entertainment
•   1985
•   C64, Atari ST, Apple II, Amiga
•   Single Player
•   “Little Computer People Discovery Kit”
LITTLE COMPUTER PEOPLE
• Tamagochi gameplay
  – Keep the lil’ guy alive
• Open-ended gameplay – no goal per se
• Static lifespan (character doesn’t age)
• Male character moves into house and goes
  through his daily routine
  – Cooking, watching TV, reading newspaper…
LITTLE COMPUTER PEOPLE
• Measures:
  – No statistical exposure to character’s moods
  – Entirely observed through behavior
• Actions:
  – Give gifts
  – Talk / make requests through keyboard (“Please
    play the piano”; “please feed the dog”
  – Play card games
LITTLE COMPUTER PEOPLE
• Action to Consequence: High
• Did fairly well for its time
• Supposedly had a serialized disk which made
  each person behave differently
• Acknowledged by Will Wright in the making
  of the Sims
ALTER EGO
ALTER EGO
• Activision
    – Entertainment
•   1986
•   C64, Apple II, DOS, Mac
•   Single Player
•   Text-based with a graphic interface
ALTER EGO
ALTER EGO
• Questionnaire game mechanics
• Not specifically goal oriented
   – Make decisions for an imaginary person through their
     life
• Cradle to grave
   – Phased: Birth & Infancy; Childhood; Adolescence; Young
     Adulthood; Adulthood; Middle Adulthood; Old Age
   – Different actions available at different times
• Scripted differently for male & female players
• Starts with a series of questions to test the player’s
  values
ALTER EGO
• Measures:
  – Familial; Intellectual; Physical; Social; Vocational
  – Calmness; Expressiveness; Gentleness; Happiness;
    Thoughtfulness; Trustworthiness
  – Money
• Actions:
  – Family; Intellectual; Physical; Social; Vocational;
    Emotional
  – Work; School; Relationships; Risks; Children;
    Purchase; Marriage
ALTER EGO
• Action to Consequence: Medium
• Non-linear gameplay within each phase
• Usually humorous but some dire consequences
  depicted
• Was criticized to be somewhat preachy
• CGW: “A delightful, humorous and thought-
  provoking exercise in decision-making, value
  exploration and evaluation, and vicarious wish-
  fulfillment.”
• Would I replay it as another person? Probably not.
JONES IN THE FAST LANE
JONES IN THE FAST LANE
• Sierra
  – Entertainment
• 1990
• MS DOS / PC VGA
• 1 to 4 players
  – Plus play against “Jones” the NPC
JONES IN THE FAST LANE
• Board game mechanics
  – Players alternate turns “simultaneous single player”
    – players don’t interact with one another
  – 8 to 10 actions per turn on weekdays
  – Weekends are random plus/minus events
• Goal set by players
  – A mix of Wealth; Happiness; Education; Career
• Starts from high school graduation
  – Plays continuously until end goals are met
JONES IN THE FAST LANE
• Measures:
  – Wealth; Happiness; Education; Career
• Actions:
  – Find Job; Go To School; Buy/Sell Things; Eat;
    Banking Transactions; Upgrade Housing
  – Some locations serve as a place to work as well
    as use of that service
• Action to Consequence: High
MY LIFE MY LOVE:
BOKU NO YUME - WATASHI NO NEGAI
MY LIFE MY LOVE:
BOKU NO YUME - WATASHI NO NEGAI
• Banpresto (Japan)
    – Entertainment
•   1991
•   Nintendo Entertainment System
•   1 or more players
•   Expensive for its time
•   Translation: (Male) I Dream – (Female) I Wish
MY LIFE MY LOVE:
BOKU NO YUME - WATASHI NO NEGAI
• Board Game Mechanics
  – In video game clothing
• Player who has the most strength,
  intelligence, or positive emotions wins
• Starts at birth
  – Player picks a birth date between 1950 and 1980
    and plays forward through accurate historical
    context
  – End state is the year 1991
MY LIFE MY LOVE:
BOKU NO YUME - WATASHI NO NEGAI
• Measures:
  – Unknown
• Actions:
  – Cash; Exclamation; Card; and Blank Spaces
  – Establish friendships & romantic relationships
    with NPCs
  – NPC pets you must take care of
  – Childhood & adolescence offer the most choices
    while adulthood is fairly linear
PRINCESS MAKER 2
• Gainax (Anime)
    – Entertainment
•   1993
•   MS DOS, Windows, Sega Saturn
•   Single Player
•   Series of PM 1-5
    – PM 2 Translated to English but never released
• Set in fantasy medieval Europe (c. 1210 ad)
PRINCESS MAKER 2
• Menu Loop Gameplay
• Grow your adopted daughter to adulthood
   – 70+ outcomes
   – Span from positive to negative
   – Player chooses outcome by playing a certain way
• From age 10 to age 18
   – Decisions made monthly & bi-monthly
• Starting conditions set by sign of Zodiac and blood
  type
PRINCESS MAKER 2
• Measures:
  – Constitution; Strength; Intelligence; Refinement; Charisma; Morality; Faith;
    Sin; Sensitivity; Stress; Combat Skill; Combat Attack; Combat Defense;
    Magic Skill; Magic Attack; Magic Defense; Fighter Reputation; Magic
    Reputation; Social Reputation; Housework; Decorum; Art; Conversation;
    Cooking; Cleaning; Temper; Maternal Instinct; Relationship to Palace;
    Relationship to Father

• Actions:
  – Father/Daughter talk; Visit Castle; Adventure; Rest/Vacation
  – Study: Poetry; Painting; Dance; Fighting; Fencing; Strategy; Protocol;
    Decorum; Theology; Magic; Science
  – Job: Housework; Babysitter; Inn; Farm; Church; Restaurant; Lumberjack;
    Salon; Masonry; Hunter; Graveyard; Tutor; Bar; Sleazy Bar; Cabaret
PRINCESS MAKER 2
• Action to Consequence:
  – High (schooling, jobs)
  – Low (behind the scenes modeling)
• End game talks down inappropriate choices
  – …but game doesn’t prohibit you from making them
• End state determined on the last move of the
  game
  – Could qualify as Queen, but if other stats are too high,
    will become a Warrior Hero or Skilled Dancer
• Managing Stress is the main factor
THE SIMS
• Electronic Arts
  – Entertainment
• 2000, 2004, 2009
• PC/Mac Installed Executable
  – Variations & versions on most consoles & hand
    helds
• Single player
• One of the most successful video game
  series of all time
THE SIMS
• God game mechanics
  – Sims run somewhat autonomously
  – Instruct Sims what to do
• Open ended goal
  – What EVER you want
  – Sandbox gameplay
  – “Digital Doll House”
THE SIMS
• But your Sims have goals
  – Grow Up; Romance; Family; Knowledge;
    Popularity; Fortune
• Your Sims have wants and fears
  – Change often, coincide with game actions
• Cradle to grave represented
  – Discreet phases for Toddler; Child; Teen; Adult;
    Elder
• Usually start as adult
THE SIMS
• Measures:
  – Composite Mood Meter based on needs of:
    Hunger; Energy; Bladder; Hygiene; Comfort; Fun;
    Social; Environment
  • Careers
  • Skills
• Actions:
  • The sky is the limit
  • Action to Consequence: High, Deep
ANIMAL CROSSING
ANIMAL CROSSING
• Nintendo Co. Ltd.
  – Entertainment
• 2001
• N64 (Japan), Gamecube (US)
• Single Player
  – Players can “visit” other players
• Nintendo considered it a “communication
  game”
ANIMAL CROSSING
• Collection game mechanics
   – Collect insects, creatures, fossils, fish…
   – Increases experience to catch higher level things
• Open Ended Goal – no end state
   – Collect stuff, make your house better
• Static Lifespan (characters don’t age)
   – Runs on real world clock/calendar
   – Recognizes seasons, holidays

• Player moves into village, lives there indefinitely
ANIMAL CROSSING
• Measures:
  – “Stuff” - Not in statistic form but in graphic form
  – Your character is always happy
• Actions:
  – Catch/Collect; Chores; Shopping; Feng Shui;
    Monthly Raffle; Design Clothes; Play Retro NES
    Videogames
  – Some effect gameplay, some are idle/fun
    activities
ANIMAL CROSSING
• Action to Consequence: High
• Could visit other characters by saving your
  character out to a memory card, then
  running that memory card on another
  system with another character
• A great example of virtual life simulator
  integrated into an entertainment experience
Ayiti: The Cost Of Life
• Global Kids, Gamelab, Unicef
AYITI: THE COST OF LIFE
• Global Kids, Gamelab, Unicef
    – Beyond Entertainment
•   2006
•   Web browser game
•   Single Player
•   “What is it like to live in poverty, struggling
    every day to stay healthy, keep out of debt,
    and get educated?”
AYITI: THE COST OF LIFE
• Social / economic sim game mechanics
• Choose a goal / end condition between:
  Health; Happiness; Education; Money
• 4-year slice of life divided into 4 3-month
  seasons
  – Make decisions for all five family members for
    that season then watch the season unfold
• Starts with father, mother, three children,
  and hardly any money
AYITI: THE COST OF LIFE
• Measures:
  – Health; Happiness; Education
  – For each family member
• Actions:
  – School, Family Farm, Work, Hospital, Store
     • Each with cost and income consequences
  – Some mid-quarter decisions come up (pay for
    hospital, continue working…)
AYITI: THE COST OF LIFE
• Action to Consequence: High
• Take-aways:
  – WOW is it a rough life in third world poverty!
• Definitely conveys the message of its creators
  – With humor and levity
• There IS a path to win it
  – Jayisgames.com: “I’m not sure which was more
    compelling, the later feelings of success as I worked
    the dominant strategy, or the early feelings of
    anguished sympathy as these people helplessly
    struggled with no way out.”
KUDOS 2
KUDOS 2
• Positech Games (Indy)
  – Entertainment
• 2008
• PC Installed Downloadable Executable
• Single Player
KUDOS 2
• Manage a character’s life
  – Do one thing each weekday, two things each
    weekend day
• No set goals
  – Non-judgemental open ended outcome
• From age 20 to age 30, continuous
• Start with no money and skills for an entry
  level job
KUDOS 2
• Measures:
  – Energy; Loneliness; Happiness; Confidence;
    Kudos; Excitement; Relaxation; Sobriety;
    Cleanliness; Weight; Optimism; Extravert;
    Honesty; Charisma; Health; Culture; IQ; Fitness;
    Persuasion; Muscles
• Actions:
  – Evening Classes; Relax With Self; Activity With
    Friends; Look For Job
KUDOS 2
• Action to Consequence: High
  – Lots of information available to help you make
    the right choices
• Much of the game is keeping up
  relationships
• Can’t socialize without money
• Friends characteristics rub off on you
REAL LIVES 2010
• Educational Simulations, Inc.
    – Entertainment & Beyond Entertainment
•   2009 (with earlier versions dating to 2002)
•   PC Installed Downloadable Executable
•   Single Player
•   Live one of billions of lives in any country in the
    world
    – “Through statistically accurate events, Real Lives brings
      to life different cultures, human geography, political
      systems, economic opportunities, personal decisions,
      health issues, family issues, schooling, jobs, religions,
      geography, war, peace, and more!”
REAL LIVES 2010
• Menu-driven decision making gameplay
• Goal: Live a life
  – No financial, happiness goals inherent in the
    game
• Cradle to grave
  – Not segregated into discreet phases but more
    options become available over time
• Starts in a random location, situation,
  economic class based on statistics
  – Has a character designer to override
REAL LIVES 2010
• Measures:
  – Personal: Health; Resistance; Happiness;
    Intelligence; Artistic; Musical; Athletic; Strength;
    Endurance; Conscience; Wisdom; Religion;
    Language
  – Family: Diet; Home; Safe Water; Public
    Sanitation; Medical Care; Televisions; Radios;
    Telephones; Cars
REAL LIVES 2010
• Actions:
  – Education: Quit School; Enroll in College; Vocational
    School; Graduate School
  – Career: Get a Job; Quit Job; Work Overtime; Ask For
    Raise; Start a Business
  – Finance: Monthly Expenses; Borrow or Invest
  – Love & Relationship: Seek a New Romance; End
    Romance; Propose Marriage; Leave Marriage; Try
    For a Child; Adopt a Child
  – Residence: Move Out; Change City; Change
    Dwelling; Emigrate
  – Leisure Activities: Change Leisure Activities
REAL LIVES 2010
• Action to Consequence: Low
• Measures income vs nation & income vs
  world
• Incredible in comparing Western to Non-
  Western cultures
  – Character goes from disease to disease
  – Can’t stay in school
• Powerful teaching tool
THE GAME OF LIFE
• Milton Bradley (now Hasbro)
  – Entertainment
• Originally 1860; Current form 1960; updated
  periodically
• Board Game
• Two or more players (ages 9 and up)
THE GAME OF LIFE
• Risk & Reward Gameplay, with randomization
  – Some gameplay critics argue randomization plays
    too strong a role in gameplay; I say, exactly!
• Goal: “The player with the highest total value
  wins!” (Money, money, money!)
• Spans from high school graduation to
  retirement
• Starts with the decision to get into the work
  force right away vs. going to college
THE GAME OF LIFE
• Measures:
  – Money
  – Collect “Life Experiences” which are money
• Actions:
  – Earn money
  – Follow instructions
  – “Lucky Spin” gambling
  – Share the Wealth cards
THE GAME OF LIFE
• Action to Consequence: Some Low, Some High
• Periodically updated to keep with the times
  – 9 “LAWSUIT: Sue Another Player for $100,000” squares
  – Rewards for “Win on TV Game Show”; “TV Dance Show
    Winner”; “Host Entertainment Awards Party”; and
    “Spring Break in Florida. Pay $5,000”
• You Must Get Married
  – Though kids are random, but ultimately are a source
    of money as shower gifts
Take-Aways
• Goal / End State
   – Set by game; set by player; not set at all
• Life Span Represented
   – Cradle to grave; subset span; static
   – Continuous vs. broken into discreet phases
• Measures & Actions
   – How obvious are the measures presented
• Diverse pool of products from which to draw ideas
   – Lots of interesting mechanics
• Can be effective for both entertainment & games
  beyond entertainment
Take-Aways
Alter Ego         Jones             Ayati               Kudos 2       Real Lives

                              Common Expressions of Measurement

Happiness         Happiness         Happiness           Happiness     Happiness
Money             Wealth            Money               Money         Money
Intellect         Education         Education           IQ            Intelligence
Vocational        Career            (yes)               (yes)         (yes)
Physical                            Health              Health        Health
Trustworthiness                                         Honesty       Conscience
Family                                                                Family
                                                        Muscles       Strength
                                                        Fitness       Athletic
Social                                                  Extravert
Calmness                                                Relaxation



                              Unique Expressions of Measurement

Expressiveness                                          Energy        Wisdom
Gentleness                                              Loneliness    Resistance
Thoughtfulness                                          Confidence    Artistic
                                                        Excitement    Musical
                                                        Sobriety      Endurance
                                                        Cleanliness   Religion
                                                        Weight
                                                        Optimism
                                                        Charisma
                                                        Culture
                                                        Persuasion
Life Simulation Games:
            A Survey

Comments…?
             Questions…?
                           Conversation…?
Thank You!



                  David Warhol, President
                 Realtime Associates, Inc.
        2101 Rosecrans Avenue, Suite 6250
                    El Segundo, CA 90245
                        310-414-8555 x103
                   DaveW@RTAssoc.com
                       www.RTAssoc.com
  Games For Health Conference
Games Beyond Entertainment Week

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A Survey of Life Simulation Games

  • 1. Life Simulation Games: A Survey David Warhol Realtime Associates, Inc. Games For Health Conference Games Beyond Entertainment Week
  • 2. Today’s Talk • Vital Stats • Gameplay / Game Mechanics • Goal / End State • Life Span Represented – Continuous or phased • Start Conditions • Statistics Used to Measure Simulated Life • Actions Possible to Take in Simulated Life • How Obvious Are Consequences To Actions
  • 3. Wikipedia on Life Simulation Games • “Life simulation games (or artificial life games) are simulation games in which the player lives or controls one or more artificial lifeforms. A life simulation game can revolve around individuals and relationships, or it could be a simulation of an ecosystem” • Usually one of three subgenres: – Biological – playing with genetics, survival, or ecosystems – Pet-raising simulations – e.g. Tamagotchi, Nintendogs – Social simulation games – gameplay based on social interaction between the player and game entities
  • 4. A Brief Aside: Conway’s Game of Life • 1970 • Played on a grid • Each grid cell is either ‘live’ or ‘dead’ • Each grid cell interacts with its eight neighbors – Live cells with fewer than two neighbors dies of under population – Live cells with more than three neighbors dies of overpopulation – Live cells with exactly two or three neighbors lives to go on to the next generation – Dead cells with exactly three live neighbors becomes a live cell • These rules create amazing patterns • Martin Gardner, introducing Life, in Scientific American, October 1970: – “[Conway’s Life] belongs to a growing class of what are called 'simulation games' (games that resemble real life processes)”
  • 6. LITTLE COMPUTER PEOPLE • Activision – Entertainment • 1985 • C64, Atari ST, Apple II, Amiga • Single Player • “Little Computer People Discovery Kit”
  • 7.
  • 8. LITTLE COMPUTER PEOPLE • Tamagochi gameplay – Keep the lil’ guy alive • Open-ended gameplay – no goal per se • Static lifespan (character doesn’t age) • Male character moves into house and goes through his daily routine – Cooking, watching TV, reading newspaper…
  • 9. LITTLE COMPUTER PEOPLE • Measures: – No statistical exposure to character’s moods – Entirely observed through behavior • Actions: – Give gifts – Talk / make requests through keyboard (“Please play the piano”; “please feed the dog” – Play card games
  • 10. LITTLE COMPUTER PEOPLE • Action to Consequence: High • Did fairly well for its time • Supposedly had a serialized disk which made each person behave differently • Acknowledged by Will Wright in the making of the Sims
  • 12. ALTER EGO • Activision – Entertainment • 1986 • C64, Apple II, DOS, Mac • Single Player • Text-based with a graphic interface
  • 14. ALTER EGO • Questionnaire game mechanics • Not specifically goal oriented – Make decisions for an imaginary person through their life • Cradle to grave – Phased: Birth & Infancy; Childhood; Adolescence; Young Adulthood; Adulthood; Middle Adulthood; Old Age – Different actions available at different times • Scripted differently for male & female players • Starts with a series of questions to test the player’s values
  • 15. ALTER EGO • Measures: – Familial; Intellectual; Physical; Social; Vocational – Calmness; Expressiveness; Gentleness; Happiness; Thoughtfulness; Trustworthiness – Money • Actions: – Family; Intellectual; Physical; Social; Vocational; Emotional – Work; School; Relationships; Risks; Children; Purchase; Marriage
  • 16. ALTER EGO • Action to Consequence: Medium • Non-linear gameplay within each phase • Usually humorous but some dire consequences depicted • Was criticized to be somewhat preachy • CGW: “A delightful, humorous and thought- provoking exercise in decision-making, value exploration and evaluation, and vicarious wish- fulfillment.” • Would I replay it as another person? Probably not.
  • 17. JONES IN THE FAST LANE
  • 18. JONES IN THE FAST LANE • Sierra – Entertainment • 1990 • MS DOS / PC VGA • 1 to 4 players – Plus play against “Jones” the NPC
  • 19.
  • 20. JONES IN THE FAST LANE • Board game mechanics – Players alternate turns “simultaneous single player” – players don’t interact with one another – 8 to 10 actions per turn on weekdays – Weekends are random plus/minus events • Goal set by players – A mix of Wealth; Happiness; Education; Career • Starts from high school graduation – Plays continuously until end goals are met
  • 21. JONES IN THE FAST LANE • Measures: – Wealth; Happiness; Education; Career • Actions: – Find Job; Go To School; Buy/Sell Things; Eat; Banking Transactions; Upgrade Housing – Some locations serve as a place to work as well as use of that service • Action to Consequence: High
  • 22. MY LIFE MY LOVE: BOKU NO YUME - WATASHI NO NEGAI
  • 23. MY LIFE MY LOVE: BOKU NO YUME - WATASHI NO NEGAI • Banpresto (Japan) – Entertainment • 1991 • Nintendo Entertainment System • 1 or more players • Expensive for its time • Translation: (Male) I Dream – (Female) I Wish
  • 24.
  • 25. MY LIFE MY LOVE: BOKU NO YUME - WATASHI NO NEGAI • Board Game Mechanics – In video game clothing • Player who has the most strength, intelligence, or positive emotions wins • Starts at birth – Player picks a birth date between 1950 and 1980 and plays forward through accurate historical context – End state is the year 1991
  • 26. MY LIFE MY LOVE: BOKU NO YUME - WATASHI NO NEGAI • Measures: – Unknown • Actions: – Cash; Exclamation; Card; and Blank Spaces – Establish friendships & romantic relationships with NPCs – NPC pets you must take care of – Childhood & adolescence offer the most choices while adulthood is fairly linear
  • 27.
  • 28. PRINCESS MAKER 2 • Gainax (Anime) – Entertainment • 1993 • MS DOS, Windows, Sega Saturn • Single Player • Series of PM 1-5 – PM 2 Translated to English but never released • Set in fantasy medieval Europe (c. 1210 ad)
  • 29.
  • 30. PRINCESS MAKER 2 • Menu Loop Gameplay • Grow your adopted daughter to adulthood – 70+ outcomes – Span from positive to negative – Player chooses outcome by playing a certain way • From age 10 to age 18 – Decisions made monthly & bi-monthly • Starting conditions set by sign of Zodiac and blood type
  • 31. PRINCESS MAKER 2 • Measures: – Constitution; Strength; Intelligence; Refinement; Charisma; Morality; Faith; Sin; Sensitivity; Stress; Combat Skill; Combat Attack; Combat Defense; Magic Skill; Magic Attack; Magic Defense; Fighter Reputation; Magic Reputation; Social Reputation; Housework; Decorum; Art; Conversation; Cooking; Cleaning; Temper; Maternal Instinct; Relationship to Palace; Relationship to Father • Actions: – Father/Daughter talk; Visit Castle; Adventure; Rest/Vacation – Study: Poetry; Painting; Dance; Fighting; Fencing; Strategy; Protocol; Decorum; Theology; Magic; Science – Job: Housework; Babysitter; Inn; Farm; Church; Restaurant; Lumberjack; Salon; Masonry; Hunter; Graveyard; Tutor; Bar; Sleazy Bar; Cabaret
  • 32. PRINCESS MAKER 2 • Action to Consequence: – High (schooling, jobs) – Low (behind the scenes modeling) • End game talks down inappropriate choices – …but game doesn’t prohibit you from making them • End state determined on the last move of the game – Could qualify as Queen, but if other stats are too high, will become a Warrior Hero or Skilled Dancer • Managing Stress is the main factor
  • 33.
  • 34. THE SIMS • Electronic Arts – Entertainment • 2000, 2004, 2009 • PC/Mac Installed Executable – Variations & versions on most consoles & hand helds • Single player • One of the most successful video game series of all time
  • 35.
  • 36. THE SIMS • God game mechanics – Sims run somewhat autonomously – Instruct Sims what to do • Open ended goal – What EVER you want – Sandbox gameplay – “Digital Doll House”
  • 37. THE SIMS • But your Sims have goals – Grow Up; Romance; Family; Knowledge; Popularity; Fortune • Your Sims have wants and fears – Change often, coincide with game actions • Cradle to grave represented – Discreet phases for Toddler; Child; Teen; Adult; Elder • Usually start as adult
  • 38. THE SIMS • Measures: – Composite Mood Meter based on needs of: Hunger; Energy; Bladder; Hygiene; Comfort; Fun; Social; Environment • Careers • Skills • Actions: • The sky is the limit • Action to Consequence: High, Deep
  • 40. ANIMAL CROSSING • Nintendo Co. Ltd. – Entertainment • 2001 • N64 (Japan), Gamecube (US) • Single Player – Players can “visit” other players • Nintendo considered it a “communication game”
  • 41.
  • 42. ANIMAL CROSSING • Collection game mechanics – Collect insects, creatures, fossils, fish… – Increases experience to catch higher level things • Open Ended Goal – no end state – Collect stuff, make your house better • Static Lifespan (characters don’t age) – Runs on real world clock/calendar – Recognizes seasons, holidays • Player moves into village, lives there indefinitely
  • 43. ANIMAL CROSSING • Measures: – “Stuff” - Not in statistic form but in graphic form – Your character is always happy • Actions: – Catch/Collect; Chores; Shopping; Feng Shui; Monthly Raffle; Design Clothes; Play Retro NES Videogames – Some effect gameplay, some are idle/fun activities
  • 44. ANIMAL CROSSING • Action to Consequence: High • Could visit other characters by saving your character out to a memory card, then running that memory card on another system with another character • A great example of virtual life simulator integrated into an entertainment experience
  • 45. Ayiti: The Cost Of Life • Global Kids, Gamelab, Unicef
  • 46. AYITI: THE COST OF LIFE • Global Kids, Gamelab, Unicef – Beyond Entertainment • 2006 • Web browser game • Single Player • “What is it like to live in poverty, struggling every day to stay healthy, keep out of debt, and get educated?”
  • 47.
  • 48. AYITI: THE COST OF LIFE • Social / economic sim game mechanics • Choose a goal / end condition between: Health; Happiness; Education; Money • 4-year slice of life divided into 4 3-month seasons – Make decisions for all five family members for that season then watch the season unfold • Starts with father, mother, three children, and hardly any money
  • 49. AYITI: THE COST OF LIFE • Measures: – Health; Happiness; Education – For each family member • Actions: – School, Family Farm, Work, Hospital, Store • Each with cost and income consequences – Some mid-quarter decisions come up (pay for hospital, continue working…)
  • 50. AYITI: THE COST OF LIFE • Action to Consequence: High • Take-aways: – WOW is it a rough life in third world poverty! • Definitely conveys the message of its creators – With humor and levity • There IS a path to win it – Jayisgames.com: “I’m not sure which was more compelling, the later feelings of success as I worked the dominant strategy, or the early feelings of anguished sympathy as these people helplessly struggled with no way out.”
  • 52. KUDOS 2 • Positech Games (Indy) – Entertainment • 2008 • PC Installed Downloadable Executable • Single Player
  • 53.
  • 54. KUDOS 2 • Manage a character’s life – Do one thing each weekday, two things each weekend day • No set goals – Non-judgemental open ended outcome • From age 20 to age 30, continuous • Start with no money and skills for an entry level job
  • 55. KUDOS 2 • Measures: – Energy; Loneliness; Happiness; Confidence; Kudos; Excitement; Relaxation; Sobriety; Cleanliness; Weight; Optimism; Extravert; Honesty; Charisma; Health; Culture; IQ; Fitness; Persuasion; Muscles • Actions: – Evening Classes; Relax With Self; Activity With Friends; Look For Job
  • 56. KUDOS 2 • Action to Consequence: High – Lots of information available to help you make the right choices • Much of the game is keeping up relationships • Can’t socialize without money • Friends characteristics rub off on you
  • 57.
  • 58. REAL LIVES 2010 • Educational Simulations, Inc. – Entertainment & Beyond Entertainment • 2009 (with earlier versions dating to 2002) • PC Installed Downloadable Executable • Single Player • Live one of billions of lives in any country in the world – “Through statistically accurate events, Real Lives brings to life different cultures, human geography, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and more!”
  • 59.
  • 60. REAL LIVES 2010 • Menu-driven decision making gameplay • Goal: Live a life – No financial, happiness goals inherent in the game • Cradle to grave – Not segregated into discreet phases but more options become available over time • Starts in a random location, situation, economic class based on statistics – Has a character designer to override
  • 61. REAL LIVES 2010 • Measures: – Personal: Health; Resistance; Happiness; Intelligence; Artistic; Musical; Athletic; Strength; Endurance; Conscience; Wisdom; Religion; Language – Family: Diet; Home; Safe Water; Public Sanitation; Medical Care; Televisions; Radios; Telephones; Cars
  • 62. REAL LIVES 2010 • Actions: – Education: Quit School; Enroll in College; Vocational School; Graduate School – Career: Get a Job; Quit Job; Work Overtime; Ask For Raise; Start a Business – Finance: Monthly Expenses; Borrow or Invest – Love & Relationship: Seek a New Romance; End Romance; Propose Marriage; Leave Marriage; Try For a Child; Adopt a Child – Residence: Move Out; Change City; Change Dwelling; Emigrate – Leisure Activities: Change Leisure Activities
  • 63. REAL LIVES 2010 • Action to Consequence: Low • Measures income vs nation & income vs world • Incredible in comparing Western to Non- Western cultures – Character goes from disease to disease – Can’t stay in school • Powerful teaching tool
  • 64.
  • 65. THE GAME OF LIFE • Milton Bradley (now Hasbro) – Entertainment • Originally 1860; Current form 1960; updated periodically • Board Game • Two or more players (ages 9 and up)
  • 66.
  • 67. THE GAME OF LIFE • Risk & Reward Gameplay, with randomization – Some gameplay critics argue randomization plays too strong a role in gameplay; I say, exactly! • Goal: “The player with the highest total value wins!” (Money, money, money!) • Spans from high school graduation to retirement • Starts with the decision to get into the work force right away vs. going to college
  • 68. THE GAME OF LIFE • Measures: – Money – Collect “Life Experiences” which are money • Actions: – Earn money – Follow instructions – “Lucky Spin” gambling – Share the Wealth cards
  • 69. THE GAME OF LIFE • Action to Consequence: Some Low, Some High • Periodically updated to keep with the times – 9 “LAWSUIT: Sue Another Player for $100,000” squares – Rewards for “Win on TV Game Show”; “TV Dance Show Winner”; “Host Entertainment Awards Party”; and “Spring Break in Florida. Pay $5,000” • You Must Get Married – Though kids are random, but ultimately are a source of money as shower gifts
  • 70. Take-Aways • Goal / End State – Set by game; set by player; not set at all • Life Span Represented – Cradle to grave; subset span; static – Continuous vs. broken into discreet phases • Measures & Actions – How obvious are the measures presented • Diverse pool of products from which to draw ideas – Lots of interesting mechanics • Can be effective for both entertainment & games beyond entertainment
  • 71. Take-Aways Alter Ego Jones Ayati Kudos 2 Real Lives Common Expressions of Measurement Happiness Happiness Happiness Happiness Happiness Money Wealth Money Money Money Intellect Education Education IQ Intelligence Vocational Career (yes) (yes) (yes) Physical Health Health Health Trustworthiness Honesty Conscience Family Family Muscles Strength Fitness Athletic Social Extravert Calmness Relaxation Unique Expressions of Measurement Expressiveness Energy Wisdom Gentleness Loneliness Resistance Thoughtfulness Confidence Artistic Excitement Musical Sobriety Endurance Cleanliness Religion Weight Optimism Charisma Culture Persuasion
  • 72. Life Simulation Games: A Survey Comments…? Questions…? Conversation…?
  • 73. Thank You! David Warhol, President Realtime Associates, Inc. 2101 Rosecrans Avenue, Suite 6250 El Segundo, CA 90245 310-414-8555 x103 DaveW@RTAssoc.com www.RTAssoc.com Games For Health Conference Games Beyond Entertainment Week