Mr. Warhol presents a survey of 'life simulation' games created through the years, with a focus on overall structure; similarities; differences; and unique features.
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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
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
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.
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
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
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
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
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