Further, management games in general seem well suited to a touchscreen interface, given how UI-heavy they tend to be. Given that virtual doll houses can be played satisfyingly in short bursts, they are a no-brainer for portable gaming. Titles like Animal Crossing, Harvest Moon and the aforementioned The Sims generate gameplay out of a compunction to create and maintain order, stylistic customization, virtualized social interaction, and a sense of either empathy or gleeful sadism in how the player chooses to treat their virtual beings.ĭespite having no hardcore element with respect to reflex or strategy, these kinds of simulation games can be remarkably addictive in that they require frequent, regular attention in order to maintain the status quo within the player’s digital community. The gameplay largely skews towards the casual. On the surface, social simulations appear to offer a good degree of opportunity for crossover appeal. Though arguably introduced with Little Computer People in 1985, these kinds of games didn’t really take off until the release of The Sims in 2000. ![]() ![]() ![]() Though there’s a rich history to simulation video games in general, the subgenre of social simulations (or perhaps more appropriately, virtual doll houses) has existed for much less time.
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