TAILIEUCHUNG - Game Design: Theory & Practice- P15

Game Design: Theory & Practice- P15: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 398 A Chapter 20 Game Analysis The Sims but for many players it would seem to make the playing experience all the more compelling. Familiar Subject Matter Of course The Sims is not the original software toy nor is it even Will Wright s first. His first success with the software toy genre came with SimCity. It too simulated a sophisticated system and allowed the player to truly control her city s destiny. Though SimCity is an excellent entertaining title The Sims is more compelling still. A lot of this has to do with the fact that the player of The Sims is controlling humans instead of a city. In other words it follows Chris Crawford s insistence that games should focus on people not things. In general most players will find people to be much more interesting than things and players will be able to form an emotional bond with a simulated person much easier than with a simulated city. After playing The Sims for a while players will feel sad when their sim s amorous advances are rebuffed or when their house burns to the ground. Though certainly not as smart or interesting as actual humans the simulated people in The Sims are close enough to being plausible that players will want to believe in their sims virtual existences and will fill in the simulation s deficiencies for themselves. Furthermore almost all the players who play The Sims will have an intimate knowledge of the subject being simulated before they start playing. They will feel that they are something of an expert on this suburban life subject and think they will be able to play the game better as a result. For instance players know by instinct that they should set up a bathroom with a shower a toilet and a sink. If the job were to simulate an alien life-form s daily life on another planet players would have much less of an idea how to proceed and would need to figure out the lifeform s culture before they could expect to succeed at the game. Because players already know so much about the subject matter of

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