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Simulation video game

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Simulation video games, often abbreviated as "sims," are a diverse category of games. They are designed to closely mimic real-world activities. These games attempt to copy life for many different purposes. Some people use them for training or deep analysis. Others use them for prediction or simple entertainment. Unlike many other genres, sims often lack strictly defined goals. This allows a player to control a character or an environment freely.

FlightGear 3.0 Boeing 777-200 cockpit
FlightGear 3.0 Boeing 777-200 cockpit

The mechanics of a simulation depend on the specific subgenre being played. In Construction and Management Simulations (CMS), players build or expand fictional projects. They must do this while managing limited resources. Unlike strategy games, the goal in a pure CMS is not to defeat an enemy. Instead, the player focuses on building within an ongoing process. In life simulations, also called artificial life games, players control living things. These games might focus on individual relationships or an entire ecosystem. Social simulations are a specific type within this category.

Other types of simulations focus on specific professional or physical tasks. Sports simulations can emphasize the actual playing of a sport, like the Madden NFL series. Other titles, such as Football Manager, focus on organization and strategy. Some even use satire for comic effect. Vehicle simulations include flight, racing, submarine, train, and truck simulators. There are even medical simulations where a player acts as a surgeon. Police simulations allow players to take on the role of law enforcement. Military simulations, or wargames, can be set in fantasy or science fiction. These attempt to simulate warfare at tactical or strategic levels.

Some simulations offer a very deep sense of immersion. Immersive sims are typically played from a first-person perspective. They create a consistent, lived-in world with many different gameplay systems. This gives players "agency," meaning they can complete objectives in many different ways. This often leads to emergent gameplay, where unexpected things happen because of player choices. Job simulations can range from realistic to hyper-realistic. These include blue-collar jobs like house flipping or power washing. Even digital card games can simulate casino games like blackjack or poker.

The history of simulation games reaches back to the mid-20th century. The Sumerian Game, released in 1964, was the first economic simulation. It was a text-based mainframe game designed by Mabel Addis. It was based on the ancient city-state of Lagash. In 1968, Cornell University funded several simulation exercises. These included the Cornell Hotel Administration Simulation Exercise. Another was the Cornell Restaurant Administration Simulation Exercise. The restaurant game even allowed teams to compete against one another. These early games were shown at national hotel and club manager conventions in 1969.

Technological shifts in the 1980s changed how people experienced simulations. In 1981, Sega released Space Tactics, which used a motion simulator cabinet. This was part of a trend called "taikan," meaning "body sensation" in Japanese. Yu Suzuki’s team at Sega later developed Hang-On in 1985. This was a racing game where players moved a motorbike replica. Sega also created hydraulic cabinets for games like Out Run and After Burner. One very sophisticated cabinet was the R360, released in 1990. It could simulate the full 360-degree rotation of an aircraft.

Another major milestone occurred in the late 1980s with city-building games. While Fortune Builder was released in 1984, SimCity in 1989 is most closely associated with the genre. It was developed by Will Wright. Wright’s company, Maxis, later released SimLife and SimEarth. These games simulated much larger scales, such as genetics and global ecosystems. Beyond entertainment, simulations serve a vital role in education. They turn learning into a matter of direct experience. Instead of just reading about concepts, students can "live" them. This can increase motivation and help students develop empathy. By making choices, players can see the moral and ethical implications of their actions. This helps develop critical thinking and problem-solving skills.

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