PBEM v93 n02 (15Mar93) ====================================================================== Exploring the Nature of the Simulation Game Mel Nicholson ====================================================================== In previous issues of PBEM I've stuck to the pragmatic aspects of game administration, design, and implementation, all of which are safe topics because they have a readily available criterion of measure: the ease of use or amount of effort expended to execute. This issue, however, I'm going to go far beyond those cozy confines and dive into the deep end and talk about games in their most oozing, globular state. There are no methods or right answers to fall back on here, so those who expect some responsible journalism can stop reading now, as I'm going to have some fun with this. I'll start by dividing games with a few roughly hewn chops into categories and ignore the overlap. There are games which require physical coordination, strength, and/or stamina like rugby, tiddlywinks, and bunjee jumping, then there are games which rely solely manipulating pawns on a board with an extreme level of abstraction like abalone, solitaire, or checkers. Aside from that are the parlor games which rely on memory, double entendre, or communication like charades, trivia, and the entire range of RPG's. Finally, we have the semi-abstract simulations like Risk, 1830, and Galaxy. I'll dispense with the physical and parlor games soon, but first I want to take a note of the two things that all of these games have in common. The first is conflict. This does not mean, as some others as proposed, that all games revolve around a struggle to win, but only that they revolve around a struggle. To illustrate the distinction, consider the children's game dodge ball. One or more players stand in the center of a ring, surrounded by lots of other players on the ring. The players on the outside throw a ball back and forth, trying to hit the players on the inside. If one of the players on the inside is hit, then they switch places with the player on the outside, and the game continues indefinitely. The conflict, trying to hit/not be hit, is there, but no one ever wins (or loses). This is a universal feature of games as even in the most mechanical of solitaire games where the outcome is determined only by the shuffle of the deck, the dynamic aspect of revealing and manipulating still provides the perception of conflict to the player. Even in an RPG where the players cooperate and do not struggle with each other, this dynamic unfolding still persists, as the players come to terms with their environment and their roles, however peaceful the setting or like themselves the role. The second commonality is so painstakingly obvious that people hardly recognize how important it is. The games have a nonzero duration, which is to say they pass time (thus the word "passtime"). Let us never forget that the first and most important function of the game is to stave off boredom, or to use a less negative expression, to have fun (though some games are admittedly more effective at this than others). Now that with a broad look at the whole of gaming we have divined the purpose of games, to remove boredom through conflict, we can narrow our focus to include only the abstract games and the simulations games while keeping that purpose in mind to provide perspective. The highly abstract games make an exceptionally good outside point to view the simulating games (which are the primary focus of this magazine) from because the two are incredibly similar. Mechanically, the two are identical. Both move tokens around and possibly roll dice for random effect, or make whatever other equivalent state tracking mechanisms and random determinations. If the game is good, whichever category, it will have a theme to its rules which determines the flavor of play. While some theoretician might argue that abstract and simulating games are equivalent for the reasons outlined above, this is wrong and the reason for that error goes back to the purpose of gaming. If one game involves moving a bunch of pawn on a board and removing those pawns which are landed on by other pawns, and yet another game has the same movement rules except it represent tanks/amoebas/whatever with the pawns and represents destruction/absorption/whatever with the capture, then a player might be bored by the former and excited by the latter. This means that game is subjectively better because it allows the player to have fun, and objectively different as it elicits a different reaction. The representation of the game as what it simulates for the player is not the only difference. The genesis of the game can also draw from the domain of that which is simulated. When making a game about tank warfare, the real world of tanks can provide insight and suggestions as to what sort or rules are appropriate to the game. Perhaps make a rule that each piece has a facing, and can only move directly toward or away from that facing (just as real tanks do not move sideways). Perhaps this in turn suggests rules for turning, changing from forward to reverse, or rules for artillery fire and turret facing. The important point is that the simulated thing provides not only interest to the player, but also inspiration for the designer. One last contrast which will provide insight on the simulation game goes outside the realm of games into pure simulation. In a pure simulation, the goal is to model reality. The benefit of a feature in the simulation is in how that feature affects the accuracy and efficiency of the simulation. Some have mistakenly taken this idea into the realm of simulation games as well, and in the design and play work for realism as a primary goal, sometimes changing a game to be more realistic and as a result take the fun out of the game, become bored, then wander off in search of greener pastures. The mistake to avoid is letting secondary considerations like realism supersede the primary goal of fun. As we conclude this foray into the less pragmatic aspects of our hobby, we should remember three basic lessons. First, the things we imagine through our games are a source of entertainment. Second, we can draw inspiration from any facet of real life to provide inspiration for our games. Most of all, games are for fun, first and last.