BexM

Confused, earnest, tired, trans

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Avatar by Annie Mok


margot
@margot

so there was a post a little bit ago which i can't find again (or rather, i THINK i found it but it looks like it might've been deleted, so i don't want to link to the author in case they deleted it for a good reason) which was about, like, "job simulation games," like car mechanic simulator or power wash simulator. I didn't agree with a few of its points, enough that I didnt bother reposting it at the time, but i've been chewing on it since, bc it got at something that bugs me about these kind of games despite me constantly falling for them, which is that they don't actually simulate anything.


like, they're "simulators" but often the simulation is abstracted to the point where you're literally just pointing your mouse in a direction and clicking, or dragging across the screen, or holding down until a meter holds up. Any upgrades you can get to this generally just make it take less time or require less repetitive motion. and this SUCKS, because the reason i keep falling for it and buying these is because i really like the concept of a simulation game! but specifically what i want is stuff that will TEACH me about the thing its simulating-- even if i can't necessarily get a 1:1 experience, games offer a unique experience in that they let you impart what can generally be very dry technical knowledge in the form of puzzles, or with a story to make things interesting, and you can parcel things out in chunks and test ppl before letting them go forward and and and etc!

instead it feels like educational games split into two genres: "simulation" games which are basically just reskins of the same upgrade treadmill, and "educational" apps that use gamification to attempt to pull you back with predatory game design while being of dubious use for actual learning.

this is why dark souls was such a revelation in game design to people when it came out, not (just) because of the lore or the difficulty but because the friction was there specifically to teach you about the mechanics and make sure you knew what you were doing-- not necessarily a new thing in video games, but one which most major AAA games had been moving away from more and more in order to appeal to broader groups of people.

the fact that some of the original sim games were used explicitly as teaching tools in classrooms, like microsoft flight simulator or simant, that's amazing and its something i DESPERATELY would love games to move towards again, because there's SO many things i'd love to learn about when i'm not working and my brain mostly wants to rest but i know i can trick it into learning stuff if its fun.

(note before anyone brings up zachtronics: i love zachtronics games, i want more games like that)


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in reply to @margot's post:

i did consider mentioning how SimCity was ALSO one of those educational games, but with it turning out to teach wrong things, but, felt like too much of a tangent, haha.

if you are interested in trains, the JR East Rail simulator is very good but stupid expensive. It’s basically super accurate but frustratingly japanese: 1080p max res, locked framerate, massively expensive outside of japan

Years ago I designed a pair of games, one played on 19th century telegraph hardware (you'd tap out morse code, and a big honking 1800s device based on magnets and metal bars would clack morse code back at you) and another on a desk-sized 1920s telephone switchboard.

Finding the right level of abstraction is extremely difficult. I made these things because I truly wanted to teach people about how old tech worked, in a way that simply presented the objects as they would have been used contemporanously and encouraged people to be driven by their own intellectual curiosity. Doing that for a 5-minute installation piece ended up being fairly easy to make something extremely fun, but the times I've tried to scale up that sort of experience into a longer game simulation context has been much harder.

have you ever heard of My Summer Car? its made by a couple of Finnish devs, and you rebuild a 1970's Nissan Cherry from a complete teardown. it forces you to pick out the right size of spanner for each bolt. last I checked, it didn't have a manual; it just kind of expects you to know how to assemble an engine block.

(Hope you're ok with a total stranger chiming in! pls delete comment if not)

I saw a joke once that a video game is a power fantasy of crossing of your to-do list and I think the simulators coming out are a version of that. Completing mundane things but without all the friction and annoyances that accompanies them in real life. So for Power Wash Simulator, it'd be not worrying about things doing damage with a power washer, getting yourself wet, wasting water, etc. I personally like the frictionless aspect of these games but can see why it'd be frustrating to those who want to dig deep into the details.

yeah i didnt mean to imply that they're not good! i definitely like those a lot too (i tend to play a lot of idle games which i feel fills a similar urge) and obv ppl want different things!

Honestly, this is a topic I want to dig into eventually, but working with what I have right now, job simulations are, for me, the epitome of the streamer game. A streamer game is any game that's specifically for somebody to use as a streaming platform of some kind. This is distinct from making games directly for somebody to play. In fact, the things that make a game fun to play - depth of mechanics, an emphasis on skill, the possibility of repeating segments of a game a lot, surprise - are also what make streaming more difficult. Hence, a certain subset of streaming games (others preserve and exaggerate these elements as a means of provoking a streamer's reactions) tend to make the game itself predictable enough that it doesn't demand too much focus from either the streamer or their chat. Job sims like Power Washer Simulator achieve this by stripping away skill and complexity in favor of discrete tasks, but others like Vampire Survivors make do with de-emphasizing skill in a genre framework that still relies on it to some extent.

this makes total sense, especially the increased prevalence of this kind of game. i haven't done any streaming but i know from friends how hard it is to try and be entertaining/chat while doing something involved

Car driving/racing games are an interesting case because they go all the way from dumb fun like GTA through intermediate sims like Forza or Gran Turismo into deep sims like Assetto Corsa, and then into the details around the cars like the F1 season sims.

And since I race cars myself and have an actual reality to check against, it's interesting that the ones people seem to enjoy most such as Gran Turismo - they're my least favourite. They're close enough to look and feel authentic to most people, but the places they're not accurate (such as how the cars deal with loss of traction and collisions) really bug me. Maybe it's an "Uncanny Valley" deal.

(I should note that yes you can turn the realism up on Forza and GT, but generally people don't - they switch to sims like AC instead).

The thing I realize is that despite the fact that I don't like it very much, GT is still an excellent way for normal people to be introduced to the complexities of driving a car fast. Weight transfer, lift-off oversteer, the racing line - all that stuff. The fact that it doesn't implement those complexities perfectly kinda doesn't matter - the point is it teaches people they exist, they understand the principles, they're done in a way that is approachable, and that's the important thing when asking "does this make someone a better real-world driver". And of course it's fun, and fun increases exposure time, and that leads to a degree of mastery. Whereas you throw someone straight into a race car in AC, and they're not going to be having fun - so unless they're doing it specifically as training because they just bought a real car, they're probably not going to stick with it.

And then you get to odd things like Euro Truck Simulator, which I do enjoy. I've never driven a truck, I'm sure it infuriates people who do, but it has introduced me to some of the complexities of driving a truck, such that I can appreciate they're difficult, interesting, and have a bunch of subtleties. On the other hand - Munich to Paris in 20 minutes! :-)

yeah, i really appreciate the way games can reduce complexity with things like that in order to draw you in and teach you things, and like you said, if you end up getting more interested in them, the existence of more detailed and accurate sim games means they have a place to go to learn more! driving is a great example and i'm not sure why i didn't think to include it in my original post, haha