Seth’s Workshop: Simulation
Seth Giddings came in to talk to us about Simulations and how we encounter them in everyday life as well as in gaming.
He talked about how simulation will mean something different to people in different sectors of gaming, and how they can often mean very different things.
In the morning we looked at Simulation as an emergent form of popular media, something that challenged the usual narrative heavy form of gaming we were seeing in the 90′s and early 2000′s.
In games like Flight Sim and SimCity the simulation aspect of it is clear: a tight, somewhat realistic virtual version of the thing it is portraying, whereas games like Call of Duty and CounterStrike are loosely based on the experience you’d get in the military.
In Seth’s opinion, all games are Simulations. I somewhat agree with that in that all games “simulate” a situation, but I feel that in order for it to be filed under the simulation genre, it needs to reflect a real-life scenario.
Simulations allows a first hand experience of complex systems for people that wouldn’t otherwise be able to experience them. They are great for people to learn rules and relationships that they don’t have to place themselves in danger or in a position of blame for.
In the second half of the seminar, we were asked to design and prototype a sim game based off of magazines. This was a bit... odd, as the selection was limited and mostly kept to celebrity goss mags, and I didn’t really understand what he was trying to get us to do with them.
Kathryn, Chris and I worked on a card game that worked like a bluffing game, there was one ‘betrayer’ in a group of players and it was their job to sabotage the game, and if they did then they won. The others players won by crafting the right resources in the right places. The betrayer would sabotage these by putting in the wrong components.
We got this idea from the sheer amount of stuff you find in magazines, and the gossip and backstabbing that features heavily in celebrity journalism.