- Joined
- Jul 22, 2014
- Messages
- 5,624
- Reaction score
- 5,107
- First Language
- English
- Primarily Uses
- RMVXA
From Theme Park to 1503 A.D. to Sim City to Golf Resort Tycoon, I've always loved Simulation games where you build stuff. But the other day, as I was listening to this Design Doc video on Roller Coaster Tycoon's "timeless" game design, one observation they made really stuck out to me, and it's been bothering me a lot. To quote the video:
'Malarkey', I said to myself! 'I call bull! It takes skill, judgement, creativity, intelligence, and luck to run a business - and any good business sim takes the same things, right? They're nothing like the Incremental ("Clicker") Games we find in mobile gaming today, which are literal Progression apps where you click a few things onscreen and then just wait for the numbers to grow.' I thought back to the times I was successful in my old business sim games, where after hours of hard work I had laid the foundation of a physical business, made money on each transaction, earned new tools, bought those tools, and made more money, and eventually ran a thriving business empire... Oh my God were they right all along?!?
Thinking about it deeper over the last couple days, the idea of Management Sims as really well dressed Incremental Games - disturbingly - made more and more sense, and I can't shake the feeling that it's a pretty accurate way to describe the genre.
Growing up, these games filled me with entrepreneurial spirit and I wanted nothing more than to start a business. With more hindsight and a clearer view of how entrepreneurship actually works, though:
I'm so interested to hear your general thoughts on the mechanical and creative design of the Business Sim genre, but as a few specific points that might get the discussion rolling:
"But on top of the coaster engine is a second layer of the design: a great Management Sim. If you strip away the theming, Management Sims are more or less a progression system. Like an RPG, you set out to build stats and guide development according to the options at your disposal. Instead of a character, in RCT you're developing your theme park business. Instead of taking actions to boost magic or strength, you're boosting customer opinions, cleanliness, and profit. Management Sims and RPGs both use the mechanics of progression, but each with different facades... [Good Management Sims] work as games because of how well they incorporate progression mechanics to make you believe you're the person in charge..."
'Malarkey', I said to myself! 'I call bull! It takes skill, judgement, creativity, intelligence, and luck to run a business - and any good business sim takes the same things, right? They're nothing like the Incremental ("Clicker") Games we find in mobile gaming today, which are literal Progression apps where you click a few things onscreen and then just wait for the numbers to grow.' I thought back to the times I was successful in my old business sim games, where after hours of hard work I had laid the foundation of a physical business, made money on each transaction, earned new tools, bought those tools, and made more money, and eventually ran a thriving business empire... Oh my God were they right all along?!?
Thinking about it deeper over the last couple days, the idea of Management Sims as really well dressed Incremental Games - disturbingly - made more and more sense, and I can't shake the feeling that it's a pretty accurate way to describe the genre.
Growing up, these games filled me with entrepreneurial spirit and I wanted nothing more than to start a business. With more hindsight and a clearer view of how entrepreneurship actually works, though:
- In the real world starting a business can result in wild success or crushing failure, sometimes for reasons completely outside of the scope of the business owner's control. You might capture lightning in a bottle, or you might toil away at something forever without a reward because the timing isn't right. In business sim games, there is usually an unwritten "formula" for success, and the player will predictably find incrementally more success throughout the game if their decisions don't deviate from that formula.
- In the real world, there are millions of potential customers out there but you need to find creative ways to educate them and compel them to try out your business. In business sims, the customers are provided by the game and "if you build it, they will come".
- In the real world, nearly every business must find a niche - a need that some people have but that remains unfulfilled - and focus on ways to serve that niche. In business sims, you can usually get away with building one of everything that's available (and this might even be the optimal strategy).
- In the real world, technology is an outside force that serves as both a threat and an opportunity. In business sims, all technology puts you closer to runaway success (and you often have to "research" things yourself using money and time).
- In the real world, ten different people could start the exact same business (perhaps in different locations, or hiring different employees) and make nearly identical decisions - and five might succeed and five might fail. It's thrilling and scary and uncertain. In business sims, the world adheres to strict rules and a strict correlation between cause and effect, meaning that all ten are likely to find the same success (or failure).
I'm so interested to hear your general thoughts on the mechanical and creative design of the Business Sim genre, but as a few specific points that might get the discussion rolling:
1) Do you disagree entirely? Is it abjectly unfair to lump business simulations in with incremental games? Does the genre (of business sim) provide tons more than its progression system?
2) Would it be good for business sims to try to feel more like starting and running a business? Or would it be too easy for this approach to lead to tedium and frustration, rather than excitement?
3) How might you design a business sim that would capture the same unpredictability, creativity, and need to respond to outside factors that businesses in the real world work with?
2) Would it be good for business sims to try to feel more like starting and running a business? Or would it be too easy for this approach to lead to tedium and frustration, rather than excitement?
3) How might you design a business sim that would capture the same unpredictability, creativity, and need to respond to outside factors that businesses in the real world work with?
- One idea that came to mind for me was having each new game in a business sim bring with it a completely different world of customers with different preferences and different trends impacting their preferences; you'd still need to build a working, balanced system that provides for all the necessities (food and bathrooms in a theme park, power and water in a city sim, etc.), but also one that specifically caters to the preferences of your customers in order to get them to keep coming back, and your designs and marketing could also have some influence on the type of customers that come in the first place.


