Tinkertoys and microworlds

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These games are usually categorised as 'simulation games', but since all games can be seen as simulations - procedural [1] representations of real or fictious systems - tinkertoys and microworlds as a pool of arrangeable, connectable and configurable elements without a overtly given goal seem more fitting. The expression 'Tinkertoy' also hints on the toy characteristics of this kind of games.

Classic game microworlds would include games like "Simcity", "The Sims", "Civilization", "Bridegbuilder", but also quite minimized games with very few adjustable elements like "Battleground god". Success(es) and failure(s) are located in a continuum which Will Wright calls "Possibility Space" (see "Gaming is a form of time travel"[2]), which itself is closely related to Luhmann's notion of medium (all possible game arrangements) and form (the actual played game arrangement).

Here's a screenshot from Wright's visualisation of the level of difficulty (y-axis) of his game "The Sims". x- and z-axis describe material and social success of the Sim. Notice the lack of a clear goal or victory condition.

Image:Wright_GameplayLandscape_TimeTravel.png


Related topics

Examples

--Weytan 14:44, 28 November 2008 (UTC)

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