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Designing User Interfaces to Simulation Games.
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"Designing User Interfaces to Simulation Games.
A summary of Will Wright's talk, by
Don Hopkins .
Will Wright, the designer of
SimCity ,
SimEarth, SimAnt, and other popular games
from Maxis, gave a talk at Terry Winnograd's user interface class at
Stanford.
He reflected on the design of simulators and user interfaces in
SimCity, SimEarth, and SimAnt. He demonstrated several of his games,
including his current project, Dollhouse.
Here are some important points he's made, at this and other talks.
I've elaborated on some of his ideas with my own comments,
based on my experiences
playing lots of SimCity, talking with Will,
studying the source code and porting it to Unix,
reworking the user interface, and adding multi player support.
The anatomy of a simulation game:
There are several tightly coupled parts of a simulation game that must
be designed closely together: the simulation model, the game play,
the user interface, and the user's model.
In order for a game to be realizable, all of those different parts must
be tractable. There are games that might have a great user interface,
be fun to play, easy to understand, but involve processes that are
currently impossible to simulate on a computer. There are also games
that are possible to simulate, fun to play, easy to understand, but
that don't afford a useable interface: Will has designed a great game
called "Sim Thunder Storm", but he hasn't been able to think of a user
interface that would make any sense.
On the user model:
The digital models running on a computer are only compilers for the
mental models users construct in their heads. The actual end product
of SimCity is not the shallow model of the city running in the computer.
More importantly, it's the deeper model of the real world, and the
intuitive understanding of complex dynamic systems, that people learn
from playing it, in the context of everything else about a city that
they already know. In that sense, SimC"
....
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