Katana VentraIP

Life simulation game

Life simulation games form a subgenre of simulation video games in which the player lives or controls one or more virtual characters (human or otherwise). Such a game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".[1] Other terms include artificial life game[1] and simulated life game (SLG).

"Life sim" redirects here. For the producer, see Life Sim.

Definition[edit]

Life simulation games are about "maintaining and growing a virtual life",[2] where players are given the power to control the lives of autonomous people or creatures.[1] Artificial life games are related to computer science research in artificial life. But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates."[2] This broad genre includes god games which focus on managing tribal worshipers, as well as artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manage populations of creatures over several generations.[1]

History[edit]

Artificial life games and life simulations find their origins in artificial life research, including Conway's Game of Life from 1970.[1] But one of the first commercially viable artificial life games was Little Computer People in 1985,[1] a Commodore 64 game that allowed players to type requests to characters living in a virtual house. The game is cited as a little-known forerunner of virtual-life simulator games to follow.[3][4] One of the earliest dating sims, Tenshitachi no gogo,[5] was released for the 16-bit NEC PC-9801 computer that same year,[6] though dating sim elements can be found in Sega's earlier Girl's Garden in 1984.[7]


In the mid-1990s, as artificial intelligence programming improved, true AI virtual pets such as Petz and Tamagotchi began to appear. Around the same time, Creatures became "the first full-blown commercial entertainment application of Artificial Life and genetic algorithms".[8] By 2000, The Sims refined the formula seen in Little Computer People and became the most successful artificial life game created to date.[1] In 2007, the game Spore was released, in which the player develops an alien species from the microbial tide pool into an interstellar empire.

Creatura – virtual evolution vivarium, with focus on scientifically accurate genetics and enclosed ecosystem simulation, made by Koksny

series, by Creature Labs/Gameware Development

Creatures

– the sequel to Wolf; simulates the life of a lion

Lion

and Odell Down Under, simple educational games about aquatic life and food chains

Odell Lake

– simulates a post-human, post-industrial ecosystem[16]

Rain World

– simulates the life of non-avian dinosaurs in the Hell Creek formation

Saurian

– an early game which also teaches about food chains.

Science Horizons Survival

– simulates the life of a badger family, made by Might and Delight

Shelter

– simulates the life of a lynx family, made by Might and Delight

Shelter 2

– a Maxis game that allows the player to assume control of an ant colony

SimAnt

– another Maxis game that deals with terraforming and guiding a planet through its geological and biological development.

SimEarth

– another Maxis game which experiments with genetics and ecosystems.

SimLife

SimPark

– a virtual pet game that simulates the raising of a talking fish that develops into a frog-like creature.

Seaman

Star Wars: The Gungan Frontier simulates a planet which the player populates with creatures that compete for limited supplies of food.

[17]

– simulates the life of a wolf, made by Sanctuary Woods.

Wolf

WolfQuest