Streamer Life Simulator
Introduction:
Streamer Life Simulator constitute a distinct subgenre within the realm of simulation video games. In these games, players inhabit or oversee virtual characters, whether human or other entities. The core of such games can center around individual interactions and relationships, or even replicate an entire ecosystem. These games are also referred to as artificial life games or simulated life games (SLG).
At the heart of life simulation games lies the concept of nurturing and expanding a virtual existence. Players wield the authority to manipulate the trajectories of autonomous individuals or creatures. While artificial life games share common roots with computer science's exploration of artificial life, it's important to note that commercial versions focus only on a subset of the facets that scientific inquiry delves into. This genre encompasses god games, which concentrate on the management of devoted tribal communities, as well as artificial pet simulations that spotlight single or multiple animals. Furthermore, genetic artificial life games enable players to oversee populations of creatures across successive generations.
Social simulation
The genesis of artificial life games and life simulations can be traced back to the realm of artificial life research, including the seminal Conway's Game of Life introduced in 1970. One of the initial examples of a commercially viable artificial life game emerged in 1985 with "Little Computer People," a game for the Commodore 64. This pioneering creation allowed players to communicate with characters residing in a virtual dwelling, foreshadowing subsequent virtual-life simulators. Similarly, the dating sim genre took root during this period, exemplified by titles like "Tenshitachi no gogo" for the NEC PC-9801 in 1985. Early biological simulation game "Bird Week" also entered the scene in 1986.
Advancements in artificial intelligence programming during the mid-1990s yielded true AI virtual pets like "Petz" and "Tamagotchi." Concurrently, "Creatures" emerged as a groundbreaking application, fully harnessing Artificial Life and genetic algorithms. The year 2000 witnessed the release of "The Sims," refining the foundation laid by "Little Computer People" and achieving unparalleled success in the realm of artificial life games. Subsequently, "Spore" made its debut in 2007, enabling players to guide an alien species from microbial stages to interstellar dominance.
Within the spectrum of artificial life games, digital pets stand as a subset where players raise, nurture, and observe simulated animals. These pets can be modeled after actual creatures or fantastical beings. Unlike genetic artificial life games with a focus on larger populations, digital pet games usually entail interactions with one or a handful of pets. It's important to note that digital pets typically don't reproduce or expire, although some exceptions involve pets fleeing due to neglect or mistreatment.
Biological simulations
Designers of digital pets emphasize endearing qualities, imbuing these creatures with a range of emotions and actions that guide players on how to influence them. This level of intricate intelligence sets artificial pets apart from other A-life forms, where collective traits emerge from simple individual rules. Players engage in activities like grooming, teaching, and play, with pets learning behaviors from player interaction. However, these behaviors are often preprogrammed rather than emergent.
Game developers keep players engaged by blending common actions with rarer occurrences, motivating continued play. In the absence of definitive victory conditions, these games may be categorized as software toys. Notable examples include "Nintendogs" for Nintendo DS and handheld electronic games like "Tamagotchi." Additionally, numerous online pet-raising and virtual pet games, such as "Neopets," have gained popularity. Show dog and horse-raising simulations are also prominent within this genre.
Certain artificial life games enable players to oversee populations of creatures across generations, striving to achieve overarching goals. These genetic artificial life games encompass crossbreeding, genetic traits, and even introduce mutations due to random factors. These creatures typically possess short lifespans, allowing players to observe the forces of natural selection and interact by breeding specific individuals, altering the environment, or introducing designed creatures.
Another category of biological simulations shifts focus to simulating the life of an individual animal, with the player assuming its role. Titles like "Wolf," "Lion," and "WolfQuest" fit this mold, as do educational series like "Odell."
Moreover, a multitude of games possess loose biological or evolutionary themes, offering gameplay experiences that diverge from biological or evolutionary realism. Examples like "Evolution: The Game of Intelligent Life," "Spore," "Bird Week," "Eco," and "EVO: Search for Eden" fall into this category.
Final Words
Social simulation games delve into the dynamics of social interactions among artificial entities. Players might serve as observers, influencing the environment to prompt interactions among these entities. Notably, "The Sims" exemplifies this type of game and draws inspiration from "Little Computer People."
In other titles, players actively engage as a character coexisting with artificial entities, participating in various life pursuits to earn money or sustain their avatar. These pursuits include building relationships with other characters. Farming simulations also belong to this subgenre, where players manage a farm, cultivate crops, and raise livestock while interacting with townspeople. Examples encompass the "Story of Seasons," "Animal Crossing," and "Stardew Valley." Additionally, dating sims merge with this genre, catering to mature audiences and blending visual novel elements with simulation gameplay.
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