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So... make games for the lowest common denominator?

Fable's stuff was useless because it was tacked into the side, not because it was too deep or too esoteric. You could be good or evil or married or gay, and it didn't affect anything. Hell, you could go to the next town over and live a completely different life and noone would care.

Joe Cooper

I've always thought the simulation thing was a bit duh; it's the game design equivalent to telling someone to use less adverbs or cut superfluous words. The bare basics.

Beyond that, I think it might be interesting to explore.

Games like Civilization 3 and others have a lot of what I'd call "conceptual realism" and it works fine.

If one plans to build a real game, drawing from life is a great way to gather material.

The alternative is the endless cycle of basing it on whatever game or movie you just saw, and that can lead to a lot of tired tropes like space marines. Stepping back and looking at it from the start to reassess is always a good idea and can lead to some novel results.

Then there's the superficial realism (shadows, etc.) and simulation realism (Jane's F-15 Flight Sim) that, yeah, has nothing direct to do with games.

Nils Echterling

To a simulationist, a game is an opportunity to explore permutations, and both story and gameplay need to work within the boundary of something approaching reality.

Careful with this statement. I'd consider myself a simulationist. I care alot about a game being credible and consistent. In fantasy games, for example, I think that the fireball of the mage should be able to break open the wooden chest.
But I'd never argue that there should be no fireball!

Simulationism means that you think that the game should simulate something. For example, a fantasy world. It does not necessarily mean that you want games to be like reality. In fact, I enjoy simulations of fantasy worlds, especially because they are different from the real world.

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