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02:33, 18 October 2016: 2601:586:4402:dff0:9f7:796e:1d3f:3870 (talk) triggered filter 135, performing the action "edit" on Life simulation game. Actions taken: Warn; Filter description: Repeating characters (examine)

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Game designers try to sustain the player's attention by mixing common behaviors with more rare ones, so the player is motivated to keep playing until they see them.<ref name="fundamentals"/> Otherwise, these games often lack a victory condition or challenge, and can be classified as [[non-game|software toys]].<ref name="ongamedesign"/> Games such as ''[[Nintendogs]]'' have been implemented for the [[Nintendo DS]], although there are also simple electronic games that have been implemented on a keychain, such as ''[[Tamagotchi]]''.<ref name="fundamentals"/> There are also numerous online pet-raising/virtual pet games, such as [[Neopets]].{{Citation needed|date=May 2010}} Today online games which allow you to raise show dogs or [[sim horse game]]s are also quite popular.
Game designers try to sustain the player's attention by mixing common behaviors with more rare ones, so the player is motivated to keep playing until they see them.<ref name="fundamentals"/> Otherwise, these games often lack a victory condition or challenge, and can be classified as [[non-game|software toys]].<ref name="ongamedesign"/> Games such as ''[[Nintendogs]]'' have been implemented for the [[Nintendo DS]], although there are also simple electronic games that have been implemented on a keychain, such as ''[[Tamagotchi]]''.<ref name="fundamentals"/> There are also numerous online pet-raising/virtual pet games, such as [[Neopets]].{{Citation needed|date=May 2010}} Today online games which allow you to raise show dogs or [[sim horse game]]s are also quite popular.
poooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooop

=== Biological simulations ===
=== Biological simulations ===
Some artificial life games allow players to manage a population of creatures over several generations, and try to achieve goals for the population as a whole.<ref name="fundamentals"/> These games have been called genetic artificial life games,<ref name="fundamentals"/> or biological simulations.<ref>Ringo, Tad. 1993. On the cutting edge of technology. Sams Pub.. "In SimLife, a biological simulation, you custom design the environment and life- forms"</ref> Players are able to crossbreed creatures, which have a set of [[gene]]s or descriptors that define the creature's characteristics.<ref name="fundamentals"/> Some games also introduce mutations due to random or environmental factors, which can benefit the population as creatures reproduce.<ref name="gamagenetics">{{cite web |author = Ernest Adams | title = More Sex(es) in Computer Games | publisher = Gamasutra | url = http://www.gamasutra.com/features/20030401/adams_01.shtml | date = 2003-04-01 | accessdate = 2010-05-23 }}</ref> These creatures typically have a short life-span, such as the ''[[Creatures (artificial life program)|Creatures]]'' series where organisms can survive from half an hour to well over seven hours.<ref name="fundamentals"/> Players are able to watch forces of [[natural selection]] shape their population, but can also interact with the population by breeding certain individuals together, by modifying the environment, or by introducing new creatures from their design.<ref name="gamagenetics"/>
Some artificial life games allow players to manage a population of creatures over several generations, and try to achieve goals for the population as a whole.<ref name="fundamentals"/> These games have been called genetic artificial life games,<ref name="fundamentals"/> or biological simulations.<ref>Ringo, Tad. 1993. On the cutting edge of technology. Sams Pub.. "In SimLife, a biological simulation, you custom design the environment and life- forms"</ref> Players are able to crossbreed creatures, which have a set of [[gene]]s or descriptors that define the creature's characteristics.<ref name="fundamentals"/> Some games also introduce mutations due to random or environmental factors, which can benefit the population as creatures reproduce.<ref name="gamagenetics">{{cite web |author = Ernest Adams | title = More Sex(es) in Computer Games | publisher = Gamasutra | url = http://www.gamasutra.com/features/20030401/adams_01.shtml | date = 2003-04-01 | accessdate = 2010-05-23 }}</ref> These creatures typically have a short life-span, such as the ''[[Creatures (artificial life program)|Creatures]]'' series where organisms can survive from half an hour to well over seven hours.<ref name="fundamentals"/> Players are able to watch forces of [[natural selection]] shape their population, but can also interact with the population by breeding certain individuals together, by modifying the environment, or by introducing new creatures from their design.<ref name="gamagenetics"/>

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'{{Original research|article|date=March 2008}} {{Simulation VG}} '''Life simulation ''' (or '''artificial life games''')<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams |title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}} </ref> is a subgenre of [[simulation video game]]s in which the player lives or controls one or more virtual lifeforms. A life simulation game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".<ref name="fundamentals"/> == Definition == Life simulation games are about "maintaining and growing a manageable population of organisms",<ref name="ongamedesign"/> where players are given the power to control the lives of autonomous creatures or people.<ref name="fundamentals"/> 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."<ref name="ongamedesign"/> This broad genre includes [[god game]]s which focus on managing tribal worshipers, as well as [[digital pet|artificial pets]] that focus on one or several animals. It also includes genetic artificial life games, where players manages populations of creatures over several generations.<ref name="fundamentals"/> ==History== Artificial life games and life simulations find their origins in [[artificial life]] research, including ''[[Conway's Game of Life]]'' from 1970.<ref name="fundamentals"/> But one of the first commercially viable artificial life games was ''[[Little Computer People]]'' in 1985,<ref name="fundamentals"/> 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.<ref>{{cite web | url =http://www.gamespot.com/gamespot/features/pc/unsung_heroes/sec2_02.html | title = Unsung Heroes: Little Computer People | publisher = GameSpot}}</ref><ref name="Computer Shopper">{{cite news | last=Kidd | first=Graham | title=Get A-Life | work=Computer Shopper | date=August 1996 }}</ref> One of the earliest [[dating sim]]s, ''[[Tenshitachi no gogo]]'',<ref name=Moby-Tenshi>{{MobyGames|id=/tenshitachi-no-gogo|name=Tenshitachi no Gogo}}</ref> was released for the 16-bit [[NEC PC-9801]] computer that same year,<ref name=GSpot-Tenshi>[http://uk.gamespot.com/pc98/adventure/tenshitachinogogo/index.html Tenshi-Tachi no Gogo], [[GameSpot]]</ref> though dating sim elements can be found in [[Sega]]'s earlier ''[[Girl's Garden]]'' in 1984.<ref name=AtariAge>[http://www.atariage.com/features/shows/cge2010_preview/pixelboy.html AtariAge at CGE2010], [[Atari Age]]</ref> In 1986, the early biological simulation game ''[[Bird Week]]'' was released. 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 (artificial life program)|Creatures]]'' became "the first full-blown commercial entertainment application of Artificial Life and genetic algorithms".<ref>{{cite web |url=http://aaaipress.org/Papers/Symposia/Spring/1999/SS-99-02/SS99-02-017.pdf| title = AI Beyond Computer Games | author = Andrew Stern | year = 1999 | publisher = AAAI Technical Report }}</ref> By 2000, ''[[The Sims]]'' refined the formula seen in ''Little Computer People'' and became the most successful artificial life game created to date.<ref name="fundamentals" /> In 2008 also came the game ''[[Spore (2008 video game)]]'' in which you develop an alien species from the microbial tide pool into intergalactic gods. == Types == === Digital pets === {{main article|Digital pet}} Digital pets are a subgenre of artificial life game where players train, maintain, and watch a simulated animal.<ref name="fundamentals"/> The pets can be simulations of real animals, or fantasy pets.<ref name="ongamedesign">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams |title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|location=|pages=477–487|url=http://safari.adobepress.com/1592730019/ch16|doi=|id=|isbn=1-59273-001-9}}</ref> Unlike genetic artificial life games that focus on larger populations of organisms, digital pet games usually allow players to interact with one or a few pets at once.<ref name="fundamentals"/> In contrast to artificial life games, digital pets do not usually reproduce or die,<ref name="ongamedesign"/> although there are exceptions where pets will run away if ignored or mistreated.<ref name="fundamentals"/> Digital pets are usually designed to be cute, and act out a range of emotions and behaviors that tell the player how to influence the pet.<ref name="fundamentals"/> "This quality of rich intelligence distinguishes artificial pets from other kinds of A-life, in which individuals have simple rules but the population as a whole develops [[emergence|emergent properties]]".<ref name="ongamedesign"/> Players are able to tease, groom, and teach the pet, and so they must be able to learn behaviors from the player.<ref name="fundamentals"/> However, these behaviors are typically "preprogrammed and are not truly emergent".<ref name="ongamedesign"/> Game designers try to sustain the player's attention by mixing common behaviors with more rare ones, so the player is motivated to keep playing until they see them.<ref name="fundamentals"/> Otherwise, these games often lack a victory condition or challenge, and can be classified as [[non-game|software toys]].<ref name="ongamedesign"/> Games such as ''[[Nintendogs]]'' have been implemented for the [[Nintendo DS]], although there are also simple electronic games that have been implemented on a keychain, such as ''[[Tamagotchi]]''.<ref name="fundamentals"/> There are also numerous online pet-raising/virtual pet games, such as [[Neopets]].{{Citation needed|date=May 2010}} Today online games which allow you to raise show dogs or [[sim horse game]]s are also quite popular. === Biological simulations === Some artificial life games allow players to manage a population of creatures over several generations, and try to achieve goals for the population as a whole.<ref name="fundamentals"/> These games have been called genetic artificial life games,<ref name="fundamentals"/> or biological simulations.<ref>Ringo, Tad. 1993. On the cutting edge of technology. Sams Pub.. "In SimLife, a biological simulation, you custom design the environment and life- forms"</ref> Players are able to crossbreed creatures, which have a set of [[gene]]s or descriptors that define the creature's characteristics.<ref name="fundamentals"/> Some games also introduce mutations due to random or environmental factors, which can benefit the population as creatures reproduce.<ref name="gamagenetics">{{cite web |author = Ernest Adams | title = More Sex(es) in Computer Games | publisher = Gamasutra | url = http://www.gamasutra.com/features/20030401/adams_01.shtml | date = 2003-04-01 | accessdate = 2010-05-23 }}</ref> These creatures typically have a short life-span, such as the ''[[Creatures (artificial life program)|Creatures]]'' series where organisms can survive from half an hour to well over seven hours.<ref name="fundamentals"/> Players are able to watch forces of [[natural selection]] shape their population, but can also interact with the population by breeding certain individuals together, by modifying the environment, or by introducing new creatures from their design.<ref name="gamagenetics"/> Another group of biological simulation games seek to simulate the life of an individual animal whose role the player assumes (rather than simulating an entire ecosystem controlled by the player). These include ''[[Wolf (video game)|Wolf]]'' and its sequel ''[[Lion (game)|Lion]]'', the similar ''[[WolfQuest]]'', and the more modest ''[[Odell Lake (computer game)|Odell]]'' educational series. In addition, a large number of games have loose biological or evolutionary themes but don't attempt to reflect closely the reality of either biology or evolution: these include, within the "[[God game]]" variety, ''[[Evolution: The Game of Intelligent Life]]'' and ''[[Spore (2008 video game)|Spore]]'', and within the arcade/RPG variety, a multitude of entertainment software products including ''[[Bird Week]]'', ''[[Eco (video game)|Eco]]'' and ''[[EVO: Search for Eden]]''. === Social simulation === {{main article|Social simulation game}} {{see also|Dating sim}} Social simulation games explore social interactions between multiple [[artificial life|artificial lives]]. The most famous example from this genre is ''[[The Sims]]'',<ref name=itconversations>{{cite web | last = Wright | first = Will | title = Presentation: Sculpting Possibility Space | url =http://itc.conversationsnetwork.org/shows/detail376.html | accessdate =2008-03-16 }}</ref> which was influenced by the 1985 game ''[[Little Computer People]]''.<ref name=willwrightinterview>{{cite web | last =Wright | first =Will | title =A chat about the "The Sims" and "SimCity" | publisher =[[CNN]] | url =http://www.cnn.com/chat/transcripts/2000/1/wright/index.html | accessdate =2008-03-18 }}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/little-computer-people-review | publisher = Eurogamer | title = Little Computer People Review }}</ref> These games are part of a subcategory of artificial life game sometimes called a virtual dollhouse,<ref name="fundamentals"/> a category which includes ''[[Animal Crossing]]'' by [[Nintendo]].<ref>{{cite web | url = http://cube.gamespy.com/articles/639/639689p15.html | title = GameSpy: Top 25 Games of All Time | publisher = GameSpy }}</ref> ==Examples== ===Biological simulations === *''[[Bird Week]]'' (1986) – a simple game for the [[Nintendo Entertainment System|Famicom]] where the player assumes the role of a bird feeding its young *''[[Creatures (artificial life program)|Creatures]]'' series, by [[Creature Labs]]/Gameware Development *''[[Lion (game)|Lion]]'' – the sequel to ''Wolf''; simulates the life of a lion *''[[Odell Lake (video game)|Odell Lake]]'' and ''[[Odell Down Under]]'', simple educational games about [[Aquatic animal|aquatic]] life and [[food chain]]s *''[[Science Horizons Survival]]'' – an early game which also teaches about food chains. *''[[SimAnt]]'' – a [[Maxis]] game that allows the player to assume control of an [[ant colony]] *''[[SimEarth]]'' – another maxis game that deals with terraforming and guiding a planet through it's geological and biological development. *''[[SimLife]]'' – Another Maxis game which experiments with genetics and ecosystems. *''[[SimPark]]'' *''[[Seaman (video game)|Seaman]]'' – a [[virtual pet]] game that simulates the raising of a talking fish with a human face that develops into a frog-like creature. *''[[Star Wars: The Gungan Frontier]]'' simulates a planet which the player populates with creatures that compete for limited supplies of food.<ref>{{cite web|url=http://uk.pc.ign.com/objects/013/013596.html|title=Star Wars: The Gungan Frontier|work=IGN}}</ref> *''[[Wolf (game)|Wolf]]'' – simulates the life of a wolf, made by Sanctuary Woods. *''[[WolfQuest]]'' ====Loosely biology- and evolution-inspired games==== Some games take biology or evolution as a theme, rather than attempting to simulate. *''[[Cubivore: Survival of the Fittest]]'' (2002, Nintendo) – an [[action-adventure game|action adventure]]. *''[[Eco (computer game)|Eco]]'' (1988, Ocean) *''[[E.V.O.: Search for Eden]]'' (1992, Enix) – an arcade game which portrays an evolving organism across different stages. "Evolutionary points" are earned by eating other creatures and are used to evolve. *''[[Evolites – Simple Evolution Simulator]]'' (2006, Reflect Games) – a simple life simulation where you indirectly control the fates of a countless number of tiny, unique creatures, known as Evolites. As the Evolites evolve naturally, various tools are at your disposal to save, destroy, create, and interact with them. You may let things run their course, or you may directly intervene, and make sure that only your chosen strain of Evolites survives! *''[[flOw]]'' (2006, Jenova Chen) – a Flash game similar to E.V.O. *''[[L.O.L.: Lack of Love]]'' (2000, ASCII Entertainment) – a role playing game; the player assumes the role of a creature which gradually changes its body and improves its abilities, but this is done by means of more varied achievements, often involving social interactions with other creatures. *''[[Seaman (video game)]]'' (2000, Vivarium) – a virtual pet video game for the Sega Dreamcast. *''[[Seventh Cross Evolution]]'' (1999, UFO Interactive Games) – an action game. *''[[Spore (game)|Spore]]'' (2008, Electronic Arts) – a multi-genre [[god game]]. The first and second stages are biology-themed, although the second stage also has more role playing game elements. *''[[Creatures (game)|Creatures (artificial life program)]]'' (1998–2002, Creature Labs) – an early 'artificial-life' program, the Creatures franchise features creatures called 'Norns', each of which has its own 'digital DNA' that later generations can inherit. The Norns are semi-autonomous, but must be trained to interact with their environment to avoid starvation. ===Social simulations=== *''[[Alter Ego (game)|Alter Ego]]'' – a personality [[computer game]] released by [[Activision]] in 1986 *''[[Animal Crossing]]'' – a life simulator series by [[Nintendo]]. It has also been dubbed as a "communication game" by the company as had [[Cubivore]], [[Doshin the Giant]] and [[GiFTPiA]].<ref>[http://www.ntsc-uk.com/review.php?platform=ngc&game=AnimalCrossing NTSC-uk review > Nintendo GameCube > Animal Crossing<!-- Bot generated title -->]</ref> *''[[Eccky]]'' – by Media Republic. *''[[Façade (interactive story)|Façade]]'' – An artificial-intelligence-based interactive story created by Michael Mateas and [[Andrew Stern (video game designer)|Andrew Stern]]. *The ''[[Story of Seasons (series)|Story of Seasons]]'' series – by [[Marvelous Entertainment]], farming simulator, role-playing game, and dating sim rolled into one. *''[[The Idolmaster]]'' – an [[Japanese idol|idol]] raising sim by [[Namco]]. *''[[Jones in the Fast Lane]]'' – by [[Sierra Entertainment]] is one of the earliest life simulators. *''[[Kudos (video game)|Kudos]]'' series – by [[Positech Games]]. *''[[Life: the Social Game]]'' – is a social game inspired by [[Conway's Game of Life]]. *''[[Little Computer People]]'' – by [[David Crane (programmer)|David Crane]], published by [[Activision]] in (1985) *''The Money Game'' – a [[Nintendo Entertainment System|Famicom]] life simulation about balance love with high finance *''[[The Money Game II: Kabutochou no Kiseki]]'' the [[Nintendo Entertainment System|Famicom]] sequel to ''Money Game'' *''[[My Life My Love: Boku no Yume: Watashi no Negai]]'' – a life simulation for the Japanese [[Nintendo Entertainment System|Famicom]] system * The ''[[Princess Maker]]'' series – by [[Gainax]], a raising sim which the player have to raise an adoptive daughter until she reaches adulthood. The final result varies from a ruling queen to an ordinary housewife, or even a prostitute if the player looks after her poorly *''[[Real Lives]]'' – an educational life simulator by Educational Simulations where the player is randomly "born" somewhere in the world and often must deal with third-world difficulties such as disease, malnutrition, and civil war. *''[[Tenshitachi no gogo]]'' – One of the earliest dating sims,<ref name="Moby-Tenshi"/> released for the 16-bit [[NEC PC-9801]] computer that same year.<ref name=GSpot-Tenshi/> *''[[The Sims]]'' – by [[Will Wright (game designer)|Will Wright]], published by [[Electronic Arts|EA]] for the [[IBM PC clone|PC]] (2000), and sequels, ''[[The Sims 2]]'' (2004), ''[[The Sims 3]]'' (2009) and ''[[The Sims 4]]'' (2014). *''[[Tomodachi Life]]'' – by [[Nintendo]] *''[[True Love (game)|True Love]]'' – (1994), a Japanese [[Eroge|erotic]] dating sim and general life simulation game where the player must manage the player's daily activities, such as studying, exercise, and employment. *''[[Virtual Villagers|The Virtual Villagers series]]'' – by ''[[Last Day of Work]]''. *''[[Moon RPG Remix Adventure]]'' – a social RPG released only in Japan, created by the same designer as Lack of Love and [[GiFTPiA]] *''[[New York Nights: Success in the City]]'' – a social simulation created and designed by [[Gameloft]] released for mobile phones. *''[[Shenmue (series)|Shenmue]]'' – an [[open world]] video game series that simulates life in [[Japan]] and [[China]] in the year 1986.<ref>{{cite web | url=http://www.hardcoregamer.com/2014/12/29/shenmue-reaches-milestone-15th-anniversary/126508/ | title=Shenmue Reaches Milestone 15th Anniversary | work=Hardcore Gamer | date=December 29, 2014 | accessdate=September 18, 2016 | author=Peeples, Jeremy}}</ref> *''[[Yakuza (series)|Yakuza]]'' – a video game series based in modern-day Japan featuring [[beat 'em up]] mechanics developed and published by [[Sega]]. ==See also== *[[Digital pet]]s *[[Social simulation game]] ==References== {{Reflist|30em}} {{VideoGameGenre}} [[Category:Life simulation games| ]] [[Category:Video game genres]] [[Category:Video game terminology]]'
New page wikitext, after the edit (new_wikitext)
'{{Original research|article|date=March 2008}} {{Simulation VG}} '''Life simulation ''' (or '''artificial life games''')<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams |title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}} </ref> is a subgenre of [[simulation video game]]s in which the player lives or controls one or more virtual lifeforms. A life simulation game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".<ref name="fundamentals"/> == Definition == Life simulation games are about "maintaining and growing a manageable population of organisms",<ref name="ongamedesign"/> where players are given the power to control the lives of autonomous creatures or people.<ref name="fundamentals"/> 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."<ref name="ongamedesign"/> This broad genre includes [[god game]]s which focus on managing tribal worshipers, as well as [[digital pet|artificial pets]] that focus on one or several animals. It also includes genetic artificial life games, where players manages populations of creatures over several generations.<ref name="fundamentals"/> ==History== Artificial life games and life simulations find their origins in [[artificial life]] research, including ''[[Conway's Game of Life]]'' from 1970.<ref name="fundamentals"/> But one of the first commercially viable artificial life games was ''[[Little Computer People]]'' in 1985,<ref name="fundamentals"/> 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.<ref>{{cite web | url =http://www.gamespot.com/gamespot/features/pc/unsung_heroes/sec2_02.html | title = Unsung Heroes: Little Computer People | publisher = GameSpot}}</ref><ref name="Computer Shopper">{{cite news | last=Kidd | first=Graham | title=Get A-Life | work=Computer Shopper | date=August 1996 }}</ref> One of the earliest [[dating sim]]s, ''[[Tenshitachi no gogo]]'',<ref name=Moby-Tenshi>{{MobyGames|id=/tenshitachi-no-gogo|name=Tenshitachi no Gogo}}</ref> was released for the 16-bit [[NEC PC-9801]] computer that same year,<ref name=GSpot-Tenshi>[http://uk.gamespot.com/pc98/adventure/tenshitachinogogo/index.html Tenshi-Tachi no Gogo], [[GameSpot]]</ref> though dating sim elements can be found in [[Sega]]'s earlier ''[[Girl's Garden]]'' in 1984.<ref name=AtariAge>[http://www.atariage.com/features/shows/cge2010_preview/pixelboy.html AtariAge at CGE2010], [[Atari Age]]</ref> In 1986, the early biological simulation game ''[[Bird Week]]'' was released. 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 (artificial life program)|Creatures]]'' became "the first full-blown commercial entertainment application of Artificial Life and genetic algorithms".<ref>{{cite web |url=http://aaaipress.org/Papers/Symposia/Spring/1999/SS-99-02/SS99-02-017.pdf| title = AI Beyond Computer Games | author = Andrew Stern | year = 1999 | publisher = AAAI Technical Report }}</ref> By 2000, ''[[The Sims]]'' refined the formula seen in ''Little Computer People'' and became the most successful artificial life game created to date.<ref name="fundamentals" /> In 2008 also came the game ''[[Spore (2008 video game)]]'' in which you develop an alien species from the microbial tide pool into intergalactic gods. == Types == === Digital pets === {{main article|Digital pet}} Digital pets are a subgenre of artificial life game where players train, maintain, and watch a simulated animal.<ref name="fundamentals"/> The pets can be simulations of real animals, or fantasy pets.<ref name="ongamedesign">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams |title=Andrew Rollings and Ernest Adams on Game Design|publisher=New Riders Publishing|year=2003|location=|pages=477–487|url=http://safari.adobepress.com/1592730019/ch16|doi=|id=|isbn=1-59273-001-9}}</ref> Unlike genetic artificial life games that focus on larger populations of organisms, digital pet games usually allow players to interact with one or a few pets at once.<ref name="fundamentals"/> In contrast to artificial life games, digital pets do not usually reproduce or die,<ref name="ongamedesign"/> although there are exceptions where pets will run away if ignored or mistreated.<ref name="fundamentals"/> Digital pets are usually designed to be cute, and act out a range of emotions and behaviors that tell the player how to influence the pet.<ref name="fundamentals"/> "This quality of rich intelligence distinguishes artificial pets from other kinds of A-life, in which individuals have simple rules but the population as a whole develops [[emergence|emergent properties]]".<ref name="ongamedesign"/> Players are able to tease, groom, and teach the pet, and so they must be able to learn behaviors from the player.<ref name="fundamentals"/> However, these behaviors are typically "preprogrammed and are not truly emergent".<ref name="ongamedesign"/> Game designers try to sustain the player's attention by mixing common behaviors with more rare ones, so the player is motivated to keep playing until they see them.<ref name="fundamentals"/> Otherwise, these games often lack a victory condition or challenge, and can be classified as [[non-game|software toys]].<ref name="ongamedesign"/> Games such as ''[[Nintendogs]]'' have been implemented for the [[Nintendo DS]], although there are also simple electronic games that have been implemented on a keychain, such as ''[[Tamagotchi]]''.<ref name="fundamentals"/> There are also numerous online pet-raising/virtual pet games, such as [[Neopets]].{{Citation needed|date=May 2010}} Today online games which allow you to raise show dogs or [[sim horse game]]s are also quite popular. poooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooop === Biological simulations === Some artificial life games allow players to manage a population of creatures over several generations, and try to achieve goals for the population as a whole.<ref name="fundamentals"/> These games have been called genetic artificial life games,<ref name="fundamentals"/> or biological simulations.<ref>Ringo, Tad. 1993. On the cutting edge of technology. Sams Pub.. "In SimLife, a biological simulation, you custom design the environment and life- forms"</ref> Players are able to crossbreed creatures, which have a set of [[gene]]s or descriptors that define the creature's characteristics.<ref name="fundamentals"/> Some games also introduce mutations due to random or environmental factors, which can benefit the population as creatures reproduce.<ref name="gamagenetics">{{cite web |author = Ernest Adams | title = More Sex(es) in Computer Games | publisher = Gamasutra | url = http://www.gamasutra.com/features/20030401/adams_01.shtml | date = 2003-04-01 | accessdate = 2010-05-23 }}</ref> These creatures typically have a short life-span, such as the ''[[Creatures (artificial life program)|Creatures]]'' series where organisms can survive from half an hour to well over seven hours.<ref name="fundamentals"/> Players are able to watch forces of [[natural selection]] shape their population, but can also interact with the population by breeding certain individuals together, by modifying the environment, or by introducing new creatures from their design.<ref name="gamagenetics"/> Another group of biological simulation games seek to simulate the life of an individual animal whose role the player assumes (rather than simulating an entire ecosystem controlled by the player). These include ''[[Wolf (video game)|Wolf]]'' and its sequel ''[[Lion (game)|Lion]]'', the similar ''[[WolfQuest]]'', and the more modest ''[[Odell Lake (computer game)|Odell]]'' educational series. In addition, a large number of games have loose biological or evolutionary themes but don't attempt to reflect closely the reality of either biology or evolution: these include, within the "[[God game]]" variety, ''[[Evolution: The Game of Intelligent Life]]'' and ''[[Spore (2008 video game)|Spore]]'', and within the arcade/RPG variety, a multitude of entertainment software products including ''[[Bird Week]]'', ''[[Eco (video game)|Eco]]'' and ''[[EVO: Search for Eden]]''. === Social simulation === {{main article|Social simulation game}} {{see also|Dating sim}} Social simulation games explore social interactions between multiple [[artificial life|artificial lives]]. The most famous example from this genre is ''[[The Sims]]'',<ref name=itconversations>{{cite web | last = Wright | first = Will | title = Presentation: Sculpting Possibility Space | url =http://itc.conversationsnetwork.org/shows/detail376.html | accessdate =2008-03-16 }}</ref> which was influenced by the 1985 game ''[[Little Computer People]]''.<ref name=willwrightinterview>{{cite web | last =Wright | first =Will | title =A chat about the "The Sims" and "SimCity" | publisher =[[CNN]] | url =http://www.cnn.com/chat/transcripts/2000/1/wright/index.html | accessdate =2008-03-18 }}</ref><ref>{{cite web | url = http://www.eurogamer.net/articles/little-computer-people-review | publisher = Eurogamer | title = Little Computer People Review }}</ref> These games are part of a subcategory of artificial life game sometimes called a virtual dollhouse,<ref name="fundamentals"/> a category which includes ''[[Animal Crossing]]'' by [[Nintendo]].<ref>{{cite web | url = http://cube.gamespy.com/articles/639/639689p15.html | title = GameSpy: Top 25 Games of All Time | publisher = GameSpy }}</ref> ==Examples== ===Biological simulations === *''[[Bird Week]]'' (1986) – a simple game for the [[Nintendo Entertainment System|Famicom]] where the player assumes the role of a bird feeding its young *''[[Creatures (artificial life program)|Creatures]]'' series, by [[Creature Labs]]/Gameware Development *''[[Lion (game)|Lion]]'' – the sequel to ''Wolf''; simulates the life of a lion *''[[Odell Lake (video game)|Odell Lake]]'' and ''[[Odell Down Under]]'', simple educational games about [[Aquatic animal|aquatic]] life and [[food chain]]s *''[[Science Horizons Survival]]'' – an early game which also teaches about food chains. *''[[SimAnt]]'' – a [[Maxis]] game that allows the player to assume control of an [[ant colony]] *''[[SimEarth]]'' – another maxis game that deals with terraforming and guiding a planet through it's geological and biological development. *''[[SimLife]]'' – Another Maxis game which experiments with genetics and ecosystems. *''[[SimPark]]'' *''[[Seaman (video game)|Seaman]]'' – a [[virtual pet]] game that simulates the raising of a talking fish with a human face that develops into a frog-like creature. *''[[Star Wars: The Gungan Frontier]]'' simulates a planet which the player populates with creatures that compete for limited supplies of food.<ref>{{cite web|url=http://uk.pc.ign.com/objects/013/013596.html|title=Star Wars: The Gungan Frontier|work=IGN}}</ref> *''[[Wolf (game)|Wolf]]'' – simulates the life of a wolf, made by Sanctuary Woods. *''[[WolfQuest]]'' ====Loosely biology- and evolution-inspired games==== Some games take biology or evolution as a theme, rather than attempting to simulate. *''[[Cubivore: Survival of the Fittest]]'' (2002, Nintendo) – an [[action-adventure game|action adventure]]. *''[[Eco (computer game)|Eco]]'' (1988, Ocean) *''[[E.V.O.: Search for Eden]]'' (1992, Enix) – an arcade game which portrays an evolving organism across different stages. "Evolutionary points" are earned by eating other creatures and are used to evolve. *''[[Evolites – Simple Evolution Simulator]]'' (2006, Reflect Games) – a simple life simulation where you indirectly control the fates of a countless number of tiny, unique creatures, known as Evolites. As the Evolites evolve naturally, various tools are at your disposal to save, destroy, create, and interact with them. You may let things run their course, or you may directly intervene, and make sure that only your chosen strain of Evolites survives! *''[[flOw]]'' (2006, Jenova Chen) – a Flash game similar to E.V.O. *''[[L.O.L.: Lack of Love]]'' (2000, ASCII Entertainment) – a role playing game; the player assumes the role of a creature which gradually changes its body and improves its abilities, but this is done by means of more varied achievements, often involving social interactions with other creatures. *''[[Seaman (video game)]]'' (2000, Vivarium) – a virtual pet video game for the Sega Dreamcast. *''[[Seventh Cross Evolution]]'' (1999, UFO Interactive Games) – an action game. *''[[Spore (game)|Spore]]'' (2008, Electronic Arts) – a multi-genre [[god game]]. The first and second stages are biology-themed, although the second stage also has more role playing game elements. *''[[Creatures (game)|Creatures (artificial life program)]]'' (1998–2002, Creature Labs) – an early 'artificial-life' program, the Creatures franchise features creatures called 'Norns', each of which has its own 'digital DNA' that later generations can inherit. The Norns are semi-autonomous, but must be trained to interact with their environment to avoid starvation. ===Social simulations=== *''[[Alter Ego (game)|Alter Ego]]'' – a personality [[computer game]] released by [[Activision]] in 1986 *''[[Animal Crossing]]'' – a life simulator series by [[Nintendo]]. It has also been dubbed as a "communication game" by the company as had [[Cubivore]], [[Doshin the Giant]] and [[GiFTPiA]].<ref>[http://www.ntsc-uk.com/review.php?platform=ngc&game=AnimalCrossing NTSC-uk review > Nintendo GameCube > Animal Crossing<!-- Bot generated title -->]</ref> *''[[Eccky]]'' – by Media Republic. *''[[Façade (interactive story)|Façade]]'' – An artificial-intelligence-based interactive story created by Michael Mateas and [[Andrew Stern (video game designer)|Andrew Stern]]. *The ''[[Story of Seasons (series)|Story of Seasons]]'' series – by [[Marvelous Entertainment]], farming simulator, role-playing game, and dating sim rolled into one. *''[[The Idolmaster]]'' – an [[Japanese idol|idol]] raising sim by [[Namco]]. *''[[Jones in the Fast Lane]]'' – by [[Sierra Entertainment]] is one of the earliest life simulators. *''[[Kudos (video game)|Kudos]]'' series – by [[Positech Games]]. *''[[Life: the Social Game]]'' – is a social game inspired by [[Conway's Game of Life]]. *''[[Little Computer People]]'' – by [[David Crane (programmer)|David Crane]], published by [[Activision]] in (1985) *''The Money Game'' – a [[Nintendo Entertainment System|Famicom]] life simulation about balance love with high finance *''[[The Money Game II: Kabutochou no Kiseki]]'' the [[Nintendo Entertainment System|Famicom]] sequel to ''Money Game'' *''[[My Life My Love: Boku no Yume: Watashi no Negai]]'' – a life simulation for the Japanese [[Nintendo Entertainment System|Famicom]] system * The ''[[Princess Maker]]'' series – by [[Gainax]], a raising sim which the player have to raise an adoptive daughter until she reaches adulthood. The final result varies from a ruling queen to an ordinary housewife, or even a prostitute if the player looks after her poorly *''[[Real Lives]]'' – an educational life simulator by Educational Simulations where the player is randomly "born" somewhere in the world and often must deal with third-world difficulties such as disease, malnutrition, and civil war. *''[[Tenshitachi no gogo]]'' – One of the earliest dating sims,<ref name="Moby-Tenshi"/> released for the 16-bit [[NEC PC-9801]] computer that same year.<ref name=GSpot-Tenshi/> *''[[The Sims]]'' – by [[Will Wright (game designer)|Will Wright]], published by [[Electronic Arts|EA]] for the [[IBM PC clone|PC]] (2000), and sequels, ''[[The Sims 2]]'' (2004), ''[[The Sims 3]]'' (2009) and ''[[The Sims 4]]'' (2014). *''[[Tomodachi Life]]'' – by [[Nintendo]] *''[[True Love (game)|True Love]]'' – (1994), a Japanese [[Eroge|erotic]] dating sim and general life simulation game where the player must manage the player's daily activities, such as studying, exercise, and employment. *''[[Virtual Villagers|The Virtual Villagers series]]'' – by ''[[Last Day of Work]]''. *''[[Moon RPG Remix Adventure]]'' – a social RPG released only in Japan, created by the same designer as Lack of Love and [[GiFTPiA]] *''[[New York Nights: Success in the City]]'' – a social simulation created and designed by [[Gameloft]] released for mobile phones. *''[[Shenmue (series)|Shenmue]]'' – an [[open world]] video game series that simulates life in [[Japan]] and [[China]] in the year 1986.<ref>{{cite web | url=http://www.hardcoregamer.com/2014/12/29/shenmue-reaches-milestone-15th-anniversary/126508/ | title=Shenmue Reaches Milestone 15th Anniversary | work=Hardcore Gamer | date=December 29, 2014 | accessdate=September 18, 2016 | author=Peeples, Jeremy}}</ref> *''[[Yakuza (series)|Yakuza]]'' – a video game series based in modern-day Japan featuring [[beat 'em up]] mechanics developed and published by [[Sega]]. ==See also== *[[Digital pet]]s *[[Social simulation game]] ==References== {{Reflist|30em}} {{VideoGameGenre}} [[Category:Life simulation games| ]] [[Category:Video game genres]] [[Category:Video game terminology]]'
Whether or not the change was made through a Tor exit node (tor_exit_node)
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