• Sarah

Phase 1- Week 2: Simulation workshop

Updated: May 5, 2019

At the end of this week we had a lecture and workshop on simulation theory by Seth.


The workshop explained that within the study of games, simulation meanings are contradicted. It was described that "simulation as an emergent structuring form of popular media, challenging the centuries-long dominance of narrative and, in media and film studies, the notion of representation". Unlike narrative, simulation is first hand experience of a dynamic system which differs from representation which describes or portrays. It puts the user in a situation to perform within. Simulations give players the control its not prescribed for them, "they have prediction not story telling, maps not narrative and automata not character". A critical argument is that all games are simulations, they all simulate something as such.


Assigning values according to real life perception of events

After this lecture we took part in a workshop in which we reflected on the differences between narrative and simulation in popular media and games. I worked in a team with Rubi, George, Josh and Side. We made a prototype card game, using Top Trumps as a model, using quantification of popular Youtubers and their statistics. We created categories and used real life data and estimations. We also added event cards that could interfere with these figures during gameplay.


The Youtuber simulation cards

Playtesting Youtuber Top-Trump style-simulation game

We concluded the day by looking at simulation and hyperreality. Looking at the cases of real life experiences, Disneyland and Legoland, which simulated real worlds through large scale experience.


This workshop has made me consider the prospect of creating sources of simulation as part of my game ideas later in phase 3. I can push an outlook of a theme utilising the simulation model by the creating interesting opportunities for the player as opposed to narratives or even creating a prospective simulation of a future (greater realism)