- REDIRECT Template:VG Simulation
A god game[1] is an artificial life game[2] that casts the player in the position of controlling the game on a large scale, as an entity with divine/supernatural powers, as a great leader, or with no specified character (as in Spore), and places them in charge of a game setting containing autonomous characters to guard and influence.
This is not to be confused with god mode, a state (often, a cheat), in many games where the player is invincible.
Definition[]
God games are a subgenre of artificial life game, where players use supernatural powers to indirectly influence a population of simulated worshipers.[2] The genre is separate from strategy video games, because players are unable to tell specific units what to do, although god games may still involve competition between rival players.[2] The genre is also separate from construction and management simulations, because gameplay revolves around growing and utilizing their supernatural powers to indirectly influence their worshipers.[2]
Game design[]
God games allow players to take on the role of a god with limited powers, similar to the gods from the mythology of ancient Greece.[2] The player's power comes from simulated worshipers, who are usually simple or tribal in nature.[2] It is common for most people in god games to look alike. Early god games only featured models for full-grown men and women, while Black and White introduced children.[2] Players must economize quantities of power or mana, which are derived from the size and prosperity of their population of worshipers.[2] The player consumes this power by using godly powers to help their worshippers, such as blessing their crops or flattening hills to make better farmland.[2] This results in a positive feedback loop, where more power allows the player to help their population grow which helps them gain more power.[2] However, more powerful abilities typically require more power, and these usually take the form of natural disasters that can damage rival populations rather than improve life for the player's worshipers.[2] Games typically utilize an aerial top-down perspective.[2]
God games are classified as a subgenre of artificial life game because players tend to a population of simulated people that they control only indirectly.[2] Although god games share qualities with both construction and management simulation games and real-time strategy games, players in god games are only able to exercise indirect control over their population.[2] They cannot tell specific units what to do, as seen in strategy games, although players may sometimes compete against other players with their own population of supporters.[2] Moreover, players are given godlike powers not seen in construction or management games, such as the ability to control the weather, transform the landscape, and bless or curse different populations.[2]
History[]
Although there are many influences on the god game genre, the first god game is largely considered Populous from 1989.[3] Developed by Peter Molyneux of Bullfrog Productions,[4] the game established the gameplay template where the player's godlike powers would grow in proportion to the population of their worshipers.[5] The game was notable for giving players supernatural powers over land and nature that could be used for good or evil,[4] and some of this gameplay was emulated by other real-time strategy games with more direct control.[5] Notable hybrids of the genre included the action-god game ActRaiser for the Super Nintendo in 1990.[6] It was also an influence on the real-time strategy hybrid Dungeon Keeper,[5] developed by Molyneux in 1997.[7]
Molyneux's Black & White was heavily influenced by the Populous series.[8]
On mobile platforms such as iOS there are also a couple of unique examples such as Pocket God with simulation gameplay and Doodle God in which you match elements and use your imagination to visualize created world.
See also[]
- Life simulator game
- Social simulation
References[]
- ↑ Kosak, Dave, Black and White 2 E3 Preview (PC), GameSpy May 13, 2004, Retrieved on Feb 10 2008
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 Rollings, Andrew; Ernest Adams (2006). Fundamentals of Game Design. Prentice Hall. Cite uses deprecated parameter
|coauthors=(help) - ↑ Several references treat Populous as the first God game:
Edge Staff (2007-11-01). "50 GREATEST GAME DESIGN INNOVATIONS". Edge. Retrieved 2008-12-28.
""IGN Hall of Fame: Populous". IGN. 2008.
Ernest Adams (2008). "What's Next for God Games". Designer's Notebook. - ↑ 4.0 4.1 ""IGN Hall of Fame: Populous". IGN. 2008.
- ↑ 5.0 5.1 5.2 Ernest Adams (2008). "What's Next for God Games". Designer's Notebook.
- ↑ Lucas M. Thomas (2007-05-30). "ActRaiser VC Review". IGN. Retrieved 2010-05-23.
- ↑ "Dungeon Keeper on PC". GameSpot.com. Retrieved 2008-02-14.
- ↑ "Top 25 PC Games of All Time". IGN. 2000-07-24.
| ||||||||||||||||||||||||||||||||||||||
ca:Videojoc de ser déu it:God game he:God game pl:Gra w boga ru:Симулятор бога zh:上帝模擬遊戲