Game genre

Adventure & Simulation game genre


Adventure:


Adventure games were some of the earliest games created, beginning with the text adventure Colossal Cave Adventure in the 1970s. That game was originally titled simply "Adventure," and is the namesake of the genre. Over time, graphics have been introduced to the genre and the interface has evolved.

Unlike adventure films, adventure games are not defined by story or content. Rather, adventure describes a manner of gameplay without reflex challenges or action. They normally require the player to solve various puzzles by interacting with people or the environment, most often in a non-confrontational way. It is considered a "purist" genre and tends to exclude anything which includes action elements beyond a mini game.

The earliest adventure games were text adventures, also known as interactive fiction. Games such as the popular Zork series of the late 1970s and early 1980s allowed the player to use a keyboard to enter commands such as "get rope" or "go west" while the computer describes what is happening. A great deal of programming went into parsing the player's text input.

Simulation:

Life simulation games (or Artificial Life Games) involve living or controlling one or more artificial lives. A life simulation game can revolve around individuals and relationships, or it could be a simulation of an ecosystem.

Biological simulations may allow the player to experiment with genetics, survival or ecosystems, often in the form of an educational package. An early example is SimLife, while a relatively recent one is Spore.

Pet-raising simulations (or digital pets) focus more on the relationship between the player and one or few life forms. They are often more limited in scope than other biological simulations. This includes popular examples of virtual pets such as Tamagotchi, the Petz series, and Nintendogs.



Personaly the 'thing' the 'feeling' and the 'experiance' i seek in a game is ENTERTAINMENT. That's the keyword i'm looking for in a game. Not having the feeling that i'm forced to do something in a game but by a natural flow in a game ending up there where i need to be. When i want to go left that i also have that possibility not being forced to go right by the track of a game.

In the chapter game rules & outline game of my blog we stript the game outline of the game FLOW this is a game based upon a simulation of the beginning of life, and the adventure of life.

see: the chapters game rules & outline game for the analysis and see http://intihuatani.usc.edu/cloud/flowing/ (copy or see flow at the links chapter)
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