Emulating, not simulating: turning chores into fun gameplay
Lead designer of Phantom Doctrine & Hard West at CreativeForge, designed multiplayer for Call of Juarez series
I’m going to talk about how almost any mundane chore can be translated into fun gameplay, how complex real life tasks can be simplified and made approachable without requiring expert knowledge from the player. How to cut, where to cut, what to keep. What’s the difference between emulation and simulation.
Example cases I’m going to cover include: Cases: Papers, Please and other Lucas Pope games, Phantom Doctrine, Ace Attorney, Stardew Valley, Westport Independent, etc.