Growing Complex Games

Authors

  • Nicholas Glean

Keywords:

play, complex games, emergence, simulation, computer simulation, deterministic, agent

Abstract

Do computer simulation games display emergent behavior? Are they models of complex systems or ‘life’ systems? This paper aims to explore and investigate how games studies can use complexity models and emergent behavior to critical analyzes the computer simulation game. (God Games, Real-Time Strategy Games, and City Building Genre) The developments in and from the natural sciences (Complexity, Emergence, Self-Organization, Non-Linear Dynamic Systems) are important intellectual tools that can aid in the development of this discipline. Computer simulation games have a similar strategy to games like Go or Chess; even though they may have fixed rules they can display unpredictable patterns of play (emergent behavior). This approach is in contrast to current models that are being deployed within the field of games studies. The introduction of complexity and emergence into game studies can allow for computer simulation games not to be dismissed but to be explored and explained, as complex games, rather than just simply simulations.

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Published

2005-01-01

Bibtex

@Conference{digra207, title ="Growing Complex Games", year = "2005", author = "Glean, Nicholas", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/207}", booktitle = "Proceedings of DiGRA 2005 Conference: Changing Views: Worlds in Play"}