Original Post
I've found the Problems in MMOs thread very helpful, so I wanted to do a similar thread for sims. [smile] The rules are the same, try to describe the problem well enough that people can understand it without having played any particular game, and try to give examples of games which have that problem. Boredom/Grind - One of the most mysterious issues in designing a sim game is how can you tell what gameplay the player will actually enjoy, and what they will consider a boring grind. I was thinking about this when playing the free trial of Virtual Villagers yesterday because this is the game's major problem - I kept thinking that if the game ran 4 times as fast, or if it took 1/4 as many repetitions to accomplish each goal, it might actually be fun. So I'll try to break the big problem of grinding boredom down into more manageable subproblems: --- The Player is Waiting for the Game - I would go so far as to say that the player should never be just sitting there waiting for the game to catch up with their orders. Why do I have to sit here watching the same thing happen 50 or 100 times? Why does the character have to spend 30 seconds or more doing nothing more interesting than trudging between two places in the game? --- The Player is Doing the Same Thing Over and Over Again - Having the player watch something happen for a long time is a problem, but having the player repeatedly click to make that thing happen for a long time is just as bad. Doing the same action repeatedly can be okay if the results aren't always the same - mining that produces different ores, fishing that catches different fish - and it's essential that this difference is visual, possibly accompanied by a special visual effect or sound effect. It has to make a different impression on the player's senses in order to keep the player from being bored. --- Not Being Able to Do Multiple Things or Small Things - The real way to avoid boredom is make sure they player always has more things they can be doing than time to be doing them in. Let the player set their own speed by playing as fast as they are comfortable doing so, and make sure that the game does not reward doing the same thing all the time or for a long time in a row, but instead rewards alternately doing 3 or more things, preferably one of which is taking advantage of randomly occurring bonus opportunities.