

These games are designed to simulate real-world activities. Is there another game that you think should be on this list? Just fill in the title of a game you'd like to vote for.There are tons of simulation games that you can choose from on the internet.

The environment is large and the whole atmosphere is very much wander-and-explore and see-what-you-find." ( ) - Ghalev.

"Wander as ye will." "Wander as ye will.: I'm still poking slowly through this game, but so far it's the sand-boxiest thing I've seen in a parser-driven text game. Westfront PC: The Trials of Guilder, by Paul Allen Panks However, it's also pedestrian and not a deep simulation." - David Welbourn. " "No story here just wander around the house and fiddle with things. "There is a plot." "There is a plot, but you're mostly exploring a large, randomly arranged world." ( ) - Edward Lacey. At least two ways to solve any puzzle." ( ) - IFforL2. At least two ways to solve any puzzle." "SOOOO much to explore and play with. (No comment) (No comment) ( ) - Floating Info. (No comment) (No comment) ( ) - Sylvia Storm. "You're faced with." "You're faced with a problem, but there are many, many ways to go about finding your own solution." - AlexisPius. Are there any text-based games that have successfully done this? Such games will probably have few, if any, puzzles, but will engage the player through the depth and richness of the simulation itself - perhaps to such an extent that the player can tell her own story within that world. But I'm interested in games which take the opposite approach - which try to simulate a world (large or small) in as much detail as possible, and allow the player to do what she likes within that world. Typically, the player is expected to perform a series of actions which move a story along (perhaps by solving a series of puzzles or moving between a series of scenes), and the better written the game, the more unobtrusive the railroading. "Interactive fiction" by its nature seems predisposed to the first of these philosophies. Most games fall somewhere between these extremes. Elite is probably the archetype of this kind of "sandbox" game, which give the player freedom, but lack structure. The alternative philosophy is the world simulation: don't tell a story at all, but simulate a world in as much detail as possible and let the player do what she likes within that world. Japanese role-playing games typically follow this route. Games of this kind have strong plotting but they can often seem to force the player down pre-set rails. One is the story: tell a story in which the player is the protagonist. There are two competing philosophies in game design (in games in general, not just text games). Sandbox games - an IFDB Pollby JonathanCR
