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Once you get off the low-hanging fruit like cities, small countries, and civilizations (SimCity, Tropico, and Civilization, respectively), simulation games require domain knowledge in order to be fun. Since commercial games are aimed at a mass market and require higher costs for things like 3D graphics engines and game assets, this means that anything that narrows the addressable market, like requiring tons of domain knowledge to play the game effectively, makes it a less profitable investment. So you have to go for things that lots of people have domain knowledge about already, something like professional soccer. Which is why one of the best selling time-intensive, slow, thinking games out there is Football Manager.

I'm counting Football Manager over other sports games because in other sports games you actually control the players, whereas in Football Manager you only get to be the manager, and most of what you do in terms of buying and selling players, dealing with contracts, selecting players for a match, designing tactics and so forth are all classic sim-game stuff with lots of going through menu systems and toggling switches and moving sliders and none of the arcade stuff. Even matches you just sit there and watch (in abbreviated highlight form, or with an eye on match data), and occasionally make substitutions or tactical adjustments. If you didn't actually like soccer a great deal, you wouldn't really care; if you did, you might be willing to pay for new features and roster updates every year or two.



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