Games Do Not Model/Simulate, but are a Business
This is how the world appears to game design: There are dependent and independent variables. Designers, through trial and error, will work out which are which. They will choose cultural, business and technical options that maximize long term advantages. If it doesn’t work out, they will do it over. Time is essentially of a piece. It is homogenous, but it can be divided into equivalent units, just like space. Civilization III models not so much ‘civilization’, as the game design business, which in turn models gamespace, or topology as it presently exists.
Notes:
Folksonomies: gamespace
Taxonomies:
/automotive and vehicles/cars/sedan (0.928034)
/automotive and vehicles/cars/coupe (0.854475)
/automotive and vehicles/cars/wagon (0.802179)
Concepts:
Dependent and independent variables (0.992704): dbpedia_resource
Game design (0.983558): dbpedia_resource
Culture (0.892500): dbpedia_resource
Simulation (0.795779): dbpedia_resource
Civilization III (0.766418): dbpedia_resource
Designer (0.724131): dbpedia_resource
Science (0.654882): dbpedia_resource
Term (time) (0.637548): dbpedia_resource
Triples
Deception in Gamespace and Simulation
Immersion in the Simulation Makes it Hard to Question It > Example/Illustration > Games Do Not Model/Simulate, but are a BusinessSimulations deceive, games do not model.