SimCity 4
Game
3 documents in the library are about SimCity 4, from writers such as DiGRA and How To Market A Game. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside SimCity 4, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about SimCity 4
Crafty-Buildy-Strategy-Simulationy-Games: A PC Market Overview
The PC gaming market is defined by a specific meta-genre categorized as crafty-buildy-strategy-simulation games.
- The 'crafty-buildy-strategy-simulation' meta-genre is a dominant force on the PC marketplace, often contrasting with the narrative and platforming-heavy history of console-native indie developers.
- Indie developers struggling with sales for traditional console genres should consider pivoting their existing engines toward deep, procedurally generated environments that emphasize resource collection and base building.
- Strategy games that rely on maps and menus are a viable alternative for developers lacking high-end artistic resources, as strategy players are generally more forgiving of graphical simplicity than those of other genres.
From Euclidean Space to Albertian Gaze: Traditions of Visual Representation in Games Beyond the Surface
This paper argues that the visual analysis of video games has been dominated by perspective, the mathematical "simulation of the gaze" descended from Alberti, and that this emphasis obscures the wider repertoire of representational traditions games actually draw on.
Cinematic Camera as Videogame Cliché
This paper argues that the videogame camera is fundamentally a computational construct rather than an optical one, and therefore is not bound to the linear, lens-based perspective that dominates cinema and photography.
- The videogame camera is a computational construct, not an optical one, so it is not bound to the linear, lens-based perspective that dominates cinema and photography.
- The authors argue that contemporary game design has increasingly adopted cinematic camera conventions, a tendency they describe as a cliché that narrows games' expressive vocabulary and blurs the boundary between games and film.
- The paper traces linear perspective from Renaissance scientific perspective through Cubism's rejection of it, and cites Lev Manovich's account of how linear perspective became an unquestioned default in computer interfaces.