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Management & Simulation Games · 14

SimAnt from 1991 asked players to manage an ant colony, proving that simulation games could make a backyard ecosystem feel like a strategic world. There is a practical reason this matters in games: Simulation interfaces depend on layers and filters because a busy world can contain traffic, money, happiness and capacity problems in exactly the same place. Automation is wonderful until the automated system begins producing the wrong thing extremely efficiently.

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Odd but true

Management games make waiting interesting by giving the player several clocks at once: construction, customer patience, resource production, day-night cycles and upgrade timers. And here is a completely different twist: Many simulation games deliberately exaggerate reality. A realistic restaurant shift would include hours of prep and cleaning; the game keeps the decisions and throws away most of the mop bucket.