tycoon games: what schools would teach if influenced more by Will Wright than Noah Webster
A computer game Genre where players have the goal of creating a thriving ecosystem by managing and transforming small and unstable amounts and diversity of territory, structures, and Units on a Map into large and stable amounts and diversity, in a real-time environment.
(See System Content: The Seven Models in a Sim.)
Tycoon games. In Theme Hospital, players manage medical facilities and staff. Age of Empires, The Movies, Zoo Tycoon, Railrood Tycoon and Roller Coaster Tycoon are other examples of tycoon games.
The player Actions include:
- building and upgrading units and structures (often to minimize movement and cost of travel);
- creating paths;
- filling roles;
- refining old Processes, and researching and implementing new processes;
- gathering, extracting, consuming, and allocating balanced resources;
- managing profitability;
- directing people; and
- handling alerts.
- Map locations tend to have different values, and some are of high value. But there may also be global conditions or capability.
Typically, the units themselves perform necessary activities. Some units may be a form of constituent, either political, employee, or consumer. Tycoon games also feature AI or real competitors.
The Level design tends to be variations of a back loaded sandbox mode, and players may strive for awards. Failure in tycoon games tends to be stagnation, rather than death.
The display on tycoon games use an overhead or isometric view. They also tend to use mixed scales and radars to ease navigation.
Tycoon games tend to focus on developing Big Skills including applying economic, value, and governing models, nurturing /stewardship, probing, project management, and negotiation and Middle Skills including long-term planning, budgeting, ownership, estimating cost, and estimating benefit.
Sometimes referred to as builder games. Play [McDonald's game].
Compare to interactive spreadsheets: they are wonk-ariffic, real time strategy (RTS): the original "serious game", and book.




4 comment(s):
Hello,
I have been following your blog in a read-a-word-a-day fashion for sometime know. I discovered it late so I'm still catching up. However I found here much insight about design elements and distinctions useful in my work, thinking and teaching.
Now about Tycoon games. I am sure it's an excellent genre for many training situations. But you when you mentioned schools, I was reminded of a critical passage from C.A. Bowers (Let Them Eat Data). I looked it up. It talks about an older simulation DynoPark Tycoon. Here are some excerpts. Do you care to comment?
"...the program is justified on the grounds that it develops thinking skills such as 'estimating', 'forecasting', 'reading and undestanding graphs' and 'understanding cause and effect relationships'. However, the explanation of the program's educational significance ignores the values and assumptions reinforced in every facet of their main activity... students are also learning how to measure relationships, experiences and activities in terms of their market value and profit potential. As the simulations does not require students to reflect on which aspects of community life and the natural world should remain immune from the market criteria of profit and loss, students are being further socialized to think of supply and demand as the basic moral guideline for assessing activities and relationships...the cultural mind-set students encounter as they enter the matrix of decision making... The elements of this mind-set include the continual quest of new products and markets, the anthropocentric view of nature as a resource to be consumed for personal gain, and individual exemption from cultural traditions"
What a great comment and quote - thank you so much for including it here.
There is no question that my entry, and the tycoon games, should be criticised on those grounds.
Here are a couple of thoughts:
A) There are plenty of tycoon style games (including Sim City) that do look at pollution and even sustainability, and try to deal with them. In Age of Empires, you can only chop down and kill so many wild animals before you have to grow your own.
B) Will Wright's The Sims was first designed to deliver a message of anti-consumerism - that eventually, the more you have, the more time you spend taking care of what you have by cleaning it and fixing it. Somehow that message got lost.
C) When I think of a great book like "Hope, Human and Wild" I think it would be great to build a sim where a person "learns" that just because you own land, doesn't mean you should develop it. Often undeveloped land either had critical information (such as, decades later, will serve some medical purpose like the base for an anti-cancer medication), or serve some under-valued function (like filtering air or managing flood water) better and more cheaply than industrial alternatives.
D) I believe it was McPhee's "Conversations with the Archdruid" that best explored the relationship between extraction, morality, standard of living, and short term thinking.
So, to make a short story long, I believe the best tycoon games should include what you are talking about, even if both my entry and a lot of current examples miss it.
See also: ethics, ownership, ecosystem, and extract! (couldn't resist)
As an FYI, I have found one of the best authors to challenge Gross Domestic Product and industrial expansionism as correlating with cultural success to be a local Connecticut person named Bill Duesing, and his book is "Living on the Earth: Eclectic Essays for a Sustainable and Joyful Future"
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