They typically have a free-form construction mode where players can build up as they see fit, which appeals to a player's sense of creativity and desire for control. Goals ĬMSs are usually single player games, as competition would force players to eschew creativity in favor of efficiency, and a race to accumulate resources. Sometimes demolishing a structure will cost resources, but this is often done at no cost or with partial recovery of resources spent on its construction. Resources are utilized in one of two ways: either construction, where players build or buy things to serve some purpose, or maintenance, where players must make ongoing payments to prevent loss or decay. Common resources include money, people, and building materials. Some CMSs allow players to convert resources from one type to another, such as fermenting sugar into rum. Resources are drawn from a source, such as money from a bank, or gold from a mine. Players must manage resources within a growing economy, where resources are produced, consumed, and exchanged. But usually the act of construction is quite simple, and the main challenge of a CMS is obtaining the resources required to complete construction. Random disasters can also create new construction challenges, and some games impose constraints on how things must be constructed. Ĭonstruction mechanisms in CMSs tend to be one of two types: plan-and-build where the construction is completed gradually, or purchase and place where the construction appears immediately. Players usually have two types of tools at their disposal: tools for building and tools for managing. The player's role seldom corresponds to a real life activity, since the player is usually more involved in detailed decisions than a real manager or administrator. These games are based in a setting where an economy can be built and managed, usually some kind of community, institution, or empire. Some games may challenge the player to explore or recognize patterns, but the majority of the game challenges are economic in that they focus upon growth. Gameplay Economic challenges Įconomics play a primary role in construction and management simulations, because they allow players to build things while operating within economic constraints. Although games can simulate many activities from vehicles to sports, players usually deduce the kind of simulation from the title of the game. Other games in the genre range from city-building games like Caesar (since 1992), The Settlers (since 1993), the Anno series (since 1998), mixed business/politics/building games like Tropico (since 2001), pure business simulation games like Capitalism, and niche simulations like Theme Park.ĬMSs are often called "simulation games" for short. SimCity (1989) represents an early example of success in the genre. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games". Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Construction and management simulation ( CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources.
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