Submissions by ianmoh tagged simulator

'Play Money' is a finance simulator based on the stock market. It is an introduction to trading for absolute beginners, simulating a simplified representation of stock price behaviour based primarily on (fictional) current events, and how the price of shares and money behaves in the finance eco-system.

Players begin the game with a certain amount of capital, and through making trades - 'buying' and 'selling' shares in certain companies, their goal is to maximize profits from their investments, and increase their capital. Time is accelerated by a factor of 1 day per minute in real-time.

The game U.I. consists of a large display of prices shown in real time of performance:

  • The name of each listed company
  • Their share price today
  • A graph showing the trend in their share price value over the last month
  • The total equity of the company

In the lower third of the U.I. shows text updates of current events, which the players use to predict changes in prices of companies.

Example:

"Company X announces the resignation of CEO, Mr. Doe following public outcry over insider trading evidence.
Company X also announces plans to spend 26 million on a company logo redesign",

Sees a sudden drop in Company X share prices, and steady rise of Corporation Y share prices.

The core game play components for players is simplified drastically into two key areas:

  • Trading - trading is simplified to buying and selling numbers of shares. This is done effectively through understand their holdings, and learning to observe their own performance to make calculated decisions on what to buy and sell.
  • Speculating - this defines the act of observing patterns of behaviour between current events and how stock prices are effected; how the performance of other companies in the same sector affects others, and the cyclical nature of the stock market as a whole when external forces are introduced (for example, the introduction of company researching disruptive technology going public).

Platform: Social media API that can be played on mobile devices and desktop PC.
Target Audience: Adults.

Reference Image:
http://marhaba.qa/qp-announces-final-details-to-ip...
http://www.everafter.photography/

Community is a social experiment, exploring the gentrification process of urban environments, allowing players to see the effects from a bi-partisan perspective. The game is to be a conversation starter about the economic and social impacts that people's actions have on one another.

The setting is a fictional urban sprawl, Jarangahape Road (J-Road). Players take control of three characters, with different backgrounds and goals:

  • A property developer owning a block of apartments;
  • An immigrant family running a small grocery shop;
  • A single, young professional working in the nearby CDB, renting an apartment;

These characters represent a small section of parties often associated with the gentrification process. The impacts explored have been generalised into two aspects:

  • Economic: property prices, rents, and inflation;
  • Social: Diversity, crime, culture;

The purpose of the game is to grow the value of J-road, through managing the livelihood of ALL THREE of your characters - guiding each one to reach their individual goals.

Players move between the points of view of the characters from a third person point of view, selecting options with each of their missions. Players also have a bird's eye view of J-road as a whole, where they can track the overall welfare of all the citizens, property values, inflation, etc.; as well as the welfare of the three main characters.

These characters each have different options for you to choose from surrounding making money and survival, and there are many routes to grow J-road's socio-economic value, but the key is to strike a calculated balance, having all characters achieve their goals without sacrificing those of the other characters. Failing to do this may lead to one of your characters moving out - because rent is too high, living cists become unaffordable, social impacts like crime become too dire. You lose when the welfare of J-road drops below a particular level representing living standard, or if any one of your main characters move out.

Outside of this, players have no other constraints. As a meta-narrative however, it may be useful to observe gentrification in a generalised manner as follows:

  • Young professionals move into an urban, underdeveloped area, attracted by cheap rent, cultural aesthetics;
  • More money and people bring socio-economic growth for communities and small businesses;
  • Property developers take notice, buy up areas and develop them to attract wealthier demographics;
  • Increase in wealth increases living standards, makes the community safer, and attracts commerce;
  • Most people are happy for a time;
  • Rent goes up, property prices rise, bringing up the cost of good and services;
  • The urban environment loses its' 'soul', economic and social factors inevitably marginalise and drive out minorities;
  • New young professionals find a more affordable, urban area;
  • Rinse, repeat.

So as an aside, playing Community with the purpose of avoiding the above could be seen as the ultimate purpose, but like real-life, Community does not force this impetus.

Platform: PC/Mac.
Target Audience: 18 years and older; Prime Ministers, who let other countries spy on their citizens

Reference Image:
http://www.theatlantic.com/business/archive/2015/0...

A paper-plane simulator based on the game played by children involving folding paper darts and seeing which can be thrown the farthest.

Paper planes is a single-player game involving the simulated prototyping & constructing airplanes (darts) from sheets of paper; and testing it against other A.i. to see how successful your prototype was in a variety of weather conditions, distances and heights.

This game uses a typical playground game played by kids to teach the basic fundamental scientific principles, such as aerodynamics and Newtonian physics.

Starting a new game, players are presented with a level - the environment that their dart will be tested on. Information about their weather environment such as wind direction, the presence of rain, as well as the height will be provided.

The player then proceeds to prototyping, where they interact with a sheet of paper (A4, like those found in school classrooms) to prototype their dart. The U.I. would use touch controls to select and fold corners of the paper, turning it over etc.

Once their prototype is made. They launch their dart, competing with other A.I. avatars and their designs. The results of test flights would show simulations of real-world physics and how their dart interacted with them.

The game is designed to be a realistic simulation, so the physics engine would be robust in calculating weather and the effects of gravity. The test flight would likewise be rendered in a 3D environment.

Through regular play, players learn about the effects of various external forces, and through an iterative process, refine their designs and build their understanding of the fundamentals of physics involved.

This game, played in a school classroom environment alongside real life re-enactment, can be used as a supplement to teach science in a fun and interactive way. The gamification of known childhood game means assimilation to controls is a seamless and intuitive process.

Platform: Mobile tablet devices, such as Samsung Galaxy Note, Apple iPad.
Target Audience: Children aged 8 years and older.
Controls: Device's touch interface.

Reference Images:
http://www.penguin.co.nz/products/9780143308744/pa...