That list, despite covering a ginormous range of professions, activities, and roles, is quite brief. Players can become pilots, soldiers, athletes, surgeons, teachers, architects, captains, musicians, parents, artists, or even animals. There is a simulation game for almost everything. Players move around the game board buying properties, developing their properties with houses and hotels, and collecting rent from their opponents with the goal to drive all opponents into bankruptcy.” In fact, the largest difference seems to be that today’s “Monopoly” is “played mainly for fun and entertainment it was originally designed as a serious learning game” (Kriz 2017). Kriz goes on to outline exactly how “The Landlord’s Game” became “Monopoly,” which involves very little transformation between versions: “In 1934/35 Magie sold the patent to Parker Brothers who started distributing ‘Monopoly,’ named after the economic concept of monopoly (the domination of a market by a single entity). Magie hoped the game would “illustrate the negative aspects of concentrating land in private monopolies” and that “playing her game would lead to an understanding of unfairness” ii. This game, Kriz explains, “is generally regarded as a direct inspiration for the well-known game ‘Monopoly.’” It was originally designed as an educational game to teach players how landlords grew rich at the expense of tenants who remained entangled in poverty. In 1903, Elizabeth Magie created “The Landlord’s Game” based on real estate and taxation. Unlike many objects and activities that evolve to eventually render their predecessors extinct, one of the earliest simulation games to exist continues to sell, earning 1.76 billion USD in 2020: “Monopoly” i. Willy Christian Kriz - founder and advisory board member of the Swiss Austrian German Simulation and Gaming Association (SAGSAGA) - explains how the origins of digital simulation games are more relevant to the present day than one might think. To examine that relationship, it is helpful to start at the beginning. Part of the success of this sub-genre of simulators may come from the qualities of its parent genre of simulation games, including the ability to exist within and alongside a multitude of other genres and categories. This may be because they, as part of the subcategory of farming simulators, fulfill many of the needs players are being deprived of in the real-life game of staying alive as late-stage capitalism sets in. The popularity of simulation games is not a new phenomenon but “Stardew Valley,” “Minecraft,” and “Animal Crossing: New Horizons” are still some of the most popular games on the market today. “Animal Crossing: New Horizons.” Nintendo.
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