Rise of the Simulations: Why We Play At Hard Work
Enjoy one of our favorites from the Paste Vault, originally published Sept. 15, 2014
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Simulations have always been around on the PC gaming scene. Train and flight simulators have a long, illustrious history on the platform, stretching back decades. Flight sims, especially, were once the crown jewels of PC gaming for some. I knew several people in the early 00s who lived the yearly Microsoft Flight Simulator entry, snapping up each one at release and building PCs to keep up with the physics.
Despite their popularity, the strain of simulation represented by the trains and planes games were still fairly niche. They were also, notably, for hobbyists. Go to any model train store and you’ll see the same sort of dynamic: men and women who love everything about trains buying up things having to do with the focus of their adoration. The hobbyist simulations tended to shave off the connections to work involved with piloting big vehicles in favor of focusing exclusively on their mechanical workings. The notion of the games as being representative of real world jobs never really felt like it was concrete, if it was acknowledged at all.
Which is why the sudden return of the vehicle simulation, particularly the European strain, is so strange. It’s happened well after the golden age of flight and train sims, when those games moved staggering numbers of copies. More interesting, and in stark contrast to their predecessors, the current crop is inextricably tied up in notions of work.
These are the facts which should preface any examination. Work sims are still niche in the sense that there’s not a massive movement in gaming culture clamoring for them, as you see with RPGs, turn-based strategy games, and the like. When they do occasionally breakthrough, though, they sell a lot of copies and make a lot of noise.
Witness the sudden success of Spintires, which recently topped the Steam charts as a new, undiscounted game just prior to the Steam summer sale. In it, players drive old Soviet era work vehicles around expansive, dark forests. Its primary selling point is its realistic mud physics, meant to provide a new challenge to fans of driving games. And make no mistake, the mud and rocks are really impressive.
Underpinning the muck and dirt of Spintires, and absent from most of the writing on the game, is the simple premise that you’re working. You drive your truck to go pick up logs, which you take back to a camp for drop-off. That’s the point of the game. A colleague referred to the game as “stressful”, and it is, after a fashion. There’s something tense about hauling freight at the level of the worker, as opposed to that of management or “god”.
The same worker’s eye level experience is also available in the other big labor simulation, Euro Truck Simulator 2. It came out of nowhere in 2012 to big time critical and commercial success. For Euro Truck Simulator 2, the hook of doing work, in this case driving all over Europe dropping off various cargo for cash, is far purer than in Spintires. There’s no clever mechanic like Spintires’ realistic mud physics to fool anyone into thinking that the game’s not really about working a job. I wouldn’t even say that the driving is particularly great in Euro Truck Simulator 2; it’s by no means bad, but there’s no damage modeling or top notch driving physics. It is, simply and with no garnish, a game about being a truck driver. You literally just drive your truck around.
There’s a minor phenomenon surrounding ironic videos of work simulations. They follow the same pattern: in-game footage of something nominally boring (driving in a field of wheat, hooking up to a cargo car with your train engine, etc), a slowly building to a bass drop dubstep soundtrack, and flashing lights. Sometimes there’s a marijuana reference, a sly nudge and a wink to the fact that, although you don’t need to be high to play these games, it might help.
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