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God game
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{{Short description|Video game genre}} {{about|the video game genre|the novel|God Game (novel)|the Kills album|God Games|the video game publishing company|Gathering of Developers|the portrayal of religion in video games|Religion and video games}} {{distinguish|text=[[glossary of video game terms#God mode|god mode]]}} {{Simulation VG}} A '''god game''' is an [[life simulation game|artificial life game]]<ref name="fundamentals"/> that casts the player in the position of controlling the game on a large scale, as an entity with [[Divinity|divine]] and [[supernatural]] powers, as a great leader, or with no specified character (as in ''[[Spore (2008 video game)|Spore]]''), and places them in charge of a game setting containing autonomous characters to guard and influence. == Definition == God games are a subgenre of [[artificial life game]], where players use supernatural powers to indirectly influence a population of simulated worshippers. It has also been categorized as a subgenre of [[strategy video game]]s,<ref>{{cite magazine|title=The Next Generation 1996 Lexicon A to Z: God game|magazine=[[Next Generation (magazine)|Next Generation]]|issue=15 |date=March 1996|page=34}}</ref> though unlike other strategy video games, players are unable to tell specific units what to do. The genre is also separate from [[construction and management simulation]]s, because gameplay revolves around growing and utilizing their supernatural powers to indirectly influence their worshippers, such as by placing a target marker or goal for the worshippers to conquer, or affect those of their opponents, such as by creating natural disasters.<ref name = "fundamentals" /> God games are typically single-player games played against a computerized opponent, but some involve competition between many rival players. == Game design == God games allow players to take on the role of a god with limited powers, similar to the gods from the [[mythology]] of [[ancient Greece]]. The player's power comes from simulated worshippers, who are usually simple or tribal in nature. It is common for most people in god games to look alike. Early god games only featured models for full-grown men and women, while ''[[Black & White (video game)|Black and White]]'' introduced children. Players must economize quantities of power or [[mana (gaming)|mana]], which are derived from the size and prosperity of their population of worshippers. The player consumes this power by using godly powers to help their worshippers, such as blessing their crops or flattening hills to make better farmland. This results in a [[positive feedback loop]], where more power allows the player to help their population grow which helps them gain more power. However, more powerful abilities typically require more power, and these usually take the form of [[natural disaster]]s that can damage rival populations rather than improve life for the player's worshippers. Games typically utilize an aerial top-down perspective, similar to a [[real-time strategy]] game.<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|access-date=2009-02-11|archive-date=2017-12-31|archive-url=https://web.archive.org/web/20171231072651/http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|url-status=dead}}</ref> God games are classified as a subgenre of artificial life game because players tend to a population of simulated people that they control only indirectly. Although god games share qualities with both [[construction and management simulation game]]s and [[real-time strategy]] games, players in god games are only able to exercise indirect control over their population. They cannot tell specific units what to do, as seen in strategy games, although players may sometimes compete against other players with their own population of supporters. Moreover, players are given godlike powers not seen in construction or management games, such as the ability to control the weather, transform the landscape, and bless or curse different populations.<ref name="fundamentals"/> == History == {{see|List of god video games}} Although there are many influences on the god game genre, the first god game is widely considered to be ''[[Populous (video game)|Populous]]'' from 1989.<ref>{{cite web | url = http://www.next-gen.biz/features/50-greatest-game-design-innovations?page=0%252C3 | title = 50 Greatest Game Design Innovations | author = Edge Staff | date = 2007-11-01 | access-date = 2008-12-28 | publisher = Edge | url-status = dead | archive-url = https://web.archive.org/web/20100924064303/http://www.next-gen.biz/features/50-greatest-game-design-innovations?page=0%2C3 | archive-date = 2010-09-24 }}</ref><ref name="IGNhof">{{cite web | url = http://games.ign.com/halloffame/populous.html | title = IGN Hall of Fame: Populous | website = [[IGN]] | year = 2008 | url-status = dead | archive-url = https://web.archive.org/web/20131104120533/http://games.ign.com/halloffame/populous.html | archive-date = 2013-11-04 }}</ref><ref name= "whatsnext">{{cite web | url = http://www.designersnotebook.com/Lectures/God_Games/god_games.htm | publisher = Designer's Notebook | author = Ernest Adams | title = What's Next for God Games | year = 2008}}</ref> Developed by [[Peter Molyneux]] of [[Bullfrog Productions]],<ref name= "IGNhof" /> the game established the gameplay template where the player's godlike powers would grow in proportion to the population of their worshippers.<ref name= "whatsnext" /> The game gives players supernatural powers over land and nature that could be used for good or evil,<ref name="IGNhof"/> and some of this gameplay was emulated by other [[real-time strategy]] games with more direct control.<ref name="whatsnext" /> Notable hybrids of the genre include ''[[ActRaiser]]'' for the [[Super Nintendo Entertainment System|Super NES]] in 1990.<ref>{{cite web | url = http://wii.ign.com/articles/793/793000p1.html | website = [[IGN]] | title = ActRaiser VC Review | author = Lucas M Thomas | date = 2007-05-30 | access-date = 2010-05-23 | archive-url = https://web.archive.org/web/20090214113908/http://wii.ign.com/articles/793/793000p1.html | archive-date = 2009-02-14 | url-status = dead }}</ref> It was also an influence on the [[real-time strategy]] hybrid ''[[Dungeon Keeper]]'',<ref name="whatsnext"/> developed by Molyneux in 1997.<ref>{{cite web |url=http://www.gamespot.com/pc/strategy/dungeonkeeper/ |title=Dungeon Keeper on PC|website = [[GameSpot]] | access-date= 2008-02-14}}</ref> Both Molyneux's ''[[Black & White (video game)|Black & White]]'' and ''[[Godus]]'' were heavily influenced by the [[Populous (series)|''Populous'' series]].<ref>{{cite web | url = http://pc.ign.com/articles/082/082486p1.html | archive-url = https://web.archive.org/web/20020421073805/http://pc.ign.com/articles/082/082486p1.html | url-status = dead | archive-date = April 21, 2002 | title = Top 25 PC Games of All Time | website = [[IGN]] |date = 2000-07-24 }}</ref><ref>{{cite web | url = http://www.polygon.com/2013/8/31/4676802/populous-to-godus-the-rubbish-filled-road-of-peter-molyneux | title = Populous to Godus: The rubbish-filled road of Peter Molyneux | first = Megan | last = Farokhmanesh | date = 2013-08-31 | access-date = 2014-12-03 | website = [[Polygon (website)|Polygon]] }}</ref> == References == {{Reflist}} {{VideoGameGenre}} [[Category:Video game genres]] [[Category:God games|*]]
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