FUNDAMENTALS OF GAME DESIGN, SECOND EDITION
Artificial Life and Puzzle Games
In fact, because there are fewer games in these categories, the market isn't crowded with look-alike products. If you work in one of these genres, you may have a better chance of creating something distinctly new. However, you might have trouble persuading a conservative producer that a really good puzzle game is a better bet than another first-person shooter.
Because this chapter covers two genres, there isn't room to explore the elements of each one; instead, we'll just look at the highlights. You'll study artificial life games by using The Sims as an example, and then learn a little about genetic life generators. You'll also explore the subgenre of god games. The chapter continues with puzzle games, defining them and summarizing how to create and simplify them for the computer.