There's a new genre hiding in plain sight. A genre about people.
Base building games are including more and more "personal simulations" about the people in those bases. For example, in Rimworld each member of your crew is simulated in great detail. Not only their stats and skills, but also their moods, personalities, traits, and so on.
But it's difficult to feel the "story" of these people. Despite getting sad over losing their dog, or having a bad case of the plague, or dating someone, the character stories don't really have a strong impact on the player.
This is because those events are framed in terms of how they affect the facility rather than how they affect the person.
If someone loses a pet and goes into a long mourning slump, the player has to try and keep them from going berserk or spending days just wandering around. It doesn't even really feel like "the story of that person", it just feels like one of the cogs in your machine is wobbly.
Because it is.
A base building game like Rimworld is about building bases. It's about creating an ever-more-complex self-sufficient machine. The inhabitants, no matter how diligently simulated, are cogs in that machine.
In contrast, consider The Sims.
It's a different setting, but The Sims has most of the same kind of setup as Rimworld when it comes to people. Each sim has specific traits and skills and goals, they tend to have specific jobs, things can go wrong - it's very similar to Rimworld in that regard.
But the house they live in is not a complex machine.
Although you can build your house with astonishing attention to detail, it is not self-sufficient and doesn't need to be. As long as there's some source of money, everything else is optional, and there's no real need to optimize your performance.
The role of "day job" is less about optimally making money and more about providing a scaffold for life experiences - it shapes both the character that goes to work and everyone they share the house with. If things go wrong or get delayed, the house will not collapse just because the day job person is being suboptimal.
Compare this to Rimworld, where it's very likely that half your base will catch sleeping sickness and then whoever is awake will get too moody and start lighting things on fire, at which point a crowd of monsters will attack. Rimworld is about creating a base that can survive all these bumps in the road, even if they pile up. So anything that goes wrong is a bump to your base, even if on paper it's the story of how Anna is depressed and Bob is sick.
The Sims is just the opposite. If something in the house goes wrong, like a sink exploding, the player will naturally contextualize it as part of Anna's crappy day rather than a systemic setback. Even death isn't a sign that the house is doing badly, it's a sign that someone's particular story has come to an end. That may be very upsetting, but it's contextualized as that person dying, not your overall facility degrading.
I think nearly all of the difference in this contextualization is simply because the 'facility' in The Sims is not a high-stress facility. You don't have to worry about droughts or animal attacks or hurricanes. It's pretty easy to establish a baseline habitability, and then everything else is just improving things more or having fun with side tasks.
The lifestyle options for Sims characters are all side options. Some are very dense, some are not, but they are all optional. They provide a stable, steadily-progressing scaffold for the characters' life stories while also providing a steady diet of life events. For example, gardening: you don't have to garden, but if you choose to, it's a steady task that moves forward day after day. Your garden will never be attacked, and even if your whole garden was destroyed, your sims would not die: the baseline habitability would not degrade that far.
If we want to make a game that focuses on the lives of the characters, it's critical that their support system is straightforward and robust, so that setbacks can be judged as affecting the characters rather than the support system. Similarly, the progression system needs to be character-centric rather than facility-centric.
As an example, Rimworld's research system unlocks construction options for the whole base once someone researches how to build it. A character-centric approach would be to allow only that character to build it.
In addition to being character-centric, a character's chosen lifestyle/career/hobby needs to provide a stable, steadily-advancing scaffold, needs to exert pressure on their life and the life of those around them, needs to provide small random events and schedule burps, and needs to respond to a character's own personality/pressure/situation outside of the lifestyle.
For example, rather than the farming system Rimworld currently has (identical to other games such as Dwarf Fortress and Minecraft), we would instead have the farmer work fields on a schedule. The more fields, the more hours of the day are required, and time spikes at harvest and planting. The result is a nice, predictable, slowly-changing curve as to how much time they have to work and how much time is available for other pursuits. Their early-morning schedule would bump up nicely against someone who gets up later - for example, a researcher or carpenter.
In theory, the fully-simulated fields work this way. But in practice, there are too many variables. For example, just walking from point A to point B can take a lot of extra time. Also, the characters aren't great at schedules, and frequently get distracted by their overwhelming need to pick up a meal halfway across the map or whatever.
By reducing the simulation fidelity, we can allow for a more 'readable' character lifestyle. This will help the player to 'feel' the character's life, personality, needs, and so on.
And I think that is where a genre is hiding.
Right in there.
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