In his book Game Design Foundations, Pedersen (2003) states that "realism and fun gameplay are the critical issues to address" (p.27) in simulations, and while these are present in a majority of simulation games, Cart Life provides a unique experience, combining adventure game mechanics with the traditional system managing common to the simulation genre. Unlike many simulations, Cart Life puts the player in control of a single individual instead of a group or larger, in charge of running a food cart (or in one case, a newspaper stand). The mechanics are intended to realistically simulate running such a business, such as dealing with costumers, setting prices, and making change under a strict time limit. In addition, rent is due by the week, and the games's challenging balance is intended to reflect the experience of barely scraping by. On top of the managing of sales, the player also has to keep track of their character's well-being, and the small amount of monetary resources (along with the difficulty of making more) often puts the player in difficult situations.
Many simulation games have a casual air about them, and time isn't treated with too much urgency, but Cart Life is designed to have the player use all of their time as efficiently as they can. Most of that time goes towards working one's cart, but the meager earnings only cover the ultimate goal of rent with difficulty. Revenue is only gained through the selling of food, often for only a few dollars, and making more food to sell usually turns to eating the stock in order to stay fed. Despite Cart Life's adherence to reflecting the desperate and unforgiving situation of low-income life, the game remains fun. The constant challenge keeps it actively interesting with few dull points, and the adventure mechanics add a degree of exploration and discovery to the environment, with the constantly moving clock a grim reminder of how real life can be.
Many simulation games have a casual air about them, and time isn't treated with too much urgency, but Cart Life is designed to have the player use all of their time as efficiently as they can. Most of that time goes towards working one's cart, but the meager earnings only cover the ultimate goal of rent with difficulty. Revenue is only gained through the selling of food, often for only a few dollars, and making more food to sell usually turns to eating the stock in order to stay fed. Despite Cart Life's adherence to reflecting the desperate and unforgiving situation of low-income life, the game remains fun. The constant challenge keeps it actively interesting with few dull points, and the adventure mechanics add a degree of exploration and discovery to the environment, with the constantly moving clock a grim reminder of how real life can be.
Pedersen, R. E. (2003). Game Design Foundations. Plano, TX: WordWare.
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