While Petz allows players to personally interact with simulated creatures, the profoundly popular Sims series, and other similar titles, allow a player to actually simulate human life. What part of life, you might ask? All of it. From being able to restrict a character’s access to food and water to encouraging interaction between two or more characters, these life simulations let you observe what might happen were you to have complete control over all aspects of a person's environment. This type of control can be quite revealing about our own character, interestingly enough. Those of us with a curious – though somewhat warped – nature have experimented on hapless characters within the games, just to see what might happen. The cheat codes in The Sims make these experiments even easier to conduct, and perhaps even crueler. Is this sort of deranged experimentation cause for concern? Not necessarily, because the world in which it is being executed is not real – the very definition of a simulation.
It is this amoral nature of the simulated environment that has been cause for some controversy in recent years, specifically surrounding First Person Shooters. While FPS games have varying degrees of realism, from fantastic alien worlds and cartoonish over the top violence to the much more life-like Call of Duty series, even the most realistic FPS generally isn't referred to as a simulation game. Referring to our definition on the previous page of simulation as a spectrum between exacting realism and simplified entertainment we can offer some explanation.
Getting shot at with live ammunition, unlike playing sports or driving a car at high speed, is not generally considered entertainment. Even CoD's often controversial gameplay and graphics are still so much towards the "simplified entertainment" end of the spectrum that it isn't called a simulator. The knowledge that there are no permanent repercussions from being fragged and the reality that none of your actions (or lack thereof) in game are of any permanent nature keep these games from being a realistic combat sim - and also help us understand the attraction to shooters. Furthermore, developing a more serious themed video game tends to generate more controversy than making one with little or nothing to say. Six Days in Fallujah, a game based on actual military actions carried out there was dropped by publisher Konami after veterans and anti-war groups mobilized against it - despite the number of veterans consulting on the project. A company announcing that their next game is a "combat simulator" rather than simply a shooter will get a lot of press, and might even be banking on it. It is a delicate balance of both politics and marketing when trying to find a definition for simulation games.