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Dungeon management game


Construction and management simulation (CMS) is a type of simulation game in which players build, expand or manage fictional communities or projects with limited resources.Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. But pure CMS games differ from strategy games in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games".

SimCity represents an early example of success in the genre. Other games in the genre range from city-building games like Caesar or Dwarf Fortress, pure business simulation games like Capitalism, and or true CMSs like Theme Park.

CMSs are often called "simulation games" for short. Although games can simulate many activities from vehicles to sports, players usually deduce the kind of simulation from the title of the game.

Economics play a primary role in construction and management simulations, because they allow players to build things while operating within economic constraints. Some games may challenge the player to explore or recognize patterns, but the majority of the game challenges are economic in that they focus upon growth. These games are based in a setting where an economy can be built and managed, usually some kind of community, institution, or empire. The player's role seldom corresponds to a real life activity, since the player is usually more involved in detailed decisions than a real manager or administrator. Players usually have two types of tools at their disposal: tools for building and tools for managing.

Construction mechanisms in CMSs tend to be one of two types: plan-and-build where the construction is completed gradually, or purchase and place where the construction appears immediately. Random disasters can also create new construction challenges, and some games impose constraints on how things must be constructed. But usually the act of construction is quite simple, and the main challenge of a CMS is obtaining the resources required to complete construction. Players must manage resources within a growing economy, where resources are produced, consumed, and exchanged. Resources are drawn from a source, such as money from a bank, or gold from a mine. Some CMSs allow players to convert resources from one type to another, such as fermenting sugar into rum. Common resources include money, people, and building materials. Resources are utilized in one of two ways: either construction, where players build or buy things to serve some purpose, or maintenance, where players must make ongoing payments to prevent loss or decay. Sometimes demolishing a structure will cost resources, but this is often done at no cost.


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