Will Wright on Game Design
Torill writes "Celia Pearce interviews Will Wright in the article "Sims, Battle Bots, Cellular Automata Gods and Go", in Game Studies, volume 2. Wright talks about the philosophy behind his games, one of which is The Sims: 'What are you trying to do with this thing that you're creating? To really put the player in the design role. And the actual world is reactive to their design.'"
Lots of people share your opinion, that's OK--we all play differently. ;-) For example, I enjoy the kinds of games he's talking about. There's something voyeuristic and interesting about playing a game -similar- to reality, but not quite. I was constantly making up games as a kid. Card games that played like strategy board games, acted-out games, computer games that vaguely operated like arcade games...and what was fun was that given a very loose rule set, you eventually created a good game, with rules of your own creation. Typical toy soldiers scenario--take a hundred green plastic men, an unkempt bedroom, and anything can happen! One group defects. There are spies. A dog suddenly kills off a dozen of your country's best. This is great fun (for me)!
Strategy games, and also games like the Sims, are a foggy mirror on reality, and although there are sometimes 'better' ways to play each game, the rules are not limited to those in the book/code. For example, say in Civ I have a really successful Swordsman, who has had numerous victories under his belt, but now is becoming outdated. Instead of upgrading/scrapping him, I will usually send him to either the capital city, or the city last conquered, and station him there for eternity as a reminder of their courage. This action -definitely- doesn't affect the gameplay much, but it means the world to my gaming experience. With something like the Sims, the experience (like life) is composed almost entirely of those kinds of experiences alone. 'Oh, that's the guy who peed in my kitchen...ew.' 'I tried hitting on her once...didn't work.' These are experiences, which for me are a little more memorable than, for example, 'how damn high my resolution was.' Note that I enjoy FPS' as well, and you can build the same sorts of experiences playing those...I just meant to speak to the notion that open-ended games are interesting, at least to some.