I think one thing that I miss from 1990's PC games is that there were many games that felt like they just had... an extremely autistic sensibility to them. Virtual life games like Aquazone (written about here by Ackart) and Creatures were not "games" at all, but virtual ecoystems where you were expected to pay attention the biochemistry of your animals' habitat. Maxis games, in general, were minutae-focused - and in the interest of increasing appeal, much of that sense of complexity has languished as EA has taken control of its most popular series.
Even the business simulators of the era had an interest in minutiae that would bore the average child - was I patient enough to reverse engineer the exhibit design logic of Zoo Tycoon (2001)? No, and yet the knowledge that there was a logic fascinated me, as I carefully colored and decorated each individual tile of a isometric map. I watched the smiley and frowny faces as I internalized words relevant to my fascination: "terrain" and "foliage" and "exhibit", "deciduous" and "coniferous", "okapi" and "caudipteryx". I read each species' educational biography, a set of paragraphs that provided no innate gameplay value but was stimulating to the child who poured over encyclopedias meant for adults. Figuring out how to create elaborate features, like moats, that were not explicitly part of the game but emergent from its terrain pathing rules. Voraciously checking the official website for free "downloads" to drop; "DLC" was not an acronym invented yet. Roller Coaster Tycoon held my interest less (I was a Dinosaur kid and not a Trucks/Trains/Construction kid, what can I say), but it too was a world of precision and minutiae; each piece of a coaster's track held meaning for its physical properties, its popularity among guests - and little did I know, even that which surrounded the track made an effect on its perceived qualities, in the eyes of the little toy people that swarmed my park like ants.
Many "PC Games" were simulations first, games second.
I feel saddened by and frustrated this article, where the author feels the need to imply that SimAnt, a game she loved as a child, specifically for its hyper-focus on ant life and focus on strategy, is a bad idea for a game, a sort of failure because it is not and could never be Mario or Sonic. I wouldn't be surprised if this was pushed by the editors; I remember Bogleech, talking about his experiences writing for Cracked, mentioning the way the editors pressured him and other writers to speak with hatred and disgust for any part of the natural world less mainstream than a kitten, no matter how the writers felt. Regardless...
It’s hard to understand the marketing pitch behind an ant colony simulation. Certainly, no one was sitting in a meeting and suggesting SimAnt could be the next Super Mario Bros. While fairly sophisticated in terms of ‘90s gaming capabilities, it sounds today like it might be more in line with an aspiring game developer’s jokey side project. But perhaps it stands as a simple relic of its time. Within Maxis’s early series of games, there was a tacit emphasis on education — a hope that people could learn something by doing it, even if it wasn’t a perfect simulation.
A "jokey side project" by an indie dev would likely not have as much care to detail and realism put into it as SimAnt, I think.
Games full of detailed systems, whether explicitly laid out or hidden so that the player must sus them out; games that reward what spiders called a "botanist's pace"; as strange experimental studios got bought up, they vanished, watered down. Why make a game for a niche, games that only interest shut-in adults and strange children, when you can make a game that "gamers" in the broader sense will like?
I don't want a "game." I want an ant farm, and aquarium, a miniature world which I watch from above like a god - but where even omnipotence meets friction, against the needs and desires of the miniatures within it. I cannot control my Petz' behavior - they will sometimes be aggressive towards each other, or they will snub me and refuse to follow my commands, or they will resent me if I treat them poorly: I prefer this to perfectly kind and pliant creatures, who never say no and never hold grudges, because it feels alive in its friction. I have seen many long time Sims players say that this is why they prefer older games in the series to newer ones; there are more disasters, more drama, more times a Sim's personality causes problems for themselves and others, while the Sims 4 feels to them like a slick and rosy dollhouse where things only happen because the player says so, not because the people or the world say so.
I think about Patricia Taxxon's video where she says that an "autistic sensibility" is a core part of what makes something "furry." I feel like there's other things that carry a core autism-ness, too. But even indie games feel unlikely to satisfy that itch, most of the time.
I don't know where I'm going with this.