Arcade vs Simcade vs Simulation
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What are the terms Arcade, Simcade, and Simulation used for?
- Used to describe levels of simulation realism in video games
- Games may prefer being fun and accessible (arcade) or having higher realism and complex mechanics (simulation)
- In specific game categories, such as driving games, arcade/simcade/simulation mostly refers to the driving simulation rather than game mechanics such as skill trees, career modes, immersion factors, etc.
General Usage
- Arcade: Fun and accessible, less realistic, short gameplay
- Simcade: Balance of realism and accessibility, moderate learning curve
- Simulation: High realism, complex mechanics, steep learning curve, immersive gameplay
Arcade
- Characteristics:
- Emphasis on fun and accessibility
- Simplified mechanics and controls
- Less focus on realism
- Exaggerated features and physics
- Short, action-packed gameplay sessions
- Examples:
- Need for Speed series
- Mario Kart series
- Burnout series
Simcade
- Characteristics:
- Blend of arcade and simulation elements
- More realistic than arcade but less complex than full simulations
- Easier learning curve compared to simulations
- Balance of fun and realism
- Examples:
- Forza Horizon series
- Gran Turismo series
- Project CARS series
Simulation
- Characteristics:
- High emphasis on realism and accuracy
- Detailed mechanics and controls
- Requires more skill and practice
- Longer, more immersive gameplay sessions
- Examples:
- iRacing
- Assetto Corsa
- Microsoft Flight Simulator
Driving Games Usage
- Arcade: Driving is simplified for fun and accessibility; physics are unrealistic.
- Simcade: Mix of accessibility and some real-world vehicle behavior; partially realistic physics.
- Simulation: Attempts to model real vehicle physics and driving conditions as accurately as possible.
Arcade Driving Games
Focus:
- Immediate fun and accessibility, not realism.
- Highly simplified physics (strong grip, exaggerated drifting).
- Little or no simulation of tire dynamics, suspension, or weight transfer.
- Cars are easy to control even at extreme speeds.
- Damage, tire wear, fuel, etc., usually minimal or absent.
Examples:
- Mario Kart 8 Deluxe
- Need for Speed Unbound
Driving experience:
- You can take corners unrealistically fast and recover from mistakes easily.
Simcade Driving Games
Focus:
- Balance between realism and accessibility.
- Physics loosely based on real vehicle dynamics.
- Elements like tire wear, suspension, or weight transfer may exist but are simplified.
- Cars behave plausibly but are forgiving and easier to drive than real cars.
- Often designed for both controller and casual players.
Examples:
Driving experience:
- Driving techniques matter (braking points, throttle control), but the simulation is simplified to remain approachable.
Simulation Driving Games
Focus:
- Maximal realism and physical accuracy.
- Detailed tire models and physics calculations.
- Realistic weight transfer, suspension geometry, aerodynamics, and drivetrain behavior.
- Driving mistakes are punished similarly to real driving.
- Often intended for steering wheels/pedals and serious practice.
Examples:
- Le Mans Ultimate
- iRacing
- Assetto Corsa Competizione
- BeamNG.drive
- Richard Burns Rally
- Assetto Corsa EVO
Driving experience:
- Requires real driving techniques (trail braking, throttle modulation, tire management) to be competitive.