ABSTRACT

One of the most straightforward types of Short Sims teaches users how to follow predictable processes. The sims typically take learners through the target process, step by step. When the Short Sim covers such well-understood, linear process—such as completing a preflight checklist, solving math problems, or helping a customer at a service desk—the process, from interview notes to finished sim, is similarly predictable. These sims have a single end-to-end path, with fewer endings (or just one), and less room for player personalization or improvisation. The approach, for mapping out linear, well-understood processes, changes significantly as sims tackle more strategic issues. Some of the possible differences in initial designing, in the order they must be resolved, includes unknown best practices, unknown interactions, unknown scenarios or settings, unknown types of levels, and unknown logic.