https://donhopkins.medium.com/designing-user-interfaces-to-s...
>There are several tightly coupled parts of a simulation game that must be designed closely together: the simulation model, the game play, the user interface, and the user’s model.
>In order for a game to be realizable, all of those different parts must be tractable. There are games that might have a great user interface, be fun to play, easy to understand, but involve processes that are currently impossible to simulate on a computer.
>There are also games that are possible to simulate, fun to play, easy to understand, but that don’t afford a useable interface: Will has designed a great game called “Sim Thunder Storm”, but he hasn’t been able to think of a user interface that would make any sense.
He also wanted to do SimTapeWorm, but just could not talk the marketing department into that. And I imagine the user interface would be quite slippery.
Aren't those simulations run on clusters of similar size (or atleast within an order of magnitude) and an agreeably responsible use of computational resources?