When we create simulations, we seem to simulate passive consumption rather than active participation.
Two examples come to mind:
- Sports video games that simulate the TV viewer experience rather than the player experience, and;
- Software musical instrument recreations (like guitar amp simulations) that simulate the listening rather than playing experience.
I’d love to hear of other examples.
Sports TV simulators

First, sports video games. When you see someone playing FIFA, Madden NFL, or NBA 2K on a PlayStation from across a room, it can be difficult to distinguish from a televised live game. The games are designed to look and feel like watching sports on TV, not to look and feel like playing an actual sport. The perspective is that of a viewer, not a player. The viewpoints mimic TV cameras. The on-screen graphics and stats look just like broadcast TV graphics.
To further illustrate what I mean by simulating consumption, imagine the alternative: a PlayStation game designed to simulate the first-person experience of an NFL quarterback, not the experience of controlling parts of a televised game. There would be no birds-eye view of the whole field and no coloured lines on the field showing where your receivers will run. Instead, you’d have an often-obscured eye-level view of the chaos of a defensive line coming at you.
Software musical instruments

My second example of simulating consumption rather than creation comes from the world of music. We’re at a point where a tube-powered guitar amp can be simulated in software at a level that can fool professional musicians.
Many of these software guitar amps are designed to sound not like a guitar amp sitting in front of you, but like guitar amp mic’d up in a recording studio. The characteristics and position of the microphone are simulated. The physical acoustics of a studio room are simulated. The whole process feels geared toward making playing your guitar feel like listening to a polished recording, rather than standing in front of a guitar amp like you would in a live band.
So what?
I don’t mean to imply that either of these examples – simulating televised sports or produced guitar recordings – is necessarily negative. My imagined first-person quarterback game (let’s call it GarrityBowl 2026™) might be a lousy game experience. I love using guitar amp sims.
Maybe we just want to simulate what we know. Many more of us know what it’s like to watch sports on TV than know what it’s like to be on a football field. Many more of us know what it’s like to listen to Spotify than know what it’s like to play through a guitar amp in a band.
I do think there can be a danger if we don’t realize that what we’re simulating is a mediated consumptive experience, rather than an unmediated original creative experience. Just like it’s dangerous to expect your real relationships to work like TV/movie relationships, it can be dangerous for us to expect any real experience to be like what we see in the media.

