Sim.... Golf, an Interview with Marketeer

Now that's a new header... ahhh, well, this isn't traditional RPG news, but I've been leaning over the balcony railing as of yet so to speak, in finding new and other forms of enjoyment, and RPG's being my primary form of play, here's a tangent game that I'm sure will hook a lot of us into it as well. It's Sid Meier's Sim Golf.

You play a resort tycoon or golf professional (I haven't gathered exactly which yet, maybe both), build your own courses and mega resorts and actually get to play them, win tournaments... but I'll let this interview with Lindsay Riehl, market representative for the game, detail it for you, such as in her summary as follows:

Q: Several years ago, Maxis released a game under the title "Sim Golf" that was relatively unsuccessful. What major feature[s] do you feel will be the key[s] to making the release of this new game a successful one?

A: ...there are a lot of different ways to play SimGolf. Your goal might be to make as much money as possible, or to make your golfers as happy as possible, or to create the world’s most beautiful golf course, or to create the most outrageous golf course, or to win the famed SGA [Sim Golf Association] Open tournament. All of the game elements relate to eachother in some fashion. A fun, well-designed hole will make your players happy, happy players will pay more money to play, more money allows you to expand your course, a larger course generates challenges from other professional golfers, playing against other pros increases the skills of your pro golfer, your pro can win big cash prizes in tournaments held at your course, more money allows to add a variety of buildings to your course, buildings add to the skill and happiness of your players, etc. In SimGolf each course is different, each game is different, and each player creates their own unique story.