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PowerWash Simulator and the Appliance of Science


The creators of PowerWash Simulator have submitted their game to the rigours of science, to hopefully discover the truth of the game’s appeal, as well as perhaps something deeper about our relationship with games. Richie Shoemaker nods gamely as FuturLab’s James Marsden and the Oxford Internet Institute’s Andrew Przybylski threaten to unleash a torrent of big words


W


e need to talk about PowerWash Simulator. Yes, it’s another one of those games that aims to make compelling


what most people would consider tedious, undemanding, or a chore – namely, washing cars and other objects caked in filth. As such, it’s one of an ever-increasing number of games (Farming Simulator et al) that a decade ago were routinely derided as only being enjoyable in an ironic sense, but that in recent years – in the wake of climate catastrophes, pandemics and wars – have often been a salve for the soul. But what is it


about these games that makes them so popular? Is it


32 | MCV/DEVELOP March 2022


their presumed lack of challenge symptomatically linked to living in a world that seems increasingly doomed, or are there more subtle forces at play? It’s a question that FuturLab’s founder, James Marsden, was so consumed by that he sought to find out. With the backing of publisher Square Enix and the assistance of Ukie, a research team led by professor Andrew Przybylski was selected, and to support their efforts, a programmer hired to do its bidding. To have a full-time member of the development


team dedicated to behavioural research while everyone around them is in the midst of commercial development is thought to be a first. If things go to plan, it won’t be the last early access game to teach us something about ourselves.


How did the idea for PowerWash Simulator come about? James Marsden: The idea came about as a result


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