The advantages are obvious. We wouldn’t have to build it or test it. And it wouldn’t add any complexity burden to the game. While this sounds exotic, it actually happens all the time. It’s called apophenia.
Human values are things like life/death, alone/together, wealth/poverty. The game should revolve around things that affect these human-relevant values, and not descend into a dry simulation of traffic networks or production lines. Such simulations may be intellectually interesting, but will not generate effective stories because they are emotionally hollow.
Story-Richness: The percentage of interactions in a game that are interesting to the player.
This means that a simulation game can’t be a faithful simulation of its subject matter! It has to be a narratively condensed, intensified version of that village, fortress, or prison. And it has to seem true to the source material without being true to that source material. The Simulation Dream just got harder.
Choose the minimum representation that supports the kinds of stories you want to generate
Use hair complexity for cheap fictional flavor.
Hair complexity is my term for pieces of the simulation that don’t affect anything outside themselves.