It is only now that you list games that are allegedly popular
(which is still not quite the same as being successful):
Crossroads of the Four Elements
Legend of the Red Dragon
Brave Fencer Musashi
Tradewars / Trade Wars 2002
Sim City and Sim Earth are not games that have the discussed mechanic. They both allow you to control time, to run their respective simulations as fast as possible. Of all the other games listed above, there's barely any mention on the whole of the Internet, other than in historical context. Perhaps you could direct me to a source backing your claims of popularity and success?
First off, running the Sim games forward removes your ability to control things to a finite degree, and is not the only way to play them. For instance, I play Sim City by leaving it on a PC that's always on and running the game. At this point in the game I only interact with it from time to time, the passage of time is linked to reality, and I must check in occasionally to prevent disaster. I put it to you that emulating such an experience can be very enjoyable.
You only reinforce your blanket statement with opinion of one game and that crappy games are crappy, failing to consider if it's the mechanic itself or just the crappy game. You're entitled to your opinion, but having a closed mind and thinking that none could use the mechanic itself to positive effect (in a way that doesn't suck) is exceedingly arrogant. It's downright foolish to think this way.
Since you can't seem to effectively use search engines, I'll give you a crutch before I cut my losses (I think closed minds aren't worth interacting with, but I give everyone a chance).Crossroads or xroads
, was played and loved by many, and still is played and loved. I am a huge fan, and so is the maintainer of the Java port of crossroads, as are the other players of the game that still play via telnet client to this day. I included it because I believed its cult following met your (re)definition of "successful".Legend of the Red Dragon
Legend of the Red Dragon (LORD) is a text-based online role-playing video game, released in 1989 by Robinson Technologies. LORD is one of the best known door games.TradeWars 2002
In Gamasutra's essay ... LORD was considered to be a highly playable and memorable game, with colorful text and humor. The Escapist magazine highlighted the way LORD handled sexuality...
TW2002 was named #10 "Ten Greatest PC Games Ever" by PC World in 2009.Brave Fencer Musashi
Since you keep redefining what success is (protip: Animal Crossing is a successful game) I'll throw this in even though I didn't want to:Nearly Every "successful" MMORPG has the mechanic we're talking about.
Using code to emulate the online experience has been proven successful with various games, one being .hack
(which I also previously mentioned)
The series has received mixed reviews, but positive sales figures. As of March 2004, sales of the .hack games exceeded 1.73 million, with 780,000 copies sold in Japan. Jeremy Dunham of IGN praised the unique concept of playing an "offline" MMORPG and the lengths gone to preserve the illusion.
The mixed reviews, but positive sales are due to the games huge cult following...
Unfortunately, it seems you've an inability to think beyond your own poor experiences with "Animal Crossing" and "some crappy browser-based games" and have closed your mind to even the possibility that the mechanic could ever be good...
I suggest you open your mind and go level up your gamer exp.