COLUMN: 'Save the Robot': Should Games Be Childish Things?
When I was around six or seven, Christmas morning meant one thing: Star Wars toys. And even when I was six or seven, I knew that Star Wars toys were junk. My parents gave me one of the first Darth Vaders on the way to a nice restaurant in Boston at Christmastime, probably to keep me quiet at dinner. The figure wore a cape that was just a round piece of vinyl with armholes, and Darth’s light saber slid out of a gouge in his forearm.
After The Empire Strikes Back, I got a Hoth play-set that had as much detail as an egg carton, and when Return of the Jedi landed and the franchise ran its course, I settled for a line of non-canonical one-off spaceships that looked like something you should bury a mouse in. But nobody bought them for the quality. We bought them to play.
Last month, I caught MIT’s Futures of Entertainment conference, where some of the best and brightest of Hollywood and academia came to talk about film, TV, games, and toys, and the transmedia stories that tie them all together.
And I was surprised to hear a couple of the panelists reminisce about playing with Star Wars toys as kids, and using the toys and merch to – as Heroes’ Jesse Alexander put it – “extend the story,” and spin your own experience from what you saw on the screen. Except I don’t know many kids who actually stuck to the script.
Personally, I made everything up from scratch. I built whole worlds – starting with a couple of planets, and building piece by piece until I had a solar system, a galaxy, a universe, and a multiverse. Each action figure became a new character, and sometimes a few characters, and sometimes they’d spend a while flying around on the Millenium Falcon, and sometimes it was the Shuttle Tyderium.
I’m not saying I was J. R. R. Tolkien. I had the same killer robots, hyperdrive spaceships and squid-faced aliens with funny voices that any sci-fi property has to have. Over weeks and months of playing, I basically coughed up a mish-mash of Battlestar Galactica and Black Hole toys, doing the same stuff you would’ve seen in any of those movies. But I came up with the names and the adventures, and that made the stories mine.
Eventually, I got older and put all those toys aside. In fact, I remember digging them out of the closet and trying to play with them again – to wave a spaceship around and pretend it was in a life-or-death dogfight – but nothing happened; I was just sitting there waving around a piece of plastic. That part of my imagination had just fallen out of my head like baby teeth.
Thing is, I still wanted to create something, and tell these kinds of stories. I tried writing fiction, and it turns out, I’m lousy at it. I’m bad at creative writing in the same way that I’m bad at sculpture: it comes out lumpy, crude and unable to hold its own weight. I was persistent – I wrote a whole novel when I was 13, and I didn’t stop no matter how bad it got. But I never got any better.
That’s when games stepped in. I picked up my first writing crutch from Infocom: One of the first stories I ever wrote read like a transcript from a text adventure game – just a string of descriptions and the player’s commands. That saved me from all the exposition and “He walked through the hangar; there was a chill in the air” scene-setting that gave me so much trouble. The whole story read something like this:
> WALK NORTH
You fall into a hole and land in …
The Well
You have fallen down a well. There’s no way out.> DAMMIT NOT AGAIN
I don’t know the word “dammit.”
But I also got the same creative buzz just from playing games. In the Ultima series, Lord British gave us room to do whatever we wanted in his world; we could tackle the plot points whenever we felt like it, and project whatever we wanted onto his rudimentary stick figures.
More recently, Planescape: Torment hit exactly the right balance between engaging you with a story and letting us invent ourselves inside it. And Jets ‘N’ Guns GOLD won me over this year because, well, it’s so damn juvenile – like kids scribbling out notebooks-full of spaceships and riffs from sci-fi films and somehow munging them into a game.
Earlier this year, I got some promo materials from WizKids for their new Star Wars PocketModel trading card game. I know zilch about trading card games. (I mean, sure, I’m a geek - but we all have to draw the line somewhere.) But I found this one really intriguing.
You buy packs of the cards, and each one contains the pieces of a foamcore model of a spaceship. You pop out the pieces, assemble the ships, line them up against each other and fight. They sent me a starter box, and one night I found myself snapping them all together and laying them on a table. They’re small and brittle models, but they have the same tactile appeal and killer Star Wars designs that hooked me when I was a kid. I wanted to play with them.
And that’s why it’s a game: the rules teach us how to play. They draw us back into the experience, and give us baby steps as we move the little foamcore ships around a table again. They support our imaginations.
And I’m taking some post-Christmas time to appreciate it, because while the industry talks about “participation” and “user-generated content,” I don’t think developers always realize how important this is – how they take me back to a time when the best thing in the world was making a new one.
[Chris Dahlen reviews games for The Onion AV Club, writes about music and technology for Pitchforkmedia.com, and blogs at savetherobot.wordpress.com. Contact him at chris at savetherobot dot com.]









Comments
When I read this, something inside me screamed that you're mixing up games and toys. But in all fairness my point of view is strongly influenced by this:
http://www.costik.com/nowords.html#What_is
Posted by: unwesen | January 2, 2008 1:02 AM
I find your lack of an "e" in "Vader" disturbing.
Posted by: Sparky | January 2, 2008 5:04 AM
Ahem, Vadar is now Vader-ed.
Posted by: simonc | January 2, 2008 7:03 AM
The whole "SimCity is a toy not a game" argument is a bit questionable.. if the reason it's a toy is that it supports rules but not goals, it's trivial to change it into a game (add goals) or change ANY game into a toy (remove goals). Does the distinction really mean anything?!
Posted by: raigan | January 2, 2008 8:26 AM
Nice article.
To Raigan - The distinction is incredibly important, and changing a toy into a game is not trivial at all but actually quite complex. The complexity, however, is not in choosing whether or not to add a goal, but in chooisng what goal to add, and, in doing so, defining the direction of your game.
Let us say, for example, that the goal of chess was to capture your opponent's queen; suddenly, chess is a completely different game - it still has the same pieces, it still has the same rules - but the new goal makes it a completely different game. Similarly, without a goal at all, chess is merely an arbitrary set of toys with some arbitrary rules.
Or let's take a closer exmaple: World of Warcraft. Anyone who has played the game will tell you that there is no single concrete goal - there's never a dialogue box that pops up and says YOU WIN, but almost every player who plays the game has a concrete goal in mind (most of the time it's making their character stronger, although sometimes it's PvP related) and for them that makes it a game. However, if we can imagine a player simply playing World of Warcraft because they like the pretty colors (they are quite pretty) and watching their numbers go up. There is no concrete goal for that person; World of Warcraft is a toy; a sandbox.
SimCity is the same thing. For many people, it's a game, because they create concrete goals and then compete (either against themselves or their friends) to acheive those goals faster or more extravagantly or, if the goal is a particularly difficult one, they struggle to complete it at all. However, despite the fact that some players choose to use SimCity's sandbox to create a game, SimCity itself is not a game - just like a rubber ball, despite the fact that many people use it to play dodgeball - is not a game on its own. It's just a rubber ball.
Posted by: jamesl | January 2, 2008 11:21 AM
It just seems like whether or not the goals are represented in the game code itself or work at a higher level is irrelevant.
If you removed the "You Win"/"The End" from the end of Super Mario Bros 3 -- so that, as in the GBA version, the player is free to revisit any level they want -- it doesn't suddenly change from a game to a toy. Very little about the actual game itself changes at all -- the main activity of the game, which is moving around the levels interacting with things, remains just as fun as when there was an "end" goal.
Whatever it is, it is in both cases -- all that's changed is the higher-level presentation.
The fact that there is or isn't an "ending" which is triggered by some set of conditions just strikes me as irrelevant. For one thing, most players don't finish the majority of games -- so it doesn't matter whether or not the ending exists. I could make an endless/unbeatable game but present it as finite (i.e set unbeatable goals) -- would this change anything about the game, vs if the player knew it was ultimately unbeatable?
Similarly, saying there's no goal to SimCity is a bit disingenuous -- on a broad level the goal is the same as with any game, to interact with the system for amusement, enjoyment, curiosity, or whatever other purpose compels you. Just because the developer didn't add a single line of code saying "if(some condition), PlayVictoryAnimation()" shouldn't make a difference.
As you pointed out, anyone who plays these games ends up making their own goals for their own amusement (whether they're specific goals or just vague ones like "I want to see what happens when.."). Is this any different than if the game designer had let them set the goal(s) from a drop-down menu (and broadcast notification when the goal(s) were reached)? Either way the game itself is identical.
Or take roguelikes -- each play-through ends, however it's not a win/lose ending since given the same result one person might feel that it was a win (maybe they reached a level they hadn't made it to before) while another would consider it a loss. There may be a "completed the game" vs "died without completing the game" in some (i.e some do have a finite duration in terms of # of levels or some sort of concrete goal), but often you might feel like you won despite not completing it, or you might feel like you lost despite completing it, simply based on prior experiences and expectations.
You can play with _any_ game like a rubber ball -- for instance you might play Doom trying to use only melee weapons, or by only running backwards. Does that make it a toy? What _is_ the goal of Doom anyway? To reach the end of the game? That's just an artificially constructed limit that arises due to various factors (the need for the game to be created in a finite amount of time/money, etc). People are still making Doom WADs -- if you made a system whereby when you reached the end of one WAD, the next would be downloaded (or even better, opening the exit door in one level would lead you right into the next), you'd have a non-ending "goal-less" game, but it would be NO DIFFERENT than the original Doom -- you're still just running and shooting because it's an engaging experience.
The fact that there may or may not be an author-prescribed method of play, or a suggested use, should have no bearing on the nature of the thing. Either all games are toys, or none are.. it's a useless distinction.
Posted by: raigan | January 2, 2008 1:24 PM
So I was thinking about this, esp jamesl's Doom-as-goal-less bit, and I think that's really smart but I'd add that a more fitting analogy might be an infinite Doom-game that had the cheats enabled or (even better?) had all the life/ammo/damage rules completely modifiable in-game.
And I guess that's what makes it to me a useful distinction. (Not about the 'how' you play so much as the imposed limits of play.) I've been playing Black & White lately -- I bought it when it first came out, but couldn't quite get into it -- and it's fun and all but (control issues aside) I can't help but think it'd be far more fun and way more interesting if the game dropped all the RTS/tribe-management tropes and just let me be a floaty god with a big pet to a world full of sometimes warring sometimes happy sometimes starving tribes. Granted, there might be a mod or cheat out there that lets me do this, but I guess I wish that more games (esp. games with a simulation or AI-centric slant) would just come with that option, so long as said option wouldn't make the game technically unworkable. I _hate_ building those little people's buildings and giving them lumber and training my beast to do likewise and trying to get other little people to believe in me. But I quite enjoy just watching them wander around, occasionally messing with or helping their lives. . . That would be more of a toy, to me, less of a game.
Posted by: nd | January 3, 2008 11:12 AM
Online games have been expanding like nothing on the Internet.
Many new online gaming sites have come up.
Even I'm a big sucker of online games. They are susually easy on systems, have a light theme and can be interesting without getting addictive.
Some of the latest that I came across are from Zapak.com.. Zapak is promising to give away free cash to the people who play one of the 30 cash games. (Not cash prizes for winning the game, but to anyone who plays the game) . Just loved the way they have structured the games in this category.
Here is the link
http://www.zapak.com/tgthome.zpk?utm_source=b
Posted by: Ashi Kacheria | January 3, 2008 10:30 PM
I'm having trouble seeing "game" and "toy" as oppositional concepts; I think they're related. A toy is an object; a game is an experience.
The thing that's distinct about toys is there is a "right" way, or a few right ways, to play a game, and no "right" way to use a toy.
Even with a sandbox like Warcraft or a game like SimCity, where you have plenty of choice in how to play with it, there are things you can do with it and things that you can't. But there are very few restrictions on what a child can do with a toy plane -- if they want to pretend it's a submarine, a baby or a talking war jet, there aren't any limits.
Even open-world games are closed experiences. Games are like toys in that you play with them in order to have fun -- but with a toy, how you play with it is always completely up to you. When the column talks about making games more like toys, I think Chris is referring to that sense of imaginative freedom over play.
That being said, I dunno how feasible it is. I think that the closed-world structure of a video game is one of its more appealing points.
And besides, the human imagination lacks limits. Games, being constructs built on technology, probably can't ever approximate that total absence of rules and total freedom of possibility. And again, I'm not so sure they should try. Whether we're talking about video games, soccer, jump rope or chess, good rules are what quintessentially define a game.
Posted by: Leigh | January 4, 2008 8:45 AM
Leigh's on the mark. I don't mean that all games should act like toys - I was focused more on figuring out why my two-year-old can pick up a space ship and go "vroom vroom" like it's nothing, but I had to buy a $400 XBox to get anything like the same buzz.
This also partly explains why I haven't introduced my kid to video games yet - but that's another story ...
Oh and sorry about the Vader misspelling. That's my second goof in three columns - ugh.
Posted by: Chris Dahlen | January 6, 2008 10:28 AM
i love starwar
Posted by: hiruma | January 11, 2008 6:22 PM