Non-game
From Wikipedia, the free encyclopedia
Non-games define a class of software that lies on the border between video games, toys and applications. The original term non-game game was coined by Nintendo president Satoru Iwata.[1] The main difference between non-games and traditional video games is the apparent lack of goals, objectives and challenges.[2] This allows the player a greater degree of self-expression through freeform play, since he can set up his own goals to achieve. Non-games are particularly successful on the Nintendo DS and Wii platforms, where a broad range of Japanese titles appeal to a growing number of casual gamers.[3][4]
[edit] Examples
Non-games have existed since the early days of video games, although there hasn't been a specific term for them. Among the earliest examples are I, Robot (Atari 1983), which featured a special "ungame mode" called "Doodle City", and Jeff Minter's Psychedelia (Llamasoft, 1984), that is an interactive light synthesizer. The simulation game SimCity was called a software toy by its creator Will Wright, since there is no ultimate objective in the game. Dr. Kawashima's Brain Training (Brain Age) is a video game featuring a variety of puzzles and exercises designed to train the player's brain. Second Life can also be regarded as non-game, since its features allow usage as game and application alike.
[edit] References
- ^ IGN: GDC 2005: Iwata Keynote Transcript, March 2005
- ^ Francisco Quieroz: Insular, Critical Appraisal. September 2005
- ^ Gpara.com: non-games sales figures in Japan, May 2007 (Japanese)
- ^ IGN: Non-Game Flood: Twelve more non games are set for the Japanese DS, July 2006
[edit] External links
- gamesindustry.biz: When is a game not a game?
- Eludamos: Electroplankton revisited: A Meta-Review
- Retro V - Gaming Blog: Warum „Non-Games“ trotzdem Spiele sind (German)
- Lost Garden: Nintendogs: The case of the non-game that barked like a game
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