Twiggy Game was published in 1967. If you don't know who Twiggy was, she was a extremely famous model in the 1960s, remarkable for both slenderness and flat-chestedness, representative of the Mod look, and occasional participant in Rowan & Martin's Laugh-In.
For what godforsaken reason am I discussing Twiggy Game today? To make a point: the danger of lack of culture.
What do I mean by "lack of culture?" Just this: with novels, cinema, music and every other form of art, we have long-standing traditions of criticism, analysis, reviews, and discussion. People know something of the history of the forms in which they are interested, something of the process of creation, and over time develop individual aesthetics, ideas by which they judge the merits, or lack thereof, of a particular product.
In the United States in the 1960s, no journal of which I am aware, except perhaps for some obscure fanzines (like the original Strategy & Tactics), ever reviewed games. With the exception of a handful of passionate game players and designers, like Sid Sackson, no one had anything like an aesthetic of games; and the publishers thereof believed themselves to be in the packaged goods toy industry.
The idea of launching a novel game that was meritorious because of the nature of its gameplay, was utterly foreign to all game publishers, except perhaps for the short-lived 3M Games line. Indeed, as the then-head of Milton Bradley, James J. Shea, makes clear in his history of the firm (It's All in the Game), the notion that gameplay mattered was viewed as a quaint concern that might have made sense in the halcyon days of Milton Bradley himself, or the era of George Parker, but had no role in the modern world of conglomerate business.
If the audience has no aesthetic, no basis on which to judge the intrinsic worth of a work, on what basis do they make purchasing decisions? There are only two ways to reach them, in fact. One is by marketing "old favorites," games with brand recognition because of their long history and exposure to the market. The other is by exploiting a licensed brand.
Hence the Twiggy Game. Hence the Welcome Back, Kotter game. Hence thousands of other instantly-forgettable pieces of licensed drivel.
The same dynamic continues in today's mass-market American boardgame market. Though there are serious game aesthetes, no major media covers boardgames with any consistency, and those who prize and study boardgames are a minor elite with little exposure to a larger audience; hence, the existence of the hobby boardgame market, that sells (typically) in the thousands of units, rather than the hundreds of thousands typical of the mass boardgame market.
This is at least an improvement over the 1960s, but the contrast with Germany, say is stark. In Germany, there is what you might call a national boardgame culture, with major publications reviewing new games, a highly competitive set of publishers, and designers who are minor celebrities. Consequently, many, perhaps most, of the best new boardgames are published out of Germany, and the American market is treated to the same old branded crap.
It's not a phenomenon that is restricted to boardgames, either. Consider the modern mobile game market. In most markets, 90+% of mobile games are sold off of the operator's deck. In other words, you find whatever menu on your phone that lets you browse downloadable games, and what you see is a list of games that the operator will provide to you, under contract from the publishers of these games.
In many cases, the only information you have to base a purchase decision on is the title of the game, along with the category in which the operator has put it ("action" or "puzzle" or whatever). In some cases, you may be able to view a short bit of text, and an image.
While there are a handful of Internet sites that offer reviews of mobile games, probably 99% of mobile game purchasers are unaware of them. There is no culture of mobile games, nor any effort by any part of the value chain to foster one. Consequently, we see the same dynamic play out: All that matters is branding. Tetris and Space Invaders sell well here, just as Monopoly and Clue do in the boardgame market.
Games based on media licenses are common. So are games that tie in to recently-released console games; Gameloft (like Ubisoft, controlled by the Guillemot brothers) has made a business of essentially adapting new Ubisoft games for mobile phones. Given the limited capabilities of J2ME and BREW, these bear only the most glancing relationship to the console games on which they are supposedly based, but the tie to a heavily promoted "real" game is sufficient to create a market for the mobile version.
Many gamers who have explored mobile games have come away with the opinion that they all suck. With rare exceptions, this is true. The market has no aesthetic of gameplay; branding is all that matters; why should the publishers of mobile games care?
You see the same dynamic in slot machines, where old TV licenses are very powerful. And yes, you see it in videogames as well.
We do, at least, have something of a videogame culture; major media do pay attention to them, and there are innumerable sites devoted to them. And gamers passionately debate the merits of the games they play. And yet, those discussions are curiously uncultured, too; the average gamer's ignorance of the history of the form, of the contributions of different creators, of the evolution of genres, is staggering. Games suck or rock; no nuance here. And gamers have been trained to expect and reward spectacle over originality; the number of commercially viable genres continues to decline over time.
And franchises -- number VI in a series -- along with drivel licensed from other media predominate. EA likes to portray itself as bravely fighting against the tide by purposefully fostering a handful of "original IP" titles each year -- but of course, these games slot into the same genre categories they know how to sell. The IP may be original, but the gameplay is not.
And just as consolidation of the American boardgame industry (which is largely controlled by a single firm -- Hasbro) has bred a braindead market, in contrast to the more competitive German one, so the continuing consolidation of videogame publishing into a handful of international conglomerates merely hastens the trend away from gameplay aesthetics and toward branding.
The Twiggy Game is a charming cultural object from a bygone era; it's also a stark representation of what went wrong with boardgames, and a stark warning for what can go wrong with games as a whole -- at least, if we fail to inculcate, in ourselves and in others who love games, an aesthetic that prizes something beyond the brand.
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Looking to the film industry; almost everyone watches movies, however not that many people much about cinematography, lighting, costumes, etc.
I don't think we should expect people to learn these things either.
There's a question with small companies (I'm brazilian and I'm still in Brazil, I know what I'm talking about) that make games for mobile, flash and serious games, there's is a mentality that the Game Designer/Creative Director position is not needed. Everybody thinks that making game design is just writting down a GDD and a couple flowcharts, and that any programmer that have read a basic GD book is a jack-of-all-trades game designer.
Game industry is still walking where the overall industry has been decades before. And actually called "comercial" games are more about graphics than gameplay improvement.
Mr. McCulloch, I believe there is a difference in concept. Anyone, even those that don't know the too much about the movies industry knows that movies were mute at the beginning, black and white, and then color. However, many wouldn't be able to give such a simplified timeline (pixels -> sprites -> models, or monochrome -> 8 bits -> 16 bits -> etc, or Atari -> Nintendo -> Sony, etc). Everyone knows that a black & white movie is older than a color movie, however based on the same they would guess Super Mario Land 2 is an older game than Super Mario Bros (simply for the sake of color). I am sure anyone who does not know about movies will be able to tell you at least one director name (Spielberg, Woody Allen, etc), but very few would actually name a game designer, producer or programmer.
First, that the games industry is bigger than movies. Based on what numbers? I honestly don't know if this is true or not, but people have been saying it for a while and yet, intuitively, it doesn't look that way. I see more movie ads than game ads on TV. I wonder if we're counting just game sales versus box-office, or are we counting hardware, and if so, do we count DVD and Blu-Ray players as "movie hardware" and how do we consider that Sony and MS have been selling movie-and-game consoles for two generations? Are we counting services like NetFlix/GameFly, and how do those get counted? What about online/digital services like Steam, iTunes, and Amazon? What about regular rentals of games and movies from places like Blockbuster? It seems like the numbers that we come up with could be skewed strongly by how we calculate them.
I disagree that people don't recognize director's names because they're unlisted. Maybe in some cases, but not in all. For example, anyone who's played Metal Gear Solid has seen the name Hideo Kojima right up front, in the opening credits. Not everyone puts their name out front like that, but a lot of games have a "credits" option in the main menu, and play those credits when the game is completed. You could argue that not all players complete games, and that almost nobody is going to press "Credits" over "Play Game" at the main menu, and that's valid, but I'm saying that some directors and producers do put their names up there.
The real issue, I think, is that in movies we get to see the actor on screen for most of the film. If I took a famous game character such as Solid Snake and put that character's face and voice in any other game, players would recognize it, just like people recognize Harrison Ford. It has to do with seeing and hearing a person. Spielberg is recognized purely because of promoting his name well, the same way "A HIDEO KOJIMA PRODUCTION" gets Kojima's name out there. People don't recognize the name "Warren Spector" quite so well, even if they have played some of his games, because his face isn't on screen and his name isn't superbly marketed and it doesn't say "A WARREN SPECTOR PRODUCTION" when you start playing Deus Ex.
That being said I really doubt I'll ever go into a Target or Walmart and see any serious board games for sale. They require mass numbers of sales that for some reason aren't as important to the stores in Germany. This might be a chicken and the end problem.
I discuss board and video game development in my blog.
Mac
http://aboutmakinggames.blogspot.com/
I agree with this post overall, but while the Twiggy game may now be nothing more than a pop-culture curiosity (which has a serious value on it's own merit), we still play many board games from that era like Risk and Stratego, and said games can easily be obtained from any major department store chain like Target or Wal-Mart. I fully agree with a previous comment that if board games like Runebound, Carcassone; etc. were also sold at these retailers, they woud also enjoy increased commercial success.
With videogames it's much the same. We have our Wall-E games and our Goldan Compass games that will most likely be soon forgotton, and then we have our classics like Donkey Kong and Pac Man that will still be played for the forseeable future, and then we have our current achievements like Fallout3 and GTA that we hope will stand the test of time.
Greg, you're a wonderful example journalists and game designers can admire regarding support for game diversity.
I concur.
I think the "uncultured" gamers is the result of our current video game media, including the most popular gaming news websites, reviews, and the like. There are some good ones out there, but I personally feel the majority is "uncultured" and this passes on to the young and/or impressionable gamers. There are way too many video game reviews out there that are done by people who are reviewing sequels when they have not played its predecessors, or are hopping in to review a genre when they have little to no experience with the genre.
Gygax and Arneson developed proto DnD from enhancing the gameplay of moving divisions and squads across a paper map to individual characters. Soon many were taking DnD and developing their own 'homebrews'.
Uncultured is the new culture... I fight the trend in the urns, but as a game designer, I have learned to live with it.
Optimistic one
A new form of culture emerges where everyone knows a bit about everything and a lot about only a few things (their passions). Passionate gamers know a lot about games, although they might not have the interest in gaming history (just as a passionate book reader might not have any interest in book history)
Yes, there's "artistic" developers out there - independent, radical developers working on all manner of deep and meaningful projects. No, the mainstream will not ever suddenly start lapping them up, no more than Dreamworks will ever line-up to remake Un Chien Andalou (lord, I hate making cross-media references, but it had to be done ...). The problem is that, until we get people talking about games seriously and discussing them in a structured, academic fashion, all those maverick developers will just be stabbing in the dark, repeating each other's mistakes and not passing their learning on to anyone else.
Watch this space, I'm working on it. ;)
decent and varied game play. While games such as Tetris and Space Invaders carry a degree of "retro"
style, they are more aptly arcade games. The mobile phone platform is just as perfect for older pc games such as metal slug, bullet hell shmups such as Raptor: call of the shadows and smaller non-resource intensive adventure games such as cosmos comic and crystal caves as it is for retro arcade games.And while these games may not appeal as much to the mainstream public, they would most likely appealto nostalgic gamers.
The apple iphone is also a major push point for gaming on mobile devices and does have a culture of its own. the toucharcade forums have over 12,000 members for instance. All reviewing and critiquing the latest games for the iphone. While this community is not "fostered by the value chain" it does have the potential to grow into a larger mobile gaming community.
With the new developments in mobile technologies, I think that mobile gaming is really just getting started.