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We're a generation that can sit in someone's living room and play plastic instruments and sing into microphones with all of our friends. We devote hundreds of hours of time into building our characters and forging relationships with people in online fantasy games.
We play games on our phones, in our web browsers, on table-tops, and, sometimes, with nothing other than our bodies and our voices in games like Mafia. We like having people around us, we like doing a variety of stuff, and we don't particularly have patience for any one activity for a long period of time.
Anyway. 'sup, we're Generation Y.
As our generation grows from our current teenage/twenty-something years we will, eventually, transform the things we make and consume to reflect the way we've changed from the generation before. More established industries are familiar with the changes brought about by a generation cycle, but digital games and industry which makes them are still young.
If we take what many consider to be the birth time-frame for Generation Y (1982-2003) then the oldest members of Generation Y are around twenty-seven years old right now. For those of us that grew up with gaming as a primary hobby, we grew up with the games made by Baby Boomers and young members of Generation X.
If we pin the developmental maturity for truly critical thinking about the games we are playing somewhere around the age of sixteen-to-eighteen years old, then the games that filled this developmentally important time around 1998-2000 were primarily developed by Gen X developers (with a not-insignificant chunk of Boomers).
Giving a talk at an IGDA meeting in Montreal, Clint Hocking pointed out that in 2000 roughly 80% of the game industry was composed of members of Generation X. In the same talk, Hocking pointed to a list of the Top 50 Games of All Time on GameRankings.com and determined that 35 of them were released during or after the year 2000.
"What is so awesome about these hardcore, immersion-focused, punishing single-player games? Is it that Generation X finally figured out what makes games great and the future of game development is just replicating that? I don't think so. The reason that these games are overwhelmingly considered to be great is because the people making them, the people playing them, and the people rating them are the same fucking people. We are Generation X and we do not play nice with others.
Generation Y, however, does play nice with others. We are a generation whose most defining characteristic is our general approach to socialization. Where Generation X does not "play nice with others," Generation Y does not take well to isolation. We're used to constant feedback from others (preferably praise) and we prefer the dynamic of a team. Years and years of academic life where tasks were group projects, paired assignments, and peer review have raised us with a familiarity and comfort in group work.
As Generation Y gets older, the continual exposure to group activities and group projects throughout academic life manifests in unique ways. We're a generation in constant communication with one another; we text, we Twitter, we Facebook, we use just IM conversations with ease, and it feels weird to work at a computer without an internet connection.
Members of Generation Y are generally perceived to be sheltered, stressed, and entitled as a result of special treatment or attention due to the focus of parents who were acting opposite of the lax parenting in the 60s-70s (Wilson/Gerber, 2008 [PDF]). The combination of these factors goes a long way to explaining the popularity of the games created by Generation X.
Those "hardcore, immersion-focused, punishing single-player games," as Hocking described them, were all Generation Y wanted out of our entertainment. We wanted to be immersed in worlds where we played as the protagonist in one of our many favorite pop culture power fantasies.
In 2000, the oldest members of Generation Y were just finishing high school. What lay ahead was the livelihood of a new generation; Ys were going to college or going straight into the work-force and starting to come into their own. Those same sheltered, stressed, and entitled kids now had an abundance of opportunities outside the realm of high school.
Going forward, the prominent "trophy kid" mentality of Generation Y creates a unique type of individual: hard-working, achievement-focused, but with a sense of entitlement due to Generation X's reaction to the lax parenting of the Baby Boomers. Wilson and Gerber continually make reference to the Y desire for quick feedback and reward for their time and efforts. Furthermore, Y demands variety as Richard Sweeney [DOC] elaborates:
Millennials expect a much greater array of product and service selectivity. They have grown up with a huge array of choices and they believe that such abundance is their birthright.
If Generation Y was a video game, it would be World of Warcraft.
World of Warcraft is a game filled with vibrant people, feeding on a variety of common fantasies, providing constant feedback, and offering an abundance of activities each with their own systems and ways of providing feedback and rewards. In a given World of Warcraft play session, the following activities are possible:
- Sitting around in a major town and simply partaking and interacting with the societal microcosm which exists there.
- Partying up with others (either well-known or not) for group questing/raiding.
- Trading goods personally or through a third-party (the Auction House can be seen as an entire game in and of itself).
- Exploring the world either for exploration's sake or to search for items/people.
- Engaging in the entirety of the crafting series of systems such as gathering ingredients, crafting actual items, and selling/trading home-made goods with others.
- Character customization through weaponry, clothing, and gaining experience/leveling. Most notable here is the display of one's avatar in comparison to others and treating the avatar as a badge of pride within the game's universe.
World of Warcraft's tremendous popularity isn't a surprise considering its features and its target demographic. It, quite literally, has everything desirable to appeal to a significant amount of the Generation Y crowd. It offers a variety of activities, places importance on the social aspects of gaming, and offers an innumerable amount of forms of rewards. Most importantly, it can be played in almost any amount of time. Players can sign on for ten minutes just to momentarily hang out with their guild, run a quick quest, gather a few ingredients for their crafting work, and then sign off.
If the features that attract the Gen Y populace as a whole are a quick, rewarding core feedback loop, an ability to have a quick session of a game (even if it could turn into a long one) to fit into the busy, entertainment-laden lives of the Y socialites, does that start to rule out the role of deep, time-consuming game experiences like Far Cry 2? As up and coming designers of games that our generational contemporaries will be playing, the last thing we want is for our own generation to sabotage our ability to make games like the ones we grew up with.
As much as we want to have our own style of design and play, we don't want to eschew the years of work and research put forth by the Boomers and Gen Xs that paved the way for the work we have done and will do in the future. We grew up playing games like System Shock, Baldur's Gate, Half-Life, and so on, and these are the games that shaped the way we play and think about games. That said, none of these are games that provide an abundance of quickly-accessible instantly gratifying moments.
The answer, I think, is changing the way we make games to fit into a player's life. World of Warcraft would be nothing if it didn't offer the abundance of possible ways to play the game (from solo questing, to massive group raids, to solely socialization). The recently-released Trials HD would be far less interesting of a game to me if it didn't display everyone on my friends list as they relate to my progression through a given level.
And look at Guitar Hero: back when it was just a guitar game for one or two people it was moderately popular, but it completely exploded when Rock Band hit and allowed for more widespread social appeal due to the variety of roles it allows people to play. It seems necessary to change how we think about games by appealing to changes in a primary "gamer" demographic (if such a thing exists) while still evolving how we think about what we personally want out of games.
For instance, it seems like it would be a misstep, given what we know about gaming habits on the Xbox 360, to release a game which completely fails to acknowledge the outside world despite friends and messages and game invites popping up on the screen at any time.
Microsoft's treatment of Xbox Live for this console generation was one of the most forward-looking developments in the game industry. Xbox Live arcade offered players a friends system that told people when they're friends were online, what they are playing, and what they're doing in that game.
On top of that, Xbox Live added a persistent form of achievements to the platform that could be achieved by players and viewed by that player's friends was a brilliant design decision. It essentially forced all games on the platform to acknowledge that most players weren't playing games in a vacuum anymore. Achievements swiftly offered solutions to the kinds of problems that designers were going to run into this console generation: the difficulty in making a "hardcore, immersion-focused, punishing single-player game" sticky to a generation of gamers who were now entering a part of their lives where time would become a commodity.
Going along with the type of social gaming that the Xbox 360 encourages, a surprising number of major games of this generation have attempted to adapt to the more social nature of Generation Y gamers. Games like EA Montreal's Army of Two are based almost entirely on the assumption that two players will be playing the game cooperatively; if not, an AI partner will fill in, but the game is designed and written in such a way as to make its emphasis on two human players clear.
The more bizarre case is Capcom's Resident Evil 5. Resident Evil is a wholly single-player series that was "reinvented" in Resident Evil 4 with a game design that placed even more emphasis on a single player (unlike RE1 and RE2, RE4 had no option to play as multiple characters). Resident Evil 5 took the Resident Evil 4 gameplay and restructured to work as cooperatively-dependent as Army of Two -- a step that even the co-op heavy Gears of War games swayed away from.
It's hard to know how to properly evolve game design in ways that will fully appeal to the changing demographic as we transition from the, as Hocking dicussed, primarily Generation X occupied roles of player, developer, and reviewer to that of the Generation X/Y coexistence to the period where Generation Y is the dominate force in the marketplace.
What does seem somewhat helpful going forward is recognizing that the people who are growing up now have a different set of expectations for what games are and what they should be than the teenagers from a decade ago. And, at some point, games will change to match, but what's to be decided is how.
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I see why you included rockband. (because nothing says GenY like "the Beetles"). But I wonder about the inclusion of World of Warcraft which really spans the generations more then any other game. Do you know how many Baby Boomers are on there? Probably you don't because most of them usually hide their age.
I would tell you the percentage of baby boomers, but I don't want to make you physically ill.
Again, great post. I hope to see more from you in future.
At the same time, I think the wired world that has shaped GenY has and will have a profound impact on their thoughts and processes. I look forward to the hyper-connected world of the future they will shoulder, invent, and reveal to us. This is a truly special time to be alive.
As an aside, I don't even like playing World of Warcraft myself, but it's hard to ignore the millions of people that do. And, beyond that, figuring out what different demographics of players enjoy the game.
Eric, I think you underestimate the size of the Gen-X workforce (in the game industry, anyway). I'd recommend actually watching or listening to Clint's talk; he has a lot of incredibly interesting statistics, analysis on the industry's current composition, and what is likely to happen in the future.
Getting into gender-specific stuff (similarly the gaming growth in the casual sector) was a bit out of scope for this article. While both of your examples are definitely valid statements, I don't think their existence is mutually exclusive with the resonance of social games among Gen-Yers. For this piece, I took more of an interest, as a designer, looking at what is working for the Gen-Y gaming crowd and what can be learned from the current crop of games going forward.
The generational categories are too broad and ignore several important factors:
1) lack of homogeneity in 'American culture'; try defining the American experience for a given generation - are you referring to Suburban America? Rural America? Black America? White America? Latino America? Rich America? Poor America? Religious America? Secular America? the list of relevant distinctions goes on...
2) Technology adoption. There are Baby Boomers and early Gen Xers who have adopted social networking software and iPhones to as great an extent as any 'Millennial'.
3) There is a huge difference between the early life experiences of someone who was 12 in 1972 and someone who was 12 in 1990 (ex. the former saw Vietnam - "America wanes", the latter the dissolution of the USSR - "America waxes") but they are lumped together in Generation X. Huh...
I agree that cultural trends are worth following; but I disagree that they are best charted by birth-years. As you say, it would be ridiculous to claim that events transpiring during an individual's formative years were meaningless - but it's just as ridiculous to presuppose a uniformity of reactions to those events and a uniformity of life experience in general.
I can say that Gen Xs on the whole have a familiarity with technology, but I can say with certainty that Gen Ys have a greater familiarity with technology. There are exceptions in both cases, but it's a pretty sound statement to make due to a technological proliferation that occurred during the lives of most Gen Ys. I'm not sure what you're arguing, to be honest. I do not (and did not) preach that generational thought is a sociological law by which I will govern how I make games, but I do think that there are trends which are helpful to look towards and that it would be silly to ignore those. That was the point of this article.
His latest book, 'Grown Up Digital' was handed out at the conference. He was there to speak to business people about how the Net Geners (another term for ya) have been influenced by digital technology, primarily through the Internet being the defining factor.
An interesting read for those interested in this topic.
A sturdy article on the subject Mr. Polack.
Despite my questions I think the conclusion of the post is valid.
Let's do a bit of quick analysis:
http://www.census.gov/popest/national/asrh/NC-EST2008-sa.html
The "Baby Boom" supposedly marked the largest growth in, well, growth in US history - maybe to that period, but we've been pretty steady since then. Basically we've produced 20 million newbies for every 5 year span since 1950. 'Boomers' and 'Millennials' simply do not outnumber 'Gen X' by any significant margin. Oddly, 5 years makes a lot of sense to break down generational differences when looking at pop culture - 1990 grunge didn't really exist outside of Seattle, by 1995 it was mainstream, by 2000 it was gone. SO, twenty year groupings don't make sense from a pop culture point of view.
What about technology adoption? The Twitter website gets about 50 million unique hits every month - within the top twenty follower groups are: CNN, NY Times and Oprah. Forgive me if I don't believe that they are being followed by 15-25yr olds. The key stat in predicting ownership of iPhones and Blackberries isn't age, it's employment.
What's the point? What am I arguing?
1) Game Players and Game Developers are by definition early adopters - that is, regardless of birth year they embrace emerging technologies faster than their non-gamer cohorts. In other words, GenX gamers have more in common with GenY than with non-gaming GenXers.
2) The 'generational characteristics' aren't entirely accurate - i.e. the socialization aspects of GenY are shared by MANY GenX folk; likewise, there are plenty of competitive GenYs who don't really play nice with everybody else.
So... I don't expect new developments in game design to be based on 'generational differences' because I believe they are not as prevalent/relevant within the game industry as they are within other areas of our culture. Again, my disagreement is meant to be entirely respectful of Mr. Polack's position, which I think he stated quite well =)
First, no model is perfect. A model can have utility even if it doesn't represent with absolute accuracy the phenomenon under consideration... but "it's only a model." If it's well-constructed, a given model can be useful as a shorthand way to describe perceived cultural modes at various periods in time in a limited geographic region. But all models have some error, which is why they should only be treated as shorthand descriptions for the purpose of discussing mass behaviors. We shouldn't treat any one model of behavior as the *only* possible model -- it's just one of many ways we could use in trying to understand why groups behave the way they do. Other models can exist, and they might be more or less useful for game design purposes.
The second point is that it's critical that we remember not to mistake individual behavior for mass behavior. Even if we grant that there could be explanatory/predictive value in the Boomer/X/Y model, that doesn't tell us anything useful if we pluck individuals from those groups and listen to their anecdotal perspectives. Some people from a group will fit the curve; others will passionately (and correctly) insist that the model doesn't accurately describe their personal motivations or behaviors at all. This doesn't mean there can't be value in a model when looking at large groups; it just means that such models only have value when looking at large groups. Individuals follow the Harvard Law of Animal Research: "Under the most rigorously controlled conditions of pressure, temperature, humidity, and other variables, the organism will do as it damn well pleases."
With respect to the Boomer/X/Y/etc. model, I'm inclined to think there might be something to it merely as a quick-and-dirty description of mass behavioral differences among several generations of U.S. citizens. People are capable of perceiving and responding to the socioeconomic conditions that exist when they form the values that they carry with them the rest of their lives, and it seems reasonable to me to think that this phenomenon could apply as a mass effect. (Personally, I suspect a similar multi-generational pattern of behaviors underlies the Kondratieff "long-wave" economic cycle, but that's another topic.)
In terms of game design, then, I think the very well written original blog post is a reasonable and useful lens through which to think about changing tastes in gameplay preferences. It's not perfect, but perfection is not required. I also think there are other lenses, which may or may not be more powerful under specific conditions. But I don't see anything in the OP suggesting that the Boomer/X/Y model should be the only tool in the analytical toolbox.
On balance, while I might not agree with all the conclusions, I think the original post makes a useful contribution to the discussion of who gamers are and what they want.