Contents
Persuasive Games: Why We Need More Boring Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Persuasive Games: Why We Need More Boring Games
by Ian Bogost
2 comments
Share RSS
 
 
May 21, 2007 Article Start Previous Page 3 of 3
 

But why is Brain Age a success of this kind? It’s certainly a very different kind of game from Halo or even Miyamoto’s own Zelda series, games that allow the player to inhabit complex fantasy worlds. Instead, much of Brain Age’s success seems to come precisely from the ordinariness of its demands.

It is a game of chores, really, not of challenges. Games like speed arithmetic and number tracing actually become maddeningly dull after only a short time, but many players persist because they want to have the sensation of keeping their minds sharp. We use Brain Age like we might use an exercise video, or a bathroom book of aphorisms, or a low-carb cookbook. Whether or not the game really contributes to long-term mental health is irrelevant; it makes people feel as though they are improving their long term mental health. It satisfies a mundane need for personal upkeep.

Advertisement

As a medium becomes more familiar, it also becomes less edgy and exciting. This is what Marc Ecko means when he refers to movies as demystified. Over time, media becomes domesticated, and domestication is a mixed blessing.

On the one hand, it allows broader reach and scale. It means that more people can understand and manipulate the medium. Grandma and grandpa understand what they are looking at when you send them a VHS tape of junior blowing out the candles. On the other hand, it makes once a exotic, wild medium tame. After all, how many of you actually watch those airplane safety videos? Would you play an airplane safety game on the seatback monitor? Would you play it after seeing it on every flight for the next ten years?

Some proponents of serious games have unfortunately suggested that such games are opposed to the commercial, entertainment games that have come to define popular opinion of the medium. If we think of the possibility space for games as a more complex, graduated one, in which many kinds of experiences could be touched by games, then many more kinds of innovation present themselves.

And if we think of every point along this design gradient as an opportunity to be exploited, then we should want games to be more boring. Not just some games, we should want many of them, maybe even most of them to be boring, so that the ones that are not can become the Casablancas of our future medium.

1 http://www.marceckoenterprises.com/facts/facts.shtml.

2 For example, Wired 15.5, May 2007, pp. 41-44.

3 For more on this, see Stephen Totilo’s review of the game on MTV News: http://www.mtv.com/news/articles/1504962/20050629/index.jhtml?headlines=true.

 

 
Article Start Previous Page 3 of 3
 
Comments

Tomas Galler
profile image
I don't understand the point
http://www.casininio.com

kate Green
profile image
Gucci Shoes
Gucci Shoes
Louis Vuitton
UGG Boots
Louis Vuitton Handbags


none
 
Comment:
 


Submit Comment