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Consider Zidane
Head-Butt, a very simple game created and released less than a
day after Zinedine Zidane’s infamous headbutt at the 2006 World Cup
final. The game is crude at best, its gameplay little more than a
modification of whack-a-mole, wherein the player controls Zidane and
clicks the mouse to headbutt an endless barrage of Marco Materazzis.
The game’s sole, simple
mechanic offers no novel experience. It’s yet another skinned
Whack-a-Mole. The game even lacks a score tally. As such, Zidane
Head Butt stands mostly as a curiosity, a media gimmick released
quickly enough to capitalize on the hubbub surrounding the event
itself.
But rather than reject the
game’s significance based on its crude implementation or simplistic
conception, we should celebrate Zidane Head Butt precisely for
its fleeting nature. This is not a game one attempts to master -- indeed
it is probably not even a game one plays a second time. By maximizing
curiosity, the game successfully adheres to the casual game design
value of very low time commitment. This is a game one plays once,
then forgets about forever -- but that one forgets without gaining
much meaningful insight about the event it recreates.
Zidane Head-Butt
September 12 is too
loosely coupled to the events it editorializes to become fleeting in
the way a casual (as in sex) game might do, but it offers meaningful
commentary on the events in question. Conversely, Zidane Head-Butt
is too trivial to offer any commentary whatsoever, but it is highly
disposable. Other newsgames have attempted to combine these two
virtues.
Airport Security
might be such a one, created by my studio Persuasive Games shortly
after the fall 2006 ban on liquids in carry-ons. The gameplay is
simple, like the other examples discussed above: the player takes the
role of a U.S. Transportation Security Administration (TSA) agent,
who must work under satirically overstated conditions of constantly
changing security rules. The player might be asked to remove every
passenger’s pants, or to confiscate hummus or pressurized cheese.
With Airport Security,
we tried to strike a convincing balance between political commentary
and promiscuous play. When newspaper readers take in a traditional
editorial cartoon, they may linger on it for a few minutes, enjoying
its satire or disputing its biting commentary. But soon enough, they
turn the page, the cartoon left to be forgotten forever. This type of
casual experience corresponds much more strongly with low complexity
time commitment first proposed above: the player not only plays the
game for only a few minutes (the game seems designed coin-op style,
to enforce a loss in three minutes time or less), but he also leaves
the play experience having consumed a legitimate commentary on the
relationship between arbitrary rule changes and airport security.
Newsgames are just one
example of casual games (as in sex); surely there are more games that
might rescue the very genre from its noisy doldrums.
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