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Piggybacking: Gaming Across the Generation Gap
 
 
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  Piggybacking: Gaming Across the Generation Gap
by Scott Nixon [Game Design]
5 comments Share on Twitter Share on Facebook RSS
 
 
December 10, 2007 Article Start Page 1 of 4 Next
 

Every once in a while a game comes along that defies the traditional age group stratification. Chess, Tetris, and Super Mario Bros. are all examples of games that can be mastered and enjoyed by players from both ends of the ontogenetic spectrum.

Realistically, however, the vast majority of games are iterative rather than revolutionary. These games tend, by virtue of either their mechanics or their storyline, to appeal only to a specific age range. Scant development resources and the limits of human ingenuity simply do not permit the bottling of lightning. However, if we rein in our expectations a little, there are ways to incrementally increase a game's target age radius, and one of these methods is Piggybacking.


Within the confines of this article, Piggybacking refers to a technique that simultaneously entertains both a child player and an adult spectator, if there is one, on wholly different levels. It allows the spectator to elevate themselves from audience member to bit player by acknowledging their existence and occasionally playing to them, as well as allowing them to play back.

If we get pedantic, the specific style of game I'm talking about is really a reverse Piggyback, one where the parent rides along in a vehicle designed first and foremost for the child. The problem with this terminology becomes apparent with a Google search, so let's just leave it at Piggybacking.

Acme Game Development, Inc.

Piggybacking is an art that cartoons and movies have arguably mastered. A good example is SpongeBob SquarePants. Here is a cartoon that appeals to the very young and the post-adolescent crowd for entirely different reasons.

It has the visual appeal and wackiness to draw in the younger viewers, but it also has darker themes and adult-oriented humor to keep college kids and parents from dying of boredom.

Probably the single biggest reason there hasn't been a SpongeBob backlash on the order of, say, Barney, is that a parent can watch an episode of SpongeBob without afterwards feeling like part of their brain squooged out of their nose.

We aren't really talking about the difference between highbrow and lowbrow here -- it's all pretty much lowbrow. For instance -- in a moment taken from a SpongeBob episode -- Patrick (the dim-witted starfish) says something intelligent for once. SpongeBob gapes in amazement and exclaims, "Patrick! Your genius is showing!" Patrick, misunderstanding, turns beet red in shame and attempts to cover himself.

Granted, humor based on misunderstandings and/or nudity is hardly nuanced, but if Fawlty Towers can do it then it's probably fair to say the target audience includes those out of their teens.

Going back further, many classic cartoons often exhibited the hallmarks of Piggybacking, almost to a fault. Watching Bugs Bunny (and, to a lesser extent, Road Runner) episodes it's hard not to notice the fact that they often ooze sarcasm and spite. It's almost as if these writers and animators preferred to play to the adults, and if the kids thought it was funny, that was just a bonus.

As with most literary devices, Piggybacking is at its best when the seams do not show, which in turn can complicate classification. An almost perfect expression of this distinction in otherwise similar shows is displayed by Jim Henson and Co. The Muppet Show Piggybacks (literally), Sesame Street1 does not, and Fraggle Rock vacillates between the two.

 
Article Start Page 1 of 4 Next
 
Comments

Matt Ponton
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Interesting article. I was not able to finish it but I will later (have to get back to finals).

One thing that struck me when I read the first page was an incident when I worked in retail. This father had come up to me asking if we had any games like Kingdom Hearts (PS2). He told me how his son wanted him to read the text for his son so his son could understand what was going on. The father then told me how - because of him reading the text and watching the game as his son played it - he found himself playing it while his son was at school. His claim was he played it so he could see what happened in the story (He was hooked).

Again, insteresting read so far.

Anonymous
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I remember when I was a kid finally giving up and asking my Dad for help to beat 'Gabriel Knight: Sins of the Father'. I think he was a little bit stunned when he first found out how engrossing and mature the game was. After he helped me get through the puzzle (What do I write on this damn wall?) he started his own game and aplayed it through himself.

Brian Newland
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I was just waiting for which LucasArts adventure title was going to be included as I read. Some of my best childhood gaming memories are from playing through the original Monkey Island with my brother and father. I loved the story, world, and characters, and the puzzles were perfectly in that realm of game logic that even the kids sometimes spotted the solution before Dad. Playing through the game, and it's sequels, and all the other classic LucasArts adventures in recent years has really made me realize just how much of a complete experience it is when you bridge the age gap. Unfortunately, I feel like finding titles with the same level of quality in this regard has become an almost impossible task, and desperately needs turning around, because as the "gaming generation" ages we're only more likely to tag-team games with our own children.

Jarmo Petajaaho
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I strongly suspect I will be piggybacking on the article's useful, thoughtful advice if ever I find myself involved in the creation of an all ages title.

Brian, some recent(ish) games my children (when in the 6-10 age range) and I have enjoyed together: Beyond Good & Evil, Zanzarah, Syberia, Keepsake, The Sims 2. Suitable games still exist, but you have to dig a little for them. Well, except for the Sims.

dy nr
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Thanks you


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