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Piggybacking: Gaming Across the Generation Gap
 
 
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Features
  Piggybacking: Gaming Across the Generation Gap
by Scott Nixon
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December 10, 2007 Article Start Previous Page 2 of 4 Next
 

Not Created Equal

Some games lend themselves to Piggybacking better than others, in large part because some games are inherently more fun to be an adjunct participant in than others. In general the hierarchy is consoles over computers, turn-based games over real-time and thinking games over twitch.

Many of these advantages are obvious. Consoles work better for Piggybacking because it's more comfortable and natural to watch someone playing a game from your couch than it is to sit in a desk chair peeking over their shoulder. Assuming you enjoy both genres equally, turn-based games are more engrossing for a spectator simply because they allow the breathing room needed to make a contribution.

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Straight action games are usually spectator friendly only in a very limited "me-centric" way -- you watch, often cringing, leaning from side to side, all the while itching to get your hands on the controller and show whoever is playing how to do it right. As much as you want to help as a spectator, your warnings and suggestions will rarely yield any real benefits and are more likely just to frustrate the primary player.

You can't stick two half-decent Unreal Tournament players together and get one amazing player, but two sub-par logicians working together on an adventure game can easily overcome obstacles where one alone would be adrift.

This is not an indictment of the twitch genres. They are more exciting to watch for most than slower paced titles, but we aren't talking about merely watching; we are talking about ancillary participation. As a rule, the further a game veers away from skill into tactics, strategy, storytelling and/or puzzle solving, the more enjoyable it becomes for the "engaged bystander" because it offers a greater opportunity for involvement -- again, assuming you enjoy all these genres equally well.

Is it worth it?

A fair and likely question during this discussion is, "Does the parent-child gaming configuration occur frequently enough to warrant devoting development resources to it?"

In light of the negative publicity garnered by the likes of Manhunt 2 and GTA, there are few parents today who aren't curious about the content of games their children play beyond what scant information is available on an advisory sticker, so at the very least I'd say the inclination exists.

But even if the answer to this question is a resounding "yes", a likely follow up would be, "Does targeting parents as an adjunct in children's games translate into better sales?" After all, just because a parent is interested in what their kids are playing doesn't mean they are going to get invested themselves.

This is a nebulous area to track, and hard data simply do not exist (to my knowledge) at this point. Common sense points towards a second, although less emphatic, "yes", but even eking out a timid "perhaps" means immediately we are negotiating time vs. return, so figuring out a way to minimize investment and maximize results seems a prudent thing to do.

Lift With Your Legs

When discussing the methods of creating a Piggyback game, I'm going to focus on the ancillary (spectator) vector, as this is the defining feature of Piggybacking -- it's what makes the difference between a game that is agony for a parent to sit through (regardless of whether or not the child has the time of their life) and one that is innocuous or even mildly amusing.

There seem to be three broad methods, not including permutations, which are both efficacious and practical for designing a title that encourages parent-child gaming. You can either employ window dressing (and while that term may seem pejorative I don't intend it that way), wrangle mom and dad in with brute force, or level the playing field, making a game that manages to transcend age completely.

 
Article Start Previous Page 2 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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