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.
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.
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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.
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.