The first and most common method,
window dressing, is the gaming equivalent of piping ESPN into Baby Gap.
It was something I was shooting for when writing SpongeBob SquarePants:
Employee of the Month a few years ago.
The puzzles and gameplay
were generally designed with an age range of 6-10 years old in mind,
but some of the humor was specifically aimed at parents -- for example,
at one point in the game SpongeBob runs into a fish transplanted to
the Pacific Ocean from the English Channel. She is unaccustomed to the
climate and gripes, "It's not the heat that gets me, it's the salinity."
Whether this pun elicits a giggle or a groan is certainly debatable,
but the point is that while a child wouldn't likely get it, a parent
probably would.
It isn't difficult to pepper
your design with sight gags or one-liners that suit this purpose and,
within reason (as long as they are peripheral to the plot, because you
cannot count on them being absorbed by the player), the more the merrier
-- although it is worth mentioning that it only takes a few laugh out
loud moments for a game to be considered funny. This credo assumes that
the subject matter of every Piggyback game is comedic, or at least light-hearted.
This is not wholly accurate, but the nature of the beast is such that
even if the game itself is not strictly a comedy, interstitial jokes
won't usually seem out of place.
Another hitch you have to get
used to when using this method is the less than favorable hit/miss ratio.
Many writers would like nothing more than to strap gamers to a table
and force them to listen to every line of their dialogue while they
cackle in the corner with Kubrickian glee. It's frustrating to labor
over a line knowing it's something that only a small percentage of players
will hear, see, or -- the most elusive element to quantify -- get. This
is a difficult enough process in a game aimed at one demographic; if
you try and hit two disparate age groups you are immediately splitting
the hit/miss ratio of every joke or dramatic moment in half.
In practice, window dressing
is a safe method of adding another layer to a children's game. Even
if many of your gags backfire you aren't really hurting anything. It
doesn't typically interfere with any other aspects of design and, as
such, can be tweaked late in the development cycle. As long as you aren't
overly possessive of your ideas and don't mind a fair percentage of
them being lost in translation, it's also relatively painless to do.
Brute Force
The brute force method consists
essentially of designing puzzles difficult enough that kids will be
forced to enlist the help of their parents to complete them. Occasionally
this may pop up inadvertently as the result of unrefined game design,
but more often its appearance is intentional.
The phenomenally
popular Her Interactive series of Nancy Drew games is a case,
I am certain, of the latter. These are highly polished games that are
very well designed, but the simplicity of their plots and dialogue often
belie the complexity of the puzzles they contain. Try playing The
Curse of Blackmoor Manor without consulting a walkthrough and I'm
sure you'll see what I mean.
This practice is more acceptable
today in part because, in PC development at least, it is fast becoming
safe to assume that your audience has readily available internet access.
I am continually amazed by the fact that a full walkthrough for each
installment of the Agatha Christie trilogy I've worked on has
been available within 24 hours of each game's release.
This new set
of consumer expectations may turn a game-stopping design blunder into
little more than a momentary annoyance, but does not exculpate developers
from doing all they can to ensure that the situation doesn't arise in
the first place.
Unfortunately, the problem
that emerges even among the most dedicated and experienced designer
is one of accurately measuring a quality that is inherently indefinable.
Even if you were designing a game with one specific child in mind, it
would be impossible to discern exactly how difficult a given puzzle
should be to test that child's reason to its limit without crossing
the line into the realm of the unreasonable.
All the same, making games
for kids that intentionally require parental assistance unfavorably
recalls school science fairs comprised of projects whose juvenile involvement
included little more than carrying the blasted things to class. So while
you can be a little daring in erring on the side of puzzle complexity,
ratcheting up difficulty to milk a few more hours of gameplay out of
a sparsely interactive title is hardly the high road -- as always, games
should be judged less on how many hours they take to complete and more
on how many hours you actually enjoyed playing them.
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).
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.
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.
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.
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.