Veteran developer Scott Nixon (SpongeBob SquarePants: Employee Of The Month), who has created kid-friendly games for over 10 years, presents a detailed, intriguing piece on the concept of 'piggybacking' - making games that "simultaneously entertain both a child player and an adult spectator... on wholly different levels"
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.
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.
Window Dressing
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.
Leveling the Playing
Field
The third and most desirable
method, leveling the playing field, is also the most difficult to do.
It is achieved by employing mechanics that nullify the reflexes of the
young and subvert the wisdom of the old. This is not to say that some
people aren't going to be better at this type of game than others, just
that the relative performance graph would not correlate directly with
age. Ideally this leaves the player to fend with nothing more than reason,
an attribute that develops early and plateaus.
Full Throttle, a game
released in 1995 by LucasArts, contains several puzzles that appeal
to logic over experience. For example: you come to an unlocked roll-top
door in a high wall, which can be raised by pulling on an adjacent hanging
chain. The objective is to get to the other side of the wall. Common
sense dictates the solution has something to do with pulling the chain,
but this doesn't work because passing through the door necessitates
letting go of the chain, and releasing the chain sends the door crashing
immediately shut. The solution is to lock the garage door -- thus fixing
the chain in place -- and then use the chain to climb over the wall.
You don't need to know how
doors or pulleys work beforehand to figure this puzzle out. In
fact, you don't need to know anything
beforehand -- all information required to solve the puzzle is presented
by or can be learned within the puzzle itself.
Many adventure games
take this premise to its limit, abandoning much of natural law by creating
worlds very different from our own, forcing you to reject many fundamental
preconceptions and learn arbitrary ones. This type of worldcrafting,
while time consuming and difficult for the designer, is perfect for
Piggybacking. It may even tip the balance against mom and dad, whose
world experience could conceivably work against them.
LucasArts' classic PC adventure game, Full Throttle
Keep it Simple, Smithy
All of the methods described
above can work as long as a modicum of care is employed during implementation.
Counterintuitive as it may seem, simplicity does not come easy.
It's quite difficult to pull off, and even more difficult to pull off
well. It's far more challenging to convey relatively complex GUI or
story elements with short and concise sentences than to go on some pretentious
long-winded rant about, say, gaming across the generation gap. The urge
to use the word "jejune" can be surprisingly overwhelming
at times2.
Having originally come from
the art side of production, writing for children's games fascinates
me in much the same way as modeling a character or an object within
a strict polygon limit -- at some stage of self-critique you become
the judge and jury in a trial for each polygon's continued existence.
You have to objectively trim and rework without mercy. What polygons
ultimately remain must be justified and exploited to their full potential.
Just swap "polygons" for "words" and it's an accurate
analogue. Every word matters. It's certainly worth investing the time
and money it takes to make sure it's done right.
Time to Get Down,
Daddy's Neck Hurts
Tragically, when writing about
the games business, many paragraphs begin with adverbs like "tragically",
and many publishers and developers skimp on writers when it comes to
creating children's games.
Even worse, many writers skimp on
writing when working on children's games -- an opportunity squandered.
It might not be such an issue if you aren't concerned with appeasing
the adult spectator role, but if a good work ethic isn't enough to disavow
you of this notion, it's a good idea to remember who possesses the buying
power in the parent-child relationship. While your primary target demographic
may not notice shoddy wordsmithing, your secondary one probably will.
So the next time you find yourself
designing a children's title, remember there may be a literate and highly
critical parent watching and judging your every move. You may not have
the time or resources to level the playing field, so avoid condescension,
encourage lateral thinking, and throw in an occasional bone for the
old-timers. Not only will you expand your audience, it's just possible
the result will create a lasting memory as a bonding experience between
family members.
1 Coincidentally,
the New York Times recently covered how Sesame Street
originated as a Piggyback show (albeit not in those words), but has
become increasingly puerile over the years - to the point where the
upcoming release of season one on DVD carries the following disclaimer:
"These early 'Sesame Street' episodes are intended for grown-ups,
and may not suit the needs of today's preschool child."
2 Ask Woody Allen.
Get daily news, dev blogs, and stories from Game Developer straight to your inbox