The Rise of Non-Games
Remember the original "BioShock?" The pivotal scene was a really interesting phenomenon. It turned the tables on the gamer in a profound way. Typically a game sits there and waits for the player to tell it how to proceed: Run over there. Hide. Wait for the guard to pass by. Grab the key. Save the princess. Yay! But for a few minutes, "BioShock" switched the nature of the game. Instead, the game said "this is what we want you to do, and you can't keep playing unless you do it. We can control you too."
I've sometimes wondered what that experience would be like as a whole game. Thanks to "Heavy Rain," I need wonder no longer. "Heavy Rain" is really interesting. I'm actually not sure it's a game. The software tells the stories of a few characters, and the way the player interacts changes the way the stories progress. But there really isn't failure or success in the interactions. If players mess up, they just get a different story than if they succeeded. This is where I find it difficult to label it a game.
"Heavy Rain" is one of the increasingly popular "non-games" like "Flower" and "fl0w" that set up hoops for the player to jump through as they see fit, but offer no significant win or lose conditions. There is just "progression." These are really interesting mechanisms at work, and especially worthy of note for marketers because of how effective they can be at establishing emotional states.
With a true "game," the mind is occupied with the mechanics of success and failure. The story is a nice setting to a highly interactive "test." But what happens if you take a written test, and remove the concept of a right or wrong answer? You get a book -- or rather, a short story. This frees the mind to explore emotional contexts.
When it comes to driving behavior, win conditions are really useful, as Foursquare has demonstrated beautifully. But I'm waiting for brands or companies to start playing with non-games for brand marketing purposes, creating interactive emotional states.
I'm also quite interested to see how this trend will extend to casual gaming. The casual gaming space is replicating a second gaming renaissance, with much faster growth than the first (i.e., "Pong" to "Modern Warfare 2"). The notion of a game without win or lose conditions that explores emotional states is right up the alley of the casual gaming demographic, too.Recent Gaming Insider Articles
-
May The Force Be With EA May 10, 12:11 a.m.
With the “Star Wars” holiday of May 4th right behind us, it seems a fitting time ...
-
How to Use Gamification For Mainstream Consumers, Not Geeks Jan. 25, 4:51 p.m.
The idea of “gamification” has rumbled loud and long throughout the marketing and branding echo chamber ...
-
Contests Powered By Play Dec. 28, 3:07 p.m.
Whether it’s a coupon, a giveaway, a white paper or an app, the competition for consumer ...
-
Gamification Ate My PowerPoint Oct. 12, 3:53 p.m.
At some point in your career, your brain probably experienced death by PowerPoint. I'm sure you ...
-
Gaming 24/7: Reaching Your Audience Day & Night Aug. 3, 3:18 p.m.
If you're paying attention to digital marketing, by now you've heard that gamification can improve engagement ...
-
Creating Games That Maximize Cross-Platform Potential July 13, 5:52 a.m.
With the global game industry expected to grow from $52 billion in 2011 to $70 billion ...
-
Five Ways To Gamify Your Facebook Marketing July 6, 1:49 p.m.
Whether or not you “like” marketing your business on Facebook, your users want to do much ...
-
Gaming For The Greater Good June 1, 1:48 p.m.
Whether from aliens, traitors, mutants or disease, it can be argued the classic video game narrative ...
-
Feeling Special April 27, 1:15 p.m.
Every day, social games are enabling players to express themselves in subtle but powerful ways. By ...
-
Bored With Board Games, Toymakers Go Digital April 6, 10:37 a.m.
Timeless as they may be, classic toys aren’t immune to today’s digital trends. A new age ...


Be the first to comment on "The Rise of Non-Games"
Leave a Comment