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Adult vs. Mature Round Two: Game Literacy

Here's an open letter in response to RJ's most recent head-scratcher. It began life as a comment, but my comment-etiquette sent me back to my own page.

Hey RJ,

While I differ with some of the individual points made ( for instance, I agree with Cynthia's assessment of the consoles, and I don't agree with your dismissal of the PC flOw based on it's ability to be quickly downloaded) I'm wholeheartedly behind the main thrust of your post. The distinction between "games for adults" and "mature games" is valid, and furthermore I believe these terms describes two very different goals that should not be confused. The reason these goals are so different seems to me to be rooted in the history of our medium: unpacking it might help us move forward and get us closer to the holy grail of "mature games for adults".

The split makes a lot of sense when you think about it, considering the history of video games. Maturity has always been connected, in my mind, to theme and complexity... it begs the question, "is this a work that requires or rewards an adult understanding of the world?"* To make mature content, you need to be able to do more than talk about W-2's and split custody... you need to be able to layer your work, to embed meaning and reward interpretation.

It's worthwhile to look at how film became a platform for this sort of content. Part of film's maturation as a medium came about once viewers became literate as an audience... once they were able to handle the logical jumps between different shots, understand different perspectives, and generally accept the idea of the frame. In essence, people "practiced" watching films, and got better at it. It's untestable but conventional wisdom that, if you made a man from the 1920's watch "Fight Club" they would be utterly confused; yet we can appreciate the techniques used and understand them almost reflexively. Without those techniques, the movie loses much of its subtlety and would be less interesting to a film-literate audience.

To make mature games in today's climate, you must play off and build on the accepted tropes of interactive entertainment. You need to do subtle and informed things with your interactivity, and therefore expect a literate audience. Unfortunately, because video games came of age as kids' fare, game-literate doesn't really coincide with our traditional definition of mature. There's overlap, but not as much as we might like.

This is NOT because the audience isn't capable. It's because the literate audience knows, from experience, what to expect from interactive entertainment. They're more likely to turn to games for their familiar purpose, an adolescent escape, than they are to look to them for something deeper. The Evolutionary move towards maturity in our medium, whether through clever story, excellent art direction or philosophizing bullets, is a difficult path.

That's one of the reasons the Revolutionary effort has gained such traction among game designers. We want to win over the vast population of adults unfamiliar with the tropes of gaming, because 1) they have wallets and 2) they have no expectations about the use of games. Brain Age, Myst, and Wii Sports all played off this beautifully. But there's a problem with the Revolutionary approach: if you're going to make a "game for adults", you need to understand that, sadly, your audience is not literate. If you're going to reach this new audience, you're going to need to TEACH THEM TO READ. Furthermore, you're going to need to convince them the WANT to read damn quickly.

Therefore the goals of "making games for adults" and "making mature games" are not only different: they are AT ODDS. One is about generating complex, interesting content using people's understanding of Interactivity, the other is about introducing people to unfamiliar sorts of interactivity in a "soft" way. Paradoxically, making a successful "Game for Adults" require treating the audience as extraordinarily immature.

intermission_1.jpg

I don't think it will always be this way... a 40-year-old can only play their first game once. Wii Sports is a gateway drug... soon enough there will be something else, something that asks just a LITTLE more. Some people will rise to the challenge, others will put the controller down. As in any medium, not everyone will want to make the same investment. But one way or another, the "mature" audience will grow, and as it does, the mature content will grow as well.

In the meantime, are there ways to reconcile the seeming opposites, the "game for adults" and the "mature game"?

Sure there are: by marrying simple, easy to understand interactivity with complex, evocative themes. By making people consider their interactions, even if that interaction is a simple, repetitive button press. I tried to do this, with mixed success, in Hush... I consider that game, and the field of "serious games" in general, as an attempt to address the gap. While the game wasn't perfect, it was interesting that, in my user tests, non-gamers actually did BETTER, on the whole, than GAMERS did.

There are better examples of "mature games for adults" out there, such as Passage, which I found very touching... but even Passage, with it's self-conscious Dragon Warrior art direction, plays off and requires a bit of game literacy to be fully effective. Could the same effect have been achieved with a more inviting control scheme and graphical style? Maybe... but to those of us whose thumbs have been twitching on control pads for most of our lives, it might not have resonated the same way.

Whatever platform they can manage for their creations, game designers looking to make "games for adults" have a clear path before them: Simplify, Make it accessible, Make it familiar, Make it shine. Those who want to make MATURE "games for adults", however, are looking at an interesting and difficult task... they need to find ways to invite their audience in with understandable, non-frustrating mechanics and simultaneously challenge them with their content.

* The meaning and value of an "adult understanding" is an issue for another time. We can set up a debate, Peter Pans v. Captain Hooks, another time.

Comments (3)

RJ [TypeKey Profile Page]:

Jamie, I definitely agree with you. Adult games and mature games are definitely at odds, which is why we see so much animosity from gamers and developers alike towards the Wii and the DS. I don't think that games with mature themes that adults can play is impossible to accomplish, but it requires a change in thinking.

Treating your audience like they're brand new to gaming means starting from a really blank slate. It's almost like the truest form of game design. You're can't say, "let's take Half-Life and add this to it." You have to start from the ground level and figure out what expertise adults already have, and find ways for them to play games using those skills.

Hopefully what Nintendo is doing with the Wii and DS is building game literacy with new AND older generations, and that is something we should all be thankful for. It provides us with a huge opportunity to "blow the doors off" the industry, so to speak.

However, there are a few things I don't agree with. The main one is your comment that these new gamers "have no expectations about the use of games." I disagree. I think that videogames definitely have a stigma as being very complicated and generally about fantasy, "shooting stuff," etc. I think that we as developers have to get over this hurdle, and that is really what makes the success of both Myst and Wii Sports so meaningful.

I'd also like to hear your comments about why you thought Flow was successful on PC. I'm not arguing that it's a platform with a huge install base, but I am arguing that especially in light of that install base, having most PC games sell worse than their console counterparts is pretty telling.

Ah, good point of clarification. A better statement would be that new gamers have no expectations about THEIR use of videogames, because they have no prior history playing and enjoying them. I'm not saying they don't have preconceptions about games, I'm just positing that, whereas a habitual Halo player probably knows what experiences he WANTS from his XBox, an adult doesn't know what they want, so you can make a game about Alzheimers and they won't "WTF" it.

As for Flow, I may have misread your argument... but I thought you were dismissing it's popularity because it was a PC game with a groundswell of publicity behind it. Both arguments confused me. Flash games for PC seem to me a great potential platform for "games for adults" because so many people have the platform and there's a low barrier of entry and investment. The publicity Flow received, as well, seemed besides the point... certainly a bit of attention doesn't disqualify it from being a "game for adults," nor have I seem evidence (as you may have been suggesting) that people played the game once and discarded it. I agree that PC gaming has its problems, but I think it's strange to deny that the original mouse-based Flash Flow is, by your definition, a decent attempt to make a "game for adults"... the exception to the "rule" that the Ranting Developers have never practiced what they preach.

RJ [TypeKey Profile Page]:

Ah, I think there's a bit of confusion over which Flow, etc. I actually liked the PC Flow a lot, but I was also arguing that any success it may have had with the "adult" group we're talking about here is largely due to it being free. Maybe that's the point we're disagreeing on, but I don't even think the publicity would have happened without that. Regardless, I'm not actually dismissing it, though my points here really are leading to a tangent on delivery models for adult gamers, PC included. So you're right that it is sort of beside the point, but I think it may be a valuable discussion going forward, and I'll just touch on it here -- are sites like Pogo the best way to reach adults? Do adults search out flash games themselves, and if so how do they do it?

I think that was where I was trying to go with my response to Cynthia. Yes, the PC is a platform many people have and use. However, proportionally something doesn't add up.

A quick search on Google revealed that in 2003, 55% of US households (62 million) had computer connected to the internet. We can probably assume that the number is higher today, four years later. In this context, Blizzard's claim of 10 million subscribers, while somewhat dubious to me, is still incredible in comparison to historic game sales. However, compared to the population or other media (DVD players, televisions) it's really just a drop in the bucket. I'm not sure that World of Warcraft is truly reaching out to adults as much as it is the established gamer base. That's not a problem for Blizzard, but hitting the other hundreds of millions of people out is important as well.

Coming back to the original point, I absolutely agree that flash games on PC are a fantastic way to reach out to the adult market (Glenn Song, in a recent comment on my post, suggested as much as well). They're (oftentimes) simple to use and highly accessible, which I think is why they do so well with those considered "non-gamers." And I do think the original Flash-based game of Flow on PC was a game that could appeal to the adult market we're talking about. I don't think Flow for PS3 can say the same.

Thank you for helping me clarify that point. My response to Cynthia's comment wasn't very well constructed and I should have been clearer on that point.

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This page contains a single entry from the blog posted on March 2, 2008 11:58 AM.

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