The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house – so I handed him an original Game Boy with Super Mario Land 2. I figured that a toddler would enjoy smashing the Game Boy’s bulletproof buttons, making Mario run and jump, and hearing the ear-piercing four-channel music. He took the Game Boy from my hand with interest, and held onto it in the familiar way that all of us hold portables. He looked at the cabbage-green screen and squealed, “MARRIOO!” I asked his mother if he had played games before, and she said, “Oh yeah. He loves playing kiddie games on our iPhone.”
I turned back to her son, and he was frowning intently at the Game Boy. He reached out tentatively and pushed on the plastic screen. Nothing happened. He pushed again, in a different spot. Nothing. I reached over and pushed a button – Mario jumped. He looked at me with a puzzled expression, and turned back to the game. I eventually had to slide his fingers over to the D-Pad and buttons, pushed them down a few times to show him how it worked, and he started to “get it”.
I realized in that moment that we are now living in a time when the standard D-PAD + Buttons layout can no longer be assumed the “standard” way of playing a game. A new generation of players are growing up with motion-based interfaces from Sony (the upcoming Playstation Move), Nintendo (Wii MotionPlus, Balance Board), Harmonix (Rock Band), as well as touch based devices from Apple (iPod Touch/iPhone). Where the 1980s and 1990s almost always guaranteed a familiar mediating interface – whether it be a keyboard, mouse, or D-Pad – I wonder at how the recent explosion of alternative interfaces has changed the way gamers understand what a game is?
For instance, can we really say that Myst or Monkey Island 2 SE for PC are the “same games” as their iPhone variants? On what basis could we distinguish between our experience of playing the two (temporarily setting aside differences in sound quality, resolution, etc)? Is the “touch” aspect really that different from a point-n-click interface using the mouse?
I’m going to waffle here, because I just don’t know. And here’s why:





Gamers are notoriously bad at dealing with loosely-termed ‘art games’. Myself included. With the recent releases of
It has been a long time since I had something worth posting here, so I hope I don’t disappoint with what I think is an utterly fascinating story. Yesterday,
When I was 12 years old I received $25 for my birthday from my aunt. With the $5 I had saved from the previous weeks worth of allowance, I had a whopping $30 to blow on something frivolous. I convinced my mother to drive my sister and I to the largest computer store in the city (40 miles away) so I could buy myself a new computer game. After searching through the racks for almost an hour, I gave up – the games I really wanted were over $60, and the games selling for $30 or less looked unappetizing. I had given up and was ready to leave when my sister grabbed a copy of
Michael’s article, “
What You’re Saying