Non-game

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Non-games describe a class of software products that are located on the border between video games , toys and applications . Literally, non-game non-game , with the original name, non-game game is and Satoru Iwata was coined. Non-games differ from traditional video games in that they do not have a clear goal of the game. By leaving out a fixed task or challenge, non-games allow the player a freer form of expression, as he can determine his own goals. Non-games have enjoyed particular commercial success on the Nintendo DS and Wii platforms .

Examples of non-games

Non-games have existed since the dawn of video games, although the term has only been in use since 2005. Early examples are I, Robot (Atari 1983), which has a built-in paint program, and Jeff Minters Psychedelia (Llamasoft, 1984), which is a player-controlled light show simulator. The business simulation SimCity was named by the inventor Will Wright as a software toy , because there is no actual goal in it. Dr. Kawashima's brain jogging is a playful learning application designed to train the brain. Second Life can be viewed as a non-game, as it is both a game (tool) and an application in terms of the possibilities it offers.

See also

supporting documents

  1. IGN: GDC 2005: Iwata Keynote Transcript , March 2005 (English)
  2. ^ Francisco Quieroz: Insular, Critical Appraisal ( Memento December 21, 2008 in the Internet Archive ) . September 2005 ( PDF document, English; 862 kB)

Web links