![]() ![]() They are loose, still footed too deeply in fantasy simulation, and allow for too much “play” overall. The problem is that even these competitive videogames, all of which do qualify as “games” by my prescriptive definitions, are still operating on a mostly-toy foundation. On the other hand, though, there are some videogames which are almost always played competitively: things like Counter-Strike, League of Legends, Outwitters, or fighting games. In that article, I focused on the “preserving the toy” aspect, which I think developers really need to do for a lot of single-player adventure-y/sandbox-y types of things, like perhaps Grand Theft Auto or The Legend of Zelda. This both limits the “toy” aspect dramatically and leaves users instead with a thin, weak, unsupported goal. Its general thrust was that most videogames are fundamentally toys with a goal sorta slapped on. ![]() A few weeks ago, I wrote an article called Videogames are Broken Toys. ![]()
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