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Non-games are a class of
software Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital comput ...
on the border between
video game A video game or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device) to generate visual fe ...
s and
toy A toy or plaything is an object that is used primarily to provide entertainment. Simple examples include toy blocks, board games, and dolls. Toys are often designed for use by children, although many are designed specifically for adults and p ...
s. The term "non-game game" was coined by late
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
president
Satoru Iwata Satoru Iwata (; December6, 1959July11, 2015) was a Japanese businessman, video game programmer and producer. Beginning in 2002, he was the fourth president of Nintendo, as well as the chief executive officer (CEO) of Nintendo of America from ...
, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion". Will Wright had previously used the term "software toy" for the same purpose. The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges. This allows the player a greater degree of self-expression through freeform play, since they can set up their own goals to achieve. Some genres that have been considered non-games include language-learning software, digital tabletop games, puzzle games,
simulation games Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such ...
, and
art game An art game (or arthouse game) is a work of Interactive art, interactive new media art, new media digital art, digital software art as well as a member of the "art game" subgenre of the serious game, serious video game. The term "art game" was ...
s.


History

Non-games have existed since the early days of video games, although there hasn't been a specific term for them. One of the first is Atari Inc.’s 1977 '' Surround'', a two-player snake game for the
Atari VCS The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
, which contains a free-form drawing mode called "Video Graffiti." Later examples which were sold as games but present a less structured experience are '' Alien Garden'' (Epyx, 1982), '' Moondust'' (Creative Software, 1983), '' Worms?'' (one of the 1983 launch titles from Electronic Arts), ''
I, Robot ''I, Robot'' is a fixup collection of science fiction short stories by American writer Isaac Asimov. The stories originally appeared in the American magazines '' Super Science Stories'' and ''Astounding Science Fiction'' between 1940 and 1950 ...
'' (Atari, 1983) which contains an "ungame mode" called "Doodle City," and Jeff Minter's ''
Psychedelia Psychedelia usually refers to a Aesthetics, style or aesthetic that is resembled in the psychedelic subculture of the 1960s and the psychedelic experience produced by certain psychoactive substances. This includes psychedelic art, psychedelic ...
'' (Llamasoft, 1984), which is an interactive light synthesizer. Bill Budge's '' Pinball Construction Set'' (Electronic Arts, 1983) popularized software where building something is more entertaining than playing the finished product. To a lesser extent, some games became construction sets through the inclusion of level editors, like Doug Smith's ''
Lode Runner ''Lode Runner'' is a 2D puzzle-platform game, developed by Doug Smith and published by Broderbund in 1983. Its gameplay mechanics are similar to ''Space Panic'' from 1980. The player controls a character who must collect all the gold pieces in ...
'' (Broderbund, 1983), Ron Rosen's '' Mr. Robot and His Robot Factory'' (Datamost, 1983), and John Anderson's '' Rally Speedway'' (Adventure International, 1983). Other more proper construction sets followed, such as EA's '' Adventure Construction Set'' (1984) and '' Racing Destruction Set'' (1985). In January 1984, Joel Gluck presented a simple toy called ''Bounce'' in his game design column in ''
ANALOG Computing ''ANALOG Computing'' was an American computer magazine devoted to Atari 8-bit computers. It was published from 1981 until 1989. In addition to reviews and tutorials, ''ANALOG'' printed multiple programs in each issue for users to type in. Almo ...
''. ''Bounce'' lets users draw low-resolution lines, then release a block that leaves a trail as it moves across the screen, making patterns as it reflects off of obstacles (other than its own trail). The program is specifically designed not to have goals or scorekeeping, other than what's in the user's head. ''Bounce'' was revisited several times in ''ANALOG'', including a version which allows multiple active blocks at once. The 1989 simulation game ''
SimCity ''SimCity'' is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off ''S ...
'' was called a ''software toy'' by its creator Will Wright, since there is no ultimate objective in the main game; scenarios with objectives exist in some incarnations of the game, such as ''
SimCity 2000 ''SimCity 2000'' is a City-building game, city-building Simulation game, simulation video game jointly developed by Will Wright (game designer), Will Wright and Fred Haslam of Maxis. It is the successor to ''SimCity (1989 video game), SimCity Cla ...
'', but these are not the focus. Non-games have been particularly successful on the
Nintendo DS The is a foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens worki ...
and
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
, where a broad range of Japanese titles have appealed to a growing number of casual gamers.Gpara.com
: non-games sales figures in Japan, May 2007
, July 2006
Types of non-games included language-learning software for English and Japanese (including one for the memorization of
kanji are logographic Chinese characters, adapted from Chinese family of scripts, Chinese script, used in the writing of Japanese language, Japanese. They were made a major part of the Japanese writing system during the time of Old Japanese and are ...
), Go-learning games,
puzzle game A puzzle is a game, problem, or toy that tests a person's ingenuity or knowledge. In a puzzle, the solver is expected to put pieces together ( or take them apart) in a logical way, in order to find the solution of the puzzle. There are different ...
s, and cooking games.


See also

* Falling sand game *
Sandbox game A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objec ...
*
Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, he ...
*
Video games as an art form The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical p ...


References


Further reading


gamesindustry.biz: When is a game not a game?
*

{{VideoGameGenre Video game genres