Non-games define a class of
software that lies on the border between
video games,
toys and
applications. The original term
non-game game was coined by
Nintendo president
Satoru Iwata. The main difference between non-games and traditional video games is the apparent lack of goals, objectives and challenges. This allows the player a greater degree of self-expression through freeform play, since he can set up his own goals to achieve. Non-games are particularly successful on the
Nintendo DS and
Wii platforms, where a broad range of Japanese titles appeal to a growing number of
casual gamers.
Examples
Non-games have existed since the early days of video games, although there hasn't been a specific term for them. Among the earliest examples are
I, Robot (Atari 1983), which featured a special "ungame mode" called "Doodle City", and
Jeff Minter's Psychedelia (Llamasoft, 1984), that is an interactive light synthesizer. The simulation game
SimCity was called a
software toy by its creator
Will Wright, since there is no ultimate objective in the game.
Dr. Kawashima's Brain Training (
Brain Age) is a video game featuring a variety of puzzles and exercises designed to train the player's brain.
Second Life can also be regarded as non-game, since its features allow usage as game and application alike. Today, the most popular examples of non-games are
The Sims of games. One of the lastest examples of a non-game is Nintendo's
Wii Fit which allows users to do exercises and track their weight without requiring goal-oriented gameplay.
References
External links