A few weeks ago, I wrote an article called Videogames are Broken Toys. Its general thrust was that most videogames are fundamentally toys with a goal sorta slapped on. This both limits the “toy” aspect dramatically and leaves users instead with a thin, weak, unsupported goal.
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. 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.
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. They are loose, still footed too deeply in fantasy simulation, and allow for too much “play” overall. This results in a number of problems, but the most visibly apparent one is the problem of turtling. Continue reading