course, without an idea of what their goal is, players are left to wander aimlessly, per-
haps enjoying the scenery and marveling at the immersive game-world. Yet without
something to do in that game-world, it has failed as a game. If players do not know what
their goal is, the goal might as well not exist.
The classic example of the goal-less game isSimCity. In fact, Will Wright, the
game’s creator, calls it a “software toy” instead of a game.SimCityis like a toy with
which players can do whatever they want, without ever explicitly being told that they
have failed or succeeded. In some waysSimCityis like a set of Legos, where players
can build whatever they desire just for the thrill of creation. The trick, however, is that
SimCityis a city simulator, wherein players are allowed to set up a city however they
want. But since the game simulates reality (constructing and running a city), and play-
ers know what is considered “success” in reality (a booming city full of lovely stadiums,
palatial libraries, and happy citizens), they will naturally tend to impose their own rules
for success on the game. They will strive to make their idea of the perfect city, and keep
its citizens happy and its economy buoyant. In a subtle way, players are directed by their
own experience with reality. IfSimCityhad been a simulation of a system that players
were completely unfamiliar with, it would certainly have been less popular. Indeed,
Wright’s games that are based in concepts average users are considerably less familiar
with (such asSimAntand especiallySimEarth) have found considerably less popular
success. ThoughSimCitydoes not explicitly have a goal, the very nature of the game
and its grounding in a widely understood reality encourages players to come up with
their own goals. And so, what starts out as a toy becomes a game, and thus players are
compelled to keep playing.
Players Expect to Accomplish a Task Incrementally...........
Once players understand what their goal in the game-world is, they like to know that
they are on the right track toward accomplishing that goal. The best way to do this is to
provide numerous sub-goals along the way, which are communicated to players just as
Chapter 1: What Players Want 11
SimCity 3000is the
third in a series of city
simulation “software
toys,” which let users
play without giving
them a specific goal.