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Big Ideas: In defense of single-player games


Raph Koster, author of "A Theory of Fun for Game Design", has famously said "The single-player game is a strange mutant monster which has only existed for 21 years and is about to go away because it is unnatural and abnormal." He makes the claim early on that we all learned to play games with other children, and that such play is inherently social and "normal".

But what about those times when we played alone? When we entertained ourselves with a puzzle, or building blocks, or happily invented our own games with our own rules, playing against ourselves for the sheer imaginative force of it? I don't for one minute believe that the single-player game is either unnatural or abnormal ... nor do I believe it's doomed.



There is a subsection of game players whose preferred gaming environment is online, playing against other humans. The very existence of multiplayer modes in a great number of games would seem to argue that the demographic may well be the majority of players. However, that doesn't necessarily mean that those players don't enjoy the single-player experience as well. There is a lot to be said for playing through a new game in single-player mode in order to become well-acquainted with the controls, witness the full length and breadth of its content, and develop useful initial strategies against opponents who use the full range of weaponry against you. These strategies can then be taken in against other players and evolved into strong offensive and defensive mechanics that will stand the test of time.

But that argument is mere generosity toward those who prefer to play against others. The point is that even for the strict multiplayer-only audience, there is still value to be had in the single-player mode. Speaking personally, my last head-to-head match against anyone was nearly 10 years ago, playing Starcraft against several friends at a local LAN-hub. That was fun, but I haven't missed the competition. The entirety of my joy comes from playing alone, just me versus the game.

Whenever I'm asked to provide a reason for my love of video games, my stock answer is that playing a game is like accepting a challenge from the designer: "I have made this game, and I defy you to beat it." There are rules, hard-wired constraints that provide the structure within which the player must use their own skill to prevail. There are powers, abilities given to the player to help them achieve this goal. And there is the underlying assumption that the goal is attainable -- the game can be beaten, and in fact was designed to be beaten. It may take a lot of time to win through, but that is the purpose of the game's existence.


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