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Game Design Games Geek / Technical

Books I Have Read: The Works of Ian Bogost

A couple of years ago, I purchased a number of books by Ian Bogost, the game designer, author, and professor who also created the parody game Cow Clicker and one of my favorite things on the Internet: buns.life, which lets you put words between buns.

I read some of Ian Bogost's Books (words in buns)

I can’t remember why I decided to buy multiple books by Bogost at the same time. I imagine it was because Racing the Beam was on my wishlist for a very long time, and when I finally decided to get it, I thought, “Yeah, I could stand to read more books about games.”

I finally got around to reading these books recently. In fact, I read each book within a week before moving on to the next, so I felt I got quite immersed in Bogost’s world in a little over a month. I could trace lines of his thoughts as they evolved over time and also recognized the same references he makes across multiple works.

Here are some brief thoughts on each.

Racing the Beam

Racing the Beam

Racing the Beam: The Atari Video Computer System, co-written with Nick Montfort and published in 2009, was a joy to read as someone whose first experience with video games was my family’s own Atari 2600 that I still have in my possession.

The book covers both the technical details of the Atari VCS, what I always knew as the Atari 2600, as well as analyzing how it impacted what kind of culture was being created by the developers who worked on the games for it.

I learned a lot about the history of Atari and the people involved in it, the reason why games worked the way they did for this platform, and how the system was flexible enough that it allowed for such a wide variety of games to be made for it, way beyond what could have been expected when it was designed.

There were times when I wished to dive even more into the technical details of how the system worked, but what was provided was probably deep enough for the target audience. Besides, I am sure there are actual manuals and guides for that kind of depth.

But I also enjoyed reading about the Atari 2600’s place in terms of the time period, the market, the politics, scandals, and more. I liked the insight that came from what were seen as poor quality arcade ports in terms of what it takes to make something successful as an adaptation. I liked learning about the names of the people behind some of my favorite games for that system, as well as learning more about the constraints they worked their magic within.

Despite diving into the details of a piece of hardware, I found this book to be one of the more accessible ones to this non-academic.

It’s also part of a series at MIT called Platform Studies, and I know I have copies of a few of those books thanks to Humble Book Bundles, so I look forward to diving into them soon.

Unit Operations

Unit Operations

While I found Racing the Beam to be accessible, I found Unit Operations to be a challenging read. I felt smarter within a few page partly because I had to look up a few words because the rest of the sentence or paragraph that they were encountered didn’t seem to give me enough clues to their meaning.

This was a book written for an academic audience. I had to work for it, and I’m glad I did.

Unit Operations has a copyright date of 2006, and if I managed to successfully understand it, it was Bogost’s attempt to create a grand unifying theory of criticism that would work for not only games in particular and computation in general but also cover typically criticism-comfortable ground such as literature and poetry and film.

This book covered everything from philosophy to art to computer science to psychology to film and of course games.

Much like with Racing the Beam, I enjoyed the placing of context of different pieces of work. I happened to listened to a course on Western philosophy a few years ago, and so I was able to get references to major thinkers and writers.

As for a unit operation, well, my understanding, which might be wrong and not nuanced enough, is that a unit operation is a “thing that has meaning.” Specifically, a thing that can be combined with other things and understood with its relationship with those things in that specific combination.

That “thing” can be a cog in a wheel, or the wheel itself, or the concept of machinery in general. Bogost talks at one point about object-oriented software You can write a piece of code as a component of a larger system. Maybe that system is a component of an even larger system. But each component can be understood both in isolation and as part of the system it operates within. And the components work together differently if they were combined in a different way. The components in a particular configuration allow for certain operations and meaning-making. I wasn’t sure if I followed his understanding of “object technology”, but the general idea of procedural meaning seemed to make sense.

He talked about the Baudelaire poem “A une passante” which “expresses a unit operation for contending with the chance encounter.” It’s love poetry about the fact that the woman walking away in the busy and modern Parisian atmosphere will never be someone the author will meet. Walter Benjamin named this idea “a figure that fascinates” as it isn’t about the woman so much as a lost chance at connection.

Baudelaire was trying to figure out how to make sense of this new modern city life. This chance encounter idea was kind of new. The loneliness despite being among so many people was new.

Decades later when Charles Bukowski wrote “A woman on the street” it similarly was about that figure that fascinates, that lost chance to connect. Bogost argues that this concept went from being a novel experience to a meme-like cultural understanding. In a way, everyone understands this concept now, as everyone knows what living in modern society is like, and so instead of needing to describe it in detail, you can use shorthand.

It became a unit operation, a way to help us understand the meaning behind it all.

And then Bogost explored how it applies to The Sims expansion Hot Date, exploring the unit operation in the simulation that the game provides of modern urban living.

And the book was filled with similar analysis across multiple types of media.

I think one major takeaway I got from Unit Operations was the idea of simulations, and games in particular, being necessarily subjective. Bogost’s definition of a simulation focuses on the gap between what the simulation represents and what the user brings to understand it.

But I think that in light of complaints by some gamers that politics should stay out of games, I think it is interesting that there is this idea that all games are necessarily political because the game creators had to decide what to simulate and what not, what to put in and what to ignore, what to model and what not to.

I think I am glad that I read this book now as opposed to when it was released, because I don’t think I would have understood nearly as much. I expect that if I reread this book in five or 10 years that I’ll pick up some nuances or learn that I completely misinterpreted an aspect of it that I would grok much better then.

But I really appreciated how this book brought together so many seemingly different subjects. I find I can be fascinated by anything, and this book put a lot of anythings within easy reach and allowed me to see them all next to each other in a very satisfyingly holistic way. I remember finishing it and thinking, “I wonder how often unit operations will come up in other works” but I did not see them mentioned in his other books, and I wondered if it meant that the concept did not catch on.

How to Do Things with Video Games

How to Do Things with Videogames

In 2011, Bogost published How to Do Things with Video Games and explored the relevance of games as a medium by analyzing what spectrum of possible uses they can be employed.

I mean, you can play games, sure, but more than that, games can be used to make art, or to train, or to persuade, or sell, or exercise, or anything in between.

Each chapter explores one use that games have already demonstrated they are capable of. Rod Humble’s The Marriage usually comes up when talking about games as art, but there was a chapter about using games for politicking that touched on Bogost’s own work in creating a game for a U.S. Presidential election. There was one chapter on promotion that focused a bit on Burger King’s series of Xbox games, comparing it to similar efforts at promotion in the 80s and demonstrating that games have a long history of allowing people to do a variety of things with them.

I think one thing that struck me was that Bogost argues that games aren’t just for the stereotypical gamers anymore. The idea of the gamer will be as silly as the idea of the movie watcher. You just have people, and people might play games. A few years after this book came out, there was an ugly and sometimes violent backlash against women who wrote essentially the same thing. I don’t recall hearing Bogost getting the same vitriol thrown at him, but I could be wrong.

How to Talk About Video Games

How to Talk about Videogames

The next book I read was 2015’s How to Talk About Video Games, which addresses the idea that games, while different from other media, shouldn’t be treated as either special or less than.

Specifically, Bogost was unhappy with the idea of “games writing” or “games criticism” because it risks isolating games from the rest of the world. People can look down on games, and they can get away with it because society as a whole looks down on games.

In the intro, he says “This is a book full of … attempts to take games so seriously as to risk the descent into self-parody. Or even, to embrace that descent, since caricature is another means to truth.”

And it is here that I have to say, at the risk of offending Bogost, that multiple times in the previous books I thought to myself, “Ok, are we actually being serious here, or is this an elaborate joke?”

Around the time I was reading Unit Operations, I saw Bogost tweet “Sbarro Studies, Year One.” Clearly, THAT was a joke, but there were times where I fully expected it to be mentioned in the wide array of topics and subjects that the book addressed.

How to Talk About Video Games is a series of chapters that offer some kind of analysis or criticism about games or game publishers or the culture in which a particular type of game is popular.

My favorite chapter is the one about Ms. Pac-Man titled “Can a Gobbler Have It All?” It covers the pre-history of the game, going back to insights about the Atari 2600 again, the way arcade machine enhancement kits functioned both technically and economically, and finally argues that the creation of Ms. Pac-Man the game and the character has a deep connection to the roles women have in society.

Bogost admits that making parallels to the creation of Eve from Adam and to women who want to excel at a career and a family life seems absurd, but then proceeds to make a very compelling case by talking about how the game character was marketed, the story within the game, the origins of “Ms.” both as an abbreviation and as part of the title of the game, and more.

She is, after all, the first female lead in a videogame. Everything Pac-Man can do, she can do – and better. Her job is less predictable and more exciting, making it more challenging and rewarding. And yet Ms. Pac-Man is a traditionalist, a family woman willing to make a home with the right man – one whom she chases as much as he chases her – and a mother, able and willing to care for her Pac-progeny.

Bogost argues that the culture around games has fooled itself into thinking it is bigger than it really is. I am reminded of an article I once read in The Escapist when it was new and still trying to recreate a print magazine experience awkwardly on a web page, in which someone was surprised that there were gamers who didn’t read enthusiast magazines and websites about games. That people showed up at GameStop or Babbage’s and just didn’t know what the heck they were about to buy.

But there are a lot of people who don’t know inside baseball about the game industry, and it is easy to think, with an industry that has eclipsed Hollywood’s revenues, with more people playing games than ever, that it’s them who are weird.

I think the conclusion for Bogost follows from How to Do Things with Videogames, that rather than double-down on insisting that games are the most important medium of expression, and therefore marking them as different and special from the world, we can just live with games. There is no need to insist on the one true game that only gamers play. Games are for everyone, and there can be some games that appeal to only certain audiences, and games don’t need to be a sole focus, and that’s OK.

Play Anything

Play Anything

Play Anything, published in 2016, is one of the deepest dives into the concept of play that I’ve ever read. Which, as I already admitted I am not an academic, might not mean much, but still.

It also surprised me because it was about how to enjoy life, and as I turn 40 and keep an existential crisis at bay each day, this was an important message for me to receive.

I loved the beginning in which he talks about the modern popular use of irony as a way for people to avoid deciding whether or not they “mean to mean” something, as a way to avoid engaging with something to protect against disappointment or disaster.

Are you wearing that t-shirt of that brand as an expression of how much you like that brand or as a parody of people who would do that? With irony, you don’t have to choose. You can be neither of them. You can avoid what you are afraid of, which might be that brand betraying you by turning out to be a terrible faceless corporation after all, or that rejecting the brand isn’t very interesting.

So there’s an indecisiveness to engaging with things that comes out of fear, and our world today has a lot of things. Bogost argues that rather than hoping for something to be more than or less than it is, we can take it and accept it for what it is.

Perhaps the problem that afflicts us is not having too many possessions (or too few), or too many choices (or too few), but in failing to know how to treat anything with enough respect that its existence feels like an opportunity rather than a burden. And not an opportunity because we get something back from it or because we can put it to maximally optimized use, but because we can train ourselves to approach it for exactly what it is, rather than wishing it – or we – were something different.

The theme of treating reality honestly, of accepting what is, and of entering into relationship with that very real reality instead of trying to manipulate it into something it isn’t comes up a lot.

Play for Bogost isn’t compatible with irony, in which you hold things at a safe distance, neither accepting nor praising nor rejecting them.

Bogost argues that play is an inherent property of things. Irony’s position is that things aren’t going to be sufficient, and play’s position is that, duh, of course they aren’t, and that limitation in things is interesting and potentially enjoyable if you come at it the right way. Play is about doing what you want with what is there, and fun comes from exploring the possibility space there, especially when you think you’ve seen it all.

It’s not just mindfulness, about being aware of my own thoughts about them, but an awareness of everything else that isn’t me.

It’s about seeing things, really seeing them, paying attention to them, and doing what we can with them without being disappointed that they don’t offer something they can’t.

Conclusion

I felt a sort of kinship with Bogost. Here’s a person who also seems to love to explore a wide variety of topics, seeing and finding connections between different areas of study, and expecting to find that those connections exist.

As a game developer, as someone who is trying to create meaningful experiences through entertainment, I think I have gained a much greater appreciation for what is at stake, what the work involves, and how it relates to life in general.

I recognize certain modern debates as continuations of discussions that have been happening for centuries related to other media. I’ve found that my understanding of games as a medium has been grounded a lot more.

I think it is interesting to see how some things have borne out over a decade after he wrote about them, such as how relevant games are in politics or how the concept of the gamer is still alive and well despite the fact that pretty much everyone plays games.

And I think I’ve gained an appreciation for living a life in a way that I can appreciate living. People say life is short, that you should do what you love, that you can stop and smell the roses or practice gratitude or whatever. Maybe it is also due to the pandemic revealing a lot of the absurdities we as a society have tolerated needlessly and sometimes fatally, but I’ve found myself more and more seeing situations for what they are. While I can’t say I’ve found a way or motivation to play in a dysfunctional corporate environment or play in the misinformation surrounding COVID-19, I’ve given myself permission to have some agency in whether I participate in someone else’s constraints or my own.

Life is more enjoyable when it is honest and authentic, when you can explore the possibilities it provides, and when it is well played.

Categories
Games Personal Development

Teacher Streamer: Learn About Games and Their Classroom Potential

Last week was the Games for Change Virtual Festival 2021, and I learned about an attendee named Scott Beiter, a science teacher who also streams games on Twitch.

Specifically, every Wednesday this summer he is playing a different game and talking about its potential use in science classrooms on https://twitch.tv/sciencestreams.

Recently he played the games Red Planet Farming and Surviving Mars, obviously to explore the science behind the planet, and he talked about what his students experienced when playing through the games, how to get the games, and other logistics.

Most recently he has been exploring marine biology through games such as Subnautica: Below Zero.

I admit to not exploring a lot of his videos, and I wonder how many of these games end up amazingly adapted to classroom use as opposed to games that end up completely inappropriate or challenging to use.

Still, it’s pretty neat to see an educator not only using games in the classroom but also live streaming about his research into which games work well there.

Categories
Games Geek / Technical Politics/Government

Tell Nintendo Online to Keep Google Out of It

I’ve been a fan of the existence of Duck Duck Go, the search engine that focuses on privacy. It’s search results are sometimes not as useful or comprehensive as I’d like, but most of the time, it’s great knowing that what I search for there won’t follow me around the Web.

So I subscribe to the Duck Duck Go Privacy Weekly newsletter, and I just learned about how Nintendo is using Google Analytics in the eShop. The latest firmware update will apparently automatically turn on data sharing even if you had turned it off prior to the update.

If you’re in Europe, you have the benefit of the EU’s GDPR to protect your privacy, and so you’re probably less concerned about the kind of data that is being collected about you.

In the US, we have no such privacy laws, but at least Nintendo Switch offers an opt-out in this case.

Nintendo Switch eShop Analytics

  1. Open System Settings and go to Users, then select your Switch’s primary user
  2. Select Nintendo eShop Settings, and type in your password if you need to
  3. Scroll down to the bottom and click “Change” button under Google Analytics Preferences
  4. Click the “Don’t Share” option, then click the “Change” button on the right

I hope you find this helpful. I feel better if my kids end up on the eShop that they aren’t being tracked any more than they already are online.

Categories
Game Design Games Marketing/Business

Announcing Toytles: Leaf Raking v1.4.5 with Transitions and More Dialogue

Toytles: Leaf Raking, my family-friendly leaf-raking business simulation available for iPhones, iPads, and Android devices, has a new “Personality Injection” update, available now in the Apple App Store and Google Play store!

Version 1.4.5 adds more unique dialogue for each of your 19 neighbors, turning the neighborhood into a more lively and interesting place.

Clients now have different things to say for each of the three months of the leaf-raking season, and they say something different when you finish the job in their yard.

For example, Mr. Cardinal says the following in October:
Mr. Cardinal October dialogue

And after you finish raking all of the leaves in his yard, he’ll instead say:

Mr. Cardinal October dialogue

Also new are screen transitions that, frankly, make the game more enjoyable to look at and play. You can see for yourself how it enhances the game nicely:

Learn more about the game and where to get it at the main Toytles: Leaf Raking page.

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Game Design Games Marketing/Business

Announcing New Holiday Dialogue in Toytles: Leaf Raking v1.4.4

Toytles: Leaf Raking, my family-friendly leaf-raking business simulation available for iPhones, iPads, and Android devices, has a new “Personality Injection” update, available now in the Apple App Store and Google Play store!

Version 1.4.4 introduces unique, holiday-specific dialogue for each of your 19 neighbors.

Mr Cardinal dialogue on Labor Day

There are currently 6 major calendar events, and when you visit your neighbors, they will have something new to say to you depending on the date.

Luciana's dialogue on Halloween

You’ll get a better sense of who your neighbors and clients are. Learn who loves being part of a crowd and who loathes a party! Understand who makes the best of a bad situation and who sees the world as glass-half-empty.

Amy's dialogue on Thanksgiving

Learn which of your clients is cheering for you as you try to earn enough money to buy yourself the Ultimate Item(tm).

Learn more about the game and where to get it at the main Toytles: Leaf Raking page.

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Games

Coming to Kickstarter: Family-friendly Coding Game Time Tails

I learned today that Snowbright Studio will soon be launching a Kickstarter campaign for Time Tails, a game about traveling through time, learning to code, and designing games.

The game follows two time traveling cats from the 80’s as they help kids learn coding and Unity game design.

According to a college friend of mine who is one of the people behind it, it’s aimed at middle and high school students, but it is a game for the entire family and anyone who wants to learn a few things about coding games and/or 80s time travel. “We’re working specifically to bring this game to girls and LGBTQ+ youth interested in computer science.”

The Kickstarter campaign is expected to launch on October 16th.

Sign up to be notified at https://www.kickstarter.com/projects/snowbrightstudio/time-tails

Categories
Game Development Games

Watch the 4th Annual Black in Gaming Awards

On September 13th, the Black In Gaming Awards honored the outstanding achievements and contributions to video games by black game developers and corporate allies.

You can watch the ceremony at: https://www.twitch.tv/videos/740532074

Learn more about the awards at https://www.blackingames.com/

Blacks in Games is a community dedicated to cultivating, supporting, and promoting black professionals in the game industry. BIG is actively working on creating opportunities for Black people in the video game industry while also developing action plans to combat systemic institutionalized racism that manifests itself in unsafe spaces, microagressions and hidden discrimination in the workplace.

The award looks amazing, and it honors pioneer Jerry Lawson, who developed the first cartridge-based game console.

Congratulations to all the award-winners!

Categories
Game Design Games Marketing/Business

Know Who Your Clients Are in Toytles: Leaf Raking v1.4.3

I’m excited to share another Personality Injection update for Toytles: Leaf Raking, my family-friendly leaf-raking business simulation available for iPhones, iPads, and Android devices.

Learn how to get it at the Toytles: Leaf Raking page.

With v1.4.3, you can now more easily tell which of your neighbors are clients and which are ex-clients thanks to the new client status indicators.

In Game - Client Status Indicators

While walking around your neighborhood, you’ll now see a speech bubble next to your client’s home.

If you see a rake, it means the client is waiting for you to clear their yard of leaves.

If you see an angry squiggle, it means the client is getting worried that you are allowing too many leave sit in their yard and are not being responsible.

And if you finish raking all of the leaves in their yard, they’ll show a smiling turtle face.

But if you neglect a yard for too long and lose the client, you’ll see an icon to let you know that you can’t rake that yard anymore. You can still visit the neighbor, but do not be surprised if they are unhappy to speak with you.

Thanks to these changes, your time playing Toytles: Leaf Raking has just gotten a bit easier.

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Game Design Games Marketing/Business

Chat with Grumpy Clients in Toytles: Leaf Raking v1.4.2

Here’s information about another one of my Personality Injection updates for Toytles: Leaf Raking, my family-friendly leaf-raking business simulation available for iPhones, iPads, and Android devices.

Learn how to get it at the Toytles: Leaf Raking page.

There are two major changes in this release.

Streamline waiting for rain

Waiting for the rain to stop so you can rake a yard is now less tedious. Your options before were to wait 10 minutes or to wait an hour.

The idea is that drizzle starts and stops every 10 minutes, but heavier rain starts and stops at the top of the hour, and so here are two options to match.

But the problem was that you might try to rake leaves in the middle of an hour. For example, let’s say that it is 3:40pm and raining. If you try to rake some leaves, you’ll be told it is raining and given the two options above. The optimal thing to do is to wait 10 minutes twice because it might stop raining at 4:00pm. The less optimal thing to do is to wait an hour, because then it would be 4:40pm. You would lose 40 minutes of time in that case.

But the optimal decision is annoying, especially if it were 4:10pm and you would have to wait 10 minutes five times!

So I changed it.

Now you can either wait 10 minutes or wait until the end of the hour, which is what you were trying to do anyway.

Wait for rain

Hopefully this change makes the game more enjoyable and less frustrating.

Unhappy client dialog

In keeping with the Personality Injection theme, your clients now say something unique when you neglect your work and allow too many leaves to remain in their yard.

You already get a report from your mother at the beginning of your work day to inform you who is getting concerned about their yard, but now when you visit grumpy clients, they can express their grumpiness to you in person!

Mrs. Smith is a sweet elderly turtle who never has anything bad to say about you.

Mrs. Smiths grumpy dialog

Other neighbors are a bit more direct about their displeasure.

Brians grumpy dialog

Future updates will continue to allow your neighbors to share their hopes, dreams, aspirations, and fears with you, as well as the occasional reminder that you have a responsibility to do what you said you would do. I continue to look forward to meeting the neighbors with you.

Toytles: Leaf Raking Player's Guide

Get the 24-page, full color PDF of the Toytles: Leaf Raking Player’s Guide for free by signing up for the GBGames Curiosities newsletter!

Categories
Games Personal Development

Is It Wrong to Ask My Son to Play His Own Game?

We got my son The Legend of Zelda: Link’s Awakening for the Nintendo Switch for his birthday. He has never played a Zelda game before, and I had fond memories of playing it on my Game Boy when I was roughly his age.

In fact, I pulled out my Game Boy and played the original Link’s Awakening while he played on the Switch, partly so I could revisit Koholint Island while he saw it with fresh eyes (and in 3D rendered color).

Links Awakening - Switch and Game Boy

I also wanted to try to get ahead of where he was so that when he had questions about how to proceed, I could be a bit more knowledgeable about what he was dealing with.

But I also believe that a big part of the entire point of playing a Zelda game is to solve the puzzles and overcome the challenges.

Now, my son fancies himself a gamer, but he does not have the same internalized language of games that I grew up on. Specifically, Link’s Awakening very much builds upon the language of the SNES game The Legend of Zelda: A Link to the Past. For example, I know that there were some boss battles that mimicked boss battles from the SNES game in that you had to deflect projectiles back at the enemy, but nothing in Link’s Awakening tells you this fact. You just have to try things and figure it out. In fact, that’s probably how the SNES game was, too, and I’m just aware of the clues and norms in hindsight.

So my son struggled on parts of the game because he did not see the opportunities to do Zelda-like things because he didn’t know what Zelda-like things were possible in the first place.

Which is fine. He’s solving puzzles and overcoming challenges.

Except when he wasn’t.

He would ask for help, and I’d try to give him clues or hints without giving away the solution. And most of the time, it worked, and most of the time, I’d hear a report from him that he actually figured out quite a bit of the game on his own.

But multiple times he asked if he could look up the solution to a puzzle on the Internet. And I told him no.

My reasoning: “What’s the point of letting someone else play the game for you?”

I grew up as one of those kids who had Nintendo Power subscription. I knew details about games I didn’t own. I got the free strategy guides they sent out.

But I never liked the idea of playing a game by following a walkthrough or using a strategy guide to tell me how to play a game. Yeah, I could advance faster and have an easier time, but to me, it would feel like cheating.

So I insisted to my son that he play the game and figure it out. I figure he would feel a sense of accomplishment if he did it all by himself that he would never get from doing what he was told by some Internet stranger.

But am I wrong to do so?

Is it wrong for me to insist he plays the game the way I want him to?

I never want to be a gatekeeper and say that Real Gamers ™ play a certain way and everyone else is just pretending. People play games for all sorts of reasons, and who am I to tell them how to enjoy them?

Some people play games for the entertaining story, and I have no problems with them using a walkthrough, strategy guide, or even cheat codes to do so.

In fact, I’ll admit that I got stuck in Link’s Awakening in my replay, and I looked up how to get through a certain dungeon because I’m a grown-up with limited play time and didn’t want to spend the time doing trial and error to figure out which way I was supposed to go. Don’t tell my son I’m a hypocrite.

My intent was for my son to use the game as practice for perseverance. He struggles with challenges, whether in games or not, and often gives up and even says he no longer wants something if he discovers it takes some non-trivial effort to acquire it.

Games are all about learning, and I felt that looking up the answers not only gave him a shortcut in the game but would also make him less self-sufficient when it comes to problems in real life that you can’t take shortcuts to get past.

But we also gave him a game, and then I insisted that he play it differently from how he wanted to. No one did that to me when I was younger.

I suppose I could have told him my reasoning, that I wanted him to want to figure things out on his own for the benefits and practice it gives him, and then let him decide if he wanted those benefits. But based upon previous opportunities to let him decide whether to take the easy route or the more rewarding yet challenging route, I figured he would not care and would simply look up the answers.

So I struggle still. Was I parenting well by preventing my son from what I would consider cheating himself out of the experience and growth? Or was I parenting poorly, forcing him to play a game the way I wanted him to play, taking away his enjoyment and agency?

Maybe it worked out?

As I was writing this post, I asked him about his time with the game, which he has now played through twice. He told me he really liked it. He remembers the game fondly, and he even mentions figuring out how to “get past it” in a positive light. At the very least, it seems he hasn’t been turned off of games, and in fact is now playing his way through Pokemon Sword.

So I hope his experience with the game has prepared him for the future just a bit more. Maybe he’ll be less likely to give up on a math problem that troubles him. Perhaps he’ll stick with a craft project of his own making for longer. It’s possible he’ll be more capable the next time we play Mighty No. 9, a game which provoked so much frustration from him that he quit playing before finishing the first level.

He’s already asked about other Zelda games in my collection. I’m trying to decide if I should introduce the original NES game first, or if I should show him Wind Waker.

I never did finish either game myself. It might be a good challenge for both of us.