Serious Games Squared
IMO, few things are as “newsworthy” as a major publisher declaring their real commitment to the pursuit of the serious game market — at least today, while declared publisher interest in serious games is still rare. And by “real commitment”, I mean more than just publishing another take on Brain Age. I was thrilled to attend Ichiro Otobe’s talk at GDC, a rough but relatively faithful transcript of which is copied below. Background, for those who don’t know: Square Enix is developer/publisher of game franchises such as Final Fantasy, which has sold 75M units worldwide, and Dragon Quest, which has sold 41M units worldwide. So why is Square Enix interested in serious games?
“Burden of new media” — games are affected by a generation gap. They are judged based on values appropriate to old media. For example, they are compared to books and movies and found lacking from a story perspective, but that’s not a fair comparison. Games should be judged by how they challenge your brain — not by how they compare (story-wise) to old media. If we don’t expand games beyond the core market, we may find ourselves stuck in a niche, as opposed to becoming a mainstream medium. but we need active efforts to insure that we become mainstream. So why do we (Square Enix) want to do serious games? Well, because then we can make games that are taken “seriously.” Also, we can make money. The “serious” comic book has elevated comic books in general to the status of mainstream media in Japan. The Himitsu (Secret) comic series by Gakken (1970s) told interesting, fact-based stories and sold over 20M copies. I learned many things from this kind of comic book. I learned Japanese history from comic books — my parents bought a 20 volume Japanese history comic book and I read it so many times I memorized it. If we push serious games in the same way, we can make games mainstream. “Serious games” are already top sellers in Japan. Of the top 20 titles in Japan in 2006, you can call five of them “serious”. They are: two Brain Training games (7M units combined), English Training, Common Sense Training, and Cooking Navigation. Serious games present many new challenges to developers:
Our approach to these challenges:
(At this point, a version of Project GB was demo’d. The demo showed, for example, how the player would be taught to understand the RGB color scheme and quickly pick the color he/she wanted on the fly.) What are the challenges of serious game design?
Bottom line: learning is fun! Serious games should not be thought of as a “sugarcoat” for something bitter — they should communicate the fun of learning more effectively. |






I am interested in the potential of the serious game market, and I have set up a site with articles on this topic. I was interested to see the comment linking serious games to the ‘serious’ comic book market. It’s not a connection I have seen before, but it makes sense. The second comment that interested me was about serious games appealing to a totally different customer to those playing games with these customers having little in common with each other. This poses a problem about how to market serious games. Is serious games the right terminology to use?
Comment by Diane Robertson — July 19, 2007 @ 10:03 pm