Thank you all for replying all
BTW careful with "subjective" vs "objective" as terms. The noun "Objective" may mean "goal", the adjective means something else, likewise "subjective". I guess it's pretty clear in context but it could lead to misunderstanding. I almost suggested "subject-oriented" and then realised that "object-oriented" is already taken...
Sure i'm not happy with the term i have come with (that's why i use cap to differentiate them) if someone have better one to suggest?
What I would add to it is that it's not really a binary switch between 'Subjective' and 'Objective'. Rather, it's a whole spectrum. At one end, you have something like Tetris, where there is only the objective. Further along, you might find something like Assassin's Creed, which is about completing the objectives, but it's also about 'being' an assassin, since you have a choice between, say, attacking the enemies head-on, killing them stealthily, or avoiding them altogether
That's interesting.
I agree there different side of a spectrum, it start with toy (no goal, no solution,), puzzle (have one goal and many solution) and perhaps SUBJECT game (many goals many solution).
Do all sandbox games qualify? Are there subject-based games that aren't sandboxes or toys? Maybe something like Tale of Tales stuff? (which I don't personally like, but thats just me)
Sandbox is not a clear category for pragmatique use in that case, SUBJECT game would tend to be sandbox, but most sandbox game falls into the OBJECT category (see original post). Sandbox seems to suggest more a non linear framework from a formal point of view, they encourage exploration.
By the way what i'm trying to find is simply a framework to analyze how element relate to each other more clearly, something that could help us indentifying function and finding solution, especially when it come to overall structure design. It also mean that we can intricate OBJECT and SUBJECT aspects with better subtlety if we do understand how they relate with each other and what differentiate them.
The problem is more about the way games give players "directions". In what i called OBJECT game (before reworking on better naming), there is always a clear value scale and one direction. The "goal" is to progress towards "completion", even if the goal is unreachable. Any sub goals are just steps in that progression. The main VERB of those game emphasis that. Contrasting, SUBJECT game provide you with VERB with less clear direction and have less emphasis on progression, but still provide you
enough hook to keep you playing. How that hook works is what i try to understand.
Goals define an explicit end-point for play. For me, that means I can play through a game, exhaust the content (by reaching the end-goal, be that to get a megalopolis or to collect 120 stars), and then I can shelve the title and move on to a new game.
Let's look at some of those OBJECT game:
- In super mario bros nes, the direction and the progression is clear. Reach the end of the level, each complete level is a step toward the goal, you can't even scroll back in a level!
- In mario 64 the overall progression is measure with stars, like mario there is no turning bck, once you have a star you have it and you are closer to the goal. Except this time the progression is more abstract, the value scale is not a simple physical distance, you have a layer of abstraction with stars.
- In a game like morrorwind completion can be measure in term of quest complete, once all the quest are complete the game is complete. The game also provide a "main quest" for a lower "goal" to achieve, to give the player an illusion of closure. But once all quest are done there isn't much to do. It's fake sandbox game, structurally quest are like stars in mario 64 except less clearly shown.
- In a game like tetris, the progression is still clear (number of line) and has one direction (more lines!), but the goal is set at infinite, you cannot reach it.
- Pacman and the famous level n°256 is a famous limit case of game with infinite placed goal, the game have a reachable "end" that is the limit of the program.
- Pet game have a reachable goal and a clear direction but no end (not always) except for failure. Generally it is to KEEP the pet healthy. When there is an end, it's bound to player but to a time counter. Progression is still clear along a value scale (healthy and time) but we are in an edge case, it start to look like SUBJECT game.
Using that progression framework it's easy to analyse game structure, that's what we do every time when we discuss things like lock and key or gating, etc... It makes things pretty clear to organize and to plot structure.
However what i call SUBJECT game are a little bit different. Progression is stunt in some way, they still have it, kinda, but it's not that simple. Progress are not always permanent and not global.
Likewise, games like Harvest Moon still incorporate some degree of objective-based gameplay, since you have to complete certain tasks to make your farm work well. Whereas Phun or Noby Noby Boy would be even further toward the 'subjective' end of the spectrum, since they don't really give you an objectives at all.
I think you make tangentially a point here! They provide TASKS rather than GOALS. Tasks does not work like goals. You define goals to carry on the task. While task can be turn into (mini) games (or busy work on the boring scale), they are not end point by themselves and generally don't make you progress on any value scale toward a goal, at least i think.
"Subject based" seems to capture an important element that is rarely considered, which is that these games are more about playing a role/lifestyle. It's like the adult version of kids playing "House" or "Doctor" or "Cowboys and Indians" -- none of the kids are winners (though there can certainly be losers), it's just play.
The fundamental aspect of play in those games is finding a suitable role and acting it out. If you try to play a role that isn't context appropriate the other kids will kick you out. I'm finding it hard to codify what the exact appeal of this sort of game is (self expression?), but it seems to strike at something deep in the core of most people, which is why something like The Sims sells about a trillion copies while we all sit on the sidelines thinking "how did a game about watching someone else watch TV sell to anyone?"
Like you suggest i think "SUBJECT verb" does not suggest action but role.
Manage a town (sim city), live ordinary lifes (the sims), Raise a girl (princess maker 2). Contrast with
Find the key, beat the dragon, get the treasure... Subject verb seems to suggest not "a progression to clear" but a "state (of being?) to maintain" (see the case of tamagotchi earlier), but i'm not satisfy with that explanation it seems to miss some aspect. Anyone have a better explanation here?
The second requirement - often overlooked by sandbox games - is that it should spark off the creation of game goals within the player themselves. Consider SimCity, or Dwarf Fortress (see how it rears over the sandbox, glistening with terrifying beauty) and their ability to keep a player interested without ever having to tell them what to do next. Consider World of Warcraft, and its obsessive need to tell you how many more cursed owl giblets you need to collect, where to find the cursed owls, and where to deposit the stinking mass to get your reward. Warcraft needs to tell you what to do all the time because a player getting lost and wandering off will tend to get bored. A player effectively does nothing but wander in a toy game; the difference is that they will find things about the world that interests, excites and encourages play.
That's the hard part actually, which mecanism replace the progression/challenge model in SUBJECT game?
However a goal in an OBJECT game is really a single "task" (save the world, beat the white dragon). A SUBJECT game give you many task to carry on that serve their main subject (save the world: fight dragon, save village from thief hordes, protect castle from demon, etc...) but these task renew themselves, there is no "progress". The trick is to understand how task are tied together.
My intuition hint towards an economics between task, task generate ressource that are consume by other task, and these resources change how well a certain task can be carry on. SUBJECT game seems to rely more on
management mechanics. But's that's just an idea i didn't dig it enough yet. The feedback and the interest came from "maintaining" a good state against entropy and chaos, resource play the role of "value scale" except they go up and down without end state. In most SUBJECT game you do not "play" the task, you just choose them and observe a result. And the more resource the more agency and freedom the player experience.
A few games to add to your "subject-based" list of examples maybe:
- Elite, and maybe more so Frontier (Elite 2) - combines exploration and trading, and setting your own goals
- Those "grow" games -
www.eyezmaze.com - same as your Princess Maker example really
Grow game are for me puzzle game (only one solution), very unlike Princess maker (no solution, only choice)! Did you play PriMa?
I did mention elite
However trying to analyse it from the new idea discuss earlier i find it an edge case. The game is about being ELITE. There is clear goal and a clear progression (climb the elite ladder), the game also end when you reach the elite state (i think). BUT to progress in that we play a "space trading" game, which look like more a SUBJECT like structure. It's a good exemple of intricate OBJECT and SUBJECT structure on different level!
With all your obervation i think i can see things a little bit more clear now