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:''Not to be confused with application software that are not related to gaming.'' Non-games are a class of software on the border between video games and toys. The original term "non-game game" was coined by Nintendo president Satoru Iwata, who describes it as "a form of entertainment that really doesn't have a winner, or even a real conclusion".〔(IGN: GDC 2005: Iwata Keynote Transcript ), March 2005〕 Will Wright had previously used the term "software toy" for the same purpose.〔(【引用サイトリンク】url=http://www.brainygamer.com/the_brainy_gamer/2008/09/simanimals.html )〕 The main difference between non-games and traditional video games is the lack of structured goals, objectives, and challenges.〔Francisco Queiroz: ''(Insular, Critical Appraisal )''. September 2005〕 This allows the player a greater degree of self-expression through freeform play, since he or she can set up his or her own goals to achieve. == History == Non-games have existed since the early days of video games, although there hasn't been a specific term for them. Among the earliest examples are Jaron Lanier's ''Alien Garden'' (Epyx, 1982) and ''Moondust'' (Creative Software, 1983), ''Worms?'' (one of the 1983 launch titles from Electronic Arts), ''I, Robot'' (Atari, 1983), which featured a special "ungame mode" called "Doodle City", and Jeff Minter's ''Psychedelia'' (Llamasoft, 1984), which is an interactive light synthesizer Bill Budge's ''Pinball Construction Set'' (Electronic Arts, 1983) popularized software where building something is more entertaining than playing the finished product. To a lesser extent, some games became construction sets through the inclusion level editors, like Doug Smith's ''Lode Runner'' (Broderbund, 1983) and John Anderson's ''Rally Speedway'' (Adventure International, 1984). Other more proper construction sets followed, such as EA's ''Adventure Construction Set'' (1984) and ''Racing Destruction Set'' (1985). In January 1984, Joel Gluck presented a simple toy called ''Bounce'' in his game design column in ''ANALOG Computing''. ''Bounce'' lets users draw low-resolution lines, then release a disc that leaves a permanent trail as it moves across the screen, making patterns as it reflects off of obstacles. The program is specifically designed not to have goals or scorekeeping, other than what's in the user's head. ''Bounce'' was revisited several times in ''ANALOG'', including a version which allows multiple discs. The 1989 simulation game ''SimCity'' was called a ''software toy'' by its creator Will Wright, since there is no ultimate objective in the main game (scenarios with objectives existed in some incarnations of the game, such as ''Sim City 2000'', but these were not the focus).〔(The History of Civilization at GamaSutra )〕 Non-games have been particularly successful on the Nintendo DS and Wii platforms, where a broad range of Japanese titles have appealed to a growing number of casual gamers.〔(Gpara.com ): non-games sales figures in Japan, May 2007 〕〔(IGN: Non-Game Flood: Twelve more non games are set for the Japanese DS ), July 2006〕 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Non-game」の詳細全文を読む スポンサード リンク
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