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DiGRA
Amanda C. Cote's paper examines game designer Will Wright's self-description as a toymaker rather than a game designer, and the consequences of that framing for game design and audiences. Drawing on Wright's design notebooks, public talks, and catalog of titles including SimCity, The Sims, Spore, and the forthcoming Proxi, the analysis argues that starting from toys instead of existing video game conventions produces open-ended designs that broaden who plays and how they play. The paper situates Wright's approach within 1960s and 1970s American cultural beliefs about childhood, creativity, and toys, as well as the influence of his early Montessori education and theories of failure-based learning.
The work reviews established definitions of play, games, and toys, including Caillois's continuum from paidia to ludus and the widely shared distinction that toys are open-ended while games carry rule systems and goals. Within Wright's designs, this distinction appears in choices such as offering players multiple possible goals, centering agency and imagination, and providing creative rather than punitive options for failure. The author traces these toy-based inspirations across Wright's career, beginning with SimCity in 1989, and argues that The Sims, despite being the most obviously toy-like of his games, is not an isolated case.
Methodologically, the paper is a critical, qualitative analysis of a single designer's body of work and related texts rather than a survey or quantitative study. Its stated contribution is twofold: it offers a case study of how a shift in design starting point can alter both products and the audiences they attract, and it addresses a gap in game scholarship that has often overlooked the influence of individual creators. The analysis concludes that this perspective provides a basis for questioning market norms and power structures within gaming and for considering more inclusive approaches to play.
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