August 24th, 2005
Nintendogs continues the distortion of reality
I own a dog. She’s five months old, and has been a ridiculous amount of work. But my wife and I love her. Despite whether the favour is returned or not, we spend time on her. Housetraining, obedience, and general manners – it’s all important if you want to be able to live comfortably with a pet. It’s because of these efforts she is growing into a fantastic animal companion for us. When I read about Nintendogs I see that exactly 8% of what I’ve spent the last five months doing is actually represented.
With hints of the Tamagotchi craze of the mid 90s, Nintendogs takes the features of DS and creates an entirely new interactive experience with a virtual pet. From a technology perspective, seeing how the voice and touch screen elements of the DS come together makes Nintendogs sound like a genuine accomplishment. Reading through some of the reviews, it seems that the underlying simulation is lost amid the praises for using the DS’s capabilities to their fullest. Let’s take away the fact that there is a cute puppy on screen waiting to be played with. What is the ultimate goal?
Nintendogs can hardly be considered a “game” in the traditional sense, as it takes elements from what we have come to expect from a “virtual” pet with that of a simulation of sorts. You can record yourself saying “sit”, and your dog will eventually learn to do it on command. After three or four tries. You can “walk” your pup around the neighborhood where you might find accessories for your new dog, like a new…hat. You can enter your dog into obedience and frisbee catching competitions and win awards to buy more stuff for your dog. You can feed your pup to keep him happy, but he will never grow. It all might seem very appealing to some people, and it’s entirely possible that Nintendogs’ undeniable cute factor will prompt new sales of the DS. Though what I’d be more curious about is whether this game causes someone to go out and actually buy a dog. They’ll be in for a surprise.
Where I thought this game would excel is in player-to-player interaction. A proper component of raising a dog is socialization, so what better way to exploit the DS’s wireless connectivity? Through something called “Bark Mode”, Nintendogs players can meet each other’s pups in a generic-looking play room. However, all you’ll be seeing is a “local” version of the other player’s puppy; none of the activity is happening in real time. That means the other player can’t call his dog back to him, or throw a frisbee and the both of you watch your dogs go after it. With the inclusion of dog competitions in the single-player game, it’s all the more unfortunate that players can’t compete with each other in obedience trials or even something simple like a race.
The most notable aspect of multiplayer interaction is that the game assumes the dogs will get along. You don’t need me to tell you that every dog behaves differently, regardless of breed. Walking your dog through a park with other dogs usually results in friendly play, but you will occasionally go through the harrowing experience of having to put up with an aggressive dog and an owner that can’t control it. Nintendo obviously chose a selection of lovable, cuddly breeds to include in Nintendogs, but that doesn’t mean they can’t be – or become – aggressive. It’s obvious this game was made for kids, but is there any kind of reaction for poking your dog repeatedly with the stylus? Or neglecting it for long periods? Something tells me the experience is intended to be short term, with the results of this negative parenting never affecting the development of your virtual puppy.
I enjoy gaming because it’s an escape from reality. This is main reason why I avoid sports games: as much as I can appreciate the “fantasy” aspect of controlling one’s favorite team, I’d sooner go outside and play the real thing (which rarely happens anyway). The same can be said of Nintendogs. Where’s the fun of actually walking with your dog? How empty would you feel yelling into a machine, only to have the insolent collection of pixels disobey the command? Would you show this virtual pet to your friends and expect some kind of reaction? This process of thought made me question where games in general are going. To simulate real-life physics to put a player in the middle of a compelling fictional setting is certainly an admirable goal; simulating the triviality of real life seems wasteful and indulgent. I’m sure a direct relationship can be found between obsessing over virtual lives with the popularity of reality TV.
While the thought of spending $40 plus the cost of a DS for a “dog” is probably appealing to some parents, the fact of the matter is you can still turn off the game. Your dog will never die of starvation or neglect, it will never run away, and will remain a puppy forever. I’d hardly call that a simulation, and it simply reinforces a fundamental flaw in game design: the lack of any real consequence.
it’s a perfect day to lock yourself inside

August 25th, 2005 at 9:12 am
Great post. I think most games are awful at portraying consequence. “Fable” comes to mind as an example of consequence done reasonably.
August 30th, 2005 at 1:23 pm
Except for the part in Fable where you can visit a magic shrine that washes away all of your evil (or good) deeds if you can spare the gold.
I understand that you have to get to the point where you’re evil or good, but to have the option in there to erase everything that has been done lets players think that there are no consequences – they can go ahead and kill the mayor’s daughter, because tomorrow they can be free and clear.
This same problem is afflicting MMORPGs, and given how the basic gameplay hasn’t changed since UO I’m suprised hasn’t been implemented already. Why aren’t there alignment choices when you create a character, aside from cut and dry factions? Taking World of Warcraft as an example, you’re either Alliance or Horde, and this has little affect on you from a non-PvP standpoint. Even then, a duel or raid is just a discrete event – it’s not like the town will be held tomorrow. Humans aren’t that coordinated. Why not allow an Alliance character to kill a townsperson, only to be exiled or labeled as some kind of outlaw? Going back to Fable, it would be interesting to let players take a quest with the Defias Brotherhood instead of being asked to kill them.
Star Wars Galaxies hints at a grey area between the Rebellion and the Empire: credit-hungry bounty hunters and smugglers that are willing to do anything as long as they’re well paid. Developing this part of the game further would make it that much more interesting to play, especially from a roleplaying perspective. The bounty hunter that just delivered a key Imperial operative to you could be just using it to get further into your organization. Or does the callous smuggler sympathize with the Rebllion, protecting the secret Imperial plans aboard his ship intead of reporting them to the Imperial garrison. These types of moral choices should be part of the gameplay, because the grind isn’t good enough anymore.