#concept A "software toy" is a term often used in the field of video games to refer to a type of software that doesn't have a specific goal, win conditions, or failure states that are typical in most games. Instead, it provides a sandbox environment in which users can [[play]] and experiment freely without pursuing predefined objectives. Software toys are more about exploration and creativity. They provide tools and environments that users can manipulate in various ways to see what happens. Examples of software toys include many of the 'Sim' games by Will Wright, such as 'SimCity', 'SimEarth', and 'The Sims', as well as other titles like 'Minecraft' in creative mode, and 'Garry's Mod'. ![[WillWright_Toys.png]] The idea is to create an interactive experience that's more akin to playing with a physical toy—like a set of building blocks—than playing a traditional game. Users can experiment, build, manipulate, and explore without needing to worry about winning or losing. The concept of a "software toy" broadens the definition of what can be considered a "[[game]]." In a traditional game, there are generally specific goals to achieve, rules to follow, and perhaps scores to keep. There might be win conditions and loss conditions. Think of something like chess, football, or a game like Super Mario Bros. You're trying to achieve something specific (checkmate the king, score a goal, rescue the princess), and there are specific rules about how you can go about doing it. On the other hand, a software toy does not impose a rigid structure or specific objectives on the user. Instead, it provides a flexible environment that allows users to set their own goals and interact with the program in a variety of ways. The emphasis is less on winning or losing and more on creativity, exploration, and the joy of interaction. Here are few more examples and key features of software toys: 1. **Minecraft Creative Mode**: Unlike Survival mode, where players have to mine resources, defend against enemies, and maintain health, Creative mode provides players unlimited resources, allows them to fly, and provides freedom to create and destroy structures at their own pace, turning the game into a kind of digital sandbox or LEGO set. 2. **The Sims**: This is another good example, as it allows players to create and manage virtual people and design their environments. While there are some goals and challenges, a lot of the appeal comes from the freedom to create your own stories and situations. 3. **Physics Simulators**: These programs let you experiment with different physical laws and see what happens, often in a playful and non-academic context. An example of this is "Garry's Mod," which allows players to manipulate objects, characters, and physics within the game's engine. 4. **Flexibility**: One of the defining features of a software toy is its flexibility. Users can generally interact with the software in a variety of ways, depending on their interests and creativity. They can test the software's limits, experiment with different strategies, or simply enjoy the act of playing. 5. **Emergent Gameplay**: Because software toys don't impose a rigid set of goals or rules, they often lead to emergent gameplay. This is where interesting, complex situations arise out of relatively simple game mechanics, as a result of the player's actions. 6. **Educational Potential**: Software toys have significant potential as educational tools. Because they allow users to learn through exploration and experimentation, they can make complex topics (like city planning in SimCity, or physics in a physics simulator) more accessible and engaging. Ultimately, the main goal of a software toy is to create a satisfying, engaging experience that sparks creativity and curiosity, much like traditional, physical toys do.