Chapter 8: Your Audience 1. The Seven Kisses of Death of Children’s Interactive Media The process of creating interactive projects for children is riddled with possible pitfalls. Some of these pitfalls are particularly sly and seductive, and over the years I have given them a name: The Seven Kisses of Death. They are dangerous because they seem to make so much sense, but they are based on faulty assumptions. I first encountered these kisses as a writer of children’s television programs, and encountered them once again, hardly unchanged, when I moved into interactive media. Thus, I speak from personal experience when I say that they can invade projects for young people with great ease. The good news is that these blights can be overcome by various strategies, and I’ll be reviewing them after describing the Death Kisses. The Seven Kisses of Death are: Death Kiss # 1: Kids love anything sweet Yes, it is true that children love all kinds of sugary things—candy, ice cream, sugar frosted breakfast cereals. But this doesn’t mean they also like their entertainment to be sweet, except with they are very young. For some reason, however, when adults design projects for kids, they often tend to heap on the sugar. In truth, sweetness is an adult concept of what kids should enjoy. Many adults feel a compulsion to make all their characters kind, gentle, and loving, and to portray the world as a sunny, happy place without a smidgen of discontent. But real children above toddler age appreciate something with an edge, something that has some reality or bite to it, even in a fantasy game. Death Kiss #2: Give them what’s good for them This death kiss is usually committed by adults who are sure they know what’s best for children, and they are determined to give it to them whether the kids like it or not; it is the “medicinal” approach. Educational works are often plagued with this type of thinking. All too often, people approach such products with a great earnestness and a zeal to make something that will be really good for children. Unfortunately, they overdo it, and the resulting product is lifeless and dull. That doesn’t mean, of course, that interactive works for children can’t have solid educational content. But the educational material needs to be skillfully integrated with entertainment, or otherwise, the kids will tune it out. Death Kiss #3: You’ve just got to amuse them This could be called the “junk food approach.” It is based on the assumption that it is far easier and cheaper to make products for children than products for adults, because children are less discriminating—a fatal assumption right there. Children are actually quite discriminating— though in different ways than adults. And while kids love to be entertained, they are also hungry for content. If a product is fun, but has no substance, you might not have any trouble getting kids to play it, but they’ll get bored with it quickly and move on to other things. Death Kiss #4: Always play it safe! In the desire to avoid violence, sex, and controversy, it is all too easy to go to the other extreme and produce something so safe that it is boring. In actuality, avoiding objectionable material does not mean forgoing excitement or drama. It just means find other ways to keep the adrenaline pumping. Death Kiss #5: All kids are created equal This particular Death Kiss is committed when we are trying to make a product that will appeal to an extremely broad demographic, without taking into account how different children are at different ages. But, as we saw earlier in this chapter, children go through distinct stages of development, each with characteristic interests and play patterns. Thus, projects for children must be designed with a clear target age group in mind. Death Kiss #6: Explain everything In our desire to make things perfectly clear, we often overdo it, and drown them with words. It is hard for us to realize that kids are really clever at figuring things out, and aren’t nearly as averse to the trial and error process as we grownups are. Children have little patience for lengthy instructions or explanations, and particularly dislike being lectured at by a single talking head. We’re being lazy when we do this, because we aren’t doing the tough creative job of devising better ways to convey information. Death Kiss #7: Be sure your characters are wholesome! This death kiss is particularly slippery because it seems so laudable. Of course we want our characters to be positive role models. Unfortunately, characters that are totally good are dull are also totally boring. You have to move beyond wholesome if you want to have truly interesting characters for children. And if you don’t have interesting characters, you’re missing one of the key ingredients of a successful product, as we emphasized earlier in this chapter. Countering the death kisses Now that we’ve isolated the Seven Kisses of Death, we can review some strategies for combating them. Essentially, we have ten effective ones available to us: 1. Build your project on a compelling mission This tactic counters the “play it safe” Kiss of Death, and also the junk food approach. In fact, it is powerful against all the death kisses. The idea is to hook your young users with an absorbing and meaningful challenge or purpose. We can give the child a mystery to solve, or a quest to go on, or a secret to discover. Or, if this is a creativity tool, we can give them something enormously desirable to make. If it’s a simulation, we can give them the ability to control a fascinating miniature world or enterprise. The hook should be clear-cut and readily identifiable; it won’t serve its purpose if the players don’t know what it is. This is not the place for subtlety. 2. Inject an ample dose of tension Tension is an extremely useful storytelling technique for keeping users engaged in an interactive work. If anything, it is even more effective with children than it is with adults, because children have a shorter attention span. It is also an excellent antidote to Death Kiss 4, “Always play it safe.” It’s a dynamic way to add excitement without falling back on violence. Tension can be ramped up by creating a powerful antagonist or by building in substantial challenges to overcome, techniques that work particularly well in games or story-based projects. Of course, you don’t want to use any forms of tension that might be disturbing to your target age-group. When works have to gaming or narrative elements, you can create tension by harnessing the child’s own curiosity. After all, curiosity is an intense anxiety to find something out, or to see how something is resolved. Even a creativity tool can draw on the force of the child’s curiosity, especially if it is leading toward a big finale or reward once the project is all put together. 3. Offer genuine substance By integrating meaningful content into your project, you will be countering Death Kiss #1, “Kids love anything sweet,” and Death Kiss #3, “You’ve just got to amuse them.” Children are like sponges; they are eager for information about what the world is really like, and how to live in it. And even very young children must contend with certain things that can be upsetting, such as a fear of the unfamiliar, sibling rivalry, and anxieties about being abandoned. Older kids have different concerns, of course, including peer pressure, conflicts with parents, and the yearning to be accepted. If you address some of these issues in your work, you will be sure to capture the attention of your audience. Of course, they must be presented from a child’s point of view, well integrated into the overall frame of the work, and age appropriate. 4. Create multifaceted, dynamic characters Good characters are powerful ammunition against all seven Death Kisses, but most particularly against Death Kiss #7, “Be sure your characters are wholesome.” They add interest and excitement to your product and bring it to life. When designing your characters, don’t forget to pay attention to the opponents, if antagonists are appropriate for your project. They can be even more fun to design than your heroes, and the more multidimensional and unusual they are, the more energy they will give to the work. 5. Offer satisfying challenges and rewards Rewards are a powerful motivator. A key strategy for grabbing the attention of children is to break the content into a series of small, exciting challenges, and to offer rewards each time a challenge is met. Challenges should increase in difficulty as the child’s mastery increases, thus keeping the work interesting. Rewards provide positive reinforcement, and also serve as a measuring stick for how well the child is doing. The trick is to emphasize success and to play down failure. If the player makes a mistake, soften the sting with a little humor, and with words of encouragement from one of the non-player characters. You want to keep them involved and eager to do more, rather than become discouraged and quit. 6. Make the product easy to use and understand This guideline will help you deal with Death Kiss #6, “Explain everything.” When it comes to guiding a child through your product, good interface design is the best way to reduce the need for lengthy explanations. The more intuitive the interface, the less the need to give instructions about how to navigate through it. If your product calls for text, make sure it is as readable as possible. Your font should be attractive and large enough for children to read easily, and the words shouldn’t be crowded closely together. Remember, it is daunting even for adults to wade through a big chunk of text on a screen. Think what it must be like for new readers. You can learn a great deal about design, and the interplay between visuals and text, from studying fine picture books for children. Whenever possible, use visual images and action rather than spoken or written words to get your message across. 7. Make the product adjustable to the child’s abilities When it comes to age appropriateness, interactive works have a great advantage over linear works: They can be built with different degrees of difficulty. That means less accomplished users will not be frustrated and more skillful users will continue to be challenged. Many products let the child or parent set the difficulty level, and in some cases, the difficulty level even invisibly adjusts to the user’s ability. By offering activities or games with different degrees of difficulty, you are also giving your project greater repeatability. Children will come back to it again and again, because they will find new challenges every time they play. Levels of difficulty can help disarm Death Kiss #5, “All kids are created equal.” 8. Supply liberal doses of humor Humor is the perfect antidote to sweetness and blandness. It adds life and color. Almost any product you make for children has room for humor, so put some quality time into thinking up ways to inject it. 9. Build in meaningful interactivity The interactivity in your product should be well integrated into the overall content. The players’ role in the work – their agency – should make sense, and make a difference, just as with a work designed for adults. Your young users should not have to sit through long stretches of passive material before finally reaching the parts where they can actually do something. They should be able to be active participants throughout. 10. Be respectful of your audience Here is a strategy, or actually a philosophy, that is a powerful defense against every single one of the Death Kisses. Being respectful, first of all, means not talking down to the young users or patronizing them. Being respectful also means creating a product for them that is age-appropriate and truly engaging. Finally, being respectful shows you care enough about your young audience to make something that challenges them, but not beyond their abilities, and that is entertaining, but isn’t “dumbed down.” Overall, it means offering them plenty to do and lots of fun, but meaningful content, too. 2. Branded Versus Original Properties in Children’s Digital Media Many interactive products for children are based on branded properties. A branded property is one that is widely known and that has such a distinct identity that it stands out from other products in the same category. Such products are much easier to market than unknown ones, no matter how many attractive qualities the unknown product has. For example, it becomes much easier to sell Harry Potter video games and toys once the novels and movies have become a big hit; Harry Potter is a branded property. Branded products are increasingly dominating the children’s entertainment marketplace, to the degree that original products are having an uphill battle achieving success. Yet we can find ample significant evidence that original products can and do make a place for themselves, though such products must struggle hard for recognition. But the little mouse Mia, a tiny underdog (or under-rodent) if there ever was one, is certainly proof that an original line of games can become a true success story. And every character in the classic Where in the World is Carmen Sandiego? series of games is an original, too. To create a successful original product, however, generally requires more of everything than a branded product does: more effort, more creativity, more attention to content, more testing, and more investment in marketing. Plus a little something that is beyond anyone’s control: luck. Adapting from another media Taking a branded character or story from one medium and adapting it for another can definitely give it a leg up on the road to success. But adaptation also comes with a set of inherent problems. It is not possible to simply port over a property from one medium to another and expect it to flourish in its new venue, especially if the original medium was linear and its new home will be an interactive venue. For this to work well, you must give serious thought to what it is about the linear work lends itself to interactivity, and what opportunities you can build into the interactive version that allow the user to participate in it. For example, when Warner Brothers created The Official Harry Potter Website some years ago, they came up with some extremely clever ways to find interactive adaptations of elements that were already well-known and loved in the Harry Potter books and films. Children who visited this site could actually become “students” at Hogwarts, the school of wizardry that Harry attended. First, however, they had to “enroll” in the school, just as Harry and his classmates had to do, by going go through a special initiation process conducted by the school’s famous Sorting Hat. Once enrolled, they could play the school’s unique sport, Quidditch, an aerial form of field hockey; pick out a custom-fitted wand at the wand shop; and explore buildings along Dragon Alley, a street catering to the specialized needs of wizards. They could even attend the same classes as Harry did, and try out some of the same experiments, such as transplanting a mandrake, which resembles a baby with leaves growing out of its head. Users who were successfully able to pull the mandrake out of the pot, not an easy thing to do, were rewarded with a blood curdling scream. Each time a new Potter film was released, Warner Brothers added new games and activities to the site, making this magical world ever richer (though the older features a bit more difficult to find). The interactivity offered on the website was completely in keeping with the books and movies, but in addition, it gave young users an active way to participate in Harry’s world, quite different from the passive experience of reading the novels or watching the films. In a very different type of adaptation, Her Interactive turns the Nancy Drew novels into interactive games. Their first challenge in the adaptation process is to choose a book from the approximately 300 novels in the series that will lend itself to an interactive approach. They look for a story that has strong characters, interesting locations, and opportunities for puzzles. The adaptation process usually calls for some nips and tucks in the story, though they are careful not to remove anything that a devoted reader of the book might miss. And in terms of what may need to be added, the major task is to figure out ways to intimately involve the user in solving the mystery, throwing up enough obstacles, twists, puzzles, and surprises to keep things interesting. Original properties But what if you are developing an original property instead of working with an already established one? Where do you begin? As with all projects, one of the earliest steps is the development of protagonist. In a project for young users, you must work out what will make this character appealing to them, and what the relationship will be between the users and this character. For the Kutoka team, which developed the Mia edutainment titles, creating Mia’s personality was something of a trial and error process. Richard Vincent, the company’s CEO, told me he was planning to use four primary characters in his first game and one of them was going to be a cowardly little mouse. But as work on the project developed, the three other characters were dropped and the character of the little mouse changed dramatically. All that remained of the original concept of her was her small size and the fact that she needed help. “She ended up being strong, having chutzpah,” Vincent said. “Her personality was molded by the needs of the game.” To be the major mover and shaker of an adventure game, Mia had to become courageous where once she was timid. She had to be able to fearlessly slide down furniture, scale walls, and hurl herself into the unknown, something she does in Mia: Just in Time, where she plunges into a dark, seemingly bottomless mole hole. Mia evolved into something of a role model for kids, with a spunky, helpful, positive personality. But because of her diminutive size, just 3 1/2 inches tall, kids could understand why Mia needed their assistance. While Mia, the prima donna of the series, gets the lion’s share of attention, serious time is also spent on other characters, including the chief villain of the Mia titles, a greedy, ugly rat by the name of Romaine. “We wanted a character who could immediately be recognized as a bad guy,” Vincent said. They concentrated first on communicating his nastiness through his looks, then worked out details of his character and personality. “Romaine would sell his own mom for sparklies (valuable gem-like objects),” Vincent said. “Sometimes he slips and does something good, but he quickly catches himself.” The time Kutoka has spent in developing strong titles has been well worth it, in terms of the success of the Mia titles. The series was launched in 1998 and not only has it picked up dozens of awards, but it is still going strong. “It shows that if you put the quality in, you can keep the product around a long while,” Vincent recently told me. 3. Applying the Science of Child Development to Children’s’ Interactive Media The study of child development is a fairly new science. Until sometime in the seventeenth century, children were regarded as small adults who, in almost every regard, were just miniature versions of their elders. In the eighteenth century, however, Jean-Jacques Rousseau proposed a radical idea for his time: that children started out as immature creatures, but went through distinct stages of development as they grew up. Each stage, he proposed, had its characteristic thought patterns and interests, and each built upon the earlier stages. Other intellectuals came to agree with Rousseau and endorsed his theories, but none more articulately than Jean Piaget. Although other psychologists have weighed in since with amplifications or alternate theories, Piaget’s work remains the touchstone study of the stages of childhood. Almost everyone who develops products for children and who is concerned with age appropriateness uses Piaget’s work as a guide. 4. Why Do People Produce Children’s Interactive Digital Media? Producing digital works for young audiences comes with a host of challenges and potential pitfalls. Yet these issues and concerns may cause us to lose sight of one extremely important thing: that the reason most people design projects for kids in the first place is because it’s fun! And not only that: It is an opportunity to give pleasure to children and enrich their lives, and a chance to contribute something worthwhile to the next generation. 5. Content for Children: A Vast Landscape Interactive entertainment for children covers a vast landscape of different products deployed across a great variety of media. Some of these product types can be further broken down into genres—categories of programming that contain characteristic elements. If you are making a product that is to fit within a specific genre, you will want to make sure it reflects the basic characteristics that define the genre. Otherwise, you risk disappointing the children who will be using it and the parents who have purchased it. A brief look at genre Let’s look at some of the major types of computer and game console software products for children. They include: Interactive storybooks: animated, interactive versions of picture books, which the user advances page by page. They usually contain clickables, games, activities, and songs. Edutainment products like drill and kill games: games that drill children in particular skills. Creativity tools: programs that let the child create artwork, cards, doll clothes, and so on. Reference tools: encyclopedias and other organized works, often with audio and sound, and sometimes with “host” figures to guide the young user around. Informational works: factual information about subjects children find particularly interesting, such as animals, sports, and outer space. Activity centers: entertainments that contain a number of games and activities often based on a favorite movie or character. Games for children largely mirror video games made for older players, which are described in chapter 15. They include the following genres: Platform games: fast-paced games that require quick reflexes and manual dexterity. You must make your character jump, run, climb, dodge objects, and move through various levels. Adventure games: story-based games with a clear-cut mission and that invite the exploration of various environments. They generally involve a quest and call for the solving of riddles or puzzles. Mystery or mystery/adventure games: games in which you must solve a mystery, with some of the same elements as an adventure game. Role-playing games: games in which you play a character that you yourself have defined by appearance and attributes such as species, occupation, physical abilities, and the skills you possess. Simulations: junior versions of sim games in which you have god-like powers over a world or an enterprise and must make critical decisions regarding the sphere you control. Sports games and racing games: games in which you compete as a solo player or control a team. Fantasy games: games that you play with a favorite storybook character, popular doll, or cartoon figure or movie character, or actually become that character. Whether you are making a project for a well-established area or a newly emerging one, you will need to familiarize yourself with as many of its products as possible. Take note of its characteristic features and try to discern what makes the popular titles particularly attractive to its target audience. Children’s websites The Internet is an extremely robust arena for children, with a dizzying array of attractions. While some focus on special topics, like science or sports, others contain a mix of approaches and types of content. A single site may contain cartoons, games, music, a creativity center, homework help, and special areas for perennial favorites like sports, animals, and style. A number of websites for children offer ways for them to participate in polls and contests, and many sites also give them a chance share their artwork and express their opinions. Internet destinations for children also include robust entertainment sites; MMOGs specifically designed for children; and children’s networking sites – junior versions of Second Life. Some are closely related to MMOGs, in that users create their own avatars and interact with other users in a virtual world. But social networking sites are primarily about personal interactions (though some for children also offer games), while MMOGs are primarily about gaming (though they also facilitate personal interactions). Club Penguin is one of the most popular of these MMOG-like social networking sites for children, attracting millions of visitors a month. Here, children create their own penguin avatars, decorate their own igloos, and waddle around in an ice-covered wonderland. As with video games, websites for young people are often geared for specific age groups, from preschoolers through teens. The Internet has contains a number of sites for girls, mostly offering fashion activities, shopping, decorating, and chat features. These sites include Cartoon Doll Emporium and Stardoll.com, both of which let users dress up virtual paper dolls. 6. What Focus Group Testing Can Reveal in Children’s Products How testing is done and what is tested varies from company to company and sometimes from project to project. Almost without fail, however, software companies bring in experts to conduct their focus group sessions. These professionals know how to keep the sessions on track and how to gain the most from them. Particular attention is paid to whether or not the content seems too young or too old for the test group. Producer Diana Pray told me that boys in particular may have a hostile reaction if they feel the storyline is too young, which may happen, for example, if the title has animals as the main characters. Though small children are extremely fond of animal characters, she noted that this changes after second grade, when kids want to move on to human characters or to fantasy creatures like robots. Older kids also want the material to be a little edgier. When Kutoka Interactive was developing its first Mia title, the company put a great deal of effort into establishing the character design for Mia that would most appeal to their target audience. They tested 19 different versions of her, ranging in style from extremely realistic to extremely cartoony. The children were asked questions like “Which characters would you most like to color?” and “Which of these characters would you like to be your friend?” After this testing work, they then built one level of the game and tested that, paying special attention to whether or not the children had difficulty with the navigation. A third round of tests focused specifically on the educational content. Based on the various rounds of testing, the creative team realized it needed to make a number of changes. The company’s president, Richard Vincent, made a critical observation about the testing experience, saying: “Our assumptions about what kids understand is very different from what they do understand.” Testing often turns up unexpected but fixable problems and can lead to significant improvements in a product. For instance, at Her Interactive, in the early days of making the Nancy Drew titles, they tested one of the interactive mysteries on girls who had never played games before. They discovered that the girls hated it when something they did triggered the dreaded “game over” point. It meant that they would have to start all over again, even if they had already invested ten hours in the game. Unlike experienced boy gamers, the girls had not anticipated such a setback. Because of their reaction, the company added a popular option called “Second Chance,” which allows players the opportunity to pick up where they left off. Now the players sometimes deliberately put Nancy in jeopardy just for the fun of watching the consequences, which are often depicted in an amusing way. (At Her Interactive, they avoid graphic violence and look for other, more clever methods to dramatize the consequences of a major mistake.) After one of these detours, the players know they will be able to resume the game. 7. Appealing Across the Gender Line in Children’s Products Although many products for children are designed specifically for boys or specifically for girls, some successfully manage to appeal to both genders. One line of games that has avoided being pigeonholed in terms of gender is the Nancy Drew series. These games are played not only by girls but also by boys, as documented by the numbers of boys among the registered users. Not only that, but many of the players aren’t even children; they are full-scale adults, some as old as 80. How is it that this series has managed to cross gender and age lines? Megan Gaiser, who at the time of our interview was president of Her Interactive, has several theories about this. She feels it is partially because Nancy Drew herself is such an iconic figure, already beloved by generations of readers long before she ever turned up in video games. Gaiser also feels the games appeal to players because of the sense of satisfaction they get by stepping into the shoes of a spirited, independent character like Nancy Drew and solving a seemingly baffling mystery. In addition, she believes the activities players engage in along the way are a big draw—solving puzzles, investigating suspects, and escaping danger—along with the various rewards players receive. “You get to be a detective and find out firsthand what it is like to be brilliant,” she said. “Around every corner you’ve got another mystery to solve. It is a cumulative ‘aha’ experience.” In terms of cross gender appeal, Gaiser says they do keep female preferences in mind as they make the games, avoiding violent scenes and not portraying female characters as victims. However, Gaiser points out, that doesn’t make the games “girlie.” Boys like to play them, she feels, because the mysteries are a true challenge, requiring brainpower and resourcefulness to solve. Gaiser stressed that at Her Interactive they did not consider gender labels in designing their games, “making it this way for males, that way for females.” Instead, she said, they approached the making of their games like the making of a film, which, above all else, must have a good story and other strong content elements. 8. The Three Traps of Character Design in Children’s Interactive Media Adults tend to fall into three major traps when they design characters for children’s products: 1. The white bread approach. With the “white bread” approach, all the characters will be nice, white, middle-class people who are pretty much like the people making the product. Even when the characters aren’t all white and middle class and nice, they still look as if they were all stamped out by the same cookie-cutter—whether they are human characters, or little bears, or space aliens. They lack individuality and shadings of personality. 2. The lifesaver approach. The “lifesaver” approach is often utilized as a direct counter to the white bread approach. Here, instead of each character resembling all the others, every character is a different color of the rainbow. Each represents a different race or ethnic group—just like the colors in a roll of lifesavers. You’ve got one African-American, one Asian, one Native American, one Caucasian, and so on. But instead of having life-like characters, you end up with a dull pint-sized version of a United Nations General Assembly meeting. The characters don’t have any distinct qualities except for the color of their skin. 3. The “off-the-shelf” approach. This approach to character design relies heavily on familiar stereotypes. You’ve got your beefy kid with the bad teeth; he’s the bully. You’ve got the little kid with glasses; he’s the smart one. You’ve got your red-haired girl with freckles; she’s the feisty tomboy. And then you’ve got your two blue-eyed blondes. The boy blond is your hero and the girl blonde is your heroine. Using these tired clichés is a bad habit that we tend to slip into when we are rushed and are unwilling to invest the energy in designing original characters. You won’t fool the kids, though; even the small ones will recognize them for the stereotypes they are. 9. Targeting Specific Age Groups Several years ago, I was working with a group of subcontractors for one of the largest toy companies in the United States. We were creating a cutting-edge interactive toy system for girls ages 6 to 10. In the middle of the project, the toy company suddenly decided to change the demographics on us, now targeting it for girls 8 to 12. They didn’t seem to realize how vastly different children in these two age ranges were, or that we would have to rethink almost everything about the project. Under the guidance of the excellent child psychologist who was our consultant, we informed ourselves about the girls in our new target demographic, learning about their favorite activities, how they related to their friends and family members, how they felt about boys, and how they felt about themselves. Armed with this new information, we extensively redesigned the product. But the moral here is that you can’t just make something for a homogeneous group called “children”; you have to know and understand your target demographic.