Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
I've been spending some time lately getting up to speed with the Playmobil brand of kids toys. I've seen these on the shelves forever, but I never had any, so I never thought about them much.
We bought some recently, and I've become absolutely enchanted by these toys. I originally thought there was no way they could underwrite the kind of creative play Lego does, since the latter can be recombined in many more ways.
Then I started to see the ingenuity of the Playmobil sets.
There's Castle Hide Out (#7078) with frothing beer steins, a part of the Merrymen's Feast (#3627), with Friar Tuck holding bible and frothing beer.
Then there's the Castaway (#3861), with castaway, small island with palm tree, dead tree with torn white flag, torn lean-to, message in a bottle, 3 crabs, 3 fish skeletons, 2 starfish and pile of driftwood.
Or how about the Bandito Arms Smuggler, with bandito, snake, cactus, weapons case, 4 rifles and 5 pistols.
The Chimney Sweep (#4617), the Meter Maid (#3349), the Sanitation Worker (#3196), the Household Helper (#4588), the Family Walk (#3209), the Airport Security Check-In (#3172). You can also browse them all.
What I think makes Playmobil successful -- and suggests what we can learn from these toys in game design -- is their intricate but highly selective specificity. We don't see just knights in Playmobil, we see Crusaders. We don't see just fighters, we see Mongol Warriors. By providing a very specific point of reference, the toys come equipped with a fascinating pre-history. On the one hand, there is enough intricacy to hold an adult's attention. On the other hand, the components of each collection provide enough context to allow kids to play without much explanation.
Most of all, I'm intrigued at how these toys encapsulate aspects of our world in a kind of scathing detail (cf. the propane torch that comes with Bank Robbers (#3161)). I have the sense that the kind of play these toys embody creates a far richer correlation between play worlds and the material world than most video games do.
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