Viva Pinata is one of my
favorite games ever. Partially because of how brilliant it is on its own,
partially because it’s a Rare game that is proud of its heritage, but I think a
big part of why I love it so much is that it’s unique. In a generation that has
been overrun by desaturated, realistic, military shooters, the fact that Viva
Pinata, an HD console game, exists at all is nothing short of a miracle. I
don’t think it was really given the proper chance it really needed to become a
cultural phenomenon because no one exactly knew what to do with it.
But before I continue, a
history lesson…
Nah. Just kidding! If I
gave a history lesson on console Rare game, it wouldn’t be a paragraph or two
about it. It’d be pages and pages of irrelevant information. You ever listen to
someone in a monotone voice ramble about stalagmites before? You know, those
weird things in caves that are created by dripping water over long periods of
times? It’d be worse than that. If you’d like to read about Viva Pinata’s
history, may I suggest this Gamasutra article and this MundoRare article.
Right then, Viva Pinata:
What is it? It’s an Xbox 360 gardening game (with elements stolen from the
god-genre) where you make a garden, and based on the contents of your garden,
different piñatas will come live in your garden. It’s Dr. Seuss meets Pokemon.
It’s Animal Crossing meets capitalism. It’s Harvest Moon 64 meets the Sesame
Street Muppets. It’s a playable dream.
I enjoyed its sequel, Viva
Pinata: Trouble in Paradise, but I don’t know if it was the design changes, or
the aesthetic shift to technology, or the fact it felt less like Viva Pinata 2
and more like Viva Pinata: DLC Complete Edition, but the original Viva Pinata
was a game that felt magical to me that no other game has really come close to
recreating that emotional response from me.
It’s a game that boasts
that it’s a Rare game every chance it gets: there’s colorful characters,
there’s sexual innuendos coming out of every orifice (heh), it’s clever, it’s
inspired, it’s laced with dark humor, it’s classic Rare. As every day goes by,
with the exception of Nintendo, Media Molecule, and Double Fine, I believe less
and less that a game like this could exist. A lot of…kids, or rather “family”
games, end up neutered, lacking any sort of charm or bite, but Viva Pinata
loves being able to get away with murder…sometimes literally.
Out of context, I can mate
(“Romance Dance”) piñatas of the same species together to create new piñatas,
and since it doesn’t keep track of genders or ancestry, I can have Pinata A and
Pinata B to mate to create Pinata C and then have Pinata C mate with Pinata B.
I can also break open a piñata with my shovel, causing candy to fall out,
children to cheer, and the other piñatas devour the chocolately remains.
So, for a game supposedly for
families/children, it has gotten away with incest, murder, and cannibalism.
What other E games let me do that?
The game certainly had
faults, though, like having extreme difficulty jumps. One moment, only a few
piñatas are visiting your garden, but next thing you know, there’s a few
elephant, bear, and crocodile piñatas visiting and then you’re trying to make a
weird swamp/fir tree/jungle garden ecosystem. Another big design problem is
that different piñatas require different things before they join your garden
but the piñatas seem to decide if they want to stop by your garden, even though
you have everything they “require.” Like how a Quackberry requires you to have
at least 1 corn plant in your garden and have at least 4% of your garden be
water for him to visit the garden. I’ve done that, and yet he decides not to
visit. I added more water and corn, and still nothing. He’s just hanging
outside my garden, staring in. At one point, my garden was basically nothing
but water and corn, and then he finally fancied a stroll though my ecosystem of
madness. It would have been nicer for piñatas to actually show up when I met
their requirements instead of it just increasing the possibilities of them
showing up.
The biggest problem with
Viva Pinata is that Microsoft (or Rare to a much lesser extent) had no idea how
to use it. Microsoft, at least initially, did try to push Viva Pinata. They
made a deal with Burger King to distribute Viva Pinata meal toys, they had
4Kids make a TV show, what more could they do? They could have done good
marketing, by which I mean not just throwing money at the problem, but actually
understanding what it’s about. Burger King toys are fine, but originally, they
had a lot more merchandise planned. A lot more. If you’re not making party supplies, like
piñatas, with a franchise that’s all about piñatas and parties, you clearly
have no idea what you’re doing. Like that damn Viva Pinata TV show. Pokemon had
a TV show. So did Yugioh. Why did those work? Simple: the show’s actually about
the game.
In the Pokemon game, you
catch and train Pokemon. In the Pokemon TV show, the characters catch and train
Pokemon.
In the Yugioh card game,
people play a children’s card game. In the Yugioh TV show, the characters play
a children’s card game.
In the Viva Pinata game,
you build a garden and raise piñatas. In the Viva Pinata TV show…uh…talking
versions of the game’s piñatas go on typical cartoon adventures.
If their goal was to make
a mediocre TV show, they succeeded. If their goal was to make a TV show to act
as a half-hour commercial for their toy, they failed spectacularly. Microsoft
never really had experience marketing games to kids/families before, so I’m
gonna assume 4Kids is also responsible for that disappointment of a TV show.
And, keep in mind, this is coming from someone who wants to be exploited. If
you can’t get me or little kids interested in a TV show that’s based off of a
wonderful game that I love, then you probably should not be in advertising. Actually,
oddly enough, the Microsoft employee who’s closest to understanding Viva Pinata
is Bill Gates.
In some interview, Bill
Gates famously described Viva Pinata as game for “young girls,” and this
comment riled up Internet, but I actually agree with him, in a way. Microsoft
kept pushing Viva Pinata as a game that’s in your face and ridiculous and
energetic and basically a Nickelodeon show on coke. But Viva Pinata, though at
times is ridiculous and energetic, isn’t what Microsoft thinks it is. Viva
Pinata’s a pretty emotional game.
Here’s the intro theme to the TV show. Here’s the TV show end theme song.
Here’s some music from the game. Here’s another song from the game.
The TV show is perpetually
happy, lacking any real emotional depth, whereas the game can be both happy and
sad, but it always has an emotional component.
The game is pretty sad at
times. Like one time, it was raining at night, and my Squazzil was sad. He was
hiding under one of my garden’s trees, crying. I felt bad for the little guy,
as I hadn’t built him a house yet because piñata houses are expensive and since
I only had one Squazzil, I didn’t see the point in buying a house, who’s
primary function would be allowing Squazzil’s to reproduce. But I made an
exception for Little Conker and bought him a home. The summer I first played
Viva Pinata was also the summer I first played Bioshock, but it was Viva Pinata
that sold me on the idea of Emergent Gameplay/Storytelling.
From a business side, I
don’t think they sold Viva Pinata properly. I don’t have an issue with it being
released the same week as Gears of War, as the target audience with Viva Pinata
were the people who weren’t likely to buy an Xbox 360 in the first place. My
complaint is that Viva Pinata should have been Rare’s/Microsoft’s first
Free-to-Play game on the Xbox 360. The game went from $60 to $20 dollars very
quickly. Rare/Microsoft should have been releasing new outfits/accessories and
possibly new piñatas through downloadable content (DLC). By doing this, though
they still wouldn’t have control over the retail prices, they could keep the
DLC prices constant. Once people became addicted to Viva Pinata, they could
then nickel and dime them on the Xbox Live Marketplace. And sticking to the
strategy of expanding the market, they could have used Viva Pinata as a way to
get those people onto Xbox Live. The original game allowed you to mail piñatas
and the sequel did allow for other players to work together in other gardens,
but those Live uses never made new players explore the Marketplace and spend
money.
Microsoft did try, though:
they ported the original over to PC, they released a DS version and a sequel,
but sometimes you can’t just make a product and throw a bunch of money at it
and hope that quality + money = success. Sometimes, it’s about introducing the
product properly and in a unique way. A good first impression goes a long way.
And in an industry that doesn’t like its big games to be quirky, unique, or
different, a little mistake could cost you everything.
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