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This seems like a really useful framing. But I think the distinction is a bit fuzzier than you're making it out to be. What about make-believe? When I was a kid, a lot of the playing we did was essentially using ourselves as dolls. We'd each pick a character and play out stories. There weren't necessarily any props involved - just a bunch of girls running around yelling "Now we're married! Now you're dead!" and such. They were very environment-based, though. Usually they took place out in the woods or some other vaguely mysterious location. Unquestionably first-person, but more doll-like than toy-like.

Like you suggest, it's interesting to compare this to the kind of games I enjoy playing now. The only games I can think of that scratch this particular itch are RP MUDs and, in a different way, Bethesda RPGs. I don't really think of the latter as playing with swords or guns; I think of them as playing with an environment. Like the way we used to explore the woods in character.

Linehollis: yes, I thought about this after writing this piece. When you play make-believe like this *you are the doll*, which on my reading makes this toy-view, because of the first person element. Doll-view, I am claiming, inherently involves imagining dolls are people; toy-view need not.

You suggest this kind of make-believe is more doll than toy-like, but it's very similar to the way boys play at toy gun fights (even using their fingers as the guns!) so I think I can make a claim that this can be considered toy-view, and not just because of the first person. The essence of toy-view is that you yourself are in the game (or imagined in the game), there is no surrogate doll doing the activities in question.

On the same lines, I've been thinking about the role of costumes in both views - in the child's make-believe, the costume is a toy, when playing with dolls the costumes are used to clothe the dolls. So toy-view costumes change who you are, while doll-view costumes change who the dolls are (although you may also identify with one of the dolls, of course).

RP MUDS, and tabletop role-playing in general, are the only perfect successors to childhood make-believe, since they are the only forms that come even remotely close to offering unlimited imagination.

And I know what you mean about Bethesda's RPGs! Since the move to open world, it does feel like the world-is-the-toy, and this is equally true of other open world games like GTA. But - and it's a big but - the actual interactions are still dominated by the toys. In GTA, its cars and guns. In Oblivion, it's swords, spells and dolls (NPCs). If you imagined these games as coming in a cardboard box, you would find that after you'd taken the giant board out of the box, there would be an awful lot of counters for medieval weaponry and armour! :)

All the best!

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