The moral problems of Tiny Tower

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Monday, October 03, 2011
EDITOR'S NOTEfrom Rob Savillo

I've yet to play Tiny Tower, but Britton's examination of the laissez-faire capitalism on display piques my interest. Does the (likely) unintentional implementation of slave labor and rampant consumerism sound intriguing to you?

As the iPhone and iPod Touch continue to sell like hotcakes, more and more simple games are being viewed as portable crack. Angry Birds still manages to find millions of people in caves somewhere who haven’t played it yet, while Tiny Wings dive bombs other unsuspecting victims.

One of the newer addictions is Tiny Tower, a "freemium" app that costs nothing to download and plays with the option of paying money to advance in the game quicker. The game seems innocent enough. Pixel-art-styled "bitizens" inhabit a 2D tower that you, the player, are building higher and higher. You want to earn enough money from different types of floors (such as Retail, Service, Food, etc.) in order to build more floors, ad infinitum, in an effort to make a monolith that rivals the Tower of Babel.

Tiny Tower is becoming an epidemic. Several of my peers in the game industry have confessed to a Tiny Tower addiction. When I tried to warn my sister of the game’s danger, I learned that she already had a 20-floor-high tower of her own. When my fiancee is on her iPod Touch, she’s not checking Twitter like a normal person -- she’s playing freakin’ Tiny Tower.

And the moral problems start quickly.

 

You need to build residential floors to entice innocent bitizens to move into your tower. Then you force them into slave labor by making them work for whatever shops you’ve installed throughout the rest of the tower: You charge them rent, they don’t get paid, and they’re forced to take whatever jobs you give them. Granted, you’re encouraged to give them jobs they like -- and you get a great bonus for giving bitizens their "dream job" -- but it still sends a nasty message to children who may get bad ideas about our wonderful system of capitalism.

But that’s not the worst part. The bigger problem comes in the form of "VIPs," who are special bitizens who can reward you with gameplay bonuses. The Construction Worker, for example, knocks three hours off of the build time for a floor in progress. The Real Estate Agent can move a new bitizen into a residential apartment with room available. Such VIP appearances are random, and you can send them to whatever floor you wish via the game’s elevator.

Two of the problematic VIPs are the Celebrity, who will bring an increased amount of traffic to whatever floor they visit, and the Big Spender, who will buy out the entire stock of one item from whatever floor they’re delivered to.

The issue? This works with any floor and any item. If you send a Celebrity to a men’s fashion store, everyone will want to visit that retailer. That’s fine. Who hasn’t shopped at a particular Men’s Warehouse just because Miley Cyrus bought a suit there?

But what about when a Big Spender invests in thousands of wedding ceremonies at the wedding chapel? What does that teach our children? That if you’re a VIP, it’s OK for you to marry the entire state of Rhode Island if you want to?

Then there’s the pharmacy. I shudder to think how much cold medicine has been put in the hands of a Big Spender who’s almost certainly using it to make meth. And what is in those prescription meds that everyone buys just because the Celebrity is in the drug store?

And do we really want to encourage the ownership of a casino? "Guess what, guys? If you run your slot machines and poker tables right, you can walk away with so much money."

It may be free, but be aware of the demons that lurk in your iOS device if you download Tiny Tower.

What? How high is my tiny tower, you ask? (That’s what she said.) Thirty-five floors and counting; thanks for asking. [Author's note: Since this was originally posted, I'm now at 83 floors. Oh, wait...84.]


Originally published on my personal website.

 
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Comments (11)
Bruce
October 03, 2011

Haha.

Hahahahahaha!

LOL, nice work, I do sometimes wonder about the ethical implications of some games...

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October 03, 2011

Great, funny article! I might have to stay away from this evil game....

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October 03, 2011

Wait...forcing people to work for you reminds you of our "wonderful system of capitalism?" Sounds more like Orwell to me :P

I may have to check this game out.

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October 04, 2011

You neglected to mention the most evil part. You evict those that don't measure up -- that don't produce as well as you want. 

I don't think it's an example of capitalism at all. It's rampant socialism. We provide the place to live (but charge) and we provide a job. And they keep the tiny economy going. Workers unite! (or get evicted).

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October 04, 2011

Lol. I did that to one of my residents who had 0 skills for every statistic. They need the skills to pay the bills! My bills...

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October 04, 2011

Only one? If they aren't at least an 8 in one job type, they are out!

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October 04, 2011

Oh man, I already feel sorry for all those poor residents who have to feel my wrath.
-__-

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October 04, 2011

Y'know, I never thought about the ethical problems of the pharmacy and the casino. I guess the big spender has more disturbing intentions than I originally thought.

...I think I'm up to 38 floors, so my tower isn't quite as high as yours. I'm looking forward to getting the casino or the pharmacy. Haha...

Ironmaus
October 05, 2011

I stopped playing Tiny Tower for two reasons: the moral lessons and the complete lack of challenge. I'm glad to see an editorial about exactly (half of) that.

There is no objective in Tiny Tower other than to make money and build higher. Getting a bitizen their dream job is just a step to more money, which lets you build another level and forget about them. The achievements come in three flavors: build this many floors, have this many bitizens, and stock this kind of store. There are no achievements for speedily delivering someone to their desired floor, no achievements for getting a bitizen their dream job, no achievements for having color-coordinated floors. It's all about commerce and construction.

But Robin's point is the one that I found most brutal and affecting: bitizens are disposable. It's not like staffing is a puzzle where you need to find the best combination of your resources; if a bitizen doesn't have the stats you need, evict them and wait for the right one to come along. It's not as if you're working with a fixed pool; you basically trash any bitizens that aren't up to snuff and hope the random number generator does better with the next batch. At some point, there's no reason not to have a store staffed entirely by bitizens with nines.

Which is why Tiny Tower lacks any challenge. There's no puzzle to it and no test of your skills. Given enough time, you will always make money and you will always get the people you need. Did you build a store before you had extra bitizens? Just use your existing stores until you have enough money to buy a new residence level. Did you staff a store with low stat bitizens? Evict them all; it'll just be a short while before a real estate agent fills up the apartments with new staffers.

Tiny Tower is about waiting and nothing more. If you don't want to wait, then sit there mindlessly playing elevator operator until you are tipped enough bux to skip the wait or pay real money to get some bux and effectively speed things along. Having a tall tower is merely a measure of how long you're willing to wait or how much you're willing to pay. Though displaying how quickly (and with how much real money) someone had achieved their tower's height would provide a measure more competitive than height alone, the developers quite wisely don't want anyone to know how much time or money they're sinking into this "game."

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October 05, 2011

You have to admit that the idea was pretty clever on the developer's part, though. It's a free-to-play game that looks cute and classy. The elevator music is relaxing. The bitizens have funny comments on the Bitbook section. And of course, everyone can show off how tall their tower is.

But I'm not buying any TinyTower bucks. It isn't nearly as polished as, say, Maple Story. Or many other MMOs and social games, for that matter. At least we know that someone's profiting handsomely off of this...thing.

Ironmaus
October 05, 2011

I'm right there with you, Jonathan. The developer hit on a great formula and, under the banner of free-to-play, has got to be raking in the real-world bucks, particularly with how much they charge for faster elevators! It's exactly the sort of so-cute-on-the-surface-you-can't-see-the-insidious-underneath that is going to triumph in the casual space, and NimbleBit deserves every penny.

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