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Tim Cain, the visionary co-creator of Fallout, argues that the gaming industry would be vastly improved by adopting the core philosophy of toys—a design principle already masterfully utilized in legendary titles like Minecraft and Skyrim.
In a compelling new video shared on his YouTube channel, Cain explores the fundamental divide between these two forms of play. “A game is something you play, but a toy is something you play with,” he explains. He notes that games are typically defined by rigid rules, specific objectives, and definitive win/loss conditions. In contrast, toys are inherently unstructured; they are objects provided to the player for pure, goal-free interaction.
While the distinction seems simple, Cain suggests that the true magic happens when a digital experience begins to function like a physical toy. “Many successful games are essentially played as toys,” he says. “If you’ve ever played Minecraft, you’ve likely used it as a toy. While it has survival mechanics and an end-game boss, most players treat it as a creative sandbox where the primary joy comes from building and exploring without a prescribed destination.”

Cain also cites Skyrim as his quintessential “comfort food” game. Despite Bethesda’s RPG being packed with narrative and quests, Cain often ignores them entirely. “I frequently install it just to create a new character and wander aimlessly,” he admits. “I have no objective for that character; I am simply interacting with the world as if it were a toy.”
He believes that modern gamers are subconsciously craving these “toy-like” features. When players express a desire for “exploration off the beaten path” or “unstructured gameplay” that isn’t dictated by trophies or quest logs, they are essentially asking for a less rigid, more toy-centric experience. This realization is something Cain wishes he had grasped much earlier in his legendary career.
“If I could give my younger self one piece of advice, it would be to integrate more toy features,” Cain reflects. “I would tell myself to build systems that are goalless and endless, allowing players to find their own fun.”
While Cain acknowledges that developing these expansive, freeform systems requires significant financial investment, he remains adamant that the industry as a whole could benefit from embracing the goalless freedom of the toy box.
Read more on how Tim Cain’s passion for development shaped the early days of Fallout.


