Contents
Shaping Your Community: What Films Did, Games Must Do
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Shaping Your Community: What Films Did, Games Must Do
by Andy Robertson
0 comments
Share RSS
 
 
October 23, 2007 Article Start Previous Page 4 of 4
 

Forging An Identity

Lessons that are being learned are all well and good, but they don't get to the crux of the matter: identity. The largest difference between the two industries is the film and game industries is their relative maturity. Whereas film has been around for a good hundred years, games have rapidly evolved over a few decades. Films are clear about what it is that makes them valuable in the public square: story. Films provide narrative experiences of every shape and size.

Story is the centre around which that industry coalesces. When studios open up and provide greater access to their process, this determines what it is that they are communicating. The games industry doesn't yet have this clear view of itself. As Davison put it in a recent interview, "We're a scrappy collection of inter-dependent industries, and we've all come a very long way in a very short space of time, so it's inevitable that we all cling to what's worked for a long time. If we're going to get the message out to a wider audience, I think everyone needs to get comfortable letting go, and shaking things up a bit."

Advertisement

For the games industry, the opening up we are discussing is likely to be a painful process as it grapple with its identity. What is it that they do and who do they do it for? Davison, who is on the verge of launching What They Like, a site which will explain the appeal of popular games to parents, has a clear idea about the concepts which we should understand ourselves. "I think if we're going to successfully broaden the reach of all those interdependent industries, we need to go back to what the fundamental appeal of games is: play".

In Conclusion

As the games industry takes innovative steps to communicate with and involve the wider public in their process, there is a lot that can be learnt from the films industry. It is clear that, just as with films, it is essential that it enables its audiences to feel a sense of ownership of the media they purchase. We can achieve this with transparent and honest communication -- be it a blog, podcast or video.

Whilst this will be successful at involving and motivating their hard-core enthusiasts, it won't really touch a wider audience until that audience gains a clearer sense of what is unique about a product. Rather than trying to adopt the techniques of the film business, developers will be better served by coming to terms with their industry's unique identity. Only when the industry has clearly identified its unique offerings, will it be able to speak eloquently about it in the public sphere.

 
Article Start Previous Page 4 of 4
 
Comments

none
 
Comment:
 


Submit Comment