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This
year's Comic-Con International, held at the San Diego Conference Center
from July 14th to 17th, is by far the largest worldwide event for the
comic book industry. But in recent years, with comic characters
licensed into other media (and, indeed, characters from other media
feeding back into comics), it's increasingly relevant for the video
game industry. As such, the 2005 Comic-Con event saw a number of
roundtables and panels with tangential or direct relevance to games,
with notable industry personalities in attendance and even on-floor
booths from companies such as Nintendo and Sony. But where to start?
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Public access superstars Mega 64, striking an action pose at their convention booth.
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"You'll
never have more fun getting ulcers than you will in the games
industry," said Alex Jimenez, formerly of Capcom and current Lead
Designer at Tesseraction Games (Enigma: Rising Tide). The Panel,
titled "Dirty Secrets of the Video Game Industry," served as a good
segue into the general tone of Comic-Con International's grim view of
the video game industry. "[Game development] is like the mafia," he
continued. "It's like this big, incestuous family. Once you're in,
you're in. But getting in is the hard part."
Co-hosting
the panel was Dave DeVries, a freelance artist with experience in both
the comic book and video game world. His main body of work was for the
now-defunct 3DO, doing character designs for Army Men: Sarge's Heroes and the MIA Four Horsemen of the Apocalypse.
"Comic
and video game art crosses boundaries," he offered. "Both need to
create high drama, they really have to grab the viewer." DeVries
insists that a budding video game artist should go beyond digital
skills and actually be able to sketch on demand. "Be ready to quickly
sketch ideas that designers throw out in meetings," he said. "Bring a
physical portfolio to your interviews, don't think anyone's content
with a disk."
Jimenez, who created the original twelve Darkstalkers
characters in under an hour via a fax machine, offered this advice to
those wishing to get into game design: "Be a nerd. Watch lots of
movies, read comics, do what you've gotta do." He also suggested
playing pen and paper RPGs, such as Dungeons and Dragons. "If you can
run your friends through an RPG game, as a dungeon master, and they
have a good time, congratulations. You're a game designer."
"A
good backdoor key into the industry," DeVries suggested, "is to create
a property that can go in 8 million directions - books, animation,
games, whatever. Don't just pigeonhole yourself into one medium."
This
approach worked for Chris Charla, Executive Producer at Backbone
Entertainment, and the company he works for, which developed the
upcoming Death Jr. for Sony's PlayStation Portable (August 16
in the United States, published by Konami). The game, initially in
development for the Xbox, was first shown at 2003's Game Developers
Conference. Along with the game, Backbone put together what they
described as an "art book," which was a visual and text reference to
Death Jr. and his world. "We had a lot of good concept art, and a great
world, but it was hard to explain that all to publishers," he said. "So
we made comics."
In
addition to the upcoming game, Death Jr. stars in a series of
well-received comic books, as well as a line of toys. "It was as much
to help us flesh out the world as it was to push the game onto
publishers," he said. "Having Death Jr. already established in
these other mediums helped in talking to publishers, it made it
apparent that this was a real, successful franchise, worthy of a video
game."
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Death Jr. merchandise on display.
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This approach also worked for the team behind The Red Star,
led by creator Christian Gossett. Establishing a series of comic books
and merchandise helped solidify their video game deal with Acclaim,
though the publisher unfortunately filed for Chapter 11 bankruptcy just
two weeks before the title's scheduled release. However, the game,
we're told, has recently been picked up by another publisher, and we
should expect a major announcement soon.
But
is creating a property and then moving it into multiple mediums
necessarily the best approach? "The video game industry is suffering
from low self-esteem," said David Jaffe, Lead Designer of God of War
by Sony Computer Entertainment America for the PlayStation 2. "We feel
like the bootleggers of the entertainment industry, and that's just
wrong. [Creating a franchise with the intent of multiple mediums] is
like, say, writing a comic book with the secret hope of getting into
film. It's disrespectful to the medium as a whole."
Joining Jaffe on this panel, titled "Did Video Games Kill Comics?" was Paul Jenkins, who worked with Jaffe on 2001's Twisted Metal: Black
for the PlayStation 2. "[Comic book scholar] Will Eisner said that
comic books will die quite a few times before reaching acceptance, and
I think the same could be said of games," said Jenkins. "The decline in
comics is because many of them are crap," he added, which led to a
discussion of comic-based video games.
"A lot of the comic games kind of suck really bad," said Jaffe. "I know a lot of passion went into the production of Fantastic Four,
for instance, but at the end of the day, it's a pretty crappy game."
Jaffe places the blame on the comic publishers. "We were trying to do
an Iron Man game years ago for Sony," he said. "I was explaining to
Marvel that I wanted to bring in a lot of the emotional aspects of the
comics, such as Tony Stark's alcoholism, into the game, but they just
weren't interested."
Jaffe,
like many designers, seems intent on bringing real emotional impact to
games. "We have to trick people in Wal-Mart into buying something that
looks like another first-person shooter Vietnam game. But when we start
secretly tugging at their heartstrings with games like this, they'll
take notice," he said, insinuating that the only way to bring real
character and emotion into the games industry, as it stands now, is to
sneak those aspects in to popular franchises and genres. Then, he
insists, we can start creating the games we all want to see.
"Are
we going to be the next comics industry, or film industry?" he asked,
at the conclusion of the panel. "Are we cutting off a huge part of the
market by not appealing to audiences outside of the norm - say, kids -
or will we one day appeal to the whole world, as film does?"
There
was, of course, much to see on the convention center's show floor,
though relatively little that the seasoned game trade show veteran had
not seen elsewhere earlier in the year. Publishers such as Majesco,
Sony, Nintendo, Activision, THQ, Capcom, and Midway showed off a few of
their current and upcoming games, and, while this reflects a bigger
video game presence than any past Comic-Con, it mirrored most of the
titles already showcased at E3.
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The Behemoth's yet unnamed work-in-progress console game.
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One major surprise, though, was from The Behemoth, creators of Alien Hominid, which premiered its new, as-of-yet unnamed console game, mere weeks in development. Like Alien Hominid,
this four-player-simultaneous beat-em-up was hand-drawn in 2D by one
Dan Paladin, and is an ode to classic games, with a feel that could be
described as a cross between River City Ransom and Treasure's Guardian Heroes. We also got a sneak peek at Tuna Interactive/Zoo Digital's Game Boy Advance port of Alien Hominid, also very early in development, which seems to be a very faithful recreation of the console game.
So,
as media coverage shows, Comic-Con International is becoming a more
viable place for budding game designers to discuss the industry and
show off their portfolios. Whether this is good opportunity for a more
direct approach or more of a secret backdoor entry, however, is a
matter of opinion.
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