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GDC Europe: We Have A 'Responsibility' To Support Indies, Says IGF Chairman Boyer
by Mike Rose [Indie, Business]
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August 15, 2011
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Gamers need to support innovation in games and developers that are trying to add "color" to games just as we support other media like the music industry, even if we don't enjoy particular experiences.
During the Gamasutra-attended Indie Games Summit at Game Developers Conference in Cologne, Germany today, IGF chairman Brandon Boyer said that those who care about expanding what games can be have a "responsibility" to support experiences that can provoke emotion and make us feel better about ourselves.
In a wide-ranging call to independent game developers that also explained his personal influences, Boyer explained that, as an industry, we need to support more personal experiences. These are the games that can really make us feel connected, and help some feel better about themselves.
"Is it something we're afraid of?" he asked, giving a nod to the subtle lifelessness in Nintendo's Pokemon series. He noted Mare Odomo's comic series "Letters To An Absent Father," which plays on the fact that we never see the father of Pokemon protagonists.
"We should appreciate what a game is trying to do, whether we like it or not," argued Boyer, also a veteran of Gamasutra, Edge, and Offworld.com, pointing to how important it is to make games with wider emotional reach.
He discussed the differences between the music industry and the games industry, quipping, "we don't buy a music album and say 'this album was only 30 minutes long'" -- hence, why should we do it for games, he asks.
He also urged developers at AAA companies to "make a stand and go make the games you really want to", citing examples like Superbrothers' Craig Adams - formerly of Koei Canada - who struck out to make Sword & Sworcery with Capy.
Boyer finished by urging developers to consider the following: if a game can't provide as deep an experience as a music album can, then we must question why exactly that is. He asked developers to personally consider the answer for themselves, and attempt to make games that can provoke the same "color" and emotion that music can.
[UPDATE: Boyer has added more detailed notes from his complex, wide-ranging talk below.]
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I love indie games. I also love top tier games. However, I only buy those games that I think deserve my money. Games that offer me an experience that I am looking for. Whether that experience is artsy or just a distraction, it all depends.
"There are a million other little reasons that aided this, but this consumption model is part of the reason prices have raced toward the bottom on the App Store: it's all part of this pervasive view that says that games are simply the things that fill the spaces in between our lives -- that they’re little more than time killers and diversions.
For too long we’ve been relying on this model that says that games are more or less interchangeable products, marketed and sold as products, and if they’re all just slight variations on the same theme, or if they do little more than give our thumbs something to do in idle time, of course we’re going to be wise shoppers and choose the cheapest among them.
An album purchased on iTunes can cost nearly ten times as much as most people are willing to spend on a game -- even when that album itself is actually embedded in the game -- [the slide here is of the $1.99 NOBY NOBY BOY app sitting right on top of the $11.99 NOBY NOBY BOY soundtrack] but by and large people don’t buy an album to listen to it once and complain it only took 30 minutes to complete.
People value music more because it adds an emotional pitch and rhythm and color to life, it speaks to something more essential, it reminds them of a place and time, it reminds them of where they were when they first experienced it and who they experienced it with.
And there’s no reason that we shouldn’t also be aspiring to that same exact sort of resonance in whatever small ways, crafting experiences that invite people to return to them, not because it extends a dollar value, but because it feels like a place they actually want to re-visit, or adds that same color and rhythm.
And all of us with a vested interest in games, no matter on what level, have the responsibility to talk about games in these terms, in the same way we talk about the creation and the emotion of other arts: to make them feel less like black magic delivered on discs, and more a process and a result attainable and achievable by all, especially as we move into the decades and generations ahead."
Etc. etc.!
The talk will hopefully be on the Vault pretty soon so you can all see it for yourselves!
So, in addition to making games more emotional and relevant to modern life (which is great to do anyway), I think we also need to make games simply more time-conscious. Games must not waste the player's time. This means better game design, better technology that runs easily and efficiently, and better distribution channels that make it easy to play games.
Above all else, this means NO FILLER. Let's repeat: NO FILLER. Most games are full of filler. Rare is the game that contains almost no filler (but examples do exist: Braid, Portal 1/2, Limbo). Most games are like 90% filler. So frankly it doesn't surprise me that 99 cents is the market value for most games - maybe a lot of them only have 99 cents worth of ideas (although I'm aware there are tons of exceptions)?
"A couple months back there was a conversation going on amongst the people who write about games, who concluded that as soon as we know too much about (or even acknowledge) the process that went into a game, we lose perspective -- we start making apologies for flaws in the eventual product, and we stop being 'consumer watchdogs'.
This is precisely the kind of argument that drives me absolutely nuts. Acknowledging the process is *exactly* what we should be doing -- we should be showing the craft, the art & the science -- of what goes into these things, and why they sometimes fail and don't come out like how we expected them. We should be appreciating them as human attempts to create something meaningful, whether they achieve it or not."
OK!