Pra quem se interessa por games...

((e a pergunta: por que eh que o cara nem comenta
sobre quem faz jogos livres? porque essas pessoas,
estatisticamente, nem existem?))

f

---------- Forwarded message ----------
From: Julian Kücklich
Date: Oct 31, 2006 10:00 AM
Subject: [My-ci] The Games Industry and the Crisis of Creativity


Dear list,

This is a piece I wrote for the my-ci conference newspaper about the
games industry and creativity. While it probably tries to do too much in
the limited space available, I think it manages to raise some pertinent
issues.

Your feedback is most welcome.

- Julian.

---------

The Games Industry and the Crisis of Creativity

A spectre haunts the videogame industry – the spectre of E.T. The
Extraterrestrial. The game, which has been elected Worst Video Game of
All Time by Electronic Gaming Monthly, was one of the last games
produced before the Video Game Crash of 1983. Atari made five million
copies of ET, most of which, according to legend, were buried in a New
Mexico landfill because people wouldn't even take them for free.

What had dealt this mortal blow to the American videogame industry was a
crisis in creativity. As videogame journalist J.C. Herz recounts, "a
tide of ticky-tack clones washed 1983 Christmas videogame sales into the
garbage disposal. … A flood of less-than-thrilling games triggering a
vicious cycle of discounting and loss. The more games merchants
relegated to the discount bin, the more game companies slashed their
prices just to compete."

The game industry's revenue dwindled from a staggering 3 billion dollars
to a mere 100 million. Game companies folded, and staff was laid off. To
add insult to injury, a Japanese toy manufacturer beat the Americans at
what they considered to be their own game. Three years after the crash,
Nintendo introduced the Nintendo Entertainment System, which outsold
every other system on the market at that time.

Twenty years later, it seems like the videogame industry is ready for
the next crash. The market is awash in derivative titles, and innovation
is mostly confined to increasing frame rates and polygon counts. Sales
of the new Xbox 360 have been sluggish, and the PlayStation 3 is
expected to be shunned by many gamers for its 600$ price tag. And while
the quirky Nintendo Wii has generated quite a bit of advance buzz, not a
single unit has been sold so far.

The games industry is still relying heavily on intellectual property
created in other sectors of the entertainment industry, such as
television and film. And when games companies succeed in creating their
own IP, they usually exploit it mercilessly by creating sequel after
sequel. The shelves of game stores are full of licensed games such as
the Lord of the Rings series, and sequels of successful games such as
Grand Theft Auto 3.

In the highly competitive games market only outstanding titles will
recoup their costs. At the same time, however, creating games that break
the mould is seen as a business risk. Hit titles can cost up to 6
million dollars to produce, and this figure is expected to double or
even triple during the lifecycle of the next-generation consoles. For
many game publishers failure is not an option.

Concentration is often seen as the only viable strategy to avoid risk.
Super publishers such as Electronic Arts own successful franchises which
generate revenue year after year, which allows them to spend more on the
marketing of games which are not yet an established brand. The example
of The Sims shows that this strategy can enable publishers to create new
successful franchises, which generate profits over an extended period of
time.

Third-party developers, i.e. developers that are not owned by publishing
houses or console manufacturers suffer the most from the publishers'
risk-averseness. Not only do the contracts with the publishers require
the developers to conform to a very tight schedule, they often also have
to part with the rights to their intellectual property after the
completion of the game. In addition they often receive only a fixed
payment rather than royalties on units sold.

For the people working in game development this is bad news. During the
"crunch times" before the release of a new game, 80 hour work weeks are
normal. And increasingly, crunch time is no longer the exception but the
rule. Job security is also an issue, because developers tend to retain
only core staff when they cannot immediately find a follow-on project
after having finished a title.

The crisis in creativity thus directly affects the people working in the
games industry. Nevertheless, the computer games sector is still
regarded as an attractive employment opportunity, especially among
hardcore gamers. Unsurprisingly, this is also the demographic from which
the games industry recruits most of its members, thus creating a giant
feedback loop.

And labour in the games industry may well become even more casualised.
Computer game modification is a practice that still generates innovation
for the industry, but it is also a breeding ground for teams of workers
who are content to work long hours without adequate compensation. While
some, like CounterStrike's creators Minh Le and Jesse Cliff, may hit pay
dirt, most will remain nameless, unrecognised, and unemployed.

--
julian raul kücklich, ma

http://www.playability.de
http://particlestream.motime.com
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