Lies, Damned Lies, And Gaming Statistics
Thanks to the IGDA for pointing to a recent Chris Crawford-authored piece discussing the unreliability of statistics that reveal an ever-more diverse gaming public. The piece cites a recent Entertainment Software Association study and suggests that, because they don't reveal their methods or sources, "...the ESA results are unscientific. We can't place any confidence in them because we have no idea what they really mean. It doesn't matter how representative the sample is or how large it is or even if the researchers wore white lab coats." The ever-controversial Crawford goes on to argue that "Games people are smarting about the tawdry, unhealthy image that their industry suffers", and then offers a way out: "What's especially sad about this is that the solution to these problems is obvious: start making respectable games."
If you look at the most popular games of all time, (I have in mind Tetris, Final Fantasy, Unreal Tournament, GTA, Pac-Man, The Sims, WarCraft, Mario, well, you get the idea . . .) they are all fun. That's the point. But they are all respectable in their own right.
The reason violent and brutal games are fun is because games involve conflict, and the most basic type of conflict is physical violence/confrontation. It is also the easiest type of conflict to understand, and resolve. (Guy is in my way, kill him)
It is much easier to make a game where you have to kill all your enemies, as opposed to make them loyal and win their friendship and love. And besides, most of us do the more complex task in our daily lives anyway.
As far as comparing books and film to video games, the problem is interactivity. A person doesn't make choices in the two proven genres, but games are participatory. The future of game development is going to be intresting, because current game sales have been based on improved technology; not improved gameplay. (ex: UT v UT2003) The proven game genres are going to have to take a back-seat, and be modified to make some fresh ideas. Who would have thought games such as The Sims would have been so successful? What the game business needs is innovation, not this repetitive stagnation.
How that is going to come about has yet to be seen -- I don't have any ideas just yet.
Sig* sig = theOneSig();
Very interesting article :)
"""The games biz has nothing like this; we have hobbyists who slap together amateur efforts, and we have big-time people who develop the mainstream products. There's nothing in between, which is one reason why the games industry is so creatively stagnant."""
I do not think that is so true. There are a few independant groups which make wildly popular games. eg Doom, snood, various other 'indies'. Over the last few years the indie game scene has really taken off. I think these people make games for a lot of people not into the mainstream games. For example many of them make games which will run on many computers, not just the latest ones.
A game like snood, for example has gotten very wide public attention(In the multi millions). I've meet a number of non gamer types who have played it. The same with the doom/quake series of games. People who didn't normally play games at that time gave it a go because it was so interesting.
Indie game developers can also afford to make games which do not sell lots of copies, because they are running more efficient businesses. For example instead of making 3-5% of each copy sold they can make 70-90% of each copy sold, and generally make games with much smaller budgets. They rarely do not sell as many copies as the publisher distributed.
Take a look at the igf.com, dexterity.com/forums/. From there you will find lots of indie games, and evidence of such a scene. Check out gametunnel.com, indiegammer.com for reviews of indie games. There are really good original games in there, but also a number of crap games(like other indie, and publisher funded entertainment areas). Also check out ludumdare.com where there are occasionally 48 hour game making comps. Some very interesting ideas have come from there.
Something like the Harvey Keitel effect*1 in pulp fiction is happening in other indie games. One occurance is where one/some of the makers of ufo XCOM are selling a game: Laser Squad Nemesis, http://www.lasersquadnemesis.com/.
*1 Harvey Keitel effect - Having a big name giving more reputation, expertise and funds to an almost unknown group, drawing more attention to it. Like what happened in pulp fiction with Harvey Keitel. Because people knew he was on board, other people agreed to work with them.
Have fun!
holepit.com