12 Steps To Regain Industry Confidence
Next Generation has a piece with some lessons drawn from the Game Marketing Conference. The article offers at 12-step program for restoring the game industry's self-confidence. A good idea, in the wake of Hot Coffee and in the face of angry legislators. From the article: "4. Publicize that history shows we never embrace new media. This is true for silent movies, radio, pulp magazines, comic books and every new music wave including Mozart. Videogames are not the devil incarnate, and not capable of half the deviltry our critics claim for them."
Its not like "Hot Coffee" actually hurt the industry. It created the sort of buzz you can't buy. (the only thing worse than bad publicity is no publicity). The people who claimed to be "offended" weren't the target market anyway.
1. Stop making crappy, overpriced, sequels and even crappier movie based games.
The third most important thing I have learned in life: Squeeze anything hard enough and it eventually makes a noise.
It's a real shame this one came in seventh:This is just one more facet of our not-so-slowly eroding civil rights.
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~ |rip/\/\aster /\/\onkey
"1. Promote the ratings system. It worked for movies, the recording industry and TV."
The TV ratings are bullshit. During G-rated shows I've watched with my kids I've seen:
1) life on earth wiped out by fires caused by meteors (Disney Channel - "Dinosaur")
2) promotions for other shows that featured naked people screwing in bed (Fox - don't remember the show) 3) graphic decapitations of live animals (Animal Planet - Animals Behaving Badly)
"Evangelize the benefits of videogames. Book: Everything Bad is Good for You, by Stephen Johnson. Videogames not only help children to compete more effectively, they make kids more intelligent."
This may be true for older kids, but all the children I know who started playing before the age of five are borderline retarded. Also, the "compete more effectively" thing seems to overdone - the hardcore online adult gamers I know are complete pansies in real life.
History also shows that the older generation never learns. Change only comes around when they die out and the rebellious young generation becomes the status quo, only to villify the next new thing.
Wonder what the video game generation will lobby against?
The problem isn't the industry.
The problem is the people buying the games. The video game industry doesn't stifle creativity , in fact, the gaming industry tries to forcefeed creativity in a lot of ways. But the mainstream buying public doesn't want any of that.