As if we didn't know how important video games are going to be in the next few years, it has recently been reported that Canadian video game sales were up 56% in 2007 for a total of $1.5 billion. -Parker
Content Is King, But Interactivity Is Emperor
If you've been reading this blog lately, you know that we've had quite a few posts about video games lately, and I'm guessing that you think we are either a.) nerds b.) totally missing the point or c.) geniuses for knowing where it's at.
Well, if you thought either a.) or c.), you'd be completely right. According to this article, the video game industry is worth at least $3 billion $34.5 billion (I forgot a zero according to Jens and Price Waterhouse Cooper, see comment below) these days, and that should improve to $44 billion in the next four years.
In Japan (always ahead of the rest of the world when it comes to games), people can't get enough of the Playstation 3. Sony and Microsoft might not be able to decide who is better (the latter claiming 310,000 units sold per week), but the Wii is flying off of store shelves at a rate of 350,000 units a week.
Those numbers are nothing to sneeze at, and if you can't recognize how important video games are going to be in the next few years, it's already game over for you. Every single media industry (and beyond) will have to realize that if they don't incorporate video games into their strategy, they're doomed. Content might be king now, but interactivity is on its way to becoming Emperor.
-Parker
How To Ruin Your Life By Not Playing Video Games
My friend Jay is fucking amazing at video games. Supernaturally good. For the past six years, I've been telling him that he should quit school or his job and take up video games full time. For a while, I told him that he should move to Korea to do this, but it turns out that North America has a video game league. Players are making hundreds of thousands of dollars in sponsorships and prize money, and I'm really disappointed when I hear that Jay is focusing more on law school than on games. Even if he doesn't go pro (turning his back on cash and chicks), there are still a ton of other benefits to gaming. I've always been convinced that Jay's gaming ability had something to do with an inherent pattern recognition skill, and that he should at least be playing the stock market. While this hasn't been proven, Techdirt points us to an article showing that other people seem to agree with me on this.
A recent article on a South African technology site seems to say that video game players are destined to be the leaders of tomorrow (found via Slashdot). The article is part of a study that found "that 80 percent of managers in the US under the age of 35 had significant video game experience and that gamers had a more positive outlook on life than non-gamers."
Another post from Techdirt points us to similar information, saying that video game players are better strategic business thinkers.
Once when I asked a friend how Jay managed to drive 12 hours straight through heavy rain and darkness in the southern United States, my friend said "he just turns it into a video game."
And to confirm my belief that in any given driving conditions, I'd rather have Jay behind the wheel than anyone else I know, this article from the BBC news website says that video gamers have better visual skills than most of the population.
So Jay, if you're reading this: Drop out of law school and start playing more games. To anyone else: Send Jay a message on Facebook and tell him to pick up a controller. Then go out and play some games of your own. It'll be worth your time.
-Parker PS: Although it probably doesn't surprise anyone, one of the hottest television shows in Japan right now is a reality show about a guy playing some of the hardest video games ever made. It is already in its 8th season.
Bioshock and the Australian Videogame Industry
Internet! Finally! But then again the opportunities of me contributing more to this blog remain marginally slim because I'm playing Bioshock, "the ultimate rarity: not only does it live up to its lofty promise, but exceeds it through simple, old fashioned talent and imagination - not to mention verve, style,class, wit, and sheer bloody-minded ambition. It takes the tired, worn-out FPS genre by the scruff of the neck, reinvents and bend it out of shape in such a breathtaking fashion that it's going to take something very special to top this in the months and years ahead" (Eurogamer). Well that – and it skillfully disguises its linearity. It's not only one of the best games of the year, or the last years for that matter, but also exactly what the Australian videogame industry needs. For the uninitiated: The studio responsible for the game, Irrational, is based in Boston and Canberra where the core technology team resides. One of the problems of Australia's games industry is that it's mainly a work for hire industry. While this reduces the risk for the developers and can help to build infrastructure, respectively to enhance the skills base it goes together with a smaller revenue stream for the studios – and most of the profits are going abroad – the consequence being that this procedure doesn't build value onto the business. Furthermore the question remains if this model is viable under a long term perspective. Regions in Eastern Europe skill-wise rapidly catch up but are able to deliver their work at much cheaper rates. Then there're India and Asia which already provide reliable outsourcing services albeit still suffer from a cultural barrier that make their games not too appealing to the Western markets. But maybe it's just a matter of time until this problem is overcome (which I doubt). Also: If you as a publisher are looking for a studio to work on your IP why not choose a country like Canada; it offers generous state incentives and, not matter where you're operations are based, it's closer than Australia.
The answer: Own creative IP. As Mark Fludder from Queensland Government explained to me in an interview: "We're going to need to see local IP developed and again […] Otherwise: why not move it to the Czech Republic?... We need to be saying, well, you know… Pandemic's Destroy All Humans is a really good example, it's their own make and was all developed and scripted here. It was a big hit, so when whoever owns Pandemic at any given moment on the continuum is going to say: 'Do we continue to invest in Australia? Well, hey... they're making good games'. And I think that's important, I think Australia is going to have to do that".
Tom Crago of the GDAA holds a similar view (from the gamenews.com.au newsletter): "“To have such a high profile title come out of a local studio not only shows the world what our talent here is capable of, it also draws attention to the broader Australian industry, which is an extremely positive thing… [It] shows Government and the media that we really are on the cusp of becoming a global hub for game development” adding that “Australian-made games are mixing it with the very best in the world.”
So the potential is there – and with more incentives from federal government (which until now, for some reasons solely known to Peter Costello, only generously supports the indigenous movie industry) it indeed might elevate Australia into the first league of game development.
-Jens
The Games Convention
Last week was my first trip to the Games Convention in Leipzig, the main reason being that I spend the last two years on a different continent. But then again, did this first-time visit reveal mysterious secrets unknown to the uninitiated? No. Despite what the lobby groups want to tell you, it still looks like the gaming demographic still matches the old clichés (judging from the attendees, though they might not be overtly representative), the exception being the growing audience for the omnipresent casual games (the estrogen concentration was the highest at the Sony booth with its Singstar and Buzz games).
The marketing is still loud and sexist and I doubt that boobs will ever get more attention and fascinated looks than at events like this. The natural exceptions: The booths with the games where you gotta groom ponies (which also work with clichés).
But then again I had the chance to listen to some interesting talks, even though I missed the beginning of the most interesting one... (attentended by a member of the German Cultural Council, the editor of one of Germany's biggest gaming magazines, a representative of the Christian Democrats, representatives of the gaming industry etc.). Prof. Dr. Fux of the German Cultural Council pointed out that after the hysterical discussion about the effects of violent videogames, complete with politicians who didn't get their facts right at all, one can now witness a normalisation of the discourse – maybe the “Killerspiel” discussion served as a catalyst for a more serious and calm way of dealing with the fastest growing media industry in the world. (Of course, as several of the panelists didn't grow tired of pointing out, videogames are a form of culture; something I can completely agree with and I'm happy to this form of recognition. It just seems that this issue has to be cleared beforehand to justify any further involvement with the medium, as if the totally legitimate aim of earning money through popular entertainment and benefit from the spin-off effects was somehow suspicious). One example of the normalisation-process were the booths for people working in education. A very laudable approach since what we don't know we fear; though the people who attend the convention probably already posses a higher skill set than the average teacher. A further highlight: Seeing Rock Band in action. For the non-believers: Rock Band is a mixture of Singstar and Guitar Hero augmented by a drum kit and a gigantic dose of awesome. Even though EA spoiled my Christmas by postponing the European release to the first quarter of 2008 it's still like looking into the face of God!!
Another highlight: Meeting Rene Meyer, the person with the biggest collection of consoles and computers capable of playing games, who's collection amounts to more than 300 pieces of gaming history, even stuff from the former GDR – I hope he likes my German Master's Thesis about the history of videogames in East Germany since it seems he's well connected to book publishers. Also if any reader of this blog knows someone... Wink Wink.
The German Goes Home
I finally ended my love-hate relationship with the Gold Coast and moved back to Germany – the country with one of the strictest videogame laws in the world. If games burned as well as books I'd probably be able to witness quite some bonfires.So what are the reasons for the Teutonic paranoia and the accompanying hysterical public discourse? First of all new technology is always cause for suspicion since it challenges our usual ways of life; also: things that we don't quite comprehend always cause fears, this is even more true for technologies that convey popular forms of culture: "As Bourdieu… has observed, the denigration of the popular may be understood in terms of its impenetrability. Consequently, popular forms are frequently presented as uncouth, dangerous and harmful by those lacking the knowledge and strategies to make sense of them“ (Newman, James: Videogames). Then there's of course the "hangover" from WWII which causes the public resepectively the political establishment to view violent games or games that glorify military endeavours very sceptically. But I think there are deeper sociocultural reasons. As Norbert Elias explains in his book "The Civilization Process" the German bourgeoisie of the 18th century was unable to exercise political influence and had to find other ways to claim a form of power. It sought legitimation through scientific and artistic achievements which stood in stark contrast to the supposedly superficial values of the ruling noble classes (based on ceremonies and shallow politness based on French patterns). Through this the bourgeois element of the society gained self-esteem although it was still unable to get involved in the political process. But the bourgeoisie was allowed to commit itself to writing and to the education of the self; a vent beyond politics and economics that created a typical German intelligentsia – which in turn became the carrier of the national self-esteem and, very late, the ruling class, turning its social character into the national character. Even though something like a "national character" is always a false, since invented construct I think Elias gives an interesting hint at the possible source of resistance towards forms of popular culture. As Bourdieu points out, highbrow culture is not open to everyone, one needs special tools to understand it (tools delivered through education) and as "cultural capital" it is also closely to the exercise of power. Popular culture on the other hand has to be necessarily open to everyone, it's based on a broad appeal and therefore doesn't allow any distinction from other classes or groups, denying the whole basis of the bourgeois legitimation. Now if you look into German media history popular culture always had an especially difficult time, digital games just being latest victim. In the 19th century cheap pulp novels were shunned, when movies were introduced scepticism arose (one of the catchwords here: the cinema reformation movement), the same happened with television, video tapes etc. (the exception here is radio whose introduction was forced by the Nazis who were devoid of any highbrow cultural ethos). What's interesting here is that this attitude prevailed despite generational changes and changing political attitudes. Take Theodor Adorno for example, one of the main figures behind the German 1968 student movement. In his despise for popular forms of expression (which he saw as a vehicle for hegemonic values and surpression; as standardized culture that intensified the commodification of artistic expression) he's not much different to conservative disdain for mass culture (see e.g. John Sinclair's text in The Media and Communications in Australia, 2002); a 2007 study by the German Sinus-Sociovision-Institute found that postmaterialists and conservatives (= the influential parts of society) both value intellectuality, education and literariness and use these values for self-definition despite having fought an intense cultural war. Such an attitude of course prevents an involvement of the bourgeois deciders with digital games, the consequence of this "media-incompetence" being fear. While younger Germans posses the knowledge to make sense of digital games and their surrounding culture the political elites don't, the consequences being ridiculously strict laws and a lack of support for the industry. While this might (over)simplify the matter I think it's worth to follow this lead, and I'll try to elaborate on this matter in later posts after sighting some more literature.
-Jens