To say that Hollywood produces Brokeback Mountain and Schindler's List, then saying games need that 'not fun' aspect to it, is that not aping Hollywood?
Please take no offense when I say this... But see, that statement reflects the "adolescence" that Randy is talking about. Understanding how Hollywood masterfully uses its medium to communicate serious messages and content to its audience is not "aping Hollywood". Nobody is suggesting that we make real-time rendered non-interactive movies. We're simply talking about using game mechanics and all of the other tools at our disposal to communicate serious messages and content to our audience of players in the same way movies have done visually.
The majority of the population of the world do not find that games speak to them. As you've rightly pointed out, they currently only speak to either those who want a quick, cheap thrill (casual games), those who want to train people or make some political message using inane content and mechanics ("serious" games), and those who want the same platformers, blood-soaked shooters, puzzle games, etc (core games).
Most people don't like to play games because either the interface is too complicated or the subject matter is too violent, physically inclined, or completely foreign to how they do things in real life. Yet these people love to read novels, go to the movies, watch television shows, and browse the internet. I strongly believe that given their interest in dramas, comedies, mysteries, and other narrative genres, games can also attract these people too.
So the incentive is quite obvious. It's completely financial. Embracing genuinely communicative content in interactive products will help the games industry to eventually truly surpass the film industry in all aspects including TV distribution and home video sales, not just box office revenue.
And to address the "we buy them" portion of your comment... If we don't break out of the current mold of shooters, casual games, rpgs, etc, we will be doomed to suffer the same fate of comic books in the West. We will be stuck with a couple of niche audiences with absolutely no opportunities for growth. The "innovation" so many industry people talk about constantly is not what they generally think it to be. The change cannot be technological or game mechanical. The change must be in the way games address the conditions of human life as we know it. As an industry, we simply cannot afford to be complacent about this. We must politely, but firmly, convince our peers to change the way they perceive games. We must make them realize that games are not just an entertainment medium. It is also an artistic and communicative medium.
Chris Dahlen meets the director of interactive fiction documentary Get Lamp and remembers how rich a world that only costs the time it takes to write it can be.
Hoky's Comments
To say that Hollywood produces Brokeback Mountain and Schindler's List, then saying games need that 'not fun' aspect to it, is that not aping Hollywood?
Please take no offense when I say this... But see, that statement reflects the "adolescence" that Randy is talking about. Understanding how Hollywood masterfully uses its medium to communicate serious messages and content to its audience is not "aping Hollywood". Nobody is suggesting that we make real-time rendered non-interactive movies. We're simply talking about using game mechanics and all of the other tools at our disposal to communicate serious messages and content to our audience of players in the same way movies have done visually.
The majority of the population of the world do not find that games speak to them. As you've rightly pointed out, they currently only speak to either those who want a quick, cheap thrill (casual games), those who want to train people or make some political message using inane content and mechanics ("serious" games), and those who want the same platformers, blood-soaked shooters, puzzle games, etc (core games).
Most people don't like to play games because either the interface is too complicated or the subject matter is too violent, physically inclined, or completely foreign to how they do things in real life. Yet these people love to read novels, go to the movies, watch television shows, and browse the internet. I strongly believe that given their interest in dramas, comedies, mysteries, and other narrative genres, games can also attract these people too.
So the incentive is quite obvious. It's completely financial. Embracing genuinely communicative content in interactive products will help the games industry to eventually truly surpass the film industry in all aspects including TV distribution and home video sales, not just box office revenue.
And to address the "we buy them" portion of your comment... If we don't break out of the current mold of shooters, casual games, rpgs, etc, we will be doomed to suffer the same fate of comic books in the West. We will be stuck with a couple of niche audiences with absolutely no opportunities for growth. The "innovation" so many industry people talk about constantly is not what they generally think it to be. The change cannot be technological or game mechanical. The change must be in the way games address the conditions of human life as we know it. As an industry, we simply cannot afford to be complacent about this. We must politely, but firmly, convince our peers to change the way they perceive games. We must make them realize that games are not just an entertainment medium. It is also an artistic and communicative medium.
All Hoky's Comments