Saturday, 26 September 2009

Bridging the gap between Academia and Games Industry

1 comment:

  1. I think a reluctance to take risks on untested properties is a problem facing most mediums at the moment (how many films last year were based on comics, books or games, sequels or remakes?), and the problem is partially with us as consumers. I can think most of us can admit that although we are usually willing to give new IPs a chance, we will always keep much closer tabs on sequels to series' we already love.

    Creative industries always seem to suffer a clash between the imagination and passion that drive them, and the callous business practies which have inevitably been built up around them as the medium became more mainstream and economically valid. The logic that says "commission another CoD, the last one was a big seller" is now quickly followed by "and make it £60, it's CoD, so we can sure people will buy it". It's despicable and off putting, but I cannot see a way for us to escape their clutches while we continue to make such assumptions true. I for one won't be boycotting CoD or Halo any time soon.

    Finally, whereas the launch of "alternative" platforms like the Wii and Natal are ONE way of sparking originality in designers and bringing forth new IPs, at the same time there is still plenty of room and oppurtunity for innovation on the "traditional" videogaming platforms. Not to mention the increasing oppurtunities for independent game developers through digital distribution systems like Live Arcade and Steam. (Of course while Indy games have a rep for being inventive, that is just because it's only the most inventive that rise high enough to be recognised)