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Buying Broken

            Many of today’s journalists seem to garner the fact that the games industry is broken beyond repair. Every videogame publication in your local newsagent will at some point have a swipe at either the public, EA or a specific genre (usually First-Person-Shooters or Platformers) claiming Electronic Theatre Image that games as we know them today have been permanently broken with many key industry players only prepared to splash their cash on the next “sure-thing”. I say this is far from the truth. Yes, many publishers seem to have a hard time being convinced that the little pink blob bouncing between seventeen walls whilst avoiding the falling meteor shower is going to break any kind of records, but in my eyes, this shows that the industry has matured to a point of constant instability in the same way as it’s entertainment forefathers, film and music, have done the same.

            Once again, it’s the SONY effect. Without SONY rearing their financially-weighted head during the mid-90’s it would be impossible to see how the industry would have seen such dramatic growth. True, the market was at a consistently-high rate of expansion anyway, but within two years the buying public had amassed and revenues double of that seen in the late 80’s were abundant. The industry had achieved a level of respect within society and was destined to leave the basement forever. It’s the comparison with the obvious that shows us why the industry in current form is exactly how it was always going to be; the film industry as a whole is dominated by Hollywood “Blockbusters”, but within this line-up of big names and bigger budgets, we have B-Movies, straight to DVD releases and, most importantly – Art-House films.

            The games industry is now – at its prime – easily comparable to the main influence in its market directive. With companies such as EA and Eidos (recently purchased by Walt Disney Interactive) perching themselves atop the hierarchy with an often insane amount of AAA releases within weeks of each other, it’s clear to see where the “Blockbusters” are coming from. But not so obvious are the Art-House comparisons. Every major developer has to have their AAA’s too (where would Essex Boys be without Resident Evil trailing along behind to pick up any lost pieces?), but it’s in the smallest development teams that we find our Art-House productions; those little gems that cost relatively nothing to develop, but pack quite a punch sitting before you on that previously glittering screen. A romantic view Electronic Theatre Image maybe, but no less a statement borne of fact. The clearest example, although coming from a developer with an insurmountable resource pool, is the Wario Ware series.

            Offering pure gaming delight through a series of minimally graphical representations, the cost of development for the title in no way reflects the level of enjoyment ascertainable through play. Further to this, the subtle narrative the series has presented not only attempts to comment on the state of play within the industry, but also appears to be overwhelmed by it – a not wholly impossible position to understand, when at the launch of the first title in the series the competition was fiercely poised for moving the industry in the opposite direction.

            It seems almost comical that such publications demonstrate their disgust for the current trend, only to consistently push the latest sequel or 007 game as being the next big-thing. A catalogue of errors on behalf of these publications lead the public down the wrong paths – in the same way that developers will push their latest craze with all their might, so too will the editors follow the lead and publish the big names with the big headlines. Surely, playing such a key part in the industry as journalists do, the obvious route would be to downplay the presentation of such titles, lead their cover with their latest craze, as opposed to what the public is expecting to see. However, this could obviously lead to a slight downturn in sales, and the fact that the British games press is so scared of taking that risk only further strengthens the position of such titles they resent.

            The publishers within the games industry only stand to reflect those of the other entertainment sectors, and also are reflected by those on the outer circles of the industry. The small amount of funding available for those niche titles will grow, but only at the rate the AAA titles do. For all the moaning and groaning games journalists do, they still retain their influence in peddling the latest Fifa title onto the unsuspecting public. The industry isn’t broken – it’s just found its home. As every other entertainment sector has evolved from it’s amoeba into it’s dove, so to has the games industry and, while those on the inside may not like what it’s become, it was easily predictable from the offset of the “outsider” companies grabbing a piece of the pie – as soon as Virgin Interactive published their first title, the games industry was only ever going to be the younger sibling to the behemoth of Hollywood.

 

Kev J.

30/09/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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