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"Something is seriously wrong with any creative medium that manages to so radically block its own potential."

For some reason I had a double take when I got to this part. It looks like you're equating creative medium with the industry, and in particular with a certain portion of the industry. While I'm grateful that Sony has supported ThatGameCompany, I think it's a bit unfair to argue that "the medium" is the one that's blocking any potential. I think at this point in time, we have more to blame ourselves (the consumers) than anything else (e.g. the recent "we don't like the ending of Mass Effect 3" campaign). The platform holders have lost a lot of that power, the market has grown and changed (allowing for much more diversity), we now have more reasoned/critical/informed discourse about games than ever before.

Jose: I appreciate your counter-argument here, but I'm not at all convinced that the industry can be absolved of any responsibility in this matter. Other creative industries - including books, films, television, music - all support lively niche markets for artistically-motivated works. In books and films, best-selling content is produced without having to step outside of the commercial sector.

In games, however, the industrial sector has been mono-maniacally obsessed with farming teenage boys to the extent that the large media corporations with a stake in games were so far removed from a fair understanding of the audience that they allowed the mass market sector (currently serviced by social gaming companies, Nintendo and Apple) to lie fallow for decades. This was pure commercial incompetence, and I would argue that the failure to invest in arthouse games is exactly the same kind of manifest incompetence.

We could have a lively, artistically-motivated game development scene at a commercially relevant scale if each of the big publishers invested 1% of their marketing budgets into creating such a space. But they have no interest in doing so, and it can't simply be claimed to be the audience's responsibility that the publisher's are too cowardly to invest in the potential of the medium. That many such investments would fail to turn a profit is no excuse since this is true of *all* videogame projects - including the mountains of dross that are pursued in the often mistaken belief that the publisher is funding a commercially valid project. And that's not to mention some perfectly reasonable game projects that fail simply because they were allowed to acquire excessive budgets (LA Noire springs to mind).

So yes, I do believe it's the industry's fault that the creative potential of games is under-developed. The responsibility doesn't end there, but I certainly believe that's where it starts.

@The original point of the posting: "singing", "flying" , "journey", " companionship" , "selflessness" -- what a great poetic vocabulary for any piece of art... ! How can we neglect all this ? Will we not regret very soon...?

I would have to agree Jose Zagel on this.

The current company model is designed to specifically to maximize profit; all activities undertaken are to ensure this. As such companies will feel more comfortable in producing cliched video games that are guaranteed to generate profit as opposed to artistically styled games.

Perhaps the gaming industry could create a committee to subsidize smaller companies and their ideas but that idea seems a fair bit off.

Ultimately though as consumers it is up to us to dictate what we want and how we want it.

translucy: Great to hear from you! Alas, videogames are so possessed by the gamers - who are happy with what they are currently getting - that there is not much room for this kind of regret.
:(

HH: You're assuming - erroneously - that the artistically motivated games would not generate profit. They would be profitable as a portfolio, which is the same condition that other videogames can make to profitability. That profitability would be on too small a scale to be a corporate incentive on its own, but the PR and talent pool benefits of investing in this way would be more than worth the small cost.

Hollywood is just as profit-focussed as the videogames industry, but film is a more mature industry with a better understanding of the importance of keeping the bread buttered. Videogames corporations are still largely run by jumped-up gamers - this is not a mature industry. I hope some day that we will become so.

Thanks for commenting!

@HH: The point you are making sounds very true from the perspective of corporate business strategy - a discipline that has been considered premier league for several decades ... until it was replaced by innovation strategy just recently. The approach you seem to favor ( a long with , just as one example, a company like Sony , posting one record loss after another ;-) focuses on exploiting a few big businesses that "consumers want".
Innovation strategy aims to learn from the rise of Apple, Google and the like through understanding that disruptive products can turn a business segment on its head making complete industries obsolete in just a decade. Why? Because consumers can "want something else".

I will add this famous quite from a car inventor: " If I had asked what people want I would have created faster horses." ( bordering on the cliche but I like it anyway)

So to become the Google or Facebook of Videogaming aim for disruption not exploitation!

@Chris: Thank you! So let's hope for the Nouvelle Vague in Simulation Games and New Hollywood for FPS ;-)

@Chris: In retrospect my post made a rather grave assumption in regards to the profitability of artistic games. I apologize for that; I do believe that artistic video games can generate a profit but they would be rather minuscule as opposed to the 'blockbuster hits' of say Halo and its' counterparts. I sincerely hope to be proven incorrect in this regard; until then however I play NWN and NWN 2 player developed modules and campaigns (which have a far more varied array of stories).

@translucy: I do admit I have a bit of fondness for the corporate business strategy (they have really nice suits).

I also believe that the innovation strategy just ends up turning into a corporate business strategy because executives become more and more cautious with the spiraling sunk costs.

Thank you both for your time.

HH: "I do believe that artistic video games can generate a profit but they would be rather minuscule as opposed to the 'blockbuster hits' of say Halo and its' counterparts."

Well let's be clear - if we're talking about revenue, you're right - a blockbuster title generates far higher revenue than an artistic title. But if we're talking about profitability than the measure shouldn't be the scale of revenue but rather Return on Investment (ROI) i.e. profit/investment - and the ROI for successful artistic games is actually *far higher* than a franchise like Halo, which has very high overheads in both production and marketing. Conversely, artistic games that are successful (like those made by thatgamecompany) can turn very good numbers on comparatively modest investments.

So I can claim, with some justification, that an artistic videogame portfolio can be *more profitable* than a blockbuster franchise - and also, that such a portfolio is commercially more stable than attempting to launch a new blockbuster franchise.

But you are right that the publishers in the games space have their eyes on the bigger revenues, and as such, discount what could be done with an artistic portfolio as being below their threshold of interest. And that, I suppose, is the nub of the problem. :(

All the best!

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