Video Games: The Movie Page #10
something related to the story,
we kind of depend upon this trust
that there will be inspiration,
that there will be revelation.
Then you gotta get in
and start prototyping stuff,
so you build a bunch of prototypes
and you start trying to understand,
hey, are the ideas we had
really fun
once you put them into
an interactive environment?
You know, I think
at the alpha stage,
hopefully we'll see the fun.
It's pins and needles time
because it's that awkward
teenage years
that, you know, you've got...
could be an awesome experience,
it could really come together nicely,
everyone's really enthusiastic
because there's something there to play
from beginning to end, but, you know,
there are some weird
elements to it,
and, you know, you just had
a bunch of people come through
and point out all your,
you know, awkwardness,
your buck teeth and your, you know,
crazy-lookin' eyebrow
and all that stuff,
and you're sort of hoping that,
okay, I see that, I understand it,
now I need to kind of go back
and fix those things
a little bit,
make myself a little prettier,
get back out on the street,
and show myself off again.
all the really rich assets,
things like a great story,
the high fidelity art,
the fully detailed characters,
and once you start marrying the
super high production quality
with those original bare bones
prototypes of your design ideas,
the product together.
And then the work to go
from alpha to beta
is generally speaking
a laundry list of things
that we have to check off
and make sure are working properly.
at alpha,
but they certainly are
on our minds at that point
as we start to kind of
polish up the game,
make those adjustments
to the gameplay,
really try to hone down
on what's working well
and maybe give it some more
resources and time to develop
and sort of put aside those things
that aren't working as well.
One of the big revolutions
we had in the 1990s
people to play our games
and watched them play. That's it.
But it transformed the way
that we make games.
I mean, up until that point,
we'd pretty much been
making the games for ourselves,
and so if we thought it was fun,
we were done.
You sort of had to make a game
and then do, you know,
kind of one of these.
Did it feel right?
You know, you'd have
your QA department,
but, you know,
they were paid employees,
so you never know if you're
getting the best feedback.
But now we have this beta testing
and ability to talk with the fans,
and if you're utilizing that
correctly,
it's really powerful.
So you hand this, what you think
is the gold master
off to the first party,
in the console world, anyway.
The PC side's definitely still
more of a wild west,
but there's a lot of backlash
certainly
if you can't deliver quality
or you have lots of bugs
in a PC product.
So you hand it off to Microsoft,
Sony, Nintendo,
and you wait and you wait
and you wait.
And usually it's, you know,
a ten-day waiting game,
and, you know, it's always
the most nerve-racking time
is that, okay, is this gonna
make it through?
And so, you know, we get that
call maybe or email, you know,
maybe ten days later or so,
and you know, it's,
"Hey, looks good."
Celebration ensues.
Or, "You've got
these critical issues
and you need to fix,
you know, the critical issues
and as many minor issues
as you can and resubmit."
And, yeah,
and then it hits the streets.
People either love it or hate it,
most of the time both.
You get... you know,
you get both ends
no matter how good your game is.
And you sort of have to...
you roll with the punches,
you let people say their piece.
I look out today, things
Titles we saw, 1,000 man years
of programming art work
and design work went into them.
It's astonishing.
It's making a movie
times a thousand.
It is daunting.
I don't know why I do it.
The evolution of great
storytelling in video games
couldn't have come
at a better time.
It seems as if the technology
rose to the occasion
at precisely the right moment.
From the turn of the century
to now,
games have never looked better,
Enter the next-next generation.
I'm feeling so good,
so incredible
Some sort of chemical
is spreading thick
around my brain
I've got the sun and
I won't let it go
It burns a fire in my veins
Let's get out tonight
You've got the fire,
I've got the fight
Whoa
In my young blood
Let's light up the dark
You've got the fuel,
I've got the spark
Whoa
In my young blood
Our RPMs are in the red
Driving closer to the edge
Up on Flagstaff Road
I still remember what you said
"Are you living?"
"Are you dead?"
You better let me know
Put on display
just like a cinema
Standing naked on the stage
And I'm unashamed
It's so easy to be cynical
Let's turn around
and start again
Let's get out tonight
You've got the fire,
I've got the fight
Whoa
In my young blood
Let's light up the dark
You've got the fuel,
I've got the spark
Whoa
In my young blood
Oh
Oh-oh-oh-oh-oh
In my young blood
It's funny because every few years,
of reinvents itself,
whether that's we
figure out a new way
to give that experience to players,
or there's a new piece
of hardware out there,
or some new technology,
some new interface.
There's always that new challenge.
Right now is a really difficult
time for the industry.
We are in transition of consoles,
and we are seeing... a lot
have come in about what games
do and do not make money
and which are the best to be doing.
Honestly, it's so hard to predict.
I mean, no one would
predict that the platforms
that are most popular right now...
five years ago or ten years ago,
no one would have predicted
that that's what would be
the norm now.
Every new console generation
we get more and more horsepower,
there are people who say,
"Is this enough?"
"Okay, oh, this is really awesome."
And then five minutes later, "Eh,
guess it wasn't that awesome.
I need a new awesome thing,"
you know,
because we're just so spoiled
with it.
a lot from the early days.
I think part of it is that
we finally have the technology
to render characters
in a believable way.
As we look as a studio how
we're gonna evolve our new IP,
and moving into this next phase,
the next generation of consoles,
we're having to think
outside the box.
We're having to look at how we set
the foundation of a structure
for the next ten years.
I think at this point, we're in
a pretty interesting crossroads
in the history of games.
Publishers, especially in companies,
are fairly risk averse right now
Translation
Translate and read this script in other languages:
Select another language:
- - Select -
- 简体中文 (Chinese - Simplified)
- 繁體中文 (Chinese - Traditional)
- Español (Spanish)
- Esperanto (Esperanto)
- 日本語 (Japanese)
- Português (Portuguese)
- Deutsch (German)
- العربية (Arabic)
- Français (French)
- Русский (Russian)
- ಕನ್ನಡ (Kannada)
- 한국어 (Korean)
- עברית (Hebrew)
- Gaeilge (Irish)
- Українська (Ukrainian)
- اردو (Urdu)
- Magyar (Hungarian)
- मानक हिन्दी (Hindi)
- Indonesia (Indonesian)
- Italiano (Italian)
- தமிழ் (Tamil)
- Türkçe (Turkish)
- తెలుగు (Telugu)
- ภาษาไทย (Thai)
- Tiếng Việt (Vietnamese)
- Čeština (Czech)
- Polski (Polish)
- Bahasa Indonesia (Indonesian)
- Românește (Romanian)
- Nederlands (Dutch)
- Ελληνικά (Greek)
- Latinum (Latin)
- Svenska (Swedish)
- Dansk (Danish)
- Suomi (Finnish)
- فارسی (Persian)
- ייִדיש (Yiddish)
- հայերեն (Armenian)
- Norsk (Norwegian)
- English (English)
Citation
Use the citation below to add this screenplay to your bibliography:
Style:MLAChicagoAPA
"Video Games: The Movie" Scripts.com. STANDS4 LLC, 2024. Web. 19 Nov. 2024. <https://www.scripts.com/script/video_games:_the_movie_22828>.
Discuss this script with the community:
Report Comment
We're doing our best to make sure our content is useful, accurate and safe.
If by any chance you spot an inappropriate comment while navigating through our website please use this form to let us know, and we'll take care of it shortly.
Attachment
You need to be logged in to favorite.
Log In