Video Games: The Movie Page #11
I often compare indie developers
and big huge studios
to a couple of guys
in a Zodiac raft
and an entirely
fully-loaded battleship.
Each one has its own strengths,
and I think where the indie guys
literally and figuratively
run circles
around the big publishers
is that they're a lot more mobile.
They don't have to make
as many complicated,
boardroom-based decisions.
They can focus on the kind of
game that they want to make,
and because of things like Steam,
they can take their game,
make it awesome,
and then get it directly to players
who then spread the existence
of their game
because they love it so much
that they're telling
they're sharing it on forums,
they're giving it
and they don't really need
to make that investment
of ridiculous amounts of money
on advertising and marketing.
graphics, big budgets,
incredible art teams,
but that's not always necessarily
Really, whenever a platform has
opened itself up
to allow hobbyists
to be able to create products,
you get incredible amounts
of innovation.
The interesting thing about that
is when you get to a team
of like 200 people,
the ability to innovate
is pretty much zero.
You have to basically go with
what was designed originally,
and that's what the game becomes.
The smaller the team,
the more you can discover
the really important
flashes of lightning
and flashes of insight that happen
after large parts
of the game are done.
And then you're like,
"Oh, you know,
is in this section
and that section
if we could do this."
You know, and if you have a 200-person
team, you can't pivot on a dime like that,
you have to be like,
"Well, that would be nice,
but we don't have time
and we have to get done."
I do think that there's like
a revolution afoot in gaming
where people are interested
that have more character and soul
than what they've
experienced before.
not be able to take big risks
that only works in VR
But in indie, they're driven by passion,
by wanting to make the best game possible.
They're usually
"How can I make something
a nice return on investment?"
And I think that
that's going to become
more and more important
in the game space
in the coming years.
Where do we go from here?
Many think that when it comes
to the next-next generation
of the campfire,
the traditional game controller
tied to a screen
gameplay experience
may have its limitations.
One of the things
I'm most excited about
is virtual reality.
I think a lot of us can remember
back in the early '90s
when movies like
The Lawnmower Man came out
the next big thing,
'cause the headsets
were big and clunky,
the graphics were crappy.
Well, thanks to recent advances
in smartphone technology
and screens and tracking devices,
VR is set for a big comeback.
to create a virtual reality headset,
I set out to buy a really nice one.
of different head mounts,
and none of them
was really what I wanted
immersively.
And so I said, "Oh, shoot, well,
to actually try to make my own."
And I actually found
that it was something
that there was a lot of technology
that had advanced
over the last few years
and it was actually something
that was finally possible to do.
How do you walk around
in a virtual world?
How do you physically move
in a natural way
beyond just sitting down
and using a keyboard and mouse?
That's why we developed the Omni.
It's an interface
that allows you to walk
and move freely and naturally
in your favorite game.
Well, when you break it all down,
I hope we never get rid of the kind of
gaming where I just get to sit on a couch
and push some buttons for a while.
whose ideas eventually
gave birth to an industry,
have guessed what it
one day would become?
Would it be foreign to them?
Or did they have a feeling
from the beginning
that the ideas and creativity
of each generation
of new designers and artists
would forever reinvent the medium?
You know, back when we were
working on games on the Atari 800,
have laughed if you said,
"This is gonna be
a meaningful art form
and it's gonna be
in The Smithsonian one day."
I never thought
Nolan was running around saying,
"Oh, it's gonna be a big industry!
games and it's gonna take over!"
And I fully expected
until the day Nolan and Joe
came back from visiting Warner.
He informs us they want to pay
this money for us, you know,
like 20 million
or 30 million dollars.
It was like, "What?"
The amazing thing for us, you know,
back in the early days,
is we envisioned this.
We really did look forward to a day
be interactive movies,
would look like interactive movies.
And, I mean, we are there.
The spirit of curiosity
and invention
that was there
at the industry's creation
Today's game designers
continue to give audiences
new and fresh interpretations
of classic stories.
has now redefined
what storytelling is
for the 21st century and beyond.
The future of games
inherently gets tied up
into the future of technology
in a lot of ways.
And it's really hard to know
beyond a couple of years
where technology is gonna go.
We have a faster rate of invention
than probably any medium before it.
in the next 30 to 40 years
are going to be unimaginable,
where you can't tell
fantasy from reality
and you can live the dream that
They have a lot
of really intelligent people
becoming intelligent
through the use of this stuff.
Video games, I feel like, are
inching towards the holodeck,
because that's the end goal is to have to
be as much like real life as possible.
Couldn't the whole world
just be digitized
and that make it an easier,
safer, and better place?
What is the ineffable
sort of characteristics
that make real life important?
I think this is what video games
are going to start challenging
in the next 20 years.
The size and scope of
the modern video game industry
might well be far beyond
the greatest expectations
of the men who began it.
created as they always have,
by drawing on history and culture,
imagination and technology,
to deliver stories and experiences
that delight and challenge
generations to come,
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