Video Games: The Movie Page #7

Synopsis: A feature length documentary, that aims to educate and entertain audiences about how video games are made, marketed, and consumed by looking back at gaming history and culture through the eyes of game developers, publishers, and consumers.
Director(s): Jeremy Snead
Production: Variance Films
  1 win.
 
IMDB:
6.1
Metacritic:
40
Rotten Tomatoes:
18%
NOT RATED
Year:
2014
101 min
£23,043
Website
446 Views


to some degree

and created

whole new mating rituals

and ways of social interaction

that didn't exist

and that's as a result of the internet and

video games, so it's gonna be interesting

to watch all of that evolve,

video games are gonna get

more and more real and connect

more and more people

around the world.

I used to play EverQuest

quite a lot,

as many EverQuest players did.

A guy that I met

in South Karana DVPing,

we became friends, I ended up going

to his wedding, ten years later,

we're family friends now

and it's phenomenal

because we have

this shared passion for games,

we had a lot

of similar values and ideas,

and we had a lot of great

shared experiences online

where we really formed a deep bond

and true friendship

and has blossomed

into a great, long-lasting

friendship in the real world.

I saw someone recently

speaking about, he, uh,

a boy whose parents were killed

in a car accident,

so he was left alone

in the world and...

and without video games

to sort of fall back into,

he'd be sitting in his room,

depressed out of his mind

and his video game world,

and all his friends

in his video game world

really supported him

through that really painful time

and the guy who was observing this

was basically saying,

"You guys don't

really understand it,

'cause I know you hear this

all the time,

that violent video games

are the problem in the world,

et cetera, et cetera,

but games are so meaningful

to people

and the friends

that they build around it

and the, sort of, the creativity

and the immersion and everything else that

comes with it is actually very valuable

and it's something

you learn a lot from.

I walked into the stairwell here

and I-I, this shooting...

I can't even really describe it,

but I basically

fell down the stairs, um,

'cause I had had a stroke,

as they later revealed to me.

I ended up in the hospital

for about nine, ten days,

and you're really scared

and you really don't know

where to...

I mean, you're, like, sad

and you have all this anger

and you don't know

where to aim it

and my friends started bringing

stuff up to me

and at first it was food

and then,

they started bringing ways

to play games up,

I got a little Nintendo DS,

um, and I was playing Zelda on that

and I had a laptop

and I was playing,

I mean, I had Steam on there

and I had just TF2

and Left 4 Dead and Borderlands

and that really was

the turning point,

at the hospital, where I-I...

I wasn't as scared,

I guess, anymore?

I wasn't as mad,

I had something to do, um.

'Cause part of the stroke

that was awful

was I went blind

out of my right eye

and it's sort of crazy

how not just the games

in the hospital

that really got me through it,

it's been everyone around me

in this industry.

In all different companies

and all different states.

So, yeah, in a very literal way,

I think video games

really did kinda save my life.

The world is now engulfed

in an artistic, social,

and technological revolution

like never before.

Interactive entertainment

is the ultimate expression

and delivery format

but who will determine

what stories are told and how

we will experience

them in the future?

The answer is simple.

Children have a limitless capacity

for wonder, imagination,

and creativity,

and they aren't afraid to fail.

When I learned history in school,

it was the most boring...

old books with black

and white images in them

and I saw a girl

in a video recently

from Carnegie Mellon

that was talking

about trebuchets,

which is this old,

medieval siege weapon.

But she had actually

experienced using one,

because, of course, she had

done it in a virtual world.

And to have, I think she was six,

to have a six year old girl

telling you her opinion

of medieval siege weapons

versus my version of it,

which was so incredibly boring,

is a fundamental change

to education through entertainment

that can make history

and things like that

much more engrossing.

My kid, he is 12, and he is faster

at things that I'm not as fast at.

He is better at things

and it's because

while his mind was developing,

he had access

to interactive media

that was much more advanced

than the interactive media

that I had

and the interactive media

that I had

was the first time.

My parents didn't have any interactive

media when their brains were developing.

Video games, I think,

they provide a space

for learning how

to fail safely and successfully.

I think, as a culture,

we have a real obsession

with always getting things right.

We're afraid of failing.

Video games provide us

this very safe space

to learn how to problem-solve,

to think through an issue

that we can't quite get right,

to help us realize

that it's okay to fall

on our face occasionally

if we learn from that

and we eventually can succeed.

Because it's simulation,

we can do things

and experience things,

and practice things,

and test things

that either aren't feasible

or aren't safe in real life,

in the real world.

Despite the mainstream acceptance

of video games in the '80s

and early '90s,

by the late '90s

the term "gamer" still seemed to be

a close cousin to "geek" or "nerd."

If you were a serious,

dedicated gamer,

you were seen as part

of a strange subculture.

But the winds

of change were blowing

and this perception

would soon shift.

Being a gamer

would soon be en vogue.

I can feel it burn

We're taking over,

we're taking over

Now, I try to lead them,

will they ever learn

We're taking over,

we're taking over

Every time I breathe in,

I can feel it burn

We're taking over,

we're taking over

Now, I try to lead them,

will they ever learn

We're taking over,

we're taking over

Hands up in the sky,

let me hear you say

Every time I breathe in,

I can feel it burn

We're taking over,

we're taking over

It's a borderline

religious experience

to stand in the middle

of an eSports stadium,

packed full of tens

of thousands of players,

cheering for their favorite teams.

It's just awesome to see

because it's easy to doubt

that that kind of passion

would actually manifest

in a physical environment

and people would pay

hundreds of dollars

or travel thousands of miles

to come to these events

to watch people

play video games

and they do and they love it.

I've always been kinda frustrated

by the perception

of video game nerdiness

and things like that.

Um, for my career,

making games that feel

like summer blockbusters

and don't feel like, you know,

D&D basement games,

to having the courage

to put myself out there

on camera and put on

a clean shirt and kind of change

that perception as well

to just evangelizing games overall

and to also evangelize the career.

And so, over the course

of my 20-plus year career

in this business, I've always hoped that

there are some kids out there who see

a football player

or, you know, astronaut

and they're like, "Yeah, that's awesome,

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Jeremy Snead

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Submitted on August 05, 2018

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    "Video Games: The Movie" Scripts.com. STANDS4 LLC, 2024. Web. 19 Nov. 2024. <https://www.scripts.com/script/video_games:_the_movie_22828>.

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