I must confess, I always had hoped that Duke Nukem Forever would be released and proceed to win a Game of the Year award from numerous publications and online magazines. Sure, the development of 3D Realm’s long speculated vaporware title has been gaming’s longest running joke, but I still had faith that the studio could release a good game. Looking at their library from ten years ago, the studio along with id and Epic were one of the heavy weights of great game design and great games. Looking at the leaked animation footage from Duke Nukem Forever, the game looked like a lot of fun. Read the rest of this entry ?
Archive for the ‘Industry’ Category
And with that, I have finally returned dear reader. First and foremost I would like to apologize for the drought of content on this site of late. Unlike many of my fellow university blogging cohorts, I do not have the foresight to offer the same professionalism of time management to plan out and write posts ahead of time. But I would like to thank all of you that continue to diligently return to read postings and look forward to an update on the site. Now with the summer season upon us I hope to post more regularly, frequently, and periodically for your liking. Read the rest of this entry ?
While attending one of my business-entertainment seminars we were on the subject of contracts, more specifically actor contracts negotiation. Basically, the discussion culminated to how actors and their agents bargain for salary ceiling and so forth. It eventually culminated to one student—possibly future industry agent—asking a question that I will now paraphrase:
Student: If say a high salary actor [insert celebrity] can bargain for $25 million in his contract for a movie, why would he decide to risk a lower salary for a less successful film?
Professor: You have to understand, actors are also artists.
I spoke last time about reiteration without touching upon the importance of remediation. Especially for new media, remediation functions as an access point presenting the new with the familiar. It is no surprise that we see in videogames the necessity to invoke and relate to the cinematic experience as a starting point for new gamers. The advent of music games, Wii titles, and casual games are perfect examples of using these sorts of access points to introduce a new audience. But while remediation functions wonderfully in new media, its use in game design is questionable. Read the rest of this entry ?
At the start of the week Slate Magazine’s N. Evan Van Zelfden posted an article called “What is killing the videogame business?” In it, he provides many interesting numbers on the massive growth of videogame sales the past year adverse to the numbers of massive layoffs we have seen within the industry during this recession. He concludes that the fault lies on the major development houses transitioning their financial production models to the Hollywood business model. High production costs and low returns are the culprit. I have posted about this subject previously, but not with the same level of specificity and investigative research that Zelfden has done in his article. But he is missing an aspect of the Hollywood studio business model that is glaringly absent in his article. Read the rest of this entry ?