London Calling
Publishers need to stop talking amongst themselves and start addressing the crowd.
Published as part of our sister-site GamesIndustry.biz' widely-read weekly newsletter, the GamesIndustry.biz Editorial is a weekly dissection of one of the issues weighing on the minds of the people at the top of the games business. It appears on Eurogamer after it goes out to GI.biz newsletter subscribers.
The games industry, for all that it relies on cutting-edge technology, media and communications, isn't very good at talking to people. Specifically, it's got a rather odd attitude to communicating with its consumers - a rather stunted and unproductive approach to public events and product demonstrations that can leave the business looking socially awkward at best.
In fact, what the games industry is best at is talking to itself. A glance at the events calendar for any given year reveals a host of forums, conferences and expos at which the industry gazes in deep contemplation at its own navel, but remarkably few points at which it actually goes face to face with its consumers.
Things are getting better, of course. There are big public events on the calendar in the three biggest markets - Europe has Games Convention, America has PAX and Japan has TGS, and members of the public are welcome to all of them. Some individual companies love talking to their loyal customers, too. Blizzard has been lauded in this column before for its willingness to be open, honest and discursive in front of huge audiences of consumers, for instance.
In many ways, though, this is still the industry which thought that it was fine to occupy the LA Convention Center with multi-million dollar stands for a week, and not let any consumers in unless they blagged it. It's the industry which is happy to let intermediaries handle that whole tricky business of product sampling - for years, largely the preserve of magazine coverdiscs and pods in specialist retail stores. You'd think the interactive entertainment industry would be better at, well, interacting.
That's why it's been interesting to watch the development of the London Games Festival over the past couple of years. At the outset, this so-called festival was a perfect example of the games industry's reclusive tendencies.
Having billed itself, in essence, as the capital's games 'season', it proceeded to largely fill up with events that you could only get into if you were already in the games industry. More navel-gazing - great! (Honestly, if the industry actually showed any real sign of adopting best practices or standards in the wake of these events, their proliferation might seem a touch more justified.)
More recently, though, the balance is shifting. Now, no declaration of interest is really needed here - it won't have escaped your notice that two of the Festival's public-facing events this year, the Eurogamer Expo and the GamesIndustry.biz Career Fair, are being run by the sites which publish this column. However, combined with the Video Games Live concert and Electronic Arts' takeover of Trafalgar Square for two days to showcase major forthcoming titles, these events do at least provide consumers with some places to actually interact with the industry and play forthcoming games over the course of the Festival.
This - or at least, a vastly expanded and better supported version of this - is exactly what the games business in the United Kingdom needs. Despite a few brave efforts, Britain has failed to create a strong, consumer-focused games event - but rather than trying to take over an expo hall for a few days, a programme of events around the capital has the potential to pull in far more consumers and earn far more media exposure.
If anything, following the implosion of E3 - and faced with the amazing expansion of the industry's demographic reach and the corresponding opportunity to win genuine legitimacy with the public at large - London finds itself in a position to define the model for gaming events of the future.
Organisers of various other arts- and culture-focused festivals learned a long time ago that if you host a concentrated event in an exhibition centre, it attracts a small but dedicated hardcore audience - leaving you preaching to the converted, little more. If, however, you overspill the convention centre and instead trickle your events and installations into the city's public spaces and across a broader calendar, you've suddenly got a festival on your hands - supported by local government and attracting interest and attention from people and media outlets who would never have dreamed of going to an expo at ExCeL or Earl's Court.
This year's events programme isn't a bad start, but even more ambition is required. Video Games Live is a perfect example of what should be going on during a games festival, but these ideas could go so much further. London's museums, art galleries and performance spaces are ripe with opportunity as showcases for videogame arts and culture. Street art installations could drive interest and inspire people to find out more about the events. Contests and competitions could involve consumers rather than just asking them to spectate. For one week, London itself could become a canvas for the craft of videogames.
Moreover, it's absolutely vital that the industry breaks this bad habit of talking to itself, and starts seriously working on talking to the rest of the world instead. We no longer want for people who can talk passionately and intelligently about interactive entertainment - and any publishing exec who still thinks his developers are mole people who shouldn't be allowed out to address the public needs to quickly check which decade he's living in.
Public lectures, talks and presentation from game creators would be well-received and well-attended - especially if supported by a week of cultural events and media coverage. And of course, each of these events would be a sponsorship opportunity, a chance to put new and upcoming games in front of huge numbers of consumers - many of whom are exactly the people that existing sampling strategies utterly fail to reach.
The London Games Festival, at this moment in the development of the industry, represents a golden opportunity on several levels. Culturally, the business has a chance to establish itself as one of Britain's leading creative industries, and as a cutting-edge medium rather than a maligned range of overgrown kids' toys. Commercially, brand new marketing and communication strategies are simply waiting for sufficiently intelligent and innovative companies to come along and exploit them.
It will require a little bravery. Talking about design and creativity in front of consumers involves embracing a degree of openness which few games companies are comfortable with at the moment. Moreover, a successful games festival would need to leverage the uniqueness of interactive entertainment - and letting go of the coat-tails of the film industry, standing on its own feet and declaring pride in its own accomplishments isn't something the videogames business is very good at presently.
Yet these, too, are essential steps as the industry matures and takes its rightful place among the other creative media. Perhaps they won't be taken in London - but as the buzz around this year's events confirms, a real opportunity exists. With a little vision and a little courage, the London Games Festival could grow into a genuine turning point for the perception of this industry - and make a significant contribution to its commercial success into the bargain.
For more views on the industry and to keep up to date with news relevant to the games business, read GamesIndustry.biz. You can sign up to the newsletter and receive the GamesIndustry.biz Editorial directly each Thursday afternoon.
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Comments (22) Latest comment 3 years ago
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You get a lot of people with little to no experience going along and presenting at these things - been to a couple, know of countless more. Back slapping for outsiders IMO.
I'm all for meeting the 'customer' even though I think the devs should be asking those around themselves 'would you play this game?' before opening up the door to the community. We still make games for publishers and upper management and lets face it, they often neither play games, care about games or have an out-dated view on what a game should be. Nobody wakes up wanting to be a publisher at Ubisoft (for example), people into games dream of designing the next thing, coding for the NextBox or producing amazing character art.
If most people making the game, and their friends outside, say they wouldnt want to play GAME A, why do those in power push development for a customer they have created data on, but cannot meet face to face? Make it and they will come etc etc
Making stuff for the publisher is relatively safe, but make it for yourself and those around you and I'd wager there is more chance of it being something special. The top developers get this opportunity. On the counter, there are not enough good devs (same for any industry) for everyone to work this way.
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I appreciate I was probably a bit blunt with my previous statement and yes, to be honest London is about as ideal a choice gets for the UK because of the sheer number of people who can make it. However, the article focuses on the exclusivity of current events and events based in London are exclusive to outsiders, particularly the games industry where a vast majority of the industry is located outside the capital, unlike the press and the media. That said, we're talking about appeal to non-industry types and London would provide a reasonable demographic.
To be honest, it's mainly because I'm a little embittered at living pretty much bang smack in the centre of the country with Birmingham's NEC just down the road which you can actually *drive* to and was quoted £120 for a peak-time train ticket to get to the capital for the Games Festival next week. Such is life.
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They don't want to communicate with us, they want us to be sedate mongs who just buy whatever we're told/is advertised.
Cunts, the lot of them. Bring back hanging, etc.
Devs, on the other hand, are the salt of the fuckin earf, guv'nor, cor blimey yes. Gents, the lorrofem.
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TOOT! TOOT!
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When was the last time you went to a gaming show? – I’ve been playing video games regularly for the past 8/9 years and never once been to a show – those I know about I come across through sites like EG.
I don’t need to visit What Car dot com to know about the next Motor Show…
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/reads
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And yes, I mean that in the worst possible way immaginable.
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Sure, if your ego needs that kind of massage then get along to a games show. You wont be seeing me there anytime soon.
I cannot imagine anything worse then hundreds of marketing idiots all clammering for your attention, trying to sell you on the next big FPS pile of crap. Actually I can, having to conversate with games developers who seem to possess the god given gift of boring the crap out of you. And, hey, lets not forget than if you are not a fellow dev, you are considered so far below them that being spoken to by one of them is be treated as an honour.
If you wanna sell video games to people, do it in a way that is inclusive and open. Shows are not the way. They are usual in some place that is too far or expensive to travel to (read: London) and my god the people that attend scare the crap out of you (at least I assume so from looking at photos of past events).
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I've only been to a couple of events, but from the small 360 launch in London to huge old Playstation Experience at Earls Court, I always had a wicked time checking out the new games it's always a good day, and more importantly some pubs/devs (not everyone!) always convinces a purchase when I can actually play something - demos work 10,000,000 times better than an army of PR twats waffling on endlessly.
Looking forward to tomorrow and the EG event and I say more please!
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And yes, I mean that in the worst possible way immaginable. "
This.
It is my firm belief that, sadly, most of us members of the public dont really have great imaginations or creativity.
Ask us what game we'd like to play next and we'll say "ooh, something like Bioshock only....", so what you'd end up with is a parade of identikit games all made to appeal to the Need For Speed/Medal of Honour buying masses - just the sort of thing EA gets lambasted for (there is a reason they are so sucessful y'know).
I say ignore the public as much as you can. Get your head down and create the games you want to make. What I want is to be supprised by originality and passion, not designed-by-committee drivel.
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Or is it just the state of affairs that companies target games to audiences so spread out that they don’t see a need to maybe concentrate on a niche for research sake, which is typical corporate attitude and one that this government has fuelled and benefited from – for the government to not support the games industry is just like pissing on all our heads and telling us its raining.
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What it all needs is a re-emergence of something like the Personal Computer World affairs at Olympia - massive, open-to-the-public expos packed to the rafters with tons of playable games, shedloads of booth crumpet, hordes of rabid gamers, marketing tat, posters and gods-knows what else given away by the skipload.
Ah, when I were a lad...
*rambles on wistfully*
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Also Manchester is a far better place than London for hosting something like this, as people actually like visiting Manchester and can stay overnight without having to re-mortgage their homes.
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Anyway...
"Talk to the crowd and we'll get even more streamlined games.
And yes, I mean that in the worst possible way immaginable. "
Well yes, if you just say to a group of consumers 'What do you want?' Stands to reason you should be a little more intelligent and ask specific questions as well as hold an anything goes conversation about games and what people would want to see made.
I remember once having to come up with a game aimed at school kids Junior/Senior and three concepts were on the cards. I really wanted to make GameA but the publisher, and indeed heads of studio at the dev thought it too original (in the 'ooh is not a platformer danger, danger' sense) they were rooting for GameB, a running through cities collecting pickups and jumping hazards kinda game, and some drivel we'll call GameC. Took the concepts along to some schools, all the kids overwhelmingly went for GameA (females and males) after seeing story boards of all three and hearing what the games were about.
Public input +1
You dont turn up at the school and ask what game they want. You'll get Spider-man mixed with Forza and a little bit of Gears. If anything, more contact with the consumer makes perfect sense. Developers are often saying 'we want to make this, we want to play it and we think other people will as well' only for the publisher to turn round and say 'no, we think people want X' just ask them!
Takes pills.