Non-Gamers Should Care About Gaming

Venture Beat had an unusual article on why non-gamers should care about gaming. It’s a pretty interesting read, but what’s really interesting to me is the very idea itself.

As a gamer, I take the existence of my hobby and its industry for granted. I also assume, rather ignorantly, that there’s a certain barrier between me and non-gamers, even if it’s changing. That’s a given, a cultural assumption.

Of course as the article notes, it’s not true. Gamification, causal games, more games, etc. really do blur (and destroy) the gamer/non-gamer boundary. This boundary breaching is probably happening faster than many crusty old gamers like me may realize because of casual, mobile, and geek being chic.

So now that I’m actually thinking outside of the shrink-wrapped box, what do I see coming up in the gaming/non-gaming boundary:

  • Goodbye to boundary in the next 5-10 years. The only reason not to game will be because you don’t have access to the technology or the time. But gaming will be very omnipresent.
  • Design meltdown. Once gaming is so widespread, with more audiences than it’s used to, designing games is going to be more challenging. What demographics will game designers run into that they never encountered before?
  • Getting more businesslike. Gaming has had many a moment of not-exactly-professionalism. When it’s more widespread, that’s going to have to change. Expectations for businesses, of performance, of support, will alter.

What does it mean for future and current gaming professions:

  • If you’re not thinking out of the box you’re not moving ahead. Get ready to embrace a less bounded game world.
  • Act professional. It’ll make sure you survive and it’ll be expected.
  • Stop making the same damn game. Your audience has changed.

– Steven Savage

An RPG/Series Mix?

An interesting Facebook game that’s a kind of modular RPG that’s story focused.

An intriguing idea, mostly because it takes things we’ve seen before (RPGs, modularity, social media, etc.) but actually involves more a realization of what can be done to create a tighter media experience.  There’s a Kickstarter involved, so you know what do to.

There’s so many fascinating unusual game projects out there I think we almost need a catalogue fo them all.  That’s a hint by the way.

Steven Savage

Games, Persistence, The Cloud, The Future

If you play MMOs, if you're using cloud storage for games (as we're moving towards), think for a moment how long a "game" will survive.  Your collection of memory sticks and outdated save cards is nothing compared to the way gaming is going.  I see it entirely possible that game data will survive for years, for more than a decade, in some situations.

This likely possibility is something those of us who play and make games and media should be seriously considering.

  • MMO's will have to decide what to do with old data – and also the fact that each inactive account may yet become income producing.
  • If anyone remembers the way some Metal Gear games used save files, those old save files could be used in so many ways in other games – or sequels.
  • What happens when a game gets re-released?  What do you do with save files floating around in the cloud?
  • When a game gets a sequel/spinoff years later after whatever legal/ethical/company fooaraw delays it save files that can be used for extras, bonuses, etc. may still be out there.
  • With all the ways to use old save and game information, what are the legal limits of what data you can use?
  • * What legal rights does a company have to use data saved under previous games?

If you're a programmer or producer in gaming, a lot of potential opportunities and challenges are coming just due to sheer persistence of data.  Some of these could be trouble – and many could be opportunities.

Steven Savage