Multiplayer
has also changed the fundamental concept of a 'game'. Older,
single-player-only games were more like conventional products -
name designers or publishers producing titles the way filmmakers
or movie studios do. But the multiplayer reality has brought the
industry into unknown territory. True, a perpetual stream of 'titles'
can be expected from established publishers, but the communities
created by multiplayer have given rise to an unexpected wellspring
of innovation.
The
phenomenon of Counterstrike is a significant milestone. Currently
the most popular multiplayer online game in the world (responsible
for hundreds of millions of Internet hours; there are likely 15,000
people playing as you read this), Counterstrike (www.counter-strike.net)
is actually a 'mod' (modified version) of an existing game called
Half-Life. Counterstrike was created by gamers in
their spare time and was made available as a free download on the
Internet, usable by those who owned Half-Life. This was
possible because Valve released Half-Life with open-source
code, thus creating one of the earliest and most active computer
game 'modding scenes'.
The release of development kits for new PC games is now standard
fare, allowing fans to take a title and run with it. Some modding,
involves remaking a 'parent game' into an almost wholly new vision,
but most is a simple value-adding process: the creation of new elements
- new maps, new models - that enhance a favourite game, making it
ever-changing, ever-developing, ever-growing. If a parent game proves
popular, mods will appear all over the web - most, interestingly,
created by high-school kids in their spare time - and some of these
are pretty good. This harkens back to the modding of role-playing
games such as Dungeons & Dragons - which itself became
a standard. Counterstrike has changed the concept of the
game as a product. It is more than a product: it is a standard,
a game, a set of development tools, and a vision for future games.
This 'open-system' nature of the PC game market contrasts with
the 'closed-system' reality of the consoles. Yet the console
market remains financially strong, owing to the greater proprietary
control Sega, Sony and Nintendo (and soon Microsoft) retain over
their game systems. It is difficult to mod a console game, but it
is also difficult to pirate one. The development of console titles
represents direct income for console manufacturers. The same obviously
cannot be said for PC games.
Yet the console manufacturers cannot entirely dismiss the power
of the open-system model to attract attention and amateur development
for a game system ('amateur' here having its classic connotation:
done for the love of it, rather than money). If a Counterstrike
can - completely out of the blue - become a new benchmark for the
entire game industry, can the console manufacturers afford to ignore
the innovative potential inherent in open-system gaming communities?
Development
costs for any given title are rising quickly.It can take a full
development team two years and one to four million dollars to produce
a class A-game title. This increases investor, publishers and developer
risk in taking chances on new visions, in the process possibly alienating
the brilliant new game 'artist' from the support they need.
Perhaps
this is why Microsoft recently announced two new programs to foster
this kind of creativity for its upcoming console: the Xbox Independent
Developer Program and the Xbox Incubator Program ( www.xbox.com/xbox/flash/story.asp?story=S11.htm
). These programs make support and free PC-based development
tools available to create an open-system-style game development
community for the closed-system of the Xbox - helping very small
developers advance their new ideas to the point they can approach
established publishers.
Another major trend in this industry is the slow movement of gaming
toward mainstream cultural acceptance. The most obvious indicator
of this is the rising age of the average gamer - no longer just
in their teens. Players are not putting away their console and
computer games after their teens, and many are now in their
late-twenties, thirties, even forties. Other symptoms of mainstream
acceptance abound. Game titles are becoming properties for film
projects (Dungeons & Dragons, for instance - which has
migrated from pen-and-paper to computer - will be released on the
silver screen this December). Players of Quake, Starcraft, Counterstrike,
and a growing list of other titles, can earn thousands of dollars
in prize money playing at a professional level (www.thecpl.com;
www.battletop.com).
Academic
experts in artificial intelligence (AI) are impressed with the advances
the game developers have made in AI, and are now working closely
with them. BAFTA (the 'British Academy Awards') now gives their
prestigious award to PC and console game titles, treating them as
works of art (http://www.bafta.org/bafta/5_ie/5_INTRO.htm;
http://www.interactive.org/iaa/index.html).
Whether or not they are art, it is clear that games are having
a massive effect on both the computer industry and mainstream pop
culture.
By
Tim Carter (Gamesmyther)TimC@theNRGGroup.com
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