The thin measure of success

I’ve been thinking about some of the implications of my previous post about Screen Australia‘s All Media Fund and in doing so have clarified something that has been on my mind for quite some time.

In particular, this quote in the original piece from an unnamed executive has rattled around my head:

“Strong story-telling elements are found in AAA titles – like the recent LA Noire by Team Bondi – (but) the budgets for these projects are beyond what most independent games developers can expect to secure,” the source says.

“It’s no accident that Australia’s recent success has been on the iPhone platform – Flight Control and Fruit Ninja are examples, and there’s been a shift towards developing games for social media networks like Facebook.”

I’ve come across this thinking a lot and have started to wonder: are these our only measures of success – LA Noire or Flight Control? AAA or iPhone? I think we do ourselves a serious disservice when we put barriers up about what we can create before we even create it or when we fail to consider the other options that might work from a mechanical and storytelling perspective – options that might not have examples in Australia but which certainly exist as part of the wider worldwide gaming community. Just off the top of my head, what about Stacking or Sword and Sworcery or World of Goo (stretching it a little, but it certainly has a story) or Machinarium or Costume Quest or Limbo?

Not AAA, and not Flight Control either, but interesting and successful titles with a narrative bent. Would Screen Australia fund these? I don’t know, but they certainly won’t if nobody applies. To damn a project or an idea before it has even been born because it doesn’t fit into the thin measure of success of being either a mechanically driven iPhone game or a multimillion dollar title seems to me to be economic & creative folly.

And anyway, someone has already done Flight Control, Fruit Ninja, and LA Noire. Maybe there’s room for something that’s different.

Screenplay and Screen Australia

Over on the Age’s Screenplay blog, there are some comments from me about Screen Australia‘s new All Media Fund in a piece about how “Australian game developers may not be able to access critical government funding because of requirements for their games to have significant storytelling elements and cultural significance.”

I think the piece focuses a little too much on what are seen to be restrictions of the fund rather than on its possible opportunities for game developers as well as what it’s actually designed to support. I’d urge everyone interested to read the full guidelines which pretty explicitly outline what they’re looking for and to take a look at decisions from the old innovation program to see the types of project Screen Australia have traditionally funded – some of which are games, and many of which I’d expect would still be eligible under the new guidelines.

As my comments in the piece were mostly about the cultural question, I’ve put my full answers below to hopefully expand some aspects of the broader discussion. And in the interests of full disclosure: I’ve done assessments for Screen Australia in the past & have also worked on projects which have received funding through the old innovation program.

Read moreScreenplay and Screen Australia

Freeplay…

Well, Freeplay 2009 took place at the State Library over the weekend, and went really well.  We had over 50 speakers taking part in 26 sessions, and over 500 people through both our expo area in experimedia and our panel & workshop sessions in the conference centre.

in the run-up, I did a whole bunch of media related stuff that I figured I’d try to gather here.  For more information, including what other people thought of the event, images, and plans for future events head over to the Freeplay website.

Article on Jason Hill’s Screenplay blog

Interview on ABC 774

Byte into IT on RRR

Q&A on the Screenplay blog