A VIEW FROM BRITAIN'S
GAMES INDUSTRY
Copyright 2001 www.tombraiderchronicles.com
[ November 14th 2001 ]
Though
it seems a long time ago now, the computer games
industry used to seem like a bit of a joke. But
it has crept up behind us to become very big business
indeed. And the UK is in the front row of it,
both as producer and consumer.
With
sales of $2.2 billion last year, it is the world's
third largest market for computer games, behind
the U.S. ($6.5 billion) and Japan ($5.6 billion)
but ahead of France ($1.04 billion). When it comes
to per capita consumption of video games, Britain
($39) is second only to Japan ($44) and well ahead
of the U.S. ($24).
However,
we don't only play these games hour after hour
- we also invent and produce them. Indeed, Britain
is one of the most influential game producers
when it comes to innovation, according to Dr Jim
TerKeurst. TerKeurst is the research and business
development manager of the International Centre
for Computer Games and Virtual Entertainment,
or IC-CAVE for short. Icy Cave? Sounds like yet
another computer game.
Nonetheless,
IC-CAVE is a serious research centre, attached
to Scotland's University of Abertay Dundee. Five
years ago, the university launched the country's
first post-graduate course in computer games technology,
and added an undergraduate degree course a couple
of years later. The courses are attended by 300
students, and the university gets 10 applications
for each available place. Those who make it can
study the Japanese language as part of the curriculum,
and 150 of them do.
IC-CAVE
started by testing game prototypes for the industry
and is now developing open code software for network
gaming (so remote players can play each other
online from any kind of computer). It is also
working on mysterious things like mixed reality
environments, mixed world gaming, 3D glasses and
information displays, and different types of game
engines.
One
of its projects involves biological and evolutionary
models for artificial intelligence, which will
allow the game to analyse and adapt to your character
as you go along. Discoveries in this fantasy environment
may be useful back in the world of medicine and
real life.
The UK
industry has scored some notable hits, such as
Tomb Raider (whose heroine, Lara Croft, has gone
on to star in at least one Hollywood movie), Grand
Auto Theft and Lemmings. The computer game version
of the British TV show, Who Wants to be a Millionaire,
sold one million copies faster than any other
game in history.
But,
as TerKeurst points out, in an industry driven
by content, the worst thing would be for it to
become dull. Existing games genres - shoot-em-ups,
quests, sports - are becoming exhausted, and there
is much effort to find new ones. Here's where
British innovation could count.
TerKeurst
is in Japan right now, leading a team of games
boffins - programmers, artists, musicians and
producers - on a mission with a difference. Instead
of wanting to drum up trade, it wants to learn
from Japanese game developers.
The Japanese
industry - bigger than Hollywood, according to
TerKeurst - differs from ours in structure, culture
and influences. Their games tend to be story-driven,
skills-based and strong on role play. Western
games are more likely to be events-driven and
competitive. Japanese children exhibit less stress
when playing against a friend than when playing
against a computer.
It's
said that this is because they don't wish to humiliate
their friends by beating them. Western children
are altogether more competitive. So that'll be
something to bring back home. But will it sell?
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