Sunday, September 27, 2009

Amateur Games - Present and Future

As most people in my class would agree by now, starting on a thesis could be ranked as one of the most difficult things (in life) to accomplish.

For months now I have been ruminating on my topic, yet the nearer I get, the further I am to it. I suppose that this blog would serve as a platform to solidify my thoughts, to sort of ‘nail it in’.
Central to my thesis is the notion that websites are commodifying the content done by amateur indie game makers. I have attached a screenshot of
Kongregate, a popular flash based website for indie developers.



At the first glance, this website does look like any other – and you would be right, it does and perhaps that’s where the problem comes in.

We are used to thinking of ‘amateur’ made content as ‘alternative media’, free from the commercial imperatives, yet the truth of the matter is that such material is still continuously commodified online. There are several levels to this commodification:

  1. Content is commodified into attractions, luring the eyeballs of audiences. This derives advertising revenue (which Kongregate claims they share 25-50% with the amateurs).
  2. The eyeballs increase webvalue – Alexia ranks Kongregate in the top 1000 – a good sign for the company. This way of deriving value is the same as youtube and so forth.
  3. Competitions, tip jars, etc – allowing you to give money to the producers of the game
FYI: It may look like I am picking on Kongregate here. Sorry, not my intention. But it does rank as one of the more popular game sites – to its credit.

Now we move to the next issue – is there even an issue with commodification? Surely indie developers should be rewarded for their efforts?

Surely I agree with the above statement. But let me first lay out some of the central areas of discussion surrounding ‘amateur made content’:

I would use Habermas’s notion of steering media to anchor in as well. Unlike other media forms, steering media create imperatives for action through rewards and punishment. Because of these two forms of power, there is no need for the institution to legitimate its existence. Hence steering media orients people towards “power claims” rather than “validity claims”.

I recognize that the picture painted may be very bleak, and some may consider it a over-the-top hypothetical situation. I may need to reign in – Kongregate, to my knowledge, has not altered the amateur game-making scene quite so drastically, in fact it is, hitherto, I think, a positive influence on the community; drawing people to make games. Yet evidences of power can be seen, observe, for instance, the power its created genres have on the produced games. Or how “games” are highlighted over the essentially free labor of creators? Next, how many games are produced in a week, and how often does the front page change to reflect this? The effects are sublime, but it can point towards larger changes in values.

What do you think?

Posted by Ren at 7:50 PM

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