Games Industry Needs to Expand and Grow Up

This isn’t new to anybody who’s followed the games industry but the conversation always seems to be the same: change is needed but nobody knows how to make that happen. Essentially, the game industry needs more depth to it in regards to a greater variety of stories and some culture change.

At Gamasutra they have David Cage’s list of nine things the industry needs to change. I really like this list, with some of his suggestions standing out more than others, for example I totally agree with his take on meaning:

3: The importance of meaning. “When you think about it, you realize many games have absolutely nothing to say!” says Cage. “There’s nothing against that, but that’s a toy. Can we create games that have something to say? That have meaning?”

To do this, we need to let authors come in, he says. “Games today, most of the time — not all, but most — are written by programmers and graphic artists and the marketing team. We need to have authors really at the heart of the project.”

In addition, we should use all real-world themes. Most games take place in a world we can never enter, but Cage says we should focus more on human relationships. “We need to put games at the center of our society, the center of our life. Games can do that in a very unique way.”

I think another importance aspect of getting games to grow up is having more people to make games. This is why I think things like Ladies Learning Code, easy game making software, and every game jam out there.

Check out my page of game creation software for some tools to get you started on making your game.



February 14th, 2013 by Adam

Obligatory End of Year Post for 2012

It seems at the end of year every website needs to do some sort of post about a list of things that are related to said site. I’m not going to do that as other people already have. Instead, I present to you an incomplete collection of some year in review lists and whatnot:

The 5 most significant video game controversies in 2012

Was 2012 a Good Year For Women in Gaming?

The 5 events that shook the video game industry in 2012

The Best PC Mods of 2012

The 50 games that defined 2012

25 Best Indie Games of the Year from Complex Gaming.

If I come across other year in review posts that are worth mentioning, I’ll just add to this post.



December 17th, 2012 by Adam

ESA Essential Facts 2011

The Entertainment Software Association (ESA) of Canada has released their Essential Facts booklet for 2011 and in it are some gems on the Canadian gaming industry.

From ESA Essential Facts 2011

Did you know that there are about 16,000 Canadians directly employed by video game companies in Canada?

In Ontario alone the industry spent $238 million and the ESA is expecting a 21% growth of the industry!

Ontario has more companies than Quebec and is seeing more rapid growth rates. This is likely a function of the smaller average size of Ontario video game companies, as entrepreneurial companies tend to exhibit faster growth than more established companies
» Ontario’s industry is less centred on traditional console games, though they still command a slight majority share of the resources

Essential Facts 2011 PDF link



October 21st, 2011 by Adam

digifest Toronto Oct. 26-30


The first annual Digifest is happening in Toronto at the end of the month and it’s shaping up to be a nifty event. The festival aims to encompass a wide spread of the interactive digital scene and is well timed to match up with other events (X-summit and Art, Science, and the Brain) happening in the city.

From the Digifest website:

Digifest is Toronto’s international festival celebrating innovation and digital creativity. From October 26-30, we will be bringing together some of the world’s best and brightest to showcase next generation digital art & design. Established and emerging designers, technologists and artists will come together during Digifest for presentations, incredible demos, interactive exhibitions and parties.

Looks like the end of October is filled with digital, interactive, and gaming conferences!



October 8th, 2011 by Adam

Getting into the Game Industry

Getting into any industry requires a skill-set applicable to the job you want at the very least. When it comes to creative industries things get complicated though, it’s not just get the skill get the job; sometimes you may not have a skill but land the job for other reasons. This makes giving advice (and getting it) hard to do in the games industry.

One thing that keeps getting mentioned by people I talk to who work in the world of gaming have done so by making games. It sounds obvious but it cannot be overstated how important actually making a game is. Go make a board game, a quick and dirty flash game, make a live-action game.

A finished (or almost finished) game shows that can you can convince of an idea and make it happen, and hopefully make it fun.

Now go make a game!

You probably aren’t making a game right now. Lucky for you since Brenda Brathwaite and Ian Schreiber have gotten into the games industry and they have shared their advice in book form, here’s an excerpt:

Question: Lots of stuff I learn in school seems like it has nothing to do with actually making games for a living. What classes did you take that were the most useful on the job?

Ian: In other words, you want to know what you should pay attention to, and which classes you can safely ignore or sleep through. If you are just taking classes to get a piece of paper, or if you are the kind of person who tries to do just the bare minimum to get by, you will probably not enjoy working in the game industry. It’s an industry where you are expected to be passionate and go above and beyond the minimum on a regular basis, so this would be a good time to consider a career change.
But that’s not what you want to hear. You want to know, with so many subjects competing for your attention, where do you put the effort so that your time is used the most effectively?
First, whatever your major is, concentrate on the core classes that form the major requirements (art classes for artists, computer science classes for programmers, and so on). This is your primary competency, so you want to be competent. That much is obvious.
Second, pay attention to the classes that are relevant to other fields of game development. If you’re a programmer, take art and design and audio and production classes if you can find them, for example. This gives you an appreciation for the work that your teammates do, lets you speak and be understood even across departmental lines, and lets you do your own job in a way that makes things easier and more efficient for the rest of your team.
Third, pay attention to your electives that seem like they have nothing to do with game development. Sometimes they are shockingly relevant if you just look at it the right way; a class in World History might seem useless until you find yourself working on a historically-based game, for example, at which point that history class suddenly becomes the thing that gets you hired. The more random little tidbits there are about you, the better your chances of accidentally falling into the perfect position.

Read the rest at Game Career Guide.



August 30th, 2011 by Adam
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