Reevaluating the Games Industry: A Decade of Reflection
The games industry is known for its fast-paced nature, with a constant focus on what's next, often leaving the past to gather dust. However, reflecting on the industry's history can provide valuable insights and perspectives. Ten years ago, Trip Hawkins, founder of Electronic Arts and 3DO, posed a thought-provoking question at the DICE Summit: 'Do you ever feel like what we're really doing is too much like pornography?' Although his inquiry was likely intended to grab attention, it sparked a discussion about the industry's impact on society. Hawkins suggested that the industry's undercurrent of negativity stems from the public's perception of games as a social ill. He argued that games have become an all-consuming force, dominating the attention of digital natives and potentially causing a range of problems. Instead of exploring this idea further, Hawkins diverted into a discussion about the need for a scientific approach to game development. He also touched on the notion that games like Candy Crush can be seen as 'kind of pornographic,' although the reasoning behind this statement is unclear. The main point of Hawkins' presentation was that the industry is perceived as a social ill due to the obsessive nature of gaming, which he believed has led to a decline in learning and social skills among children. To address this issue, Hawkins proposed the creation of educational games that teach emotional intelligence and promote positive relationships. His company, If You Can, aimed to develop games that meet government curriculum standards and provide a solution to the perceived problems caused by the games industry. However, the company's approach and Hawkins' comments have been criticized for oversimplifying complex issues and perpetuating sexist stereotypes. The idea of using games as a panacea for the problems in the educational system is not new and has been attempted by other industry figures, such as Nolan Bushnell, who founded Brainrush in 2010. Bushnell's company aimed to create a game engine for learning, but its claims of being able to teach subjects ten times faster have been met with skepticism. The games industry has a history of making bold claims and promises, often without delivering on them. The story of Flappy Bird, a breakout mobile hit from 2014, serves as a reminder that even the most unexpected successes can have a significant impact on the industry. Meanwhile, the closure of Irrational Games and the layoffs of its staff marked a significant shift in the industry's landscape. The year 2014 also saw the unveiling of new approaches to free-to-play games, with Nintendo's Rusty's Real Deal Baseball offering a unique take on the model. As the industry continues to evolve, it is essential to reflect on the past and consider the implications of the decisions made by its key figures. By examining the successes and failures of the past, we can gain a deeper understanding of the industry's current state and work towards creating a more positive and inclusive environment for gamers and developers alike.