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Autistic. Trans. Lesbian. The Triple Threat.


kuraine
@kuraine

The first time I had to file taxes, I was faced with what I thought would be a pretty straight-forward question. What industry did I work in? Well, one of the options in the drop-down TurboTax gave me was 'Gaming'. Yep, I thought. I work as a certification tester for Nintendo of America, that's my industry. I did a little more digging, however, before realizing that they were referring to what was commonly known of as the Gaming Industry in the years far before the Nintendo Entertainment System hit shelves: casinos and gambling.

In the years since, I've come to understand the blanket term for my industry would be the Entertainment Industry. We collaboratively work towards creating something that is, ultimately, entertaining. Because if gaming is gambling, then entertainment is storytelling. So why do we conflate the two?

I read John Riccitiello's interview talking about the recent and bizarre merger between Unity and malware distributor ironSource and was struck by the language used. Compulsion loop. Attrition rate. These are all terms I've heard before, especially working on a AAA MMO (in my case, Guild Wars 2). Monetization, when you're creating an essentially Forever Game (live game, service game, etc.), is the lifeblood of the game. But it also is what fuels what Riccitiello's talking about here: mobile game development. That's what Unity's all about lately, because that's where the money is. It's also something you can use to define developing a better slot machine. But we're digging into some very specific holes in conflating these worlds.

Regardless of the specific challenges and budgets required in making games, corporation-backed companies are in love with the idea of infinite money generators. And what better vehicle to create these things than a compelling video game? We loop through, we gain prizes, to enable us to loop through, to gain prizes. It's the same drive that keeps addicts returning to a casino. It's the odds stacking in their favor until they're ready to dive into the prize bucket and get a cement floor instead. Developers are entering into a world they think they know but are seeing that cement floor. Gacha games hit their marks on content-centric fandoms, create designs that spawn art, fiction, devotion. They draw in new crowds to insert money into the machine and hope that the concept of ownership stays compelling and fresh.

Every so often I have to force myself to take a step back and wonder at what my industry is. What am I creating content for? Where is my music going? It's something that becomes increasingly important because ultimately we've become lost in a blurring of definition. What Gaming Industry are we a part of?

I look at the state of arcades. Where once you could walk into a dark room full of machines willing to absorb your quarters for an experience and a score. There wasn't really much to gain except bragging rights, a leaderboard, fun. Entertainment. That's still there, to some degree. But the overgrowth of reward, earning, ownership, is a greater force today. Play a carnival game, get tickets. Exchange tickets for prizes. Gamble your skill. Get tangible rewards. Get something in exchange for your perception of skill, or luck.

Tech heads want to believe in ownership being the future of games. If you play, you earn. If you earn, you own. If you own, you are superior. The experience doesn't matter. The entertainment doesn't matter. Owning matters. Property matters. Who is doing the playing? Who is being entertained? Doesn't matter. Own things. Take a risk. Get a payout.

What industry are we a part of?

I like telling stories. I think a lot about how I had the choice to pursue writing, or animation, or some form of storytelling other than video games. Would I have been happier there? Are we better off telling our stories in a static medium? Maybe. With the direction corporations want to take this industry, maybe static is the better direction. But I do still think games are worth pursuing. I think there's experiences left to engage in that are only possible because of interaction. Is it a naive pursuit? We'll see, I guess.


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in reply to @kuraine's post:

I forget where I read this, but someone described the Lifetime Value (LTV) phenomenon of games and how the mobile market is now driven by ways of purchasing acquisition of users, likening it to an industry that has players as financialized assets that are moved through revenue-generating machines. For markets where you are driven by cost-of-acquisition vs. LTV that feels painfully accurate and depressing.

hi i work in the aforementioned “Gaming” industry and i just feel awful about it at all times.

my coworker who was acting manager while my actual manager was off on paternity leave asked me “do you feel proud of what you do” and i could not answer yes. there’s a serious moral weight to it that i don’t think i’ll ever be able to reconcile.

ooooooof yeah that is really rough im sorry. it was definitely something that weighed on me a lot even when i was just working on a f2p mmo, let alone something that is very explicitly straight-forward in its goals

You know, it's always weird to walk into the arcade and be surrounded by all those ticket redemption games. It's no secret that in America, the idea of arcade amusement as purely entertainment has been long dead, and it's a thing bleeding over worldwide too. Unfortunately, the reality of it has been that arcades have been at their most profitable when they're playing to the exploitative design of "games".

The anecdotes I've heard about the japanese games they keep in US R1s is...immensely bleak. They account for barely 1% of the revenue they make, and there's been a de-emphasis on skill games in favor of ticket redemptions and luck-oriented crane games across all their arcades - even the ones in their homeland. There's no telling how long will be left before things like rhythm games (at least, the ones that aren't DDR) aren't worth keeping around to them - after that, it's hard to call these arcade chains as anything but all-ages casinos without the intense regulation. (honestly, a part of me likes to think those are what keeps places like R1 and D&B from being solely seen as such).

Honestly, video games as a whole have a history with this whole dilemma - the dilemma of breaking away from the notion that games = gambling and instead that games = entertainment. The fact that there is starting to be a issue with distinguishing "games" and games is absolutely fucking nightmarish. Our pursuit is not naive in a sense - it's the only way to save games as we know and love it

I think about this a lot as someone who's been in AAA most of my career. Something I came to accept at one point was how unlikely it would be I would work on something that really touched me in the ways the games I loved have. So much of it has become a moral compromise - the financial comfort I struggled so long to achieve versus working on products I considered morally corrupt. It's still a struggle even after I've moved on to different things. I haven't really come to terms with what it means for me, but I don't know if I would have been any happier making any other decisions.

it's a really tough space to be in especially in a financial stability way... like i'm extremely glad i've managed to carve out a hole in indie games that pays my bills well & affords me the chance to make the kinds of games i love, but it very much is not the most common way people can approach being in the industry

It really puts a sour taste in my mouth, and I do often wonder where I will end up in the future due to the current trends, and video games becoming really mainstream. It got to a point where I had to state to my leads that I am not willing to work on any projects that promote gambling or NFT's - but will I really have a choice?

Generally speaking, having a steady job in this economy is really important to me, since I'm not just supporting myself. And coming from a poor family I don't really have any kind of financial fallback. At the same time I don't want my work to support any of those practices.

I got into the video game industry because I love video games. I love the experience, I love the art, I love the music - the whole package is something unique and deeply personal. The technology behind them also always fascinated me. There is no better feeling than watching people play a game you helped make or made and having genuine fun with it. That is what I want to do, that is what I want to make - not glorified gambling simulators that use games as a delivery method, or facilitate NFT scams.

I think that creative fulfillment and taking pride in what you work in is really important. I've seen a lot of my coworkers burn out and quit due to the lack thereof.

I do understand that in the end, a video game is a product as much as it is a work of art, and it needs to generate enough revenue to support its own development - but I don't like, or support, the way the AAA industry currently is - And I don't like where its trying to go.

I need to find the time and energy to work on my own projects more, otherwise I feel like I might end up hating the very thing I love doing the most.