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- Serious Games - Fundamentals and
Function before Fluff - Part
4
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- June 16,
2009
- By Eric M. Scharf
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Establishing the Future
While there continue to be an increasing number of impressive game
development achievements in narrative story, visuals, technology,
gameplay mechanics, and user interface, the games industry has yet
to (willingly) bridge the gap between $40-$60 entertainment software products
(that last a 4-8 hour day-trip) and serious games products that can
last as long as there are people and organizations that require
refresher training (or intense, first-time exposure) for very important tasks, jobs, and events.
The entertainment software sector has developed (and will continue
to deliver) wonderful
technologies and production techniques which combine to support
a dwindling number of truly original IP's. The serious games sector
has a veritable cornucopia of original, real world ideas that are
ripe for immediate production but to any reasonable industry
analyst lack the (interested) development personnel,
(teachable) techniques, and (industry-standard) tools that saturate the entertainment sector.
One sector lacks what the other sector needs and vice versa. The
logical solution brings these two regions together towards a
mutually beneficial partnership of generating an entirely new wave
of original IP imaginatively-yet-accurately feeding off real world content,
creating training and employment opportunities for an incredible
number of people who are ready for a fresh start, who seek to
enhance their current skills, or who urgently require safe passage
away from an eroding industry in todays local and global
economies.
While this potential business relationship hinges on the
willing engagement of these two parties, the real end effector
resides within the individual game developers whose general
preference understandably is to develop something electrically-entertaining,
often otherworldly, and
cataclysmically cool, rather than potentially transforming the
mundane training methods for millions into newly energized
engagements. Many game developers to be
fair spend every waking hour building what is meaningful to them,
and when you get that kind of opportunity, you want to hold onto it
for dear life. The mission for those developers truly brave enough to
accept it is to acknowledge that serious games can be just as
impactful and memorable.
Game developers could also be pouring the same
quality and development effort into elegant and well-balanced
training simulations that will simply be life-altering (as opposed
to life-escaping) to a much
larger audience on a much broader scale than many of their previous
efforts have reached. And in todays world we are seeing more
often than not that the needs of the many outweigh the needs of the
few or the one. Mr. Spock from Star Trek.
I have been around the block a few times, developing a wide variety
of entertainment and serious games products. After almost 19 years
in the games industry, beautiful-yet-meaningful products are both
achievable by developers and attainable by fully-funded clients.
There is also plenty of room in the games industry for products that
place fundamentals and function before fluff but not in
the complete absence of it.
You can make a status quo attempt to create more
value within your day-trip game product by leveraging it across
multiple hardware platforms, and (rather than one or the other) you can develop your product to provide
(far) more
value and have a much greater long-term effect on the user from the
very beginning. Serious games are a primed-and-ready vehicle for
giving everyone associated with game development (clients,
developers, and users) what they need and want. I am ready to drive.
How about you?
If you are a serious client in need
of a serious developer capable of transforming your serious concepts
into serious games, utilizing some of the most experienced talent
and refined techniques from any sector of game development, I
encourage you to
contact me to begin planning your
latest products in earnest.
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