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Wrong aspects in the game industry, and possible solutions
Folks, thank you very much for your feedback regarding my text.
I didn´t made it just for flaming sake, but for getting answers from gamers and developers to learn how to develop quality games with much less budget than an Ubisoft, an Activision or a Valve from next door. I would like to see a new CD Projekt Red here in my country, Brazil, or another Third World country, and I want to find out the best way to make it easier for a such a company to come into being.
I think that the most efficient way to achieve this would be not to try to compete directly in what the Americans, Canadians and French are better or simply have more money to do, but with a company that makes games that, even though not having the technical capacity that they have, be artistically beautiful, and at the same time also laid-back. For me, this company could find it´s place in the world by making games that are technically simpler, but at the same time have a solid gameplay, pedagogical significance and a well-constructed storyline.
I do not believe, and in fact I not even want, that this hypothetical company should be able to compete face to face with the ones from OECD countries, but it could compete in some marginal markets in which they are weaker.
I didn´t made it just for flaming sake, but for getting answers from gamers and developers to learn how to develop quality games with much less budget than an Ubisoft, an Activision or a Valve from next door. I would like to see a new CD Projekt Red here in my country, Brazil, or another Third World country, and I want to find out the best way to make it easier for a such a company to come into being.
I think that the most efficient way to achieve this would be not to try to compete directly in what the Americans, Canadians and French are better or simply have more money to do, but with a company that makes games that, even though not having the technical capacity that they have, be artistically beautiful, and at the same time also laid-back. For me, this company could find it´s place in the world by making games that are technically simpler, but at the same time have a solid gameplay, pedagogical significance and a well-constructed storyline.
I do not believe, and in fact I not even want, that this hypothetical company should be able to compete face to face with the ones from OECD countries, but it could compete in some marginal markets in which they are weaker.
Wrong aspects in the game industry, and possible solutions
THE BAD ASPECTS
1.Violence and action for the sake of action
The fact t that do exist more games involving violence, conflict and destruction, than compromise, negotiation and building, did help on making society intellectually militarized. This conflict mentality did lead to making the social networks in battlefield, taken by rival gangs which fight for turf in a way that mirrors the offline gangs behavior.
2. Excessive immersiveness
Games, both online and open world offline ones, evolved to offering growingly more complex and detailed game worlds, filled with secondary missions and parallel minigames that went to take more and more time from the players. This excessive time spent in the virtual world makes gamers stray from the real world, leading to a psychological addiction similar to the alcohol and drugs ones, and in some cases even more damaging.
3. Lack of trust in the gamers
Politics of DRM and intellectual property protection treats the gamers and potential delinquents, and not like someone who just wants to have fun with the products paying a just price for then, and using their code to create new things.
4 Psychological suffering by the gaming professionals
Many companies forces their employees to work many hours after their expected shifts, causing physical and mental damage to them. Games are made for being fun: they also should be fun for the people who work in their development and distribution.
5. Monopolist and concentrating production logic:
The way the industry works perpetuates subordination relationships between developed countries and regions where the game production units are located, and those who consume them. The former concentrate the means of development in a way that ends up generating a vicious circle where the latter are much less likely to be able to compete in a competitive manner, with products from dominant countries and regions controlling almost the entire market.
6. Encouraging of hate groups:
The gamer world is known to be a stronghold of several problematic groups, such as incels, MRAs, white supremacists, and other hate groups. Effective measures are not taken to keep these groups under control.
POSSIBLE SOLUTIONS
1. Don't reward violence:
Creating games where avoiding violence is rewarded, and using force for no reason is punished or at least strongly discouraged.
2. Avoid excessive immersiveness:
Create games whose mini-games and side missions do not divert the player too far from the main mission. Limit immersiveness to well-defined pedagogical and plot-building purposes.
3. Trust the integrity of people:
Create open source games, with great possibilities for customization by players who want to create new experiences. Make the DRM policy more flexible when it does not completely end it.
4. Change work practices:
Adoption of fair and humane work practices by the industry. Avoid glorifying workaholic behavior and encourage employees to seek to live and work in the healthiest way possible.
5. Balancing the game:
Create games that can run on older, less powerful computers, so people get used to technically simple, but well-made games. This will allow poorer people to have access to games of the same quality as the most favored, thus allowing more countries and regions to become game producers.
6. Making games hateful for those who hate others:
Stop creating games that encourage machismo, racism, homophobia and other forms of prejudice. The more humanist and inclusive games that are produced, the less reason the extremists will find to identify with them. ''
1.Violence and action for the sake of action
The fact t that do exist more games involving violence, conflict and destruction, than compromise, negotiation and building, did help on making society intellectually militarized. This conflict mentality did lead to making the social networks in battlefield, taken by rival gangs which fight for turf in a way that mirrors the offline gangs behavior.
2. Excessive immersiveness
Games, both online and open world offline ones, evolved to offering growingly more complex and detailed game worlds, filled with secondary missions and parallel minigames that went to take more and more time from the players. This excessive time spent in the virtual world makes gamers stray from the real world, leading to a psychological addiction similar to the alcohol and drugs ones, and in some cases even more damaging.
3. Lack of trust in the gamers
Politics of DRM and intellectual property protection treats the gamers and potential delinquents, and not like someone who just wants to have fun with the products paying a just price for then, and using their code to create new things.
4 Psychological suffering by the gaming professionals
Many companies forces their employees to work many hours after their expected shifts, causing physical and mental damage to them. Games are made for being fun: they also should be fun for the people who work in their development and distribution.
5. Monopolist and concentrating production logic:
The way the industry works perpetuates subordination relationships between developed countries and regions where the game production units are located, and those who consume them. The former concentrate the means of development in a way that ends up generating a vicious circle where the latter are much less likely to be able to compete in a competitive manner, with products from dominant countries and regions controlling almost the entire market.
6. Encouraging of hate groups:
The gamer world is known to be a stronghold of several problematic groups, such as incels, MRAs, white supremacists, and other hate groups. Effective measures are not taken to keep these groups under control.
POSSIBLE SOLUTIONS
1. Don't reward violence:
Creating games where avoiding violence is rewarded, and using force for no reason is punished or at least strongly discouraged.
2. Avoid excessive immersiveness:
Create games whose mini-games and side missions do not divert the player too far from the main mission. Limit immersiveness to well-defined pedagogical and plot-building purposes.
3. Trust the integrity of people:
Create open source games, with great possibilities for customization by players who want to create new experiences. Make the DRM policy more flexible when it does not completely end it.
4. Change work practices:
Adoption of fair and humane work practices by the industry. Avoid glorifying workaholic behavior and encourage employees to seek to live and work in the healthiest way possible.
5. Balancing the game:
Create games that can run on older, less powerful computers, so people get used to technically simple, but well-made games. This will allow poorer people to have access to games of the same quality as the most favored, thus allowing more countries and regions to become game producers.
6. Making games hateful for those who hate others:
Stop creating games that encourage machismo, racism, homophobia and other forms of prejudice. The more humanist and inclusive games that are produced, the less reason the extremists will find to identify with them. ''













