MCV936 June 2018

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a viable and exciting option,” says Dave Ranyard, who spent 11 years at Sony before launching Dream Reality Interactive in 2016. “The next wave of triple-A will come from indies, possibly backed by major publishers, but finance can come from many sources now: just look at film financing.” Sharkmob’s Hultberg also sees similarities with the film industry: “I think [these new indie studios] combine the best from both worlds – combining elements of triple-A production values and practices with indie creativity and risk-taking. It is a move similar to what the movie industry in Hollywood went through years ago when there was a paradigm shift from the huge studios to the smaller, more flexible, production companies.” The comparison with films doesn’t stop here, with the democratisation of tools also being instrumental in the emergence of these new studios led by industry veterans: they don’t need to work at triple-A studios anymore to have access to the best game engines. “I looked at the film industry pre and post-WW2,” Ranyard continues. “Originally, the big studios made all the film and contracted the talent, but post-war, the tools for film-making were democratised, making it possible for smaller creative companies to develop ideas and then look for funding from the studios. I see a similar pattern in games, with the ubiquity of tools like Unity and Unreal.” Ordinal Games’ Pasley agrees that the market is now mature enough to support the emergence of more indie productions: “I think if there is a shift to indie development it’s because of two possible things: creative people want to stretch out in ways established companies have a hard time justifying and the indie economy can now support it.”

Pictured above, from top: Dream Reality Interactive’s Dave Ranyard, PlayMagic’s Jim Brown, Maze Theory’s Marcus Moresby and Sharkmob’s Martin Hultberg

STORY-POWERED This shift is also a genre one, with the great majority of these new studios having been vocal about wanting to develop narrative-focused titles. “Narrative games are the only fertile ground for new IPs at the moment,” Ranyard says. “I have talked with many publishers and many have done the same research, with the same conclusions… Narrative games are a huge opportunity for new IP to flourish. Indies have the experience and the agility to make great stories – how many great stories have been written by a committee of executives?” Marcus Moresby, VR director at Maze Theory (founded by veterans from Sony and Activision) is in agreement: “Over the past few years I’ve spent a lot of my time playing games from the indie world: Firewatch, What Remains of Edith Finch, Gone Home and Dear Esther to name a few. As a massive fan of

narrative experiences that have a strong emotional hook, I think the shift to indie productions could be rooted in developer fatigue of triple-A polish and constantly redressing the same well-trodden game mechanics. I believe they appeal to a wider audience who are perhaps put off by the heavy action titles or seemingly complicated control schemes.” Interior Night’s Marchal shows nothing but respect for triple-A games, saying she enjoys playing them once in a while “the same way [she] enjoys superhero movies from time to time” and adding she “knows how much sweat and blood goes into to this level of perfection,” mentioning God of War as a prime example of what triple-A has to offer. However, she agrees that the greater ease of access of indie narrative games is what makes them appealing. “Narrative games tend to be more accessible as they focus more on story than skills. They have the potential to appeal to a broad audience as stories are universal,” she says. “It’s a blossoming genre with several successful new IPs every year – something other game genres struggle with – and recent interesting experiences trying to bring together TV/film and games. I think this convergence is fascinating and will lead to the creation of a new medium/format in the next few years.” Narrative games have also not reached their full potential yet, meaning it’s still a relatively unexplored part of the market that is well worth exploring, Pasley continues: “It’s time to double down on narrative because it’s a gaming niche that is currently not as fulfilled as it could be. And now a few companies have shown that these are viable market mechanics – that I am not alone

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