Death of video games and the renaissance of "play"
Cyril has an interesting post about the "death of video-games". IMO video games creativity is not dead. What is dead is the video game development model which suck and is so publisher-driven that it kills innovation. Garage studios are no longer viable, in-house studios are following the headquarters order and cut innovation; and even when it comes to outsourcing, there is nothing good out of it. Of course there are still some good and innovative studios (blizzard) but they're less and less. I think Water Cooler also addresses that issue. To me, what is interesting is that the most important innovation with regards to video games are
- not games but rather platforms, environment to do something together: I am thinking about WoW (even though has of course a RPG component) or Habbo Hotel (or even Flickr which started as a game platform).
- not classical platforms such as consoles but rather on the Web, which is the most open innovation platform for developing things.
- not game content but DYI game platforms (DYI MMORPG or at least 3D environment tools), artifacts (like game controllers as for the Nintendo Wii or the Sony augmented reality card game), machinimas or tools like Xfire (a very relevant tool to when your friends are online, what game they're playing, and what server they're on, join in on their games with one click and see what the friends of your friends are playing).
And this is interesting because video/computer games are now starting not only a tiny platforms but they're is now an ecology of artifacts connected to them which eventually are targeted at engaging people in playful activities such as developing DYI games, creating or watching machinimas, playing games with tangible interactions...
Why do I blog this? I am interested in foresight issues related to this sort of activities and how games is evolving from a very precise activity to a culture with fuzzier boundaries.