Upcoming Events
Southwest Gaming Expo
11/20 - 11/22 @ Dallas, TX

Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

Global Game Jam
1/29 - 1/31  

More events...


Quick Stats
8040 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

  Intel sponsors gamedev.net search:   

Asian Game Developers Summit 2005, Day One


Talk 4 - Breakout Session: "Auteur Theory" for Interactive Storytelling
Sarah Fay Krom - Director at Ideaforia Pte. Ltd.

Sarah started her presentation with a background of the approaches to storytelling, namely the visual approach (which uses the left side of the brain) and the interactive approach (which uses the right side of the brain). She introduced us to e-fiction, Eisenstein and Japanese Ideograms in the introduction.

Games can be categorized into

  • Text adventure (Zork!)
  • Premise & cutscenes in-game (redefined by Half-Life 2)
  • Emergent narrative (story defined by player)

The objective in a game is clear: You have to WIN the game.

  • Story is thus: context & relationship - a chronology to events that has meaning
  • Conflicts need to be resolved
  • Story is context enriched by emotion

Auteur Theory:
Stage setting, principle vehicle by which a film's "meaning" is conveyed. The use of strong visual language.

Auteurs leave overriding fingerprints through their use of mise en scene, and a distinctive style that is developed over a series of films, a consistency in look, feel and behavior.

It encourages non-linear storytelling. This was fleshed out by Chris Crawford (Erasmatron, Façade), free from the traditional plot line which moves in a linear manner. Instead, a new concept emerged called Plot Pool, where the plot may take a variety of combinations within the pool. This creates relative differences in user/gamer experiences.

Sarah defined interactivity as "what we get to do" and interface as "how we get to do it." A few examples were given to show powerful usage of Auteur Theory in films: The Triplets of Belleville by Sylvain Chomet, The Neverhood by Dreamworks Interactive, Spirited Away by Hayao Miyazaki, and Tim Burton's The Nightmare Before Christmas.

The practical part of implementing this theory in games is seen in the need for developers to provide adequate authoring tools (systems) that would support such a design. There are two parts to this authoring tool/system, namely: Visualization (the creation of art, smart game objects & characters, etc.) and Behavior (which covers Artificial Intelligence and hardware considerations of the system). This Authoring Tools/System would interact with the User who is in the Runtime Environment.

The conclusion of the session was that an Auteur's "Story World" would necessitate the creation of a dynamic system. The end result would be stories that are created by the Auteur and the User together.

*Note: I spoke briefly with Sarah on the possibility of incorporating role-playing to minimize the technical/infrastructure requirement which forms the Behavior component within the Visualization needed in an Auteur Story World. She believes that there is a great opportunity that can be tapped from role-playing, and how closely the concept of role-playing fits with Auteur Theory.

Talk 5: Funding Game Companies - Business Roundtable
Josh Galloway - President of Dragonback Media Interactive; Brett Bibby - CEO of GameBrains Sdn. Bhd.; James Chong - Vice President of Business Building for Malaysia Debt Ventures Bhd.

This open discussion dealt with many issues pertaining to funding. The following are the main topics covered.

The main challenges in Malaysia & other ASEAN countries are:

  1. Staffing - there is a need to be local and not rely on foreign workers as duration commitment (how long the foreigner would be able to stay within your workforce) would be an issue. This becomes significant as you are trying to grow your own skill sets, which takes a long time.
  2. Lack of confidence in the company applying for funds. Companies need to focus on building investors' trust in them. GameBrains do this by focusing on building a professional game development team (e.g. ensuring that they start work at 7:30 AM, and that they are able to deal with their foreign counterparts by taking into consideration the time differences). They go one step further by providing webcam view of their office, in order to let people "see" how real things are within the office (an open concept).
  3. Cost is not a big enough problem for foreign publishers to consider outsourcing their work to locals. We need to understand that more often than not, the budget for a particular project has already been approved and there is no incentive for them to come all the way to Asia to make the project. Thus, local companies must go out of their way to lure and give these foreign companies a reason to invest in local resources. Cost saving should not be the only point to persuade them.
  4. The need to address the lack of skill sets, as there are not enough experienced people in Malaysia that are able to handle next-generation console gaming on the Xbox360 and PS3. There is also clearly a problem in local project management. The way to address this is to get a foreign project manager to oversee the project till its completion.

In Malaysia

Malaysia provides plenty of incentives for game companies to be set up here. For example, under the Multimedia Super Corridor Scheme, companies are given 10 years tax exemption, and also they may qualify for MSC's Grant Scheme which essentially reimburses 70 cents per dollar spent. This has enabled GameBrains to purchase their development kits that would have been impossible to be financed without the grant.

In getting funding, a game developer should firstly concentrate on "educating" the potential investors. This is important as most investors do not know much about the gaming industry. Be comprehensive by providing lots of information. The next step is to provide "risk assessments." Be thorough on this, as investors need to know the type of risk that they will be facing. GameBrains' proposal involved a 450-page document. Ensure that the proposal is done internally and not through consultants, as your employees are the one who will need to provide the explanations to the investors. Always relate yourself to the investors to cover all potential areas of concern.

The best learning method for staff is on-the-job training. The common gripes with local workers are their lack of actually knowing algorithms. Most are only equipped with an academic knowledge of programming languages that is good only on paper. Good skills are only detected through practical tests.

Malaysian Debt Ventures (MDV) has yet to finance a game developer. The reason is because they are a bank, which is set up to address the needs within the Information Communication Technology (ICT) sector in Malaysia. Therefore, they do not provide risk capital like Venture Capitalists. Previously, game developers could only receive funding from banks through guarantors. The main source of funding comes through grants, angel investors and venture capitalists.

MDV will only provide funding after the game development company has secured a contract with a publisher. They will involve themselves based upon the publisher's contract with the game developer. What they offer to publishers is the benefit of not having to provide advances to the game developer until after the game has gone retail. This could be up to 6 months after the game has gone retail. Instead, MDV will provide the advance to the game developers. In this way, the publisher will need fulfill its contract after that period, reducing their cash flow risk.

According to James Chong, MDV seeks to address two main concerns within the Malaysian game development industry:

  • Getting the best people/skill sets;
  • Promoting and getting recognition from foreign publishers.

He believes that the local developers are, at the moment, concentrating on the former concern. For MDV, they are starting with the latter. Currently, they are getting in the midst of getting a foreign top-class publisher to set up a division locally, which would attract and create a name in Malaysia. This will be announced in January 2006.

The issue of the gap between getting the initial seed money and getting the publisher's contract was raised. The panel agreed that there is a gap there as the seed money will not last indefinitely, and the publisher's contract is not easily attainable. A viable funding mechanism is needed to breach the gap. This is solved, for the moment, through the incubator projects/setup that is provided by Malaysian Development Corporation (MDC). These incubators are places where offices are provided, along with basic equipment, to get the prototype and necessary components up and running which would help in securing a publisher's contract.

Similarly, GameBrains is also offering guidance and help to setup incubators of their own. This is seen in their advertisement distributed within the summit, which indicated their desire to work with other contractors on projects. Collaborative effort is needed to grow the local scene.

The speakers concluded the session with the following points:

  1. We (most ASEAN countries) have already arrived in terms of having a good current team and facilities. However, we must not overlook the need to look forward and identify the future workers. Education is thus essential to ensure that graduates are properly equipped with skill sets that are needed.
  2. The education syllabus needs to conform to the market needs and not merely be academic in focus.
  3. Financing is still a delicate issue for most developers, especially in getting a publisher's contract.
  4. The public needs to realize the game industry is a "real" industry. There should not be any apprehension of its potential and future.
  5. Business and project management skills must be properly cultivated in all game development companies.

The session ended at 5:15 PM, where the attendees were invited to join in the drinks that were on GameBrains and dinner at a nearby hotel. I was pooped and went home right after the last talk.





Contents
  Page 1
  Page 2

  Printable version
  Discuss this article

The Series
  Day One
  Day Two