November 1, 2006
The Independent Games Movement (Part Four): Behind the Scenes at IndiecadeThe Electronic Entertainment Expo (E3) has long served as the showcase of the games industry. The event's host, the Electronic Software Association, announced this summer that the event was going to be discontinued, leading to heated debates in the blogosphere about what this decision might be signaling about the cultural status of games. The noisy, garish, spectacular quality of E3 had set the tone for the commercial games industry: this was the place where the buyers for the major retail chains went to see the new product and design and marketing decisions were often made with an eye to what would look really spectacular when displayed on the big monitors that dominated the floor at E3. One could even argue that the costuming of game characters were designed so that those characters could be embodied by the "booth babes" who worked the floor, trying to lather up the mostly male patrons of the convention, and get them "excited" about some new title. Many people wondered what would happen if this show disappeared. In this blog, I argued for one possible scenario:
One of the new events which have emerged in the wake of the collapse of E3 is the Indiecade, which is presenting itself as a celebration of games and play in all of their many manifestations. As envisioned by Stephanie Barish and her collaborators, the Indiecade will be an event designed to heighten public awareness of the diversity of games production and to recognize innovative and distinctive work across all games platforms. It will be an event where new games, as well as works in progress, get displayed. So, if E3 helped to shape the content and style of commercial games, one may wonder what will happen if there is another kind of event which really does attract critical awareness and public interest and which operates with different aesthetic, economic, and pedagogical goals. Last time, Barish offered some thoughts about the current state of the games industry and why she feels an independent games movement and a games festival is needed. Today, I am running the second part of that interview, allowing Barish to talk about what kind of role her festival hopes to play for the producers and consumers of independent games. I am running it as part of an ongoing series showcasing key movers and shakers within the independent games movement. For more information about the festival, check out their home page. The festival is scheduled to run in Fall of 2007 in Santa Monica, California. Barish asked me to acknowledge the contributions of her collaborators to shaping her responses to these questions:Scott Chamberlin (Partner) , Janine Fron (Conference Chair), Sam Gustman (CMC V.P., Partner), Kirsten Paul (IndieCade Program Manager), and Celia Pearce (IndieCade Festival Chair). *Sidebar: Anyone who would like to see my keynote address from the Serious Games Conference can see it here. What roles do you see Indiecade playing in fostering an Independent games movement? While the industry needs the equivalent of Run Lola Run, Billy Elliot, and any number of other important independent work, independent game designers don't necessarily need IndieCade for inspiration. They are already inspired. Independent gamemakers make games for the same reason independent filmmakers make movies, to express something they are passionate about. Of course they hope to make money as well, but this is not necessarily their driving force. On the other hand, they do need and want a public forum to show their work, a place to meet collaborators, a community, and public acknowledgment of their work. In other words, a wide-scale dedicated universal gathering. At least in the United States, all of the other independent game festivals are buried under a film festival (Slamdance) or an industry conference (GDC). We need a forum of our own, fully playable, inclusive of all forms and screens, and with public access. "Play" needs to be exalted. Independent games need an environment dedicated to making them successful, and that is our dedication. Can a games festival serve the same needs as a film festival given the very different nature of the two media (that is, films are designed to be watched in large scale social settings, where-as most games facilitate only a limited number of participants.) Effectively showcasing interactive media is one of our biggest challenges, particularly since games are generally designed as such an intimate experience. We're all leveraging our diverse backgrounds to think beyond rows of computer kiosks or big-screen auditorium. We have had to design the IndieCade experience from the ground up, to design exhibition experiences in keeping with the spirit of the games themselves. Games need to be given a forum that speaks to their innovations. Our goal is to capture the excitement and creativity in the content and translate it into the festival.You are creating a games festival at the same time that the games industry is abandoning its major trade show. How has this decision benefited or hurt your efforts? Well, on the negative side we lost our fabulous location for board meetings, and like so many others we have come to rely on E3 for the inside scoop, the community of practice, the inspiration, the radical socializing, and the overwhelming sensory experience. But generally the operative word for us is synergy. As you know, the President and Senior Vice President of the ESA, Douglas Lowenstein and Carolyn Rauch, are on our advisory board, and we're working closely with them to forge a kind of complementary relationship between the new E3 and IndieCade. Art films have been celebrated as offering us windows into cultural difference, giving us access to the beliefs and everyday practices of distinctive cultures around the world. Do you think games also reflect cultural differences in this way or has the global circulation of games meant that from the beginning they have developed a culturally neutral style and content?
2 CommentsHenry Jenkins is the co-founder of the MIT Comparative Media Studies Program. |
I'll go have a chat with Stephanie after this, but I think mildly badmouthing the competition ('buried under X') is a bit of an unfortunate way to come out swinging with a new indie conference.
For what it's worth, the Independent Games Festival has always been integrated pretty snugly into GDC. Now, sure, a lot of the people who visit the IGF Pavilion are professionals who are visiting Game Developers Conference, but I think it dovetails pretty well with the conference's overall structure - and even more so this year, since we're doing a two-day Independent Games Summit on the Monday and Tuesday of GDC (March 4-5, 2007).
Equally, actually, I think Slamdance's indie games arm fits its location well, and it too has a distinct flavor that I appreciate.
Anyhow, what I would hope is that all of these conferences and public showings can co-exist in a positive and friendly way, and all provide different but useful things - so let's try to make it so!
Simon Carless
[Chairman, IGF, Organizer, Independent Games Summit.]
Simon,
I just wanted to personally respond to your comment.
We are colleagues, not competitors.
I think that you have done terrific work with the IGF and I think that Slamdance has been quite successful as well. Clearly your response indicates that we are not using appropriate language to make our point. Thank you for pointing that out - we will change it. On behalf of IndieCade, I want to apologize if any offense was taken.
Our point simply stated is that there is not a single large-scale international festival solely dedicated to independent games, not just for the industry but for the public. It is that environment we want to foster.
Great news about the summit. I look forward to hearing more about it.
Stephanie