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    Jack Eaves Dissertation Year 3 CGA

    Jack Eaves

    Mixing AAA and Indie design influence, to encourage amore creative industry. Would this work?

    BA Hons | Computer Games Arts | UCA Farnham

    1

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    Contents

    Introduction .................................................................................................................0

    Part one: aying the !oundations

    AAA !esi"n In#$uences....................................................................................................0%

    Indie !esi"n In#$uences................................................................................................&0

    Fi$m Industr' (ara$$e$s......................................................................................................&

    "ase studies # Analysis

    AAA games

    )he $ast o# Us............................................................................................&*

    Ca$$ o# !ut' +,-................................................................................0

    Indie games

    Journe'......................................................................................................

    (apers/ p$ease...........................................................................................

    $tudio %esearch

    1A21E ........................................................................................3

    Part two: &ringing 'verything (ogether

    4er"in" desi"n in#$uences and app$ication 5ithin "ames..................................................&

    Conc$usion.........................................................................................................................6

    &i)liogra*hy..... %

    2

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    Introduction

    It has 7een a topic o# discussion over the past #e5 'ears that the "ames industr' is

    perhaps 7ecomin" $ess creative and more repetitive 5ith it8s output. In some cases

    su""estin" a repeat o# the &9% video "ame crash 5hich sa5 the market 7ecome

    saturated 5ith hundreds o# the same $o5 :ua$it' "ames resu$tin" In the $oss o# consumer

    interest. ;ichard Hi$$emans discusses this topic durin" his intervie5 5ith popu$ar "ame

    artic$e 5e7site Gamasutra. there 5as no chan"in" o# the "ranu$arit'/ no chan"in" o# the

    e=pectations.< +Hi$$eman. 0&- . Former Epic Games desi"n director C$i## B$es?inski has

    a$so e=pressed his opinions on ho5 this can no5 7e seen toda' in the modern "ames

    industr'. @)his 7usiness has not 7een in a state o# transition $ike it is ri"ht no5 since the

    video "ame crash o# the

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    and peers pointin" out these #$a5s

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    )heor'8s Ens$aved 7ein" one o# man' e=amp$es/ 5ith on$' %0k units so$d "$o7a$$' to date

    +1GChart?/ 0&-. In order #or m' investi"ation to 5ork I must conduct research into 5h'

    there are these inconsistencies in success 5hen 7reakin" a5a' #rom the proven #ormu$as.

    )his $ack o# creativit' "enerated 7' said #ormu$as has sp$it the industr' into t5o sections

    the $ar"er

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    4odern video "ames come in man' shapes and si?es ran"in" #rom pick up and p$a'

    phone "ames to hi"hpo5ered conso$e "ames. )o keep m' research #ocused I sha$$ 7e

    restrictin" m' e=amp$es to the conso$e and (C p$at#orms. I sha$$ start out 7' p$a'in" and

    ana$'sin" a variet' o# "ames 5hich 5i$$ a$$o5 me to have #irst hand e=perience 5ith the

    su7ect I am researchin" and to a$$o5 me to #orm an un7iased point o# vie5.

    )o conc$ude m' introduction/ a simi$ar situation has 7een preva$ent 5ithin the #i$m industr'

    over the past #e5 'ears 5ith man' 7i" 7ud"et 7$ock7uster #i$ms #ai$in" to cover their costs

    due to the mainstream audience $osin" interest in the repeatin" trends and hi"h #ocus on

    1F a7ove narrative. And a rise in Arthouse and independent #i$ms 7ein" put into

    production in an attempt to make the I( that the creators 5ant to create 5ithout outside

    and monetar' in#$uences/ simi$ar to the ro$e o# Indie deve$opers 5ithin the "ames industr'.

    )his 5i$$ a$so need to 7e discussed and used as a source as there are man' para$$e$s 5ith

    7et5een the t5o industries.

    I 5i$$ no5 7e"in to de#ine these para$$e$s and the speci#ic in#$uences o# AAA and Indie

    deve$opers.

    6

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    Part one: aying the !oundations

    7

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    AAA +esign Influence

    AAA desi"n in#$uence di##ers #rom Indie $ar"e$' due to one #actor pu7$ishers. )hese pu7$ishers

    provide #undin" as 5e$$ as hand$in" a$$ o# the administration/ pu7$ishin" and marketin" #or the

    "ame. )his has man' positives such as a$$o5in" the deve$opers to #ocus on creatin" the "ame

    and havin" enou"h 7ud"et to emp$o' enou"h peop$e 5ith the ski$$s needed #or the re:uired tasks

    meanin" that AAA "ames can 7e much $ar"er and more comp$e= thanks to more peop$e and more

    time to comp$ete tasks.

    !espite these 7ene#its #or the deve$opers/ pu7$ishers o#ten demand $ar"e percenta"es o# contro$

    over the I(. )his means that the deve$opers ma' not a$5a's have the creative #reedom to deve$op

    the "ame that the' have in mind. A #e5 pu7$ishers 5ork more harmonious$' 5ith the deve$opers

    and a$$o5 more o# a 7a$ance in contro$ #or 7oth sides. ne o# the 7est e=amp$es o# this cou$d 7e

    1a$ve +1a$ve Corporation/ &993- 5ho I sha$$ 7e discussin" In more detai$ $ater in this dissertation/ or

    au"ht' !o" +au"ht' !o"/ &9%9-.

    Ho5ever these are rare cases as most pu7$ishers pre#er to take contro$ over the deve$opers as

    much as the' can/ this usua$$' comes in the #orm o# restrictin" the themes K "enres or even the

    t'pe o# content that can 7e imp$emented into the "ame dependin" on ho5 5e$$ it #its into the

    7usiness mode$ that the pu7$isher has in mind. +Lotaku/ 0&- I# an' desi"n decision is deemed

    too risk' 7' the pu7$isher the' 5i$$ o#ten chan"e it to somethin" that has more o# a proven success

    rate. )his is ver' smart on 7usiness terms 7ut heavi$' restricts innovation and can $ead to #$oodin"

    the market 5ith the same t'pes o#

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    n the other hand there are sti$$ those that 7e$ieve that the pu7$ishers aren

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    Indie +esign Influence

    Indie studios are 7' de#inition independent in 5hich #or the most part means that the' do not have

    the 7ackin" o# pu7$ishers. ithout pu7$ishers the studios need to #und their o5n proects un$ess

    the' are a7$e to $oan or 7e $uck' enou"h to a5arded 5ith "rants 5hich usua$$' have their o5n

    restraints and comp$ications. )he' must a$so pu7$ish their o5n "ames 5hich inc$udes distri7utin"

    and advertisin" 5hich can 7ecome ver' e=pensive. A$$ o# this means that indie studios must

    operate on ver' $o5 7ud"ets and there#ore are restricted in mu$tip$e 5a's/ #or e=amp$e> 5ithout

    mone' peop$e cannot 7e hired or ma' need to 7e mu$tidiscip$inar' in order #or the sma$$ si?ed

    team to have a$$ the ski$$s re:uired. I# this is not possi7$e more peop$e 5i$$ 7e needed to 7e hired

    the team 5i$$ need have shorter hours resu$tin" in a $on"er turnaround 5hich cou$d end up

    7ecomin" more cost$' in the $on"run. Decond$'/ pu7$ishin" can 7e the most cost$' sta"e o# the

    process 5ith AAA pu7$ishers spendin" up5ards o# N&00/000 to N&/000/000 or more on

    advertisements a$one. Indie deve$opers do not have this privi$e"e so must resort to either not

    advertisin" at a$$ or usin" e=istin" distri7ution p$at#orms to he$p se$$ and advertise their "ames on

    mass/ and cheap$'. Duch p$at#orms cou$d inc$ude Dteam +1a$ve/ 00-/ ri"in +EA/ 0&&- or the

    App Dtore +App$e/ 00%-. Ho5ever an'one 5ho is una7$e to meet the re:uirements o# these

    p$at#orms or a##ord their rates 5ou$d have to resort to advertisin" at conventions such as

    Euro"amer/ 5ho ho$d specia$ indie events/ to spread 5ord o# their "ame. Ho5ever the do5n#a$$ to

    this is that the audience is on$' a ver' sma$$ percenta"e compared to that o# Dteam or ri"in and

    takes man' more man hours.

    A7ove are some o# the more prominent 7usiness re$ated restrictions 7ut ho5 does this trans$ate to

    a "ame and ho5 it 5hich is most o#ten the "amep$a' mechanics as this is the

    7are7ones o# a "ame. An e=amp$e o# this 5ou$d 7e Braid +um7er one/ 0&0- a "ame

    deve$oped 7' one man over 'ears 5hich takes the ($at#ormin" "enre and adds the a7i$it' #or the

    p$a'er to manipu$ate the #$o5 o# time in stran"e and unusua$ 5a's in order to so$ve pu??$es +Dteam/

    10

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    009-. )he rest o# the "ame is :uite simp$e 5ith ! "raphics and standard p$at#ormin" mechanics/

    7ut 7' #ocusin" on ust one main #eature +time manipu$ation- this "ives the deve$oper the 7est

    opportunit' to 7e innovative and there#ore create a ne5 "amep$a' e=perience #or p$a'ers. (rovin"

    that this narro5 #ocus can pa' o## i# done 5e$$/ Braid has received critica$ acc$aim 5ith one revie5

    even statin" that it is

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    )o sum up/ the core desi"n in#$uences o# indie "ames are> to make the most o# $itt$e resources/ to

    innovate a7ove a$$ e$se and to have #u$$ contro$ over 'our I( O and ust crump$in" to consumer

    demands.

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    !ilm Industry Parallels

    A#orementioned ear$ier in this essa' there are man' para$$e$s 7et5een 5hat is current$' happenin"

    5ithin the "ames industr' and 5hat has a$read' 7een happenin" in #i$m. )he independent #i$m

    movement 7e"an in &90% and 7ecome more so$idi#ied in the&90s 5hen the Dociet' o#

    Independent 4otion (icture (roducers 5as #ounded. +4akeidependent#i$ms/ +s.d-- )his 5as the

    rise o# independent cinema O more and more #i$mmakers $eavin" the 7i" studio s'stems in order to

    pursue their o5n persona$ creative visions 5hich are not a$5a's possi7$e in Ho$$'5ood. ith #i$m

    e:uipment 7ecomin" cheaper and the rise o# indie #i$m #estiva$s and societies/ it 7ecame easier #or

    sma$$er production companies to produce #i$ms and sho5 them to audiences. )he' 5ere sti$$

    dependant upon the Bi" Di= studios to provide the e:uipment and #aci$ities 7ut this shook up ho5

    the industr' #unctioned.

    Fast #or5ard to the ear$' 000

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    chance #or the #i$mmakers to e=press their o5n persona$ visions discussed 7' critics as auteur

    theor'. +Grant/ 00%&-

    )here are 3 maor #i$m studios that dominate "$o7a$ 7o=o##ice revenues/ these are re#erred to as

    the

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    !

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    "ase $tudies

    4' #irst step is to conduct case studies into #our video "ames/ t5o #rom each divide. Be$o5

    out$ine m' research criteria/ 5hich sha$$ 7e used to ensure #air ud"ement/ and the

    de#inition o# an' terms that ma' 7e too 7road out o# conte=t.

    Aesthetics

    )he =#ord En"$ish ;e#erence !ictionar' de#ines the 5ord

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    AAA (he ast of /s P$0 +au"ht' !o"/ 0&-

    )he 2ast o# Us +)2U- is a thirdperson surviva$ K action video "ame deve$oped 7'

    au"ht' !o" centred around a virus that is set to pur"e mankind #rom our p$anet. ature

    encroaches upon civi$i?ation/ #orcin" remainin" survivors to ki$$ #or #ood/ 5eapons/ and

    5hatever $itt$e e$se the' can #ind. Joe$/ a ruth$ess survivor/ and E$$ie/ a 7rave 'oun"

    teena"e "ir$ 5ho is 5ise 7e'ond her 'ears/ must 5ork to"ether to survive their ourne'

    across 5hat remains o# the United Dtates. +the $ast o# us 5iki/ 0&- I have chosen this

    "ame as it is critica$$' acc$aimed achievin" mu$tip$e &0K&0 revie5s 7e#ore re$ease even

    #rom esteemed pu7$ishers such a Ed"e 5ho do not hand out per#ect scores easi$' +Ed"e

    Dta##/ 0&- and a$so received ver' hi"h praise #rom p$a'ers postre$ease 5ith a 9.& K &0

    user score on metacritic.com +metacritic/ 0&-

    Det 5ithin our 5or$d and not too #ar ahead o# the present au"ht'do" have aimed #or a

    rea$istic aesthetic to make the 5or$d and characters o# )2U as 7e$ieva7$e and re$ata7$e

    as possi7$e. !espite this rea$ism man' tricks and processes are emp$o'ed to "ive a

    hei"htened cinematic #ee$> p$annin"/ sta"in" and correctin" each shot and innovative use

    o# per#ormance capture o# the voice actors a$$ "oes to5ards makin" sure that ever'

    moment is "oin" to impact the ri"ht emotion. Dome have even "one as #ar as to dec$are

    that )2U is 7etter than most recent #i$ms 5ith 5e$$ kno5n #i$m ma"a?ine Empire

    4a"a?ine revea$in" an artic$e tit$ed )he 2ast o# Us )he Best Fi$m o# )he Qear +)hat

    5asn Durviva$ and Adventure. 4eanin" that the "amep$a'

    consists o# a p$a'er contro$$ed rdperson character that can 5a$k around the immediate

    17

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    environment and must use an action 7utton +- to interact 5ith certain o7ects 5ithin the

    scene 5hich a$$o5 the p$a'er #urther access to the ne=t area. )he p$a'er has access to

    7oth c$ose and $on" ran"e 5eapons in order to de#eat enemies or o#ten has the choice to

    use stea$th to sneak past them and avoid con#$ict. 2ast$' the' must a$so use the action

    7utton to pick up items that 5i$$ 7e sent to the p$a'ers inventor' and are usua$$' used as

    some #orm o# aid such as a hea$th increase/ a$thou"h )2U does innovate 5ith the

    surviva$ mechanics here in the #orm o# a c$ever cra#tin" s'stem 5hich uses items picked up

    #rom the environment to create other items. )he $atter adds a sense o# tension to the pick

    up mechanics as 'ou ma' 7e re:uired to have 7anda"es #or a hea$th pack ho5ever 'ou

    mi"ht on$' have K 5ithin 'our immediate environment 5hich means 'ou 5i$$ need to take

    the risks o# movin" #or5ard to a ne5 area to "ain access to this $ast 7anda"e and hea$

    'ourse$#/ suspendin" the #ee$in" that 'ou are re$'in" on these items and connectin" 'ou

    more 5ith the environment.

    !espite the $ack o# innovation in the main "ame mechanics the' are instead heavi$'

    re#ined versions o# it 'ou aren

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    distracted/ Instead 5e are sho5n and to$d on$' 5hat 5e need to kno5 and are e=pected

    and a7$e to interpret the situation and emotions not ust #rom 5hat is 7ein" said 7ut 7' the

    7od' $an"ua"e and tone o# voice o# the characters. +A$e=ander/ 0&- )he characters

    themse$ves are a$so ver' the ke' points that make up the success o# )2U and au"ht' !o" a$$ come

    do5n to innovatin"/ e=perimentin" 5ith ne5 thin"s and taking risks. )raits in 5hich usua$$'

    #a$$ under the indie desi"n in#$uences 'et this time the' are adopted 7' a AAA studio #or a

    mainstream "ame and the resu$ts are outstandin"/ critica$$' acc$aimed and #inancia$$'

    success#u$. ne more positive rein#orcement #or mer"in" 7oth desi"n in#$uences.

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    AAA "all of +uty: hosts P$0 +Activision/ 0&-

    e=t I am discussin" Ca$$ o# !ut' +C!- 5hich takes :uite a di##erent approach #rom

    )2U. C! is a #irst person shooter +F(D- 5hich has 7een around #or man' 'ears and

    #re:uent$' ho$ds the tit$e o# hi"hest se$$in" "ame 5ith each successor 5ith it

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    (erhaps there are reasons #or this $ack o# innovation 5hich the critics aren

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    Indie 1ourney P$0 +)hatGameCompan'/ 0&-

    Journe' is a "ame created 7' )hatGameCompan' +)GC- 5hich consists o# around &

    emp$o'ees 5ho have a$so deve$oped F$o5 and F$o5ers 5hich are 7oth top se$$ers on the

    ($a'station et5ork and critica$$' acc$aimed #or their innovations and artistic achievements

    in the medium +ava/ 0&-. Journe' itse$# is

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    Bastion 5ho had arner Brothers he$p 5ith #undin" nearer the end to hand$e promotion

    a$one/ 5hich meant that Duper"iant "ames 5ere sti$$ o# an independent maorit'. Ho5ever

    in this case Don' picked up most o# the revenue and despite Journe' se$$in" 5e$$ and

    7ecomin" one o# the hi"hestpraised "ames in recent histor' )GC had nothin" to sho5 #or

    it/ #inancia$$'. +Dtarke'/ 0&- )his tradeo## is #rustratin" #or a deve$oper to have to dea$

    5ith ho5ever it is perhaps understanda7$e that )GC

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    Indie Pa*ers, Please $team # P"

    )he $ast "ame in this section is (apers/ ($ease 5hich is an indie "ame 7' 2ucas (ope

    descri7ed as

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    terrorist and ki$$s &* peop$e in a 7om7in" attempt O this is 'our #au$t and i# cau"ht 'ou risk

    $osin" 'our o7 or at $east havin" to pa' #ines 5hich cou$d 7e potentia$$' more dama"in"

    that "oin" a da' 5ithout pa'. )here are other more situations that cause 'ou to ud"e 'our

    mora$ compass and 5orth as a human 7ein" O one o# these 7ein"> a man has the correct

    papers so 'ou a$$o5 to cross the 7order/ as he does so he thanks 'ou "reat$' and

    e=presses his $ove #or his 5i#e and ho5 the' cannot 5ait to start a ne5 $i#e to"ether. e=t a

    $ad' arrives 5ho c$aims that she is his 5i#e/ 'ou can see him 5aitin" on the other side/

    ho5ever she does not have the correct papers. !o 'ou $et her throu"h so that the' can 7e

    a happ' #ami$' to"ether or stop her #rom enterin" the countr' and una7$e to see her

    hus7and a"ain, # course it is on$' a "ame 7ut the situations are ver' rea$ and there#ore

    the' e##ect us on a $eve$ that a$$o5s us to #ee$ sorr' and "ui$t' #or our actions O at $east #or

    the immediate moment.

    )his sho5s that a "ame doesn8t ust have to 7e 7eauti#u$ or #un O it can 7e there pure$' to

    make 'ou think and to simu$ate rea$ $i#e situations and to indirect$' teach us a7out ourse$#

    and others. Innovations in this area o# "amin" are ust as important in he$pin" us

    understand ho5 to rea$$' evoke emotions 5ithin p$a'ers/ takin" "ames 7e'ond the rea$m o#

    entertainment.

    Another reason #or inc$udin" (apers/ ($ease is that it proposes a uni:ue situation 5hich is

    per#ect$' put 5ithin the 7e$o5 :uote and to an e=tent de#ends the independence o# Indies.

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    $tudio %esearch 2alve $oftware +&993 (resent-

    1a$ve +&993- is a "ood e=amp$e o# a compan' that a$read' mi=es 7oth AAA and indie

    desi"n in#$uences/ the' are the creators o# "ame series such as Ha$# 2i#e/ Counter Dtrike/

    (orta$ and )eam Fortress as 5e$$ as #oundin" the distri7ution p$at#orm "iant> Dteam. )he'

    emp$o' a phi$osoph' perhaps un$ike an' other studio at this time/ it is simp$e and has

    earned them respect and reverence 5ithin the industr'. )he (hi$osoph' In short is this>

    the' are in #act an independent

    compan' that se$# pu7$ishes their o5n "ames and in addition to this the' sti$$ have the

    7ud"ets to riva$ true AAA companies. It cou$d 7e said that this is indeed a per#ect situation

    and such a phi$osoph' 5ou$d 7e hard to maintain 5ithout this rare structure. )his cou$d 7e

    true/ ho5ever i# 5e di" deeper into ho5 va$ve #unctions as a compan'/ 7usiness aside/ 5e

    mi"ht ust $earn ho5 to app$' the ideas 5ith minima$ disruption to e=istin" set ups.

    )hank#u$$' 1a$ve is ver' open a7out this phi$osoph' and it

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    that 'ou are ust as important as an'one e$se on the team and vise versa/ inc$udin" CE

    Ga7e e5e$$>

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    each emp$o'ee 5hich is 5h' 5hen va$ve hires ne5 emp$o'ees not on$' do the' $ook #or

    the 7est ski$$ed and e=perienced peop$e 7ut a$so those 5ho can prove that the' can hand$e

    the pressures and make 5ise decisions or to use their o5n 5ords>

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    perhaps va$ve aren8t even a5are < 5hich Je## assumed possi7$e/ 5here perhaps 5ithout

    kno5in" it the

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    Part two: &ringing everything together

    30

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    Merging design influences and a**lication within games

    In m' previous section I have spoken a7out 1a$ve 5hich is a compan' I #ee$ encapsu$ates/

    perhaps in an e=treme 5a'/ the princip$es that I am su""estin" 5ithin this dissertation>

    4i=in" AAA and Indie desi"n in#$uence to encoura"e a more creative industr'. ne o#

    1a$ves "ame series (orta$ has had an interestin" histor' 5hich e=p$ores each aspect o#

    the industr' #rom student to indie to AAA and there#ore I 5anted to take a moment to

    discuss the c'c$e o# this "ame in an attempt to e=p$ore the rea$it'8s o# app$'in" each

    di##erent desi"n in#$uences to a "ame O ho5 does it e##ect the outcome and is it #or 7etter

    or #or 5orse,

    (orta$ started out as 5hat cou$d 7e descri7ed as a

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    (orta$. (orta$ is ver' di##erent in terms o# it

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    that o# AAA/ increasin" the team #rom % to 0 and there#ore the 7ud"et. Furthermore a$$ o#

    the assets and environments 5ere #u$$' recreated instead o# reusin" those #rom Ha$# 2i#e

    as the ori"ina$ had/ meanin" that the scope 7ecame much $ar"er not ust ph'sica$$' 7ut

    a$so throu"h the stor'te$$in" and nonpu??$e re$ated events. A ne5 AI character ca$$ed

    heat' is introduced and G$a!D returns 5ith the same ro$e as 7e#ore. ith the addition

    o# heat' there is sti$$ a con#$ict and shi#t in a$$' K enem' persona$ities 5ithin 7oth

    characters 5hich makes #or interestin" stor' deve$opment. )he added and more re#ined

    stor' and the some5hat cinematic events that come 5ith it perhaps sho5 more o# a AAA

    desi"n in#$uence and cou$d 7e said to distract #rom the simp$istic #ocus o# the ori"ina$ "ame

    5hich made it so "reat O the pu??$es>

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    !rop. nce the indie studio 7ecomes $ar"er and there#ore has more e=perience/ 7ud"et

    and resources the "ame immediate$' s5itches #rom somethin" that is pure$' to innovate

    and adds an e=tra #ocus on the consumer O 5hat 5i$$ 7e attractive #or a potentia$ p$a'er

    and 5i$$ the' 7e satis#ied 5ith the end resu$t. )his e=tra 7ud"et can p$ace some5hat more

    o# the #ocus onto the sa$es in order #or the compan' to continue creatin" "ames a#ter this

    one ships ho5ever the core o# the #ocus sti$$ remains so$id$' on the mechanics and

    innovation and can direct$' in#$uences the sa$es and reputation. )he ne=t sta"e 5hen the

    "ame 7ecomes even $ar"er it can start to 7ecome in#$uenced more 7' AAA desi"n/ $ar"er

    7ud"ets can mean that innovation can 7ecome $ess important 5ith more #ocus p$aced on

    $ess risk' and more #ami$iar and 5e$$$oved aspects such as re$atea7$e stories and

    impressive visua$s.

    34

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    "onclusion

    )he purpose o# this dissertation has 7een to e=p$ore the idea o# mi=in" AAA and Indie

    desi"n in#$uence in an attempt to encoura"e a more creative industr'. I have discussed the

    #actors that in#$uence indie desi"n> Dma$$er 7ud"ets 5hich inhi7it team si?e and sta7i$it' 7ut

    can ena7$e a more riskadverse environment and increase #ocus on innovations in "ame

    desi"n. And the same #or AAA desi"n in#$uence> hi"her 7ud"ets creatin" hi"her risk 5hich

    removes a$most a$$ "ame desi"n innovation and p$aces #ocus instead on $ess risk'

    investments such as impressive visua$s and po$ishin" repetitive mechanics.

    )hrou"h conductin" case studies into a variet' o# recent video "ames 5ithin re$evant

    areas o# research and #urther ana$'sis into the deve$opment c'c$e o# (orta$ I have #ound

    that the "ames industr' and the products created are ver' diverse in nature and purpose

    and there#ore must 7e dea$t 5ith on a case 7' case 7asis. It is a$most impossi7$e to use

    ust one set o# in#$uences over a$$ "ames. )it$es such as (apers +((-/ ($ease have a much

    di##erent purpose and intention to that o# Ca$$ o# !ut' +C!-. ((

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    advance our industr' an' #urther as there is ver' $itt$e innovation present. hi$st (( is not

    #inancia$$' success#u$ it does contri7ute to the 5or$d o# "ame desi"n 7' openin" the door to

    5hat is possi7$e 5ithin "ames/ 5hich emotions can 5e evoke and ho5/ ho5 simp$e does a

    "ame need to 7e in order to create an impact, !o "ames need to 7e #un, (( raises a$$ o#

    these :uestions and ans5ers a #e5 o# them too/ this is do5n to the creator tr'in"

    somethin" ne5/ innovatin".

    Both the 2ast o# Us/ (orta$ and even 1a$ve/ as a compan'/ have sho5n that this t'pe o#

    innovation and success can come #rom mer"in" AAA and Indie desi"n in#$uences/ throu"h

    usin" their $ar"er resources to take risks 7ut to approach them in a smart and ca$cu$ated

    manner. )o 7ui$d upon 5hat has a$read' 7een done and not ust repeat the past 7ecause it

    It is seen as 7ein" $ess risk'. )his t'pe o# innovation $eads to #urther innovation and

    there#ore prevents sta"nation and un#air tradin"/ and pushes our industr' #or5ard.

    I am ho5ever not c$aimin" that innovation a$one makes "ames 7etter/ I am sti$$ not entire$'

    convinced that a pure$' risktakin" and innovationhuntin" industr' cou$d 5ork O at $east

    not on the sca$e that it current$' operates. )hrou"h m' research and m' o5n opinions I

    have come to the conc$usion that there ever' 7usiness mode$ and #ocus has it

    h' must 5e have such rid"ed sectors, Can 5e not $earn #rom Fi$m and mi= our

    36

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    resources, Encoura"e the AAA pu7$ishers to #orm su7sidiaries that #ocus on innovatin"

    5ith an' success#u$ products earnin" the ri"ht to 7e deve$oped into a $ar"er/ more AAA

    :ua$it' "ame/ there#ore inectin" chan"e into these some5hat repetitive tit$es. ith hopes

    that in time the' can 7ecome somethin" ne5 instead o# 7ecomin" sta"nant. I# it is

    s$o5$'5orkin" #or Fi$m/ 5h' can

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    Bi7$io"raph'

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    B$es?inski/ C. +0&- ndustry turmoil worst since '!"s crash# says $les%inski.AthttpKK555."amesindustr'.7i?Kartic$esK0&06industr'turmoi$5orstsince%0s

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    Buck$and/ . +00%- -ilm Theory and ontemporary Hollywood /ovies.)a'$or Francis. pp.&.

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    Euro"amer. +009- 1arbacular 2rop.AthttpKK555.euro"amer.netKartic$esKnar7acu$ardropintervie5+Accessed on0K0&K0&-

    Grant/ B. +00%-&uteurs and &uthorship( & -ilm 3eader. 7iley8$lackwell. pp.&

    Ha'ot/ E. +009- Towards a ritical &esthetic of 9irtual87orld Geographies. AthttpKK"amestudies.or"K090&Kartic$esKha'otV5espVspace+Accessed on &K0K0&-

    imd7. +s.d- :uentin Tarantino. At httpKK555.imd7.comKnameKnm0000K+Accessed on &K&K0&-

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    (ress/

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    4ini inas. +0&- D:uare Eni= IC.

    au"ht' !o". +&9%9-

    ava/ A. +0&- The &rt of )ourney. B$uecanvas/inc.

    ri"in. +0&0- E$ectronic Arts.

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