May 17, 2006 - H. P. Lovecraft, J. R. R. Tolkien, Robert Bloch, Robert E. Howard, Ray Bradbury, Robert Heinlein, Larry Niven, Orson Scott Card, E.E. Smith. This small sampling of influential authors' work in the genres of science fiction, horror, and fantasy has laid the bedrock for some of the best videogames in the business. Rarely, however, will you find them mentioned or credited. That is hardly needed. Their work is so ingrained in Western pop culture, so influential, that saying something is "Tolkien-esque" or "Lovecraftian" is too obvious. These writers' ideas have permeated the landscape to such a degree they influence just about every single game, comic book, movie or novel in their respective genres.
But how exactly have myth and literature shaped the videogames we play today? Why do they matter? For developers, to improve the games of the future, they must understand the right and wrong of the present, and seek lessons from the past. The videogame medium isn't an island unto itself. In fact, in a way, it's a symbiotic creature that thrives on other entertainment successes; it's also a shiny junkyard of rehashed, reshaped, and re-invented ideas re-forged for a powerful new medium still going through growing pains. Publishers constantly look to movies, TV, and books to create popular games to sell their products for quick fixes and big bucks. If a movie is popular, bamph! It's a game. If a popular book series becomes a movie, shazam! It's also a game. J.R.R. Tolkien's "Lord of the Rings" and J.K. Rowling's "Harry Potter" series epitomize what the videogame industry does so well. But while licenses and popular intellectual properties have forged the success of some companies (Electronic Arts has created an empire on big licenses), other companies have failed using the same strategy (Acclaim lived and died by its licenses). Living off other licenses isn't enough to sustain itself. There has to be more.
In Western culture, the influences on videogames are vast. A quick glance at the store shelves in Electronics Boutique displays games based on movies such as The Godfather, Chronicles of Narnia: The Lion, The Witch, and the Wardrobe, or Tom Clancy's Rainbow Six series. But recently, due in large part to accelerated technology and smarter directors and writers who "get it" (witness the movies Spider-Man, Batman, even Hell Boy), game publishers have grown savvier and more sophisticated about making high quality comic-book videogames. Now, more than ever, videogame designers are searching for more original, unlicensed, and mature stories to tell. Given the broadening and maturation of the videogame audience, we'll get see a greater variety of stories in the next generation, and they will be told in an extraordinary way -- in a way that will ascend beyond TV, movies, and every other storytelling medium.
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