APC Australia

MORE GAMES WITH SUBSTANCE

AS BAFTA HONOURS 'GAMES BEYOND ENTERTAINM­ÉNT' WE LOOK AT HOW THE MEDIUM CAN PUSH FURSTHER.

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Recently, the British Academy of Film and Television Arts held its annual game awards, and introduced a new category, Game Beyond Entertainm­ent. As BAFTA put it, the award was, “introduced to recognise games that deliver a transforma­tional experience beyond pure entertainm­ent.” The winner was Hellblade: Senua’s Sacrifice for its exploratio­n of mental illness. But the fact that an institutio­n like BAFTA is recognisin­g such work says a lot about where the games industry is and where it could be going.

“I think games that cover real-world issues have been around for a long time, and should continue, too,” says Frontier founder and CEO David Braben. “Hellblade was a worthy winner... Issues like bullying and bad behaviour can happen within multiplaye­r games as we all know well, and developers put a lot of effort into reducing and ameliorati­ng some of this bad behaviour.”

Taking some degree of social responsibi­lity has been a tricky business for gaming, typically because when it comes up it is in a confrontat­ional situation, such as violent games being implicated in real-world violent behaviour. But when everyday behaviour spills into games, developers can act, just as they can feel more confident in treating real-world issues more directly in their narratives and mechanics.

Social responsibi­lity is something we know Blizzard’s Overwatch team takes very seriously, so we were keen to get director Jeff Kaplan’s take on this. “Games have transcende­d into mass culture at this point, and are widely accepted as entertainm­ent and even art,” he tells us. “With the increased accessibil­ity of gamemaking, it’s becoming more and more of a reality for people to express their life experience­s using our medium... We know we have a voice in society, and I believe many of us are trying to use that voice for positive and constructi­ve influence. It’s nice to see BAFTA recognisin­g those efforts.”

So where can this go? We hope there’s confidence that there’s not only awards recognitio­n, but also an audience who enjoy it. “I’m hopeful that we will see this side of game developmen­t grow,” says Jodie Azhar, technical art director at Creative Assembly. “Games are an excellent medium for building knowledge, empathy and understand­ing, as the interactiv­ity of games makes them a much more immersive experience than films or television in that the player often needs to give input to progress the game, and so has a stronger personal connection to the actions being performed and the outcome of the experience.”

“The various mediums of entertainm­ent will become more closely related,” Terra Virtua CEO Gary Bracey insists. “The ability to have an even stronger narrative element in games has certainly made an impact already, but the social aspects of genres such as Escape Rooms and real-life simulation­s promote a stronger social aspect for more collaborat­ive-type experience­s.” So perhaps a blurring of lines between mediums is where this is really all heading?

“What I expect — and would like to see — is closer integratio­n between entertainm­ent media,” Braben adds. “This is likely to create new forms of media too, including new kinds of entertainm­ent. We may possibly cease to see our industry as the ‘games industry’ but as part of the broader ‘entertainm­ent’ industry — although games as we know them will continue to exist in this wider context.”

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