Re: Farming out creativity work

by launcher111
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Farming out creativity work

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If Ea where smart they would use the George Lucas approach... Many people know how Star Wars came to be... But for whatever horrible reason dont seek to replicate what happened. 

 

(What happened is George Lucas took a year developed the star wars galaxy, thought out the politics, faith, the technology, which allowed for a coherent time line, so when you have hundreds of established puzzle pieces its easy to take the pieces and make movies, games, books and tons of media)

 

What Ea should do is allow people to submit large scale ideas.. Not exclusively game ideas. But large scale concepts. Meaning it would allow for movies if that path is taken. 

 

What happens is lets say you get some decent content, and want to make a game off the idea. You buy the content off them, and likely use them as a creative consultant on the project.

 

The major part being if you have 500 of these ideas to sort through, your going to hit on a few of these ideas. And with no cost to Ea to create these ideas. 

 

Many games are one offs... And when they go big need a sequel. They try retroactively engineering the meat of the story.. Which can get very sloppy...because it requires the borders to expand and story to get deeper.

 

The best part is, if you dislike the work...your out nothing.

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Re: Farming out creativity work

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Take star wars... Disney paid 4 billion dollars for it... Its effective.. But extremely costly and no guarantee of future success. Ea has bought franchise's with mixed results... Take westwood studios... West wood studios made the original red alert... Every subsequent game ripped off that core idea, they changed building and unit avatars.. Updated graphics... But the games never grew deeper. Where as other games the complexity and options grew.. Like battle front is a game that newer versions are successful because the content also grew along with options. That said give me an hour with some developers and could make an awesome Red alert 5, making massive structural changes to the core game concept. Its seems as if and knowing some.. Most developers are afraid to change things, for fear of breaking the original concept that made a game successful. The problem is they dont look at what a game can be, but ask what it should be. Which is often copy and paste the last game, upgrade the graphics, make minor upgrades, slap a 2 on the end of the title and done.

 

Realistically Ea will not pay employees to stop in once a year with one concept.. And say well see you next year.  Which is understandable the creative process can take a few months to a few years, depending on the scale of the idea.

 

By farming ideas out you can buy a concept on the cheap as opposed a developed concept at 4 billion dollars. You also can shape things more towards your needs. An example if you owned star wars day one, you would likely have more than Rebel and Imperial, more characters, change events up. But because of the movies, what you can do has limitations. 

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Re: Farming out creativity work

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The content would be created in a wikipedia format.... Used to create the time lines, species and planets... Get into history and characters. Which is used to guide developers.. While they can still make it there own.

 

When you use a book or movie... It gives a slice of a concept. Inevitably you dont have the entire pie at your disposal. And have to work around other media.. The problem with movies and books, is most movies end with a winner and a loser. Which for Videogames is a horrible outcome... Video games need draws... So that the sides come back for a sequel. 

 

Anyways i have a very intriguing concept for a species. Which could be added to a current game, or be added in conjunction with other species to form a new galaxy. A lot of inner conflict, intresting veiws and ideas.

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