Dreaming of the Amerimaidan: Infinite Fall's Night In The Woods (2017) and the Revolution of Indie Studio Production
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Dreaming of the Amerimaidan: Infinite Fall's Night In The Woods (2017) and the Revolution of Indie Studio Production by Dennis Redmond Lecturer, Miami Dade College Full paper: http://monkeybear.info/DreamingOfAmerimaidanPaper.pdf This presentation: http://monkeybear.info/DreamingOfAmerimaidanPresentation.pdf
Three Main Achievements of Night in the Woods Revolution in Videogame Production Democratization of entire independent videogame production cycle (founding, financing, tools development, testing, distribution, post-release support, audience reception). Solidarity with Transnational Audiences First videogame created by a studio based in the fully industrialized nations (the creators are from United States, Canada and Australia) which speaks to the transnational videogame audience from a position of anti-imperial solidarity, rather than imperial privilege. Aesthetics of Transnational Realism First work of interactive media to adequately express the story of the post-2011 mass revolt of American citizens against the transnational plutocracy, by narrating the cultural, political and economic perspective of transnational citizen- workers.
Revolution in Videogame Production ● Open source software: Unity, Yarn Spinner ● Open source reception: By 2017, Patreon had an estimated 1 million members, 50,000 active subscribers, and disbursed $150 million to content creators. ● Open source financing: The largest site is Kickstarter, though there are smaller sites as well (indiegogo.com and a group called Fig). The cumulative total of all funds raised on Kickstarter rose from $661 million in June 2013 to $3.6 billion by April 2018. ● Games ecosystem: board games, card games (both live and digital), live-action role- playing games, cosplay culture, collectibles, etc. Year Total Funding Subtotal: Funding Selected Funded Games for Games1 for Videogames 2011 $3.3 million $1.1 million Cardboard Computer's Kentucky Route Zero 2012 $74.1 million $39.0 million Obsidian's Pillars of Eternity, Stoic's The Banner Saga 2013 $105.2 million $48.4 million Infinite Fall's Night in the Woods, Yacht Club Games' Shovel Knight 2014 $75.4 million $20.1 million --- 2015 $132.9 million $41.1 million Ys Net's Shenmue 3 2016 $122.3 million $15.9 million Witching Hour's Masquerada 2017 $162.6 million $16.6 million Stoic's The Banner Saga 3 2018 n/a n/a Swery65's The Good Life (July)
Production Contributors Category Programming Alec Holowka, Jon Manning and Paris Buttfield-Addison (significant open source contribution by Australian-based Secret Lab) Art and Scott Benson worked on character design; Charles Huettner and Sven animation Ruthner created the playable Witchdagger adventure mini-game on Mae's computer Writing Scott Benson and Bethany Hockenberry Sound Alec Holowka created the main score; Gordon McGladdery, Em Halberstadt and Joey Van Alten created sound effects Lore and Scott Benson and Bethany Hockenberry world design Quality Bekah Saltsman and Adam Saltsman (Finji) coordinated production; assurance Karen Teixeira worked on quality assurance; Luis Correia, Alex Leon Clatworthy, Peter Dimitrakopoulus, Tyler Coleman, Kai Clavier, MJ Johns, Lovely Rev, Eileen Mary Holowka, Nikki Lombardo and Tabby Rose worked as testers Publicity Chris Dwyer Game Design Open source programming by Alec Holowka, Jon Manning and Paris Commons Buttfield-Addison as well as software such as SecretLab's Yarn Spinner; key role of Finji as producer and coordinator of testing team; platformer rewritten to move from right to left; humorous mini-games (Holowka's “Paws mode”, enables everything from character interactions to Guitar Hero-style music tracks); not one single “fail state” in the game; daily activity and sleep cycles Sound, Sound and music by Alex Holowka, Gordon McGladdery, Em Music, Art, Halberstadt and Joey Van Alten; character design by Scott Benson (role Animation of animation commons); anthromorphic animals negate stereotypes of Commons race, sexuality and gender; mixture of straight and gay characters; influence of Japanese anime (Scott Benson); influence of craft design (Bethany Hockenberry) Critical History and teaching commons (Bethany Hockenberry); fan community Commons outreach (Scott Dwyer) to fans of adventure and platformer games; critical commons of feedback, reviews and critiques from non- commercial producers
Solidarity with Transnational Audiences ● Night in the Woods is one of the first videogames created by a studio based in the fully industrialized nations (the creators are from United States, Canada and Australia) which speaks to the transnational videogame audience from a position of anti-imperial solidarity, rather than imperial privilege. Category 2008 2018 Internet Audience2 1.5 billion 4.1 billion Players from industrializing nations 50% 75% Videogame Audience3 800 million 2.2 billion Annual videogame revenues4 $21 billion $109 billion Industrializing nations, share of 10% 44% videogame revenues Annual smartphone sales5 139 million 1.5 billion ● Videogames are the electronic literature of the 7.6 billion: Japanese-based Square Enix' Final Fantasy 12 (2006), Hideo Kojima's Metal Gear Solid 4 (2008), Spike Chunsoft's Danganronpa (2010) and Danganronpa 2 (2012), and Polish-based CD Projekt Red's The Witcher 3 (2015).6
Euromaidan student protest November 26, 2013 ● Ukraine's Euromaidan was the Paris Commune of the early 21st century: The moment when the neoliberal “me” turned into the transnational “we”. [Arab Spring and Occupy: “Ash-shab yurid isqat an-nizam”: “The people want the fall of the regime”, “We are the 99%”]. ● 2013-2014: The Maidan: http://euromaidanpress.com/2014/01/30/anatomy-of- maidan-virtual-tour-of-the-protesters-grounds). ● Digital commons: Svitlana Krasynska and Eric Martin (2016). “The Formality of Informal Civil Society: Ukraine’s EuroMaidan.” Voluntas: International Journal of Voluntary and Nonprofit Organizations. DOI 10.1007/s11266-016-9819-8. Also see: Krasynska, Svitlana, "When Rules and Common Sense Collide: Expressions, Roots, and Impact of Informal Civil Society in Ukraine" (2017). Dissertations. 99. http://digital.sandiego.edu/dissertations/99.
Aesthetics of Transnational Realism ● Constellation: stargazing with Mr. Chazorov (a.k.a Mr. Theodor Wiesengrund Adorno). Messofanego (Youtube channel). “Night In The Woods -- constellation compilation”. Footage from 5:49 until 9:56. https://www.youtube.com/watch? v=sTqFTgA38fM ● Game design realism: right-to-left movement, jumping and platforming, mini-games. ● Player choice realism: path-based quests over twelve days (many are mutually exclusively to enable replayability). ● Acoustic realism: Sound-track plays Holowka's “Dusk Star” (https://www.youtube.com/watch?v=dsoOxrCqbmg), note parallels to Inon Zur's “Rebuild, Renew” (Fallout 4) (https://www.youtube.com/watch?v=hTwOhefBee4)
Three Forecasts Instead of a Conclusion... ● Exponential World: Indie videogame production will scale up dramatically over the next two years, and indie projects will begin to approach the sophistication of triple A studio productions through fan media co-production ● Hubs: Hong Kong, Singapore, South Korea and Taiwan will be major players in the next phase of the indie videogame revolution ● South Asia's Time Has Come: Mass audiences, online payment systems, and a massive talent pool exist in India
Appendix 1: Internet audiences in the twenty largest industrializing nations, 2017 Internet Users Largest 20 Nations Population 2018 December 2017 or Regions (millions) (millions) China 1,415 772 India 1,339 462 Memo item: EU-28 515 434 Memo item: US 325 287 Indonesia 264 1 Brazil 209 139 Pakistan 197 45 Nigeria 191 92 Bangladesh 165 80 Russia 142 110 Mexico 129 85 Memo item: Japan 128 119 Ethiopia 105 16 Philippines 105 67 Egypt 98 35 Vietnam 96 64 Congo, DR 84 5 Iran 82 57 Turkey 82 88 Memo item: both Koreas 77 0 Thailand 69 57 Tanzania 57 23 South Africa 57 31 Myanmar 53 18 * June 2017 data.
Appendix 2: Story paths in Night in the Woods Time Main path Angus path Bea path Gregg path Day 1 Return home, participate n/a n/a n/a in band practice, go out for pizza with friends Day 2 Visit Angus to repair n/a n/a n/a computer Day 3 “The Party” n/a n/a n/a Day 4 No specific event n/a “Old Gods of the “Crimes” Fort Lucenne Mall” Day 5 No specific event n/a “House Call” “Mechanics” Day 6 No specific event, dream n/a “Dinner with Bea” “Gregg” sequence Day 7 Speak with Gregg at n/a n/a n/a Snack Falcon, attend Harfest and participate in community theater Day 8 “The Library” and dream n/a n/a n/a sequence Day 9 No specific event “The Park” “The Graveyard” “The Historical (visiting local (ghost-hunting at Society” (breaking into park) graveyard) local museum) Day 10 No specific event n/a “Proximity” (visit to “Legends” (visit to college dance party) donut shop) Day 11 Play as Mae, then briefly “The Park” (if “The Graveyard” (if “The Historical play as either Bea or not completed not completed Society” (if not Gregg (whichever player earlier) earlier) completed earlier) spent the most time with) Day 12 Pizza party, and then n/a n/a n/a “The Hole in the Centre of Everything”
Appendix 3: Timeline Date Innovation 1990 HTML invented in 1990, Linus Torvalds releases first version of Linux in 1991, id Software's Doom reinvents digital distribution in 1993 1998 Mass adoption of internet browsers in industrialized nations 2002 Steam democratizes digital goods distribution 2008 Youtube democratizes distribution, mass market of smartphones democratizes sound and video recording technology 2013 Crowdfunding revolution (Kickstarter founded in 2009 but does not become a significant source of funding for indie videogames until 2012). Patreon created in 2013, provides key source of income for independent reviewers (Yongyea, Angry Joe) 2017 Night in the Woods signals the Amerimaidan
1. Data: http://icopartners.com/2018/02/kickstarter-2017-depth-look-games-category/ and https://www.statista.com/statistics/310218/total-kickstarter-funding/. 2. Internet World Statistics (2018). https://www.internetworldstats.com/stats.htm. 3. Newzoo has estimated the worldwide videogame audience at 2.2 billion, i.e. roughly half the size of the total internet audience. 4. In 2008, annual videogame sales in the industrializing nations accounted for approximately one tenth of world videogame revenues of $21 billion. https://www.mcvuk.com/business/npd-2008-video-game- revenues-top-21bn. By 2017, the industrializing nations accounted for 44% of world videogame revenues of $109 billion. https://newzoo.com/insights/trend-reports/newzoo-global-games-market- report-2017-light-version/. 5. Smartphone sales data is from Gartner. https://www.gartner.com/newsroom/id/910112. https://www.gartner.com/newsroom/id/3859963. 6. For an in-depth analysis of the aesthetic achievements of Final Fantasy 12 and Metal Gear Solid 4, see my own dissertation: Dennis Redmond. “Videogame Culture as Transnational Media: One Neoliberalism, Many Resistances.” Urbana: University of Illinois at Urbana-Champaign, 2013. https://www.ideals.illinois.edu/handle/2142/42362.
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