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
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
Dreaming of the Amerimaidan: Infinite Fall's Night In The Woods (2017) and the Revolution of Indie Studio Production
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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