CAntonyBaker

CAntonyBaker

Games Development Lecturer Owner/Lead Designer - Dead by Design Clothing MA Illustration

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Latest Articles

Latest Topics

16
Published

Memory as a Narrative Device and form of Expression

With films such as Memento, Eternal Sunshine of the Spotless Mind, and Marjorie Prime exploring the concept of memory and how they seemingly define us. I'd like to suggest a further investigation into the use of memory in film as a narrative tool. How have writers/directors effectively used this device to engage viewers. Are there consistencies within the more successful examples? How could we look to utilise memory as a concept in future films, or even other forms of media.

  • Does ‘Rememory’ fit into your vision of an investigation into the use of memory in film as a narrative tool? It’s a murder mystery, right? Seems to be right in the wheelhouse. – beaublue 4 years ago
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  • This is very fascinating and something I often ponder. Memory is fascinating, and for sure a powerful narrative device. That being said, I hate disingenuous memory representation; particularly in the subject of repressed memory and memories interconnectedness with mental health and mental illness. I feel that sometimes memory can be used as a gimmick or to add drama/thriller. Often portrayed unrealistically or not representative of actual experiences. It's a delicate tightrope to walk, but I believe the effectiveness comes from lived experience and rich stories about memories influence on lives. I agree with the examples you've mentioned- very powerful. Two movies came to my mind you didn't mention are Shutter Island and Moonlight. Particularly Moonlight, because it's rather avant-garde in using memory but deeply effective and moving. – JuliaMuntoni 4 years ago
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The Cost of Games: Historical vs. Monetary Value

With a myriad titles being re-released on the Nintendo Switch at their original full price, the question is raised if games should still be worth the same amount as time progresses. Are we expected to pay the same for products that are re-released or should there be some reduction? It requires work to port and in some cases remake sections so profit is needed to pay for salaries, however, is the game still worth the same after time has passed. For example, Skyrim on the Switch is worth around £50 (original RRP) despite being 8 years old.

  • I think this could be an interesting topic. In addition to Skyrim releasing the game for different consoles, there are also remasters/retooling, such as Pokemon's Let's Go, or Dark Souls II: Scholar of the First Sin. Looking at the differences between having to port over an entire game to a new system vs making modifications to the game itself vs cost of materials (why are digital games the same price when there are no physical goods?) provides a lot of ways to look at this. How much are fans willing to pay for the same thing again and again? – InvertedMobiusStrip 5 years ago
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  • I think this is an interesting topic. Whenever a game is ported to a new console or platform, the question of price comes up. Remember that most companies are looking to make a profit when they port a game, so there is usually a price range they may be looking to price their game. This is also interesting for Independent games which have pricing model between $40 to $4.99. Does it matter it you are supporting an indie game or a AAA game? Will you pay more to support a smaller studio? – Sean Gadus 5 years ago
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Latest Comments

CAntonyBaker

Absolutely, it’s probably the largest factor as to why these annual releases are still being made. People want them so they buy them. It’s a simple market of supply and demand; as long as we show demand, there will be a supply.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

Thank you for taking the time to read and for the compliment. I very much have felt the same way recently. Sometimes still buying games because they’re on sale and not even playing them, it’s very strange. I wrote a piece on my own blog about how I’m wanting to turn this mindset around for my own benefit and learn to enjoy things for what they are. Learn to love something I held very dear for so long.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

I think it’s a key point to be made that a lot of developers are trying to voice online that if a game is delayed it should be seen as a good thing! It means the experience needs refining, improving and making ready for a quality release without imposing crunch. I understand that it’s difficult sometimes depending on the company when funds are potentially low, publishers might impose strict deadlines in order to receive the next stage of funding or people are working on temporary contracts. It’s definitely not something that should continue but it does inform the reasoning behind these sorts of deadlines. Hopefully something to improve in the coming years as more understanding and awareness is generated through the consumers and audience.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

Yes, I don’t think we “need” annual release games but there is a definite trend to be seen over the past decade at least so there must be a reason that they keep selling. I agree with you that the concern should be on employees but then again companies such as EA and Ubisoft have so many IPs at their disposal that there hopefully is fair opportunity to move laterally between teams (within reason) to keep from stagnating.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

I think we need to stop classifying games as either AAA or Indie now as the line is so blurred in terms of the quality of experience that can be had in the wide variety of titles out there now. Hellblade for instance is made by a reasonably small studio, with lower budgets than most, sold for lower than most and still a very well regarded game play experience and narrative.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

There’s definitely a need for more diversity within the industry in terms of mechanics, experiences and stories and that will hopefully come to fruition as developers hopefully encourage the hiring of more diverse professionals suitable for the roles in order to draw from various experiences across the world.
Whilst I understand what you’re saying regards the similarity between games released currently, I think it helps to breed competition and hopefully more creativity further down the line. If we take Call of Duty for example, if they were the only FPS around then they wouldn’t have to even try to implement new modes as there is no one competing with them. With Battlefield alone posing a credible threat to profits they need to think about what they’re producing. Monopoly on titles is a bad thing and means there is no reason for ingenuity. Equally, a lot of developers need to make the “standard” games as they sell well meaning they can generate funds to develop the titles they truly want to.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

It’s tough to say that Sports games are the only games that won’t incur burnout and definitely not appropriate to say that they’re the only annual release we “deserve”. I think it would be interesting to see a sport game use the expansion or subscription model to see the success and application within the industry but people love all sorts of games and large portions of the audience genuinely love to see their favourite franchises regularly receive fresh instalments.

Yearly-Release Games: Profit Machine or Prolific Artistry?
CAntonyBaker

I don’t think anybody here thinks Blizzard are annually releasing games, they understand it’s a subscription service as both comments clarified. It was more framing the question if publishers are seeing a successful ongoing income and making their own potential version. With titles looking to move to subscription services it’s hard to say that MMOs won’t have influence as well as services such as Netflix and Spotify etc.

Yearly-Release Games: Profit Machine or Prolific Artistry?