A diverse group of people are
interested in seeing Australia become a leading player in the computer
games industry, in the hopes of generating significant export dollars
for the country.
The Australian Workshop on Interactive Entertainment
was held at the University of Technology, Sydney (UTS) today in a bid
to stimulate research into creative technology in Sydney and throughout
Australia.
"It's attempting to stimulate academic research that in the future can
contribute to the game industry in Sydney and Australia," Dr Will
Uther, one of the organisers of the event, told ZDNet Australia .
He said Melbourne and Queensland had a well-developed games industry,
while Sydney did not. However, Sydney houses a good special effects
industry because of the movies made here, and that would be a good fit
for a budding computer games industry.
The workshop was organised by Dr Yusuf Pisan of UTS, Alan Blair from the University of New South Wales (UNSW), Manolya Kavakli from Macquarie University, Dr Wayne Moore from Charles Sturt University (CSU) and Dr William Uther of National ICT Australia (NICTA). It was funded by UTS, UNSW, NICTA and CSU.
The computer game industry last year generated more revenue that
Hollywood ticket sales, and Australia is in a prime position to grab a
large slice of that, according to Uther. "Australian games have great
potential for export," he said. "US games don't tend to sell well in
Europe, and European games don't sell well in the US, but Australian
games do equally well in both markets."
The first session was a lecture by industry stalwart Chris Crawford,
who began designing games for Atari in 1979. He argued that in
interactive games the visual graphics were not as important as the
algorithms which drove the interaction between characters. He pointed
to the fact that Shrek grossed more than 10 times the box office sales
than Final Fantasy, despite the second movie having greater visual
realism. The reason, according to Crawford, is that the characters in
Shrek showed emotion, while the characters in Final Fantasy were
"soulless".
"You don't want to be realistic," said Crawford. "You want to be
expressive in the [areas in which] you want to achieve." He then quoted
Aristotle's statement that character is demonstrated through actions or
decisions. For that reason, when designing a game it is important to
first work out what you want the characters to do before deciding what
personality traits they will have.
"Define the verbs, then define the personality variables of the
characters," said Crawford. He said you need an "absolute minimum of
500 verbs" for good storytelling, but interactive gaming wouldn't
flower until characters could perform more than 5,000 verbs.