Day: February 28, 2022

6 milhões de euros de fundos…

Até ao dia 12 de abril está disponivel uma Call da Comissão Europeia para o desenvolvimento de videojogos, mais especificamente para o desenvolvimento de conteúdos imersivos(“Video games and immersive content development”, CREA-MEDIA-2022-DEVVGIM). Acho que só se podem candidatar empresas..

Do texto de apresentação da call consta:
Scope:
The objective of the support to Video games and immersive content development is to increase the capacity of European video game producers, XR studios and audiovisual production companies to develop video games and interactive immersive experiences with the potential to reach global audiences. The support also aims to improve the competiveness of the European video games industry and other companies producing interactive immersive content in European and international markets by enabling the retention of intellectual property by European developers.

Expected results
Increased quality, appeal, feasibility and cross-border potential for selected projects.
A stronger position on the European and international market for video games developers and companies producing interactive immersive experiences.

Description of the activities to be funded
Support will be given to the development of works and prototypes of interactive narrative storytelling with original content and/or quality gameplay intended for production and global commercial exploitation via PCs, consoles, mobile devices, tablets, smart phones and other technologies.
The aim is to provide funds to video game production companies and other companies producing immersive content to develop works with a high level of originality and innovative and creative value, and that have a high level of commercial ambition and extensive cross-border potential to reach European and international markets. This will allow for further investment in innovative European content and increase the competitiveness of European companies in the digital global market.

Special attention will be given to applications presenting adequate strategies to ensure a more sustainable and more environmentally-respectful industry and to ensure gender balance, inclusion, diversity and representativeness.”

+infos(oficial): LINK

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Uma opinião sobre

“Sid Meier warns the games industry about monetisation” por Steffan Powell

“1991 was an impressive year for video game releases.

Sonic the Hedgehog, with his colourful, fast-paced, ring collecting was the top-selling title.

People were also bashing buttons until their fingers were sore, playing Street Fighter 2.

Few could have guessed at the time that one of the releases to have a lasting impact on the games industry, would be a strategy title that played like a virtual board game.

It was hardly the sexy face of a burgeoning industry – but Civilization didn’t need fancy graphics, cute characters or frantic gameplay to have hundreds of thousands of people hooked.

Instead, its blend of management simulation, exploration and diplomacy, helped create a gaming icon and a new genre.

Time magazine once named it one of the 100 greatest video games. It has spawned five sequels, the most recent of which was released in 2016.

Games have changed dramatically since 1991, and grown significantly in popularity – they’re now worth more than the movie and music industries combined.

Speaking to the BBC on the 30th anniversary of its release, the brains behind Civilisation is warning the games industry to remember why people play in the first place.

“The real challenge and the real opportunity is keeping our focus on gameplay,” says American developer Sid Meier.

“That is what is unique, special and appealing about games as a form of entertainment. When we forget that, and decide it’s monetisation or other things that are not gameplay-focused, when we start to forget about making great games and start thinking about games as a vehicle or an opportunity for something else, that’s when we stray a little bit further from the path.”

Dominating the market
The financial model that supports how games companies make their money has changed dramatically in the past decade or so. Now many developers and publishers rely on in-game purchases to help with their bottom line rather than solely on the up-front cost of buying a title to play.

Piers Harding-Rolls from Ampere Analysis explains: “In 2021, 79% of consumer spending on games globally was from in-app purchases, microtransactions and add-on content for games. This share is expected to grow.”

Not all releases that include these mechanics have been welcomed by players – with several high-profile examples in recent years of companies having to change their approach, after a negative reaction from fans.

Some games companies are also exploring the introduction of non-fungible-tokens (NFTs) – a form of digital art that players can buy and own – into their games. There are those that believe this is an inevitable part of gaming’s future and another way for companies to make money from gamers, but a fiercely negative reaction on social media has forced some to rethink their plans.

Sid Meier says that if major companies continue to focus on ways like this to monetise gaming, they risk losing the audience: “People can assume that a game is going to be fun and what it needs for success are more cinematics or monetisation or whatever – but if the core just is not there with good gameplay, then it won’t work.

“In a sense gameplay is cheap… The game design part is critical and crucial but doesn’t require a cast of thousands in the way some of the other aspects do. So it’s perhaps easy to overlook how important the investment in game design and gameplay is.”

The global games market is reported to be worth around $175bn (£129bn) and is forecast to almost double in five years. In the UK, the industry grew during lockdown and is worth £7bn.

But Sid Meier says that continued growth isn’t guaranteed: “There are lots of other ways that people can spend their leisure time… I think the way the internet works, once a shift starts to happen, then everybody runs to that side of the ship.

“I think we need to be sure that our games continue to be high quality and fun to play – there are so many forms of entertainment out there now. We’re in a good position… but we need to be sure we realise how critical gameplay is – and how that is the engine that really keeps players happy, engaged and having fun.”

Sid says he has no plans to retire just yet, and explains the most gratifying change he’s experienced during his more than 30 years in the industry, is the wider public’s shift in attitude when it comes to games.

People were telling him back in 1991 that he was “wasting his time” working in games – now he smiles, as people say to him: “I wish I could get a job making games.”

+infos(fonte): LINK

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