Children of a Lesser God

Children of a Lesser God

It is often almost impossible to talk about video games without thinking about violence, zombies, war, fantasy worlds and explosions. Or, at least, that is what happens in the majority of cases. Now, the key question here that all should ask themselves is: is it really that difficult or remotely conceivable to use other emotionally involving sources rather than cheap pulp entertainment?

Most people mistakenly think that it would probably be like asking a Hollywood script to completely discard love, the most popular genre and story form. But we all know that love stories are touching, emotional and, most importantly, they sell to a worldwide audience.

The game industry is still slave of a prevalently adolescent mind-set

Still, the answer to our key question would certainly be ‘Of course not!’.
The real problem here is that while movies can treat a variety of contents, themes, and stories – as well as continuously experimenting – the game industry is unfortunately still slave of a prevalently adolescent mind-set. This makes vane, if not ridiculous at all, every single tentative to enrich its subjects.
Though, if we really want that videogames can even start to be considered a form of entertainment – such as cinema and music – the game industry must try very hard to evolve and abandon certain stereotypes and old habits.

Rule number one: break all rules.

The videogame industry often tends to auto-celebrate its exclusiveness, accusing anyone who doesn’t belong to its club and dares to give an opinion on video games. ‘Where is he coming from? He’s not a gamer, he barely knows about videogames… what is he saying…’.
You know what? Any comment coming from the ‘outsiders’ are very welcome. Even better if these strangers do not play videogames. Also, very much welcomed are contaminations with other people, arts or subjects that have nothing to do with gaming.

We do need to speak a universal language to open our horizons and talk to a wider audience. The capacity to talk to a wider audience does not necessary implicate creating easy games that everyone is able to play; it means to expand our vocabulary so that everyone can find the unique interesting bit, the right game, suiting his liking.

We do need to speak a universal language to open our horizons and talk to a wider audience

Exactly like someone that prefers love stories, but can always choose to spend an enjoyable night at the cinema watching an intense Russian mute movie from the 30′s.

Massimo Guarini

Visionary Creative Director and long-time industry veteran, Massimo is the volcanic mind behind the award-winning Murasaki Baby. He attained cult status by directing the award-winning “Shadows of the Damned” with Suda51, Shinji Mikami and Akira Yamaoka, for Grasshopper Manufacture in Tokyo.
In 2012 Massimo established his own game production studio: Ovosonico.

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