Gundolf S. Freyermuth

Games | Game Design | Game Studies


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      In the last decade, the extreme development of distribution channels for digital games has correlated with equally strong changes in how they are financed. Promoted as well through ubiquitous digital networking, a variety of alternative economic approaches, processes, and funding models came about. Disruptive were, for one, Free-to-Play (F2P) and freemium models, based on micropayments in games that started off free, and for another pre-financing through so-called crowdfunding, i.e., the collecting of a large number of small contributions by future users of technical or medial products that had yet to be produced.

      Just as with the older audiovisual media of theater, film, and television, the economic potentials of digital games are based on the requirement that products achieve a certain technical and artistic quality. A decisive structural condition has emerged only over the last decade with the increase of technical options: small groups and even individuals now possess means of production that two decades ago were the exclusive privilege of large companies and corporate groups and, thereby, also only of highly specialized experts. Admittedly, with access to these new technical means comes the challenge to use them artistically in a way that is appropriate and creative. Four developments influenced game design over the last decade:

       A latent stagnation and aesthetic crisis of AAA titles developed through a high degree of division of labor;

       The rise of a so-called indie scene, whose ‘small’ games are anchored outside of the commercial mainstream and tend towards artistic experimentation and breaking out of traditional schemas;

       A proliferating differentiation into evermore specific subgenres combined with a strong increase in the number of titles being produced;

       The introduction of practices and mechanisms of game development into other production and service areas.39