Creative director. Between the creative vision and the huge raft of people who do all the work.
Is going to try and strip the gibberish away.
“Lots of people online doing things.”
Bother, too large to talk about! One of the things you can do online with lots of people: you can socialize. Social networking is massively popular and theoretically worth billions and billions!
Lets of people are making things and showing them off. “User generated” 🙂
“My cat was sick all over my grandma, and I videoed it. Wanna see it?”
*steph-note: this guy is really fun and I like his accent!*
Strange word: “entertainment games that make old-fashioned… something (money?)”
Objective: they do this really well, I want to give them money!!
Profit! Something his mum understands. Virtual making real money. Not sure why!
Decided to talk about two things:
– history of cinema
– ?? *steph-note: missed that*
Just like mainstream movies, games have:
– too many people working on them, cost way too much, miss their deadlines, and when people experience them, they go “I can do better!”
History of cinema: color… weren’t sure it would catch on. TV came, and they were convinced TV was dead. DVD. And yet, movies flourish.
They don’t have 5 changes in 50 years, but 50 changes in 5 years. They don’t have the generational thinking. People who are successful in this business build rockets to the moon and never come back. Technology keeps changing and they don’t know how to use it. They don’t have a clue about what’s going to be “the platform of the future”. They don’t know how to monetize it either. Problem: all the games that appear to make money online were built years ago. Problem in a moving market.
The online space is fun and draws new speakers.
Designers who design for designers cost a lot of money, speak gibberish, and you just have to believe them. Paul is the middleman, between various players in the industry who have different languages.
Casinos: like movies and games (cost a lot, not ready on time, and when you walk in “I can do this?”) Subscription model. Community management.
American system: if something works for somebody, build it bigger, better, faster… But that doesn’t work in the long run.
New design and thinking is happening online. Take your game design people, and put them online — fight insular thinking. Need to embrace the online industry.
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- Lift10 Online Communities: The Transition from Broadcast to Multiplatform for a public service broadcaster: getting attention and measuring success (Alice Taylor) [en] (2010)
- Lift10: Technology and Cultural Difference in China (Basile Zimmermann) [en] (2010)
- LIFT08: Robin Hunicke (Game Design) [en] (2008)
- WordPress 2007: Jeremy Wright, Im in ur blogz grabbin' ur kash! Blog Monetization [en] (2007)
- Lift13, Innovation Drivers XXX: Garion Hall [en] (2013)
- LIft13, Noise and Speed: Sebastian Dieguez [en] (2013)
- Lift12: Tom Armitage. Games: Systemic Media for a Digital Age [en] (2012)
- Somesso – Julie Meyer: Value Creation through Social
Media for Companies [en] (2008)
- Structured vs. Freeform Work [en] (2011)
One thought on “LIFT08: Paul Barnett [en]”
Thank you for the nice write up.
The bit you missed was a comment on how our games make real profit as opposed to web -2.0 which makes pretend profit. And the two ways I talked about it was the history of film and casinos.