This
week, in Los Angeles, the Interactive Software Developers Association
is staging its ninth annual Electronic Entertainment Expo, or E3, as
it's more commonly known.
If it seems to
you as if E3 has been around forever, it's only because video and
computer games have become so integral a part of the cultural landscape
that it's practically impossible to imagine a time when they weren't
there. In fact, the home-gaming industry is little more than 25 years
old, and, until 1995, the leading manufacturers were content to gather
in Chicago as part of the spring Consumer Electronics Show.
When the ISDA
decided that the video-game business deserved a convention of its
own, it headed west for Los Angeles. The timing couldn't have been
better, it corresponded with the introduction by Sony and Sega of
their PlayStation and Saturn consoles.
In two years,
E3 outgrew the then-cozy confines of the Los Angeles Convention Center
and made an ill-considered sojourn to Atlanta. The move wasn't nearly
as disastrous as the Video Software Dealers Association's one-year
experiment in Dallas, but planners greatly underestimated the willingness
of International Geekdom - and camp followers in the media -- to trek
to someplace un-cool to sample new games and throw down free snacks.
It took
another two years for the ISDA to pack up the tent and take its show
back to the newly expanded convention center in downtown L.A. It's
been gangbusters ever since.
Of course, when
planners say the convention is based in Los Angeles, what they really
mean is, Hollywood. Synergies between the movie and gaming industries
have existed ever since LucasArts began turning out movie-inspired
games, 20 years ago, and Disney pushed the envelope by releasing Tron.
Since then,
Hollywood and the video-game industry have enjoyed a hit-and-miss
relationship.
For every Mortal
Kombat, Lara Croft and Pokemon success, there's
been a corresponding bomb, a la Final Fantasy: The Spirits Within
and Super Mario Bros. Many hit movie titles have been translated
into successful video-game franchises, but no one outside of Marin
County has been able to patent a sure-fire recipe for true synergism.
For the most part, the artistic disciplines are two horses of a completely
different color. Movies exist to tell stories, which are intended
to be shared with other people, while video games generally are designed
to satisfy one player at a time.
Judging from the
recent success of the narrative game, "Grand Theft Auto,"
Tokyo is starting think more like Hollywood. Likewise, the movie studios
not named Disney are becoming less and less reluctant to their share
brands with game developers.
Like every other
geek on the planet, the folks gathering at E3 this week are intent
on seeing The Matrix Reloadedas soon as is humanly possible.
Atari Interactive had a coming-out party of its own in February, when
it previewed its "Enter the Matrix" game, and it will give
T3: Rise of the Machines a huge push at E3. Also on tap are
games based on Finding Nemo and X2: X-Men United.
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"This year
is the year of the movie-based video game," reported Richard
Ow, an analyst for the New York-based NPD Group. "Many successful
video games in 2002 have come from movie franchises, namely Star
Wars, James Bond, Lord of the Rings and Spider-Man.
The NPD
Group reported Monday that domestic revenues for all video-game hardware,
software and accessories fell 2.4 percent in the first quarter of
2003, based on year-over-year comparison, while unit sales grew 7.4
percent. Decreasing revenues and increasing unit sales also occurred
in the video-game console and portable-hardware category, with a 12.6
percent dip in money spent and a 16 percent increase in units sold
over the same period.
The video-game
software category -- consisting of console and portable software --
experienced a 6.5 percent increase in revenues and a 1.5 percent increase
in unit volume in first quarter 2003 over first quarter 2002. PC video
games showed declines of 5 percent in revenues and 3.5 percent in
unit volume for the same time period.
"The PC game
market may have experienced declines in the past year, but if you
look at the number of highly anticipated PC titles expected to release
this year such as "Doom III" and "Half-Life 2",
the outlook for growth in this category is promising," said Steve
Koenig, NPD's senior software analyst. "Game publishers continue
to develop sequels and expansion packs for hit PC game franchises
and movie tie-ins. This strategy keeps gamers playing on the PC and
helps attract new gamers to the platform."
The primary appeal
to game manufacturers in forming a lasting bond with Hollywood is
that most titles come pre-branded and benefit from certain marketing
synergies. Research and development costs can be controlled far more
easily when designers are given a leg up with an existing concept.
Hollywood, of
course, loves getting the licensing revenues, even if the games themselves
rarely bear more than a passing resemblance to what takes place in
their movies and TV shows. Plus, they don't have to sweat development
expenses.
Last year, game
sales in the U.S. reached $10.3 billion, compared with revenues of
$9.5 for movie box office, $8.2 billion for movie-video rentals and
$12.6 billion for pre-recorded music. Worldwide, the gaming industry
registered $25 billion in sales.
Besides
the release of The Matrix Reloaded, one other world event will
draw the attention of gamers at E3.
On Monday, Petrilla
Entertainment -- which claims 2 million downloads for its "Quest
for Al-Qa'eda" -- released what it considers to be a "more
sophisticated PC-based, multilevel 3-D shooter game with the same
style of satirical humor that made its predecessor title such a smash
hit." The new game's title is "Quest for Saddam."
Petrilla describes
it as being a "full-fledged fast-action shooter that lets the
user hunt down the Iraqi dictator in a truly new kind of videogame,
where successful game-play is further rewarded with hysterical one-liners
and outrageous scenes."
I swear I did
not just make up those quotes.
"Quest for
Saddam," which was developed by 18-year-old Malibu resident Jesse
Petrilla, is available to download, for $14.95, at www.questforsaddam.com.
Petrilla's brainstorms won't be the last game designed to exploit
interest in the current conflict overseas. With any luck, though,
few others will attempt to make you laugh while slaughtering your
former allies.