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Film Noir: What Can Game Designers Learn

Posted Dec 28, 2007 by Keith Cross

Film Noir: What Can Game Designers Learn

Gamasutra has posted an editorial article that attempts to explain how today's games could learn from film noir, not by copying superficial details, but by emulating the techniques noir filmmakers used to thrive in a movie industry that is not entirely dissimilar to the gaming industry of today.

In a hit-driven industry that requires millions of dollars brought to the table just for a title to make the qualifying round, TimeGate Studios designer Steve Gaynor opines that the lessons of film noir will pave the way for games to develop a new and engaging kind of interaction, opening the field beyond just the BioShocks and Halos.

In the late 30's through the 50's, American film was a spectacle-based business. The market was dominated by the studio system, and blockbuster epics and musicals ruled the public consciousness. The stars, budgets, and sets were enormous. It didn't take long for the entire enterprise to become very bloated. Eventually, pricetags began outstripping profits in an arms race to sensory overload. It was during this era that film noir was born.

Read more here.

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