Council Pop
Member
Fair enough, but I do want to ask, do you work in the industry and/or are you a dev (or have close friends in the industry)? Genuinely intrigued as clearly I'm arguing from a consumers perspective. You might be too, I just find it a rather perplexing hard stance for a consumer to take (the mixing/muddying the waters with the working conditions argument/be nicer to devs over publishers as a standard).
I know some devs, mainly smaller ones, but know a few people who are both devs and artists/theatre makers, or devs and academics etc. They tend to have interesting perspectives on stuff like funding for games, because they straddle multiple artforms. For example, most theatre makers are reliant on public funding to subsidise their work, so the audience don't see themselves as consumers paying for a cultural product- they're paying into 'the arts' as a whole.
I'm an artist, music and performance stuff, so I think about the relationship between audience and art a lot, and the importance of having artistic independence from your audience.
Over in America there is no public funding for theatre so it's basically paid for by the wealthier (and more conservative) theatregoers, and there was an incident with a New York theatre a few years ago where some powerful audience members wrote in complaining that a particular play was too long and too violent (seriously..), and the director of the theatre was forced to put out a statement apologising and promising never to put on plays like that again. Whereas in Berlin or somewhere they can show violent disgusting plays which last 5 hours and there is nothing anyone can do.
I'm saying this in a very roundabout way, but basically the 'consumerisation' of art benefits shareholders, speculators, capitalists, while both the artists and the audience suffer- artists through bad conditions and incredible pressure, and audience through bad games, broken games, outrageous prices and the like.
Also I think that we need to have more critical engagement with 'the game' by itself, rather than only relating it to the individual developers who made it. That way both us and the developers can learn from it, and we can understand better what works and doesn't work in terms of game design, which is the important thing when it comes to pushing the medium forward.