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D.I.C.E. '08: Pirates director advocates 'madness'

Filmmaker Gore Verbinksi warns against "homogenization" during opening keynote speech to seventh annual game-development insider confab.

LAS VEGAS--As the last slivers of sunlight faded behind the starkly picturesque Red Rock national park, the D.I.C.E. Summit began in the nearby casino, which bears its name. Throughout the day, various members of the game development and publishing illuminati wandered into the Frank Lloyd Wright-esque building hosting this year's event, the seventh such conference thrown by the Academy of Interactive Arts and Sciences.

After exchanging the obligatory greetings and grabbing the mandatory post-plane-flight drinks, many attendees wandered into the Red Rock Casino's Summerlin Ballroom to hear D.I.C.E.'s opening keynote speech. Unlike past years, the amassed audience was not there to see a prominent game developer, publisher, or executive kick off the event by holding forth about his or her accomplishments. They were there to listen to Gore Verbinski, a filmmaker with very little experience in the game industry.

Verbinski is most famous for directing the three Pirates of the Caribbean films, which have amassed more than $1 billion in theaters worldwide. The latest, Pirates of the Caribbean: At World's End, had one of the biggest US box office openings of all time, grossing nearly $140 million dollars when it debuted in theaters during Memorial Day weekend last year.

Based on a Disneyland amusement park ride, the Pirates films initially earned praise for Johnny Depp's zany lead performance, which was nominated for an Oscar. However, they also took more than a few lumps from reviewers for being dramatically shaky, visually overwrought, and--by the time World's End bowed--unrepentantly commercial.

Ironically, Verbinski began his D.I.C.E. speech by leveling some of those same criticisms at the film industry as a whole. "If you look at the film industry from the 1970s to now, you can see how wild creativity has been replaced by the numbers game, how story telling has become formulaic due to recycling of the same [filmic] language," he told the audience.

Indeed, Verbinksi's keynote speech quickly turned into a warning to the game industry against creativity surrendering to commerce, or what he called the "the homogenization of voice." "Homogenization removes all the awkward bits for many players," he cautioned. "With too many voices and too many colors, everything becomes brown...The new requires singularity of voice, or financial ruin will follow."

Segueing into games, Verbinski wasted no time bashing games based on films--or, more specifically, games based on his own films. "How many films have slapped their logos on an inferior game because they had to make a shelf date," he asked rhetorically. "That is what we did with the Pirates of the Caribbean. When I made the films, I saw value come from nothing and then [with the games] nothing come out of value."

The majority of Verbinski's ire was directed at Pirates of the Caribbean Online, the film-inspired ad-supported massively multiplayer online game from Disney Online. Saying "film-based games are a way to have people step into a world that you, as a filmmaker, created for just two hours," he charged that the developers did not consult him when making the game, which constituted a "breach of contract."

But while Verbinski certainly made his displeasure with the Pirates games well-known, he used the majority of his keynote speech to warn the game industry not to fall into the sort of traps the Hollywood studio system sets for filmmakers. "In games, you are audience, god, narrator, and player," he said. "They are so full of potential, yet so infinite, they are empty at times. And an empty canvas is a dangerous investment."

After railing against the repetitiveness of the first-person shooter genre, Verbinski offered two ways that the game industry can avoid the stagnation that big-budget films are experiencing. The first is the cultivation of talented, visionary people.

"The casting of talent is the most significant choice one can make in the creative process," he declared. "It's like the star system. We use star power to get a script, which nobody wants to produce, made into a movie. By the same token, you get [BioShock designer] Ken Levine, and he draws more and more talented people together and makes a game that's entirely new."

However, Verbinski also cautioned against simply coddling big-name talent and not nurturing the lesser-known designers, programmers, and writers whose work is the lion's share of any game. "Talent is migratory," he said. "I won't work at a visual effects company if the talent is gone. I shake the hands of the nameless faces and forge a community, and through the community comes power."

But more than anything else, Verbinski urged game developers to embrace one thing--madness. "This is the moment right now, with all the doors open, right now is the time for madness," he proclaimed. "A good narrative is like a drug--it gives the player more excitement than they can generate themselves."

As example of inspired lunacy, he held up Harmonix, the developers of Rock Band and the original Guitar Hero games. "I understand it took the Guitar Hero guys nine years to convince executives they could sell a plastic guitar," said Verbinski. "But that wasn't what the Guitar Hero guys understood. They understood that, at one point, everyone has stood in front of a mirror with a tennis racket and just rocked out."

In conclusion, Verbinski defined "madness" thusly: "We have the obligation to make the suits s*** themselves. You must diverge from the path, you must make executives uncomfortable, because whether they realize it or not, that's what they're paying you for...The business wants what they have already seen, but the audience wants what they can't imagine. Our duty is to the audience."

102 Comments

  • beedle

    Posted Feb 12, 2008 10:33 am PT

    Well spoken from Verbinski. Even though I play FPS and in some respect it is stagnant, however quite entertaining. The audiences is what has always mattered. Always.

  • WardCleaver02

    Posted Feb 12, 2008 10:19 am PT

    I disagree with the implication that the FPS has stagnated. I think the FPS genre is one of the most innovative genres in gaming, simply for the fact that the genre is so crowded. When developing a FPS, you, as a developer, really have to go out of your way to make your shooter stand out from other FPS.

  • X-RS

    Posted Feb 11, 2008 8:01 pm PT

    tc117, look im really f#cking sick of all the fps shooters, especially socom/cod4. but it would have been better if he told the dumb@$$3$ to do research by visiti g game forums. personally id rather have you giving the speech. you play games. your "in" the now. you want original, and simply fun games. like another jsrf perhaps? or anything else. its just the fact that if the keep listening to people like verbinski (if they will, and how long will that take) theyll be behind on what consumers want. while he is trying to break it, hes building it. there has to be something new thats done. otherwise its another meaningless speech.

  • tc117

    Posted Feb 11, 2008 5:55 pm PT

    X-RS calls this a meaningless speech...though I often try to understand points of views that may be different from my own, I honestly can't justify one such as this. I've been a gamer since before I could read (and I developed those skills as well as anyone else mind you), and it is an unspoken truth here that Verbinski has chosen to bring to the developers' attention. The signs have always been around us, but this *movie* director has actually chosen to step in and tell a cautionary tale to the likes of those that offer us the empowerment to delve deep into true artistry and experience the brainchild of some of the most creative entertainers out there. If games went to commercialization just as movies did, then that definitely means something to you and me.

  • Skyblue69

    Posted Feb 11, 2008 2:26 am PT

    What's all the hype about Bioshock anyway? I played Bioshock ten years ago in the guise of System Shock 2 and the games' differences are negligible. I really did not enjoy Bioshock at all. I felt robbed as the game was essentially a rework of what was one of the greatest games of all time in a horrible 50's guise, I hated the era it was based in and I thought System Shock 2 surpassed it in every aspect bar the sound which was on par and the graphics which were obviously superior. How can you call it original? How can you give out kudo's for producing what is essentially the same game but years on in a slightly different setting? I was pumped when I first heard that some of the old SS2 crew were working on a spiritual successor to SS2 and that it was going to be a triple-A title but I, for one, was sorely dissappointed with the result. I just wish those clowns at EA would release the rights and/or get a creditable developer (ie 2k) to give me my last wish of another brilliant System Shock title.

    As for FPS titles being run-of-the-mill affairs? I can't remember having as much fun as I did playing HL: Episode 2, what a blast. COD4 was a blast too and the multiplayer just keeps you coming back for more. To be honest though, the last truly fresh and original FPS game I played goes back a few years to Chronicles of Riddick: Escape from Butcher Bay, another "something of value from nothing" title and also probably the best movie/game tie in I have ever "experienced"

    As for Verbinski, I wouldn't criticise his movies too much if you consider that they really did "come from nothing" and I understand what he is trying to say but hard facts and harder currency will never give way to imaginative concepts that no-one will back as they are deemed risky. This, my fellow gamers, is the way of the world and gaming is now a very very large business and if you think for one minute that there is a special, uncharted path that it will take, you are as deluded as Verbinski is. All we can ultimately hope for is more talent in the field and ultimately ... another System Shock 2 or Far Cry or Dune 2 or Gears of War revolution that actually is as groundbreaking as the originals were.

  • X-RS

    Posted Feb 10, 2008 7:20 pm PT

    wow. another meanigless speech. its like the UN. really really sad.

  • Lisandro_v22

    Posted Feb 10, 2008 1:49 pm PT

    Payler: You are right but I think that the reason is that he had a lot more freedom while he was doing the first movie and after the big success it was, Disney (the devil) forced him to do the the following 2 films totally comercial.

    Verbinski is a great director The Weather Man is one of my favorite movies

  • pop_yoo

    Posted Feb 10, 2008 12:52 pm PT

    ok!

  • forhekset

    Posted Feb 10, 2008 12:39 pm PT

    Brilliant.

  • DragonPulse

    Posted Feb 9, 2008 9:15 pm PT

    bravo bravo lol

  • Canitbe

    Posted Feb 9, 2008 4:05 pm PT

    Also, while this has nothing to do with this article, I wanted to mention it anyway. Two games currently out now that are pretty innovative (yet have some flaws and bugs) which people should check out are

    Sins of a Solar Galaxy
    and
    Savage 2

    Both completely buck the trend and I'm sure neither will be financially viable. That being said, they both are tons of fun and have been created by tiny teams(S2 was 11 people) compared to the huge staff of Bungie and the likes.

  • nate1222

    Posted Feb 9, 2008 3:51 pm PT

    @DarkSaber2K and Canitbe

    I strongly agree with both of you. By the way, DarkSaber2K, I loved 'Indigo Prophecy'. I watched killer games like 'Psi-Ops' on PS2 and XBox go virtually unnoticed. And like many, I was p***ed. I do believe that within the next two years, game sales will cool off considerably. Simply because of value vs cost to consumer. I also believe that Nintendo is the only console maker who won't suffer greatly when this happens. Nintendo keeps manufacturing costs and development costs low enough to make a profit regardless. Developing a Wii title costs only 1/4 to 1/3 the cost of 360 or PS3. And yes, when Wiis are FINALLY available, I'll trade my 360 in toward a Wii.

  • nate1222

    Posted Feb 9, 2008 1:52 pm PT

    As much as I love FPSs, they've been cookie cutter as Hell lately. Most of the stories are just knock-offs: "cybernetically-enhanced, genetically-enhanced super soldier takes on evil aliens". Bungie, I'm looking at y'all! And while I own a 360 now, I'm really jonesin' for a Wii.

  • DarkSaber2k

    Posted Feb 9, 2008 9:31 am PT

    "The madness is only really found in Bioshock."

    This makes me sad, since all Bioshock is is a watered-down, dumbed down for consoletards rehashing of System Shock 2.

    It's a shame most gamers these days seem afflicted with 'If I haven't seen it before it's new, original and innovative' syndrome.

  • ekisom

    Posted Feb 8, 2008 7:33 pm PT

    hell yea!

  • Xeuton_Mojukai

    Posted Feb 8, 2008 1:58 pm PT

    "After railing against the repetitiveness of the first-person shooter genre..."

    Soooo true! I still can't understand what is so revolutionary about COD4 when Bioshock is the one that everyone agrees was a complete slap in the face to the norms of gaming, The Orange Box proved just how much 50 bucks can be worth in terms of excellent gameplay value, Super Mario Galaxy may well be the greatest platformer of all time, and Rock Band simply has brought a second revolution to the music game genre, both of which were spawned in the minds of the same developers.

    COD4... well, it was another COD, except it happened to be in modern times. It had a story based on reality... ok, whatever. It had pretty graphics... and the significance is? The story was surprising... wait, that's right, Bioshock's story is a revolution in game stories. COD4 was just another FPS, no matter how good it is. Even the Orange Box arguably didn't deserve its award for PC game of the year.

    The madness is only really found in Bioshock. The very aspect of the games that was so succinctly described in the pre-nominee speech for the main award. It integrated every one of those things, yet it didn't win?

    WTF?

  • Kaosk405

    Posted Feb 8, 2008 9:52 am PT

    I completely agree with aeverything that man said. Although, I do enjoy playing PotC online...

  • URError

    Posted Feb 7, 2008 11:52 pm PT

    "After railing against the repetitiveness of the first-person shooter genre"

    Amen Brother

  • Dryker

    Posted Feb 7, 2008 11:36 pm PT

    Bravo

  • king_bobo

    Posted Feb 7, 2008 11:02 pm PT

    I agree with what he is saying, because of all the promises of next-gen gameplay when the PS3, Wii and Xbox 360 were released. Game developers should take more risks - move away from safe genres and create something that will either fly or die. If it dies, it will still be loved by some, and it flies it will keep going for a while...

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