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Sunday, September 22, 2013

Grand Theft Auto Milestones & Downsides


Grand Theft Auto V (GTA 5) video game was released September 17, 2013. GTA retails for about $55 for Xbox 360 and PlayStation systems, which makes it the most expensive video game ever! According to Take Two Interactive Software, the iconic interactive entertainment series has accomplished to reach more than $1 billion in retail sales in the first 3 days!

Of course, the game has caused shock waves across the world. GTA was almost as desirable as the newest iPhone or the latest Jordan sneakers. When I browsed social media sites such as Twitter and Instagram, the majority of the posts were about GTA 5.  I’ve been wondering what makes this series such a hot item?
 
I decided to dig a little deeper and I reviewed the history of this cultural phenomenon. Since 2005, Take Two Interactive became the parent company of Rockstar Games to team up as a multinational video game and developer mega-business. According to Forbes, GTA 5 is the fastest selling entertainment property, including video games and feature films. GTA 5 beat the three biggest film launches- The Avengers, Avatar, and Harry Potter & the Deadly Hallows- by 16 days.  An ABC News article reported a team of 250 people took 4 years to develop a 1,000- page script. Wow!
grand theft auto mugging
            The GTA series is primarily known for its vulgarity and violence. While viewing the sneak peak of Rockstar GamesOfficial YouTube channel for GTA 5, two things captured my attention. First, the video stated new “mechanics” were added that are “fun and fluid.” Second, the video reported characters could make “sensible investments” such as “tattoos and fast cars.” One may not see the problem with these casual video game’s statements but all I could think about is the number of young adults who take video games as real life. All over the world, people have been robbed; stabbed, and killed over GTA- these incidents have been reported from Florida to London.

To  better place things into perspective, this game could distort normal mental functions and potentially cause young to become disrespectful to citizens or even murder. As far as profits, anyone who has stock in Take Two Interactive is winning; however, the younger generation is losing. As much as I desire to be optimistic about GTA, the profanity, sexual content, and intense violence that the game offers is just not worth it.




Sunday, September 8, 2013

The Media Moguls Forecast


I’ve recently pondered the future of the entertainment industry. I’ve wondering how theatres will remain lucrative 10-15 years from now, since the advent of video-on- demand?
            After reading a Variety article about George Lucas and Steven Spielberg, I’m inspired to adjust my future business plans. Lucas and Spielberg predicted costly movie tickets, programmable dreams, and an immense movement of content to video-on-demand.
Astoundingly but separately, Lucas and Spielberg have written, directed, and produced some of the most phenomenal films in history including: Star Wars, Indiana Jones, Jaws, and Saving Private Ryan. I consider their words of wisdom food for thought, and guidance for change.
The two media moguls forecast that mega-budgeted movies i.e. Red Tails and Lincoln-will not yield high profits as their previous movies in the past; which has happened in the case of Red Tails. They complained how hard it was to get those movies into theatre. Lucas added that theatre chains would be the cost of Broadway shows and football games.

Spielberg also addressed the evolution of video games, stating that the video market hasn’t been able to capture empathy with onscreen characters in a narrative form. This is mainly due to gamers enjoying onscreen violence. Additionally, Lucas thinks there is a market for woman and games because women identify with love stories and actual relationships. Game manufacturers can attract the female audience by creating games similar to the essence of “chick flicks.” Spielberg, on the other hand, looks further where game controllers will become antiquated and Wii devices will dominate the industry. Whether a computer or movie screen, the future goal is to immerse players inside three-dimensional experiences.

Lastly, Lucas predicts the incorporation of brain implants into the entertainment industry. He said an individual could have the ability to tap into their brain and control their dreams. The underlying theme is to retain the ability to tell a story. The content will remain the same whether you are in the game or telling a story.