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Anand
Ramachandran
| 40
years ago we had a wonderful thing called Amar Chitra Katha and that kept an entire
generation in touch with their history and mythology. But like any good drink
it left a hangover. Has the success of Amar Chitra Katha led us to believe we
need mythology/folklore for successful animation and gaming content? This
was the question that Anand Ramachandran, Creative Director, A Bellyful of Dreams
Entertainment posed to the audience in the session, 'Beating the Mythology Hangover'. He
began the session by asking, "How many of you are artists? How many of you
are programmers? How many of you are business people? You might as well leave
the room since I would be talking purely from a creative point of view and you
might think I am mad." Anand said
that most of what we see lacks imagination and style especially in a contemporary
sense. It is time to get over the ACK hangover. Outside the ACK space, we have
bollywood and cricket, here too from the creative perceptive we often lack in
imagination. Even a good idea looses steam along the line. Marvel also doesn't
write the same story which it did 50 years ago, isn't it time for us to move on
too. So what is the solution to this?
Do we need mytho based content or do we need that 'X' factor content in animation
and gaming content. Why look beyond
the pool of content which we have? Yes we undoubtedly need good mytho/cricket/bollywood
content. But do all of us need to do that? For local consumption these themes
come with certain constraints. India will be a market for good quality games,
maybe not now but a few years down the line. We need to do good stuff at a reasonably
good cost and that will work and everyone will be successful. Disruptive
Content Disruptive content is the one which makes noise, is unique and
stands out of the non disruptive content. Anand said, "We need disruptive
content, which is the only kind of stuff that will generate the momentum that
will open the market for other stuff to exploit it, it needs to be noisy so it
makes it in the market. Great games with disruptive creatives can travel to global
markets. We need characters that can be quirky. Some of us need to make IP that
can eventually be turned in to money spinning licensable franchises like Mario,
Halo etc. Let start thinking long term." He
shared some problems that mytho based content has. Mythology is essentially a
public domain like for example Krishna doesn't belong to me or you and hence not
franchise-able and monitizable as an IP over the long term. Again Mythology will
always be a potentially sensitive subject. About
Bollywood movies becoming games he shared that a flop movie will damage the fortune
of a good game. There is a lot of baggage in terms of expectations. Typically
Bollywood movies and hence the games have a low shelf life. Being
Disruptive An original idea turning into an IP stands the best chance
of being disruptive. By doing unexpected and unusual things, one can open the
door to create lasting value. Good original creative content can help create disruption
by appealing to the audiences who can and will provide genuine momentum. Giving
an example of disruptive content he said, "Internationally I think 'SOUTH
PARK' and 'BORAT' have disruptive content. When I came to know about Borat through
a friend I had to make at least 15 calls to tell all my friends about it. This
is what we need. Disruptive content spreads with word of mouth. In India, we have
Savitha Bhabhi and MTV Bakra." Quoting examples like AR Rahman who believed
that westernized and synethetic music will dig in, Lalit Modit who believed that
India will support city based teams and introduced IPL, Will Wright who knew people
would play games about mowing the lawn, washing the dishes and going to the toilet.
Anand said that these are the people who disrupted the status quo, changed consumption
habits and busted open markets. There
is no formula to make successful content, it is about trusting content that we
BELIEVE will work and sparing no efforts in creating a world class end product.
Getting LUCK is what everyone wants, but it is useless without other elements. So
how does one define disruptive content? There are two important factors, one having
a terrific idea and the other getting top notch production. The content needs
to be unique and original and unlike anything that the market has seen before.
Be Buzz worthy- easily and enthusiastically recommend to peers and last but not
the least have top class production in every aspect. Applying
this funda, there are 2 routes that he spoke about. One of the routes is by differentiating
your content through 'game play' which is rather difficult in current times. The
other route is by differentiating through creative content which is easier and
the preferred route that is considered by most. Giving
examples of how one finds such ideas to create content he said," We have
a 10000 years of storytelling tradition lets live up to that and create stuff
ourselves as well. Putting things in unusual contexts or situations or unusual
spin offs of the known stereotype or probably looking at topics from an unusual
perspective and unusual places." One
of the ways of getting a great idea is to get a great creative team. "Get
a professional writer/storyteller. Storytelling is not a job for anyone. The writers
need to understand they are working in a contemporary and interactive media. The
team needs a professional UI and graphic designer. Animators and artists don't
always make good designers. There is a need of having top class artists who aren't
merely imitators." The entire
team needs exposure in everything. Working in a game studio and developing a game,
the artists need to essentially play a lot of games, watch movies, cartoons, read
and travel. Anand gave an example of this studio where everyone is made to play
games and be exposed to the interactive media through various means. He said that
an industry like ours cannot be driven without passion. We need people who are
crazy about what they do especially smaller studios like mine. We celebrate originality,
imagination, creative integrity and conviction. Work should be its own motivation
cutting any useless frills. Ensuring a high output and avoiding slack people in
the team. We actively create spaces and situations for creative people to interact
and engage. Last but not the least
he concluded by saying that we base the cost of our content on the the production
cost but it should actually be on the basis of the current market scenario. |