Crowdsourcing & Video Game Development
The advent of the information age is making the task of creating
and distributing a game easier with better tools and more accessible with online
product placement and marketing. I would like to talk about two of the
many advancements our current Internet has already given birth to but has yet to
have reach full fruition. The first is the creation of digital commodity
archives and communities. The second is the growth of open-call
crowdsourcing communities.

As these advancements occur a new creative landscape will surface.
The Digital Commodity Archive and Community
Any digital commodity whether it be a photo, music track, source
code, or 3D model could be submitted to an online archive community that could
sell a non-exclusive license to use it. The use of these generic digital
assets allows for creators to develop products that would otherwise be
inaccessible, thus creating new industry.

The demand for non-exclusively licensed game development assets
is new. Ten years ago getting a game on store shelves cost a lot of
capital. After spending so much money on product placement and promotion
it would be silly to invest a minimalist amount developing the game. With
the development of online distribution and marketing, we have created a
marketplace for smaller revenue projects. It is here the demand to license
these assets has been born.
The two business questions that must both be answered positively
for the next crowdsourcing community development to occur are:
1 – Is there enough of a demand/interest for a creator to create
and submit a given type of digital commodity to an online archive?
2 – Is there enough of a demand for that given type of digital
commodity to generate and enough revenue to create and maintain an online
community archive?
I believe both types of demands now exist for both sprite sheets
(2D art) and 3D models. I would like to share a timeline of what has
already happened and what will inevitably occur.
1990s
We get email; the Internet is born
2001
Google creates an image search feature, granting
users access to millions of images but they are not usable commercially.
2003
An open access model which allowed anyone to upload
and market an image is pioneered.
2008(ish)
The same open access models that existed for image files are
being populated with audio files.
2100
The generations that have lived and died since the beginning of
the information age are being counted. With each generation we create more
and more digital content which eventually goes on the stack of things that
belong to nobody.
Presently free time is the largest producer of generic digital commodities,
eventually the largest contributor of these commodities will become the
deceased. In this observation we can
see the exact nature of a digital commodity. On
today’s Internet where free time is the largest producer of generic digital
commodities we should embrace the idea that a non-exclusive licensing fee could
be a mutual way to emulate the world we will leave our children with.
Open Call
Crowdsourcing
Prosumer
The video game industry has already seen the presence of an
abundant prosumer. Games that offer players the ability to create new
content will see the prosumer create. Games that are highly competitive
will see the prosumer post on forums. Working 40 hours a week developing a
game is a job, a moment of creativity sprouting from a powerful thought is
enjoyable. Chess and Starcraft have both demonstrated the key role best
performed by the prosumer in developing sophisticated gameplay.
The idea of blurring the lines between the consumer and the
crowd as a fellow creator and business partner is something that gems of the
information age like Threadless, Innocentive, and Mechanical Turk have already
been prosperous in doing. The abundance of prosumer activity in the game
industry should be seen as an indication that there is plenty of latent
potential to perform open call crowdsourcing.
Crowdsourcing game development requires first breaking specific project needs
into modular components and then finding somebody in the crowd to produce each
component.
[Work in Progress]