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Agents aim to be video
game players Biz's invisible creatives
are proving tough to ink By
DANA HARRIS
The
videogame biz is worth billions and, naturally, agents want a piece of the
action. But what kind of action is there to get?
There's the obvious stuff, such as clients who
lend their voices to characters or licensing vidgames to the movie studios. But
the real money would seem to be in repping the industry's creatives -- the
developers, producers and programmers responsible for making the games.
There is, however, a significant sticking
point.
"There is a technical component (to gaming)
that does not allow individuals to move back and forth (between companies),"
said Rob Sebastian, managing director of games and technology at Endeavor. "I
think entire creative production teams can be represented if they aren't
exclusive to any given publisher. However, most teams are internal. There's no
play in that scenario for an agency."
Fans are fickle
It's also hard for agents to build stars when
the vidgame culture has limited interest in their creation. Fans are notorious
for fickle and demanding tastes satisfied solely by the actual game experience.
"The idea of an 'opening weekend' is not the
same," said the William Morris Agency's Cody Alexander. "Word of mouth and
reviews are more important (than individuals), and game reviews (can be) much
more biting and acidic."
In fact, with rare exceptions like "Sid
Meyer's Civilization," you won't find the names of individual creatives on game
boxes, only inside the user's manual.
While the argument can be made that anonymity
merely represents the culture's lack of interest in a star system, others wonder
if it's intended to block its creation. Agents make the comparison to the early
days of the studio system, when writers and directors were kept under contract
and their contributions were downplayed in the films' credits.
One of the first chinks in that system came
when Alfred Hitchcock, who was under contract to Warner Bros. Pictures, made his
CBS television deal for the series "Alfred Hitchcock Presents."
Limited to salary
It's a scenario CAA compares to one pending
for "Sims" creator Will Wright. The vidgame series has earned north of $600
million for publisher Electronic Arts, but Wright's participation was limited to
his contracted salary. Last summer, Wright signed a first-look development deal
with Fox Broadcasting Co. to develop projects for the network.
"Game companies are realizing that they're
entertainment companies, not software companies," said CAA gaming agent Seamus
Blackley, the jazz pianist-turned-physicist who later became one of the creators
of the Xbox and now is an agent. "They're forced to recognize the creatives. Who
cares how many bitmaps per unit time?"
By releasing their employees from the golden
handcuffs of exclusive employment contracts at the gaming studios, the argument
goes, companies can benefit from a free exchange of ideas, creatives can become
gross players and agents can take their 10%.
"We're all talking about taking these
creatives and exposing them to other opportunities," said CAA's Larry Shapiro.
Skills in demand
With developers responsible for creating 30
hours of storyline in a single game, Shapiro said, opportunities aren't hard to
find. He says when gaming creatives meet with traditional entertainment
producers, "The reaction is, 'My God, are there more of these people?' "
Sebastian says he sees opportunity in taking a
Hollywood director like John Woo and putting him in a room with game creators.
"In those scenarios," he said, "really great content is born."
Still, there's a cautionary note from the
company that preceded all Hollywood talent agencies with its plan to rep the
creatives of the gaming business. El Segundo-based gaming management shingle
R.E.D. (Representing Entertainers & Developers) launched in 2001, intent on
focusing on developers, producers and programmers.
'Project-driven industry'
Co-owner Jeff Brunner said R.E.D. now centers
its representation efforts not on individuals but on established gaming studios.
"We thought we'd try to identify the key guys
and sign them up, but it's too project-driven an industry," he said. "Hits are
driven by a lot of factors other than the individual. There's not this director
status and actor status with the game companies. There's no auteur theory."
However, Brunner added, "I think it will get
there, eventually."
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