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Freeplay is Australia’s longest running independent games festival exploring the intersection of indie development, culture, arts and education.
Since 2004, the Freeplay festival has presented a unique mix of panels, lectures, and hands-on gaming to a diverse audience of gamers, developers, artists, musicians, writers, film-makers, reviewers, educators, and other members of the general public. As games emerge as the dominant art-form of the 21st century, Freeplay is committed to exploring the creative innovations and artistic opportunities of the form, showcasing the best of local independent development to the world, critiquing and analysing the surrounding creative culture, bringing the world’s best games developers to Melbourne, and reframing and re-presenting videogames outside of their usual environments.
Do you support the development of a National Cultural Policy, and why?
Freeplay fully supports the development of a National Cultural Policy.
Videogames have come of age as a creative and artistic medium only in the past few decades, with discussion around them treating them at best as novelties and at worst as not worthy of consideration. This new National Cultural Policy presents a chance to recognise the current strength and future opportunities of videogames as a creative industry, as an emerging artform, as tools for education and community development, and as a mode of artistic expression.
What are your views about each of the four goals?
Goal 1
The Australia of the 21st century has embraced videogames as entertainment, culture, and art. The recently released Digital Australia 12 report shows the shifting demographics of those who play videogames – with 95% of homes with children under the age of 18 have a device for playing computer games, the average age of people who play games 32, and 75% of them over the age of 18 - and research from PricewaterhouseCoopers predicts the interactive game market is expected to reach $90.1 billion by 2015. We now live in a world where new generations have games as simply a part of their life, and for whom the possibilities of the medium will draw them to become artists looking for ways to experiment and express themselves through new technology. At the same time, current developers and practitioners are developing a clearer games literacy that underpins the artform and which is already having an impact on education, culture and art.
However, in these changes there are bound to be stumbles along the way – economically, culturally, and artistically – but to properly place Australia at the forefront of these developments, support for these sorts of experiments is essential, whether through individual developers, artists experimenting with playful or digital work, newly emerging studios, established companies, cultural institutions or collaborations between any or all of these.
No longer confined to a narrow band of cultural practitioners or audiences, videogames are now pervasive, and a contemporary cultural policy should acknowledge that, along with the diversity of practitioners, and support them at different levels according to needs.
As part of that diversity, significantly greater work needs to be done to enable access and support to prospective Indigenous Australian developers and artists to engage with the medium as outside of a few notable examples, the Indigenous voice is largely absent in the development community.
Goal 2
Videogames as an enterprise and an artform both build on and drive the creation of emerging technologies. The most significant areas for games are in the ease of content creation and access to global audiences. New and free technologies and middleware have brought high end tools such as the Unreal Development Kit or Unity into the hands of any budding game creator, and the accessibility of tutorials and information makes it easier than ever to make a game.
While access to these technologies has a low barrier to entry, the skills necessary to create with them as well as the essential games literacy and design skills require education and local support networks. Support for skills sharing between development, education, cultural institutions, and artists in ways beyond economic imperatives, as well as for international linkages, skills sharing, and mentorships – all potentially enabled through communication technologies like the NBN – create new learning opportunities for creators and artists.
Videogame creators at all levels – from individuals to studios - have already embraced digital distribution platforms such as the App Store, Steam, and the locally created Desura and IndieDB, and the NBN will further support these, as well as enable new possibilities for both smaller, geographically disparate teams, to collaborate in real-time and for regional areas to connect with traditionally metropolitan centres of development.
Goal 3
Videogames, while currently discussed and funded through the lens of screen culture and agencies, are not necessarily storytelling forms. Essential in creating resonant and successful work is the reframing of these discussions and the development of games literacy and public discourse with them as fundamentally separate – although still synthesised from – technology and screen culture. Other artforms such as visual art or dance or opera are not predominantly narrative or storytelling in nature, but each have their own strengths and weaknesses in how they communicate and engage with aspects of art unique to them, and videogames are no different. The question of whether or not the core of what games are – rules and systems and an enveloping fiction – can capture some aspect of ‘Australianness’ as laid out in a Significant Australian Content Test in the same way as narrative mediums is one still open for exploration and examination, but to place those forms of creative restrictions on potential experiments before they are even begun stifles essential innovation and artistic development.
Despite this reframing, the creation of games by Australians and the telling of those development stories is important and does constitute telling of stories by Australians both here and overseas. These local games from independents to studios should be celebrated and promoted by government and the development community as the accomplishments they are.
The notion of excellence and world-class endeavour only emerges when we work to connect meaningfully with the creative work from the rest of the world and embrace their diversity and vision and place our own work within those broader contexts – all elements especially important in a truly international artform. It is essential that Australian developers and creatives are given opportunities to look beyond their borders for inspiration as they find ways to uniquely identify and cultivate their local voices and games.
Goal 4
Videogames – like other creative industries outlined in the discussion paper – are both entertainment industry and artform, and for the health of both it is important that a broad ecosystem of development exists – from individual, artistically driven practitioners to publisher owned studios working on high-end, high concept, franchised titles. Different tiers of development enables people to develop skills, nurtures smaller creative projects, and creates opportunities for collaboration.
While more artistic development projects unbound from economic imperatives may not directly create jobs or revenue, their importance as part of that ecosystem creates a culture of creativity, of vision, and of talent, which contributes to the sense of the country as culturally and creatively diverse, ambitious, and self-sustaining.
What strategies do you think we could use to achieve each of the four goals?
Funding & agency support
- Shift of games specific funding away from established screen and technology agencies, with evaluation coming from experienced game practitioners and developers
- Support for new work separate from industrial and economic imperatives along the lines of arts funding, driven by individual vision and creativity
- Support for local developers and artists to attend international festivals & events
- Systems to better support international and local development skills sharing between artists, developers, businesses, and cultural institutions
Education & Games Literacy
- Greater visibility and integration of games as tools for education, as well as cultural artefacts with their own literacy requirements
- Support for games as catalysts for socialisation - the success of retrospective gaming events such as ‘Game On’ illustrate how games experiences have impacted the cultural memory of our community as audience and developers, providing a sense of success and opportunity in Australian game development.
Cultural Engagement
- Creation of game development cultural hubs similar to Melbourne’s Wheeler Centre or Queensland State Library’s The Edge
- Greater visibility from politicians and government staff who support games as a creative industry and artistic practice.
- Celebration of local developers achievements both here and overseas ranging from individual artists to successful studios with a focus on artistic and creative achievement
How can you, your organisation or sector contribute to the goals and strategies of the National Cultural Policy?
Freeplay, as both an organisation and a festival event, bridges the gaps between the games industry, independent developers, artists, educators, and students, as well as those between artists from different disciplines. At the core is the yearly festival event that in 2011 brought over 2000 people together to explore, discuss, and interact with games as art and culture. This audience diversity is reflective of the increased diversity of games players and creators, as well as reflective of the emerging 21st century Australia.
The festival promotes locally developed independent games both through the Freeplay Arcade and Expo which gives the public a chance to meet local developers and for those developers to showcase and playtest their games and the annual Freeplay awards which celebrates the best in local independent game development and highlights those achievements to an international audience. Together, both of these aspects work to tell the evolving story of Australian developers and artists.
Freeplay also collaborates with diverse cultural organisations to support & deliver events and training in games and games literacy. Most recently, Freeplay curated a 6 week exhibition with the National Gallery of Victoria called Game/Play that showcased locally developed independent games, including internationally renowned Antichamber, Solar 2, and Captain Forever, concept art from local games artists, board games, and ran events that covered game development, pervasive games, and play. The Freeplay festival has been supported generously by the National Gallery of Victoria since 2009 and has become an integral part of their games programming. Other partners are being developed through writing, theatre, screen, and culture both in Victoria and interstate.
Are there any other goals you would like to see included in the National Cultural Policy?
While there is a focus on technology as enabling engagement with the arts, there also needs to be a concerted effort to support emerging artforms beyond simply how they may connect with what the discussion paper describes as ‘core’ arts or ‘cultural industries’. These new artforms, videogames included, are a synthesis of these ‘core’ arts of music, performing arts, literature, and the visual arts, and also contribute significantly to arts education, collections, galleries, libraries, theatres, and cultural venues beyond their economic and industrial frameworks. A goal of this new Cultural Policy should be to link the artistic aspects of what it frames as a Creative Industry with the surrounding aspects of other institutions.

