Creativity Through Collaboration: From Memes To Videogames
from the this-is-a-cool-story,-bro dept
With more and more internet adoption worldwide, collaboration and sharing as a genesis for creativity is becoming the norm. The marquis example is Wikipedia, of course, although we've noted a general theory that great ideas can spring from sharing and collaboration, often leading to unexpected (but fun) results. That's one of the reasons it's so fun to see things like the following emerge (completely NSFW, unless you're employed by Dark Helmet Inc.):
Yes, that's the trailer for a new video game to be released shortly, and it was inspired almost entirely by an online group and the resulting internet meme the group produced. Included amongst this list of video games resulting from internet memes, the entire premise of the game began with what was essentially a bitch-session online over how awful shooter game sequels are.
It all started with a joke on a forum. One NeoGAF forum user, annoyed with how lazy shooters had become, complained that he was tired of games like 'Dudebro 2: It's Straight-Up Dawg Time.' It grew from there.
The phrase became a byline for tired, me-too games, but it was so absurd that it got people thinking. Soon, it had mock cover art and a storyline. Before long, a team of fans were working on an entire game, a 2D platformer, and it's on the way soon. It even stars Jon St. John, the actor famous for voicing Duke Nukem.
Apparently, somehow, the entire premise for what looks like a hysterical game was generated spontaneously online in a collaborative format, as was the trailer, cover art, and storyline. Now, it may quickly be pointed out by some that the end product of this creativity is subject to copyright by default, but that misses the point entirely. This is simply another example of how creation occurs and how sharing and exchanging ideas freely can produce an interesting project as well as a great deal of fun. As collaboration of this nature expands due to the ability of people to connect on the internet, the overall need to lock up ideas relative to creative output is going to weaken. There may still be some “artists” who create simply for monetary gain, but their ranks are lessening.