Abstract

This paper draws on critical political economic theory to discuss the implications of the dominant mode of production and circulation of “Triple-A” or blockbuster console games. It is argued that the seventh generation Triple-A game is a highly standardized cultural commodity giving way to two distinctive "formatting strategies", which taken together, draw attention to the console game’s hybrid nature; being a physical, disc-based artefact that is digitally extended via DLC (downloadable content). This hybridity invites questions as to the commodity form's techno-economic particularities vis-à-vis publishing strategies of non-software based cultural commodities, such as movies and TV series. The popular Call of Duty series of first person shooters serves as case study to demonstrate how game publisher Activision Blizzard not only formalized and institutionalized the annualization of the serialization strategy, the publisher also upped the ante in terms of post-launch content, theorized as "branched serialization". The Call of Duty series demonstrates that the rules of play for Triple-A games are as much governed by a game's internal ludic properties as they are structured and alternated by a distinctive and very explicit market logic. In this sense, the Triple-A game never seems truly finished; it is marketed by game publishers and positioned by critics as an unfinished commodity.

Highlights

  • Are the implications of the fact that a significant part of today’s ludic expressions take place within proprietary and corporate contexts? The dominance of franchising combined with the ubiquitous availability of DLC signals a distinctive technological as well as economic feature of the seventh generation console game, combining the logic of serialization with the additional digitally distributed material that ties directly into, and extends, the core artifact

  • The next-gen Triple-A game never truly feels like it is finished; it is marketed by game publishers and positioned by critics as an unfinished commodity

  • To put digital seriality in a political economic perspective, I should note that as the seventh generation of consoles once again raised the bar in terms of production values, the process of commodification systematically created significant material inequalities, severely constraining the output of any Triple-A game and restricting it to a publisher-driven, capital-intensive form of production

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Summary

Link to publication

Citation for published version (APA): Nieborg, D. What has become a novel publishing strategy for blockbuster or “Triple-A” franchises is the digital distribution of game extensions that expand on the original stand-alone game via paid-for content in order to keep gamers engaged and to have the “disc remain fresh.”. In this sense, the seventh generation blockbuster game is a hybrid product, signaling the mixture of physical and digital circulation mechanisms. The Call of Duty series shows that the Triple-A game has transformed from a stand alone, singular artifact into a perpetually extended, more open-ended commodity type that corresponds with a particular “system of control,” combining the franchising publishing strategy with digitally distributed game extensions. A Triple-A console game is shaped by both a computational platform, a game engine, and a governance structure operated by a platform holder; taken together, these factors structure the technical and economic properties of the Triple-A commodity form and have profound implications for the blockbuster game's political economy

Formatting cultural commodities
Branched serialization
Conclusion
Games Cited
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