Film, Tv & Games Conference 2015

Film, Tv & Games Conference 2015

FILM, TV & GAMES CONFERENCE 2015 Sponsored by April 2015 at The Royal Institution Session 4: The LEGO Franchise Tom Stone, Managing Director, TT Games with Dr Jo Twist, CEO, UKIE This report summarises a session that took place at the BSAC Film, TV & Games Conference 2015. Tom Stone provided a Keynote about the history and the development of the LEGO video games franchise. In a guided conversation, led by Jo Twist, they discussed the relationship between LEGO and the various movie franchises that the different games in the LEGO games series were based upon, and how TT Games ensured that it struck a balance between remaining true to the ethos of both brands. Summaries of other sessions from the day and a complete report of the Conference are available from www.bsac.uk.com BSAC Film, TV & Games Conference 2015: The LEGO Franchise 1 CONTENTS About BSAC 3 The LEGO Franchise 4 Tom Stone, Managing Director, TT Games with Dr Jo Twist, CEO, UKIE BSAC Film, TV & Games Conference 2015: The LEGO Franchise 2 ABOUT BSAC The British Screen Advisory Council (BSAC) is an independent, industry funded membership body for the audiovisual sector. We uniquely bring together the widest possible range of interests, knowledge and contacts to exchange ideas and information about business and policy issues. Our Members are invited to join on the basis of their personal qualities, experience and expertise, and are drawn from the major TV broadcasters, independent film and TV producers, distributors, exhibitors, US studios with major operations in the UK, trade associations, trades unions, training providers and new media companies, such as Google and Spotify. Many of our activities take place privately, which enables business leaders to freely discuss the fast changing nature of the industry. On policy, we provide opportunities for industry and policy makers to hear a breadth of viewpoints and, wherever possible, for the sector to speak with a single and authoritative voice. Over the years we have worked closely with the Treasury, HMRC, DCMS, BIS, IPO, the European Commission, WTO, and WIPO. We also enjoy the support of Associate Members, which are businesses with a particular interest in the sector. These include legal firms, accountancy practices and investment management firms, and are an important port of call for obtaining views and expertise. We commission and generate research and reports to underpin our work. We host a series of events that are open to a broader invited audience. These include an annual Film, TV and Games Conference, an Interview Series and occasional seminars. These provide high quality debates and networking opportunities. More information can be found at www.bsac.uk.com BSAC Film, TV & Games Conference 2015: The LEGO Franchise 3 THE LEGO FRANCHISE TOM STONE, MANAGING DIRECTOR, TT GAMES WITH DR JO TWIST, CEO, UKIE Jo Twist provided some factoids about the games industry. Despite being one of the most innovative, creative and disruptive economic sectors, it was easy to forget just how young the games industry was: Ian Livingston, of Eidos fame, often made the comparison that the games sector was today at about a comparable level of development to that which film had been at in the 1930’s. The games industry was now worth about $90 billion dollars globally and was predicted to achieve well over $100 billion dollars globally in terms of revenue by 2017; there were 33.5 million people in this country who played games regularly, 52% of whom were women; and the average gamer was in their mid-30’s. There were also now lots of older people playing games over tablets and smartphones. Today, games made some of the biggest entertainment products in the country and, as well as being absolutely part of mainstream entertainment and culture, were an economic powerhouse. She provided some facts about LEGO, a company that had now been in existence for 83 years. There were 86 LEGO bricks for every single person on the planet and, if laid end to end, these would encircle the globe 12 times. The main LEGO factory in Denmark currently manufactured 36,000 bits of LEGO every minute and, by numerical output, LEGO was also now the biggest producer of tyres in the world, having made 381 million in 2012. She was delighted to welcome Tom Stone, who would be telling the story of how LEGO had become digital, and not least because the LEGO games, particularly LEGO Indiana Jones, were among her favourite video games. She introduced him by showing a trailer of the upcoming LEGO Jurassic World game, which would be released in June to accompany the eponymous film release. Tom Stone said that LEGO was an amazing product with which everybody had an emotional bond, due to having played with it as a child. When combined with some serious adult intellectual property, this had ended up with something that was incredibly powerful and serious and which offered the potential to make unbelievable entertainment. This had been a major factor underpinning the success of the brand over the past decade. BSAC Film, TV & Games Conference 2015: The LEGO Franchise 4 LEGO had been founded in 1932 by Ole Kirk Christiansen, and the company was still owned by the Christiansen family. Ole had originally made wooden toys, and the name had come about in 1934 when somebody had put together the Danish words for ‘play’ and ‘well.’ Since then, LEGO had grown to become the largest toy company in the world and had been awarded the accolade of ‘Toy of the Century’ by the British Association of Toy Retailers. However, between 2000 and 2005, LEGO had been through a rough patch and had almost gone out of business. This had been because they had struggled to deal with the rise of digital entertainment, and in particular, a significant part of their core audience of young boys – while LEGO appealed to both genders, sales to young boys accounted for the majority of their revenues – had migrated to playing video games. He had first started working with LEGO in 2001, when he had been invited by the then head of the company, Kjeld Kirk Kristiansen, to help develop a way of expressing LEGO as a video game or piece of interactive content while still remaining true to the company’s core values. The first LEGO game that he had worked on had been LEGO Star Wars, which had been developed with a brilliant team of developers from Manchester, called Traveller’s Tales. They had approached the game from the perspective of asking, ‘If I was a Jedi Knight and there was a pile of LEGO bricks in the corner, and I could use The Force to build them into anything that I wanted, what would I do?’ They had built creativity and innovation into the heart and soul of the gameplay and this approach had lent itself perfectly to the spirit of the LEGO brand. The success of this meant that this lens had subsequently been applied across all of the subsequent games in the LEGO franchise. He had also been very keen to include a sense of fun throughout and there was a rich vein of humour throughout the games. One of his favourite moments from LEGO Star Wars had been a point where Chewbacca could convince a fairly stupid Stormtrooper to unlock a door by donning a Stormtrooper helmet and talking to him via a video camera. They had used similarly inventive and humorous solutions to problems throughout all of the LEGO games. Equally important had been – as with the appeal of LEGO as a whole –the ability to deconstruct the environment, and the game had been particularly designed so that an 8 year old could run amok with a lightsabre and still have a great time. After making Lego Star Wars, he had initially been afraid that he had not managed to get the game play experience quite right, but these fears had been allayed as soon as he had given a copy to his children and their friends – within minutes, he had been amazed to hear peals of laughter, and had realised that he had something remarkable on his hands. BSAC Film, TV & Games Conference 2015: The LEGO Franchise 5 One of the key underpinnings of the LEGO games franchise’s appeal was the social aspect of the game, which had partly been designed to encourage players to interact with each another, but also intended to allow parents to play alongside their children, something that would increase their comfort levels towards gaming as an activity. When making LEGO Star Wars, TT Games had designed a new feature to facilitate this, called ‘Drop In/Drop Out,’ which allowed additional players to join and leave the game for short bursts. Of the 150 million LEGO games sold by TT Games since 2005, he had been amazed to learn that 30% of the players had been adults. This had also prompted them to explore the possibility of working on darker franchises, albeit with a healthy dose of humorous parody, examples of which included the LEGO Batman game. In 2000, the British Association of Toy Retailers had named LEGO the toy of the century, and today, having overtaken Mattel, LEGO was now the largest toy company in the world, which was something that he would never have predicted when TT Games had first started their relationship with them back in 2005. Even more amazingly, LEGO had just been voted by Forbes Magazine as the world’s most powerful brand. This had been an incredible journey, and one that he had been delighted to have played a part in.

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