"It seems astounding to me now that the video games are perhaps as important as the movie themselves. And people will spend 2 or 3 years obsessing about the video game in exactly the same way that they'd be obsessing about the movie if they were working on that"
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John Cleese draws attention to the shifting dynamics between traditional film and interactive media, highlighting an intriguing equivalence in cultural and creative significance. Where once movies held center stage as dominant storytelling vehicles, video games have risen to share this importance. His astonishment showcases the dramatic evolution in the way stories are both consumed and crafted in the modern era.
The core recognition here is that video games, once considered a fringe or child-centric hobby, now stand shoulder to shoulder with films in artistic and commercial relevance. Games have matured into platforms capable of sophisticated narratives, emotional resonance, and expansive world-building. Developers now approach their work with the same devotion, skill, and artistic ambition as filmmakers, sometimes even eclipsing the complexity and interactivity movies provide.
Obsession, as Cleese describes, refers to the intense passion and commitment seen in both filmmaking and game development circles. Artists, writers, and programmers invest years meticulously constructing experiences that captivate audiences. The creative process involves deliberation over character, plot, pacing, aesthetics, and emotional impact, whether it’s for the silver screen or a digital world. The timeframe, two or three years, is telling; it matches blockbuster film production cycles, signifying that games are no longer a quick or casual effort, but meticulously assembled works of art demanding expertise and vision.
Moreover, the interactivity of video games redefines audience engagement. While movies present carefully scripted stories, games invite players into dynamic worlds where their choices matter, fostering longevity and deeper personal investment. Cleese’s observation points towards a democratisation of creative focus, where the devotion of human effort and imagination is no longer reserved for movies alone. Instead, the boundaries between media are blurred, and the technological, cultural, and psychological impact of games has grown to rival, and in some ways surpass, that of film, both for those who make them and those who experience them.
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