SPENDINGNOT-SO-LIBERALLY:
VIDEOGAMES REMAIN UNFUNDED
Dan Golding
It’shardlythebiggestissuetocomeoutofthe 2019 federalelection,
butmanyin theAustraliangamesindustrywillbewonderingwhere
there-electionofthe Liberal Party and Prime Minister Scott Morrison
leavesthem.
Videogamepolicybecameanunexpectedtopicofdiscussionlate
in thecampaign.Thiswaslargelydrivenbythesuiteofculturalpoli-
ciesputforwardbytheAustralianLaborParty(ALP);amongmany
othercommitmentstothearts,it promised– if elected– torestore
thenow-defunctAustralian Interactive Games Fund (AIGF) to the
tune of A$25 million.
TheAIGFhashada longandstoriedhistory.EstablishedbyJulia
Gillard’sALP governmentin 2013, it boasteda pool of A$20 million,
tobeawardedtoAustraliangamedevelopersandtheirprojects.
Halfwaythroughthefund’simplementation,however,TonyAbbott’s
LiberalgovernmentwaselectedandtheAIGFwascancelled;the
remainingA$10 millionwas then redistributed to other programs
in the 2014 budget.
HadtheALPrisentopowerthisyear,andtheAIGF,beenrestored,
it would’verepresentedtheonlyfederalfundingavenueforAustralian
videogames.Asit stands,however,thereis nothing.Theonlymoney
to go to anythingapproximatingthe local gamesindustrysince the
AIGF’sdissolutionhasbeenfromformerartsministerGeorgeBrandis’
controversialCatalystfund(A$125,000foranexhibitionofracing
gamesatSouthAustralia’sNationalMotorMuseum)anda single
competitivegrantfromtheAustraliaCouncilfortheArts(A$23,000
forMelbourne’sFreeplay Independent Games Festival, which I am
ontheboardof).
Soit waswithsomeexcitementthatthegamesindustrygreeted
the ALP’s promise to not just revive the ill-fated AIGF, but to actually
increasethe originalfund’scoffersby $5 million.Of course,this
was all in the shadowof a much earlier– and longstanding– pro
mise from the AustralianGreensto restorethe fund with a frankly
enormousinvestmentof A$100million.
Thesenumbersare significantfor Australianvideogames,which
havealwaysreceivedpiecemealandscatteredfederalsupportat
best.TheoriginalAIGF,however,was– accordingtothestudios
whosegamesdrew supportfrom it – close to becomingprofitable
after only one year of operation.This was not a grantexclusivepro-
gram:fundingoverA$50,000wastreatedasa recoupableinvest-
ment by the government,and these investmentswere quicklybeing
repaid.Videogamesmake moneyin ways that federallysupported
featurefilms, for example,often do not. This is not necessarilyan
argumentfortheneedtofundvideogames(it sayslittleaboutthe
culturalworth of these industries,for instance), but it does speak
to the low financialrisk involved.
Thestrengthofsuchaneasyculturalinvestmentwasreinforced
by2016’sSenateInquiryintotheFutureofAustralia’sVideoGame
DevelopmentIndustry.Thecross-partyinquiry,thoughinitiatedby
then–GreenssenatorScottLudlam,concludedwitha unanimous
finding:that Australia’sgamesindustryshouldbe supported,and
that the first order of businessshouldbe restoringthe cancelled
AIGF,orestablishinganequivalentfund.Thegovernmentat thetime
(ledbytheLiberals’MalcolmTurnbull)notedthisrecommendation
in a responsetabledto Parliamentin January 2018, but has so far
donenothingmoreonthesubject.
‘Stateandterritorygovernmentsalsooffera rangeoffunding,’
the governmentpointedout in responseto the Inquiry– and indeed
theydo.Victoria,in particular,hasmaintainedstrongmonetarysup-
portforvideogamesforalmosttwodecadesnow.Theresultis that,
accordingtotheGameDevelopers’AssociationofAustralia(GDAA),
53 per cent of the nation’sgamesindustryis now locatedwithin
the state, with the nexthighestproportionbeing just 16 per cent
(in Queensland).Fundingis not the only factor here, but it is clearly
a significantpart of the equation.
It is,ofcourse,crucialtopointoutthatapportioningfederal
governmentmoneytotheAustraliangamesindustry– whether
in the form of investmentor grants,or anythingthat looks like the
AIGF – is not a silver bullet.There are big questionsto be asked
aboutwhat this moneyis supposedto achieve,or what kinds of
gamestudiosandprojectsit shouldprioritise.Shouldmoneybe
used to help alreadysustainablecompaniestake the next step, or
shouldit beusedtohelpstartentirelynewstudiosandprojects?
Whatis theroleplayedbynon-funding-basedregulationandsup-
port,suchastraininginitiatives,research,andculturalfestivals
and events?How, in other words, do you cultivate a worldclass
gamesindustry?
Theseareallessentialquestionstobeansweredif thestrongest
possibleformofsuchanindustryis tobesustainedin Australia.
Butthefactis,a debatecan’toccurin a vacuum.Despiteencour-
agementfrom a crossparty SenateInquiryand decadesof bi-
partisanbackingat state levels,in our federalparliament,policy
in supportoflocalvideogamesis onlycomingfromonesideof
politics.Wesimplycannotengagewitha federalLiberalParty
policyforAustralianvideogames because it does not exist. It
has never existed.
Here’shopingthat,from2019,there-electedMorrisongovern-
ment will shift courseand finally committo engaging with the prom-
ise and profitability of our games industry.
Scope
SCREEN INDUSTRY VIEWS
Above:Hand of Fate 2 by Australian games company Defiant Development
126 • Metro Magazine 201 | © ATOM