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Jafari Jozani: A Resistance Game Cannot Be Made Without Understanding Resistance

In a specialized meeting about the video game industry, the CEO of Mahva Entertainment Industries, referring to the high capacity of Iranian game makers, said: "The main problem of resistance games is not the ability to produce, but the lack of a coherent market, weakness in distribution and advertising, and publishing restrictions on global platforms."

According to the public relations report of Mahva Entertainment Industries; The seminar "Video Games and Public Diplomacy" was held at the Research Institute of Culture, Art and Communication, focusing on examining the situation of the Iranian game industry during the 12-day war and the Ramadan war. This meeting, with the presence of a group of activists, researchers and managers in the field of computer games and creative industries, examined the role of video games in narrative creation, representation of resistance and the cultural and social effects of this media in crisis conditions.
In the second panel of this event, titled "Reading the experience of the game industry in the production and publication of resistance games", Mehdi Jafari Jozani, the CEO of Mahva Entertainment Industries, expressed his views and experiences about the capacities of the Iranian game industry, the challenges of producing works related to the resistance and the importance of local narration in video games.gallery image 1
the game; A media beyond entertainment
Jafari JozaniAt the beginning of his speech, while thanking the National Foundation of Computer Games, he expressed his condolences on the martyrdom of "Javadalaimah" and congratulated him on the day of public relations and communication. Referring to this occasion, he also thanked the activists in the field of communication.
Referring to the relationship between video games and public diplomacy, he said: Today's game is no longer just an entertainment tool, but has become one of the most important tools for building narratives, shaping collective memory, and even redefining heroes and enemies in the minds of the new generation.
Jafari Jozani added: If we do not understand this issue, we have practically not understood an important part of the media battle of the contemporary world.
Emphasizing that today's world is a world of conflicting narratives, he stated: Countries do not compete only with economy and weapons; But they also compete with story, image, experience and imagination.
the game; A medium that engages the audience
Referring to the difference between the game and other media, Mahva's CEO said: In the game, the audience is not just a spectator; It is contributory. He lives in the world of the work, makes decisions, fails, wins and creates an emotional experience.
He added: For this reason, the impact of video games can be deeper than many media.
Referring to the global examples of the game industry, Jafari Jozani said: almost none of the big games in the world are just pure entertainment. Over the years, the Call of Duty series has not only produced action, but also created a clear image of war, terrorism, the Middle East, the American hero, and world order.
He also mentioned games such as Metal Gear and This War of Mine and said that each of these works has a narrative about war, power, information control and the human experience of crisis.
The resistance game is not just a war game
Jafari Jozani further pointed to the common view of resistance games and stated: When talking about resistance games, most minds go to shooter and war games, while a war game does not necessarily mean a resistance game.
He added that it is necessary to hold more specialized meetings and courses in this area so that the game industry activists can get a more accurate understanding of the concept of resistance and its narrative in video games. To make a resistance game, you have to understand the resistance itself.
The challenge of the market and supply of Iranian games
Emphasizing the technical ability of Iranian game makers, he said: Our children are literate and have the ability to make resistance games, but the main problem is that we do not have the market and the possibility of supply. In foreign markets, we face restrictions, bans and blocks, and we practically do not have the possibility of wide distribution of many works. On the other hand, a professional and coherent market for the game industry has not yet been formed inside the country.
Referring to the state of the global game ecosystem, he said: We do not have the main game distribution platforms, advertising engines and stores, and the playground has been designed by others.
Two paths ahead of resistance games
The CEO of Mahva said about the available solutions in this area: In such a situation, there are usually two paths; The first path is to build an independent ecosystem; That is, creating a platform, distribution network and local infrastructure for games that may be restricted or banned in the global space. Although this path is important and necessary, it is time-consuming, expensive and requires high industrial maturity.
Jafari Jozani continued: The second path is intelligent presence in the global ecosystem; It means that we can deliver our content to the global audience without being deleted and without losing our identity.
A good game is an introduction to conveying a message
Emphasizing the importance of audience experience in the game industry, he said: If the game is not attractive, its message will not be heard. The game industry is, first of all, an experience industry.
Jafari Jozani added: The audience must first get involved, enjoy, be curious and live in the game world; Then the message is conveyed deeper. For this reason, if the resistance game wants to be successful, it must first be a good game.
Storytelling instead of chanting
Referring to the way of narration in the world's successful games, the CEO of Mahva said: Many of the world's successful games do not convey their concepts directly and slogans, but shape the mind of the audience through the design of the world, characters, music, missions and details of the environment.
He added: If concepts such as seeking justice, defending the oppressed, and human dignity are properly woven into the design of the work, the audience will connect with it. Incidentally, many of the world's most successful media narratives are those that create experiences instead of slogans.
Game development is not possible without public relations and advertising
Pointing to the weakness of the distribution and advertising cycle in Iran's game industry, he said: "We have the ability to make games, but the production, distribution and market cycle is not going well, and Iranian games are less accessible to gamers, because most teams only think about making."
Jafari Jozani continued: Many successful games have properly advertised and introduced themselves before entering the market.
He emphasized: A game development team needs strong public relations and business team. Teams need to be able to introduce themselves to the market and actually need a producer.
In the end, Jafari Jozani spoke about the projects being produced by the Mahva factory and stated: "One of our most important projects is the game "November 24" and also the game "Malek Ashtar" in the continuation of the trilogy "Ambassador of Love", the production of which was postponed for a while and is now being made again.
He added: "Our effort is to create a game version of the animations that are produced, so that a cultural chain is formed."
Jafari Jozani emphasized: If we do not narrate our world in the form of games, others will simulate the world for our future generation.
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