Gaming and fashion may appear to be unlikely bedfellows -- but what our avatars wear has been of interest since video game characters could first change their clothes.
When The Sims first debuted in 2000, offering a world like our own instead of the fantasy titles dominating the industry, the creative pool for virtual fashion exploded. Like many game titles, The Sims could be modified or"modded" with aesthetic changes, like hairstyles or clothes, imported from programs outside of the game.
But where custom designs are meant to enhance The Sims' gameplay, they became the basis for platforms like early metaverse Second Life, where everything in the virtual world is built by its residents, and Roblox, where users both play and create games on the platform.
When fantasy MMORPG Ultima Online, which debuted in 1997, offered users unlimited storage for their gear, one user became monomaniacal about collecting shirts, recounted Castronova in his 2006 book,"Synthetic Worlds: The Business and Culture of Online Games."Video game outfits, or "skins" have become a multi-billion-dollar business in recent years.
Sallyann Houghton, fashion director at Epic Games, believes that the two industries will continue to converge, noting in particular that technology is finally in a place where luxury brands can mimic their physical clothes. Epic is also the developer of Unreal Engine 5, a real-time 3D modeling tool that powers many video games and metaverse platforms, and has also created runway experiences for designers like Gary James McQueen .
Fortnite has partnered with Moncler and Balenciaga on creative outfits that can react to gaming environments, like Moncler's altitude-adjusting garments.But many of the recent partnerships have also been one-offs, and it will be some time until it's clear whether major fashion houses commit to the gaming market long-term.
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