Simon Allmer6 Nov 2024

Entertainment Spaces

Through a cosmic circumstance, it seems that almost all community spaces for entertainment, defining the centuries, start with the letter C.

 

Before history was recorded through the written word and before the wheel was invented, in a time when our ancestors lived among six other human species, a great invention not only set the domino of civilization in motion but also created the first entertainment space. Campfires can be thought of as an all-in-one venue, with engaging storytellers in the fiction and education genres. Food prepared directly in the enlightening and warm Center ensured the same characteristics for the attendees. Apart from oral storytelling by one individual at a time, song, dance, and games directly involved the entire community in an interactive way.

 

The ancient Colosseum* took spectacle to new heights while reducing the active participation of most attendees. Apart from the benefit of not getting killed in gladiator fights, it would also have been impossible to involve 80,000 spectators personally. The loud cheering and booing nevertheless gave the Romans a sense of togetherness, allowing for performances that blended drama and combat to reenact historical and mythological events.

 

In stark contrast to these exciting shows, Chapels, Churches, and Cathedrals during the Middle Ages valued worship over entertainment. Held in Latin, a language most people couldn’t understand, the priests served more as cerebral guides than as event hosts. Still, these gatherings played an essential role in people’s lives and occasionally featured Gregorian chants and liturgical dramas. To this day, the ringing of Church bells tells everyone in town that, before they can go to heaven, they have to get up for work.

 

In the 19th century, the greatest showmen performed death-defying stunts and humorous routines in Circuses that attracted paying audiences through secular entertainment rather than sacred obligations. The meritocratic emphasis on skill not only established the first self-made celebrities but also democratized entertainment for all social classes. By moving the tent around the country and sometimes even across the ocean, pop culture was invented.

 

What the Circus lacked in narrative depth, the Cinema of the 20th century more than delivered. With early silent films relying entirely on movement by actors and cameras, later inventions added color, sound, and 3D effects, incorporating elements from other art forms. In this sense, film is comparable to architecture, which, by borrowing from various, previously unrelated disciplines, creates something new. But just like a Colosseum or a Church that, once created, doesn’t change its shape or move its shell, the story of a film is made of stone—albeit a finely carved one.

 

The ritual of watching a film in a Cinema offers the least amount of interaction in our short walk through history’s entertainment spaces. Interactions with others, from colleagues to performers (this time in the form of an ephemeral artifact), happen only before or after the ritual if one is civilized. The growing industry of video games, which has long surpassed Hollywood in revenue, might seem like the logical answer. But what they provide in narrative variety and interaction is often suboptimal for the human experience.

 

Our group circle became a semicircle with the invention of stages, screens, and even further fragmented with individual mobile devices. Eye contact was replaced with screen-staring. The connection to other participants is nowadays increasingly virtual. If one does go to a modern establishment with entertainment technology, the title Store alongside a cryptic fruit name implies consumption and a short stay.

 

Allmer will change this.

 

I imagine the Center as a place where people from all walks of life can come together and experience new forms of entertainment alongside traditional ones. Holographic Game Tables synthesize the best of board and video games, while the Music Studio recreates authentic performances by artists in life-size, interacting with the crowd. Cinemas and Comic Libraries offer an undistracted communal viewing experience but are only part of the Center. What differentiates Allmer is the seamless transition of its intellectual property across media. Instead of simply talking about a watched film on the way to the subway, people can interact with its characters in the form of robotic toys and go on new adventures. Even the tasty snacks offered are inspired by the latest stories of Futory, Detective Noname, and Colbu, thereby going beyond the standard selection of Circuses and Cinemas before.

 

Although our potential freedom of movement has never been greater, the actual places we visit in our everyday lives to socialize have narrowed. In the fragmented postmodern world, the third place between home and work is slowly going extinct, while increased automation and working from home will leave people only one place in the longer term. But less time spent on societal obligations means more time for entertainment. And because the experiences provided in the Center connect deeply to the human spirit of our visitors, it is a future worth creating.

 

*Technically Amphitheater would be the more general term although this would break the C alliteration.

 

Comparative Insights

 

19th Century - Circus

  • Level of Interaction: Medium
  • Narrative Potential: Low
  • Visit Frequency: Yearly
  • Product Variety: Low (One Show)

 

20th Century - Cinema

  • Level of Interaction: Low
  • Narrative Potential: Medium (Linear Storytelling)
  • Visit Frequency: Quarterly
  • Product Variety: Medium (Current Film Selection)

 

21st Century - Center

  • Level of Interaction: High
  • Narrative Potential: High (Linear and Nonlinear Storytelling)
  • Visit Frequency: Weekly
  • Product Variety: High (Entire Product Catalog + Center Experiences)

 

Links

Simon Allmer Center

Simon Allmer2 Nov 2024

Seeking Illustrator for Believe Card Game

Allmer Games is searching for one exceptional illustrator to complete all 80 card illustrations for the Believe card game. This project offers the opportunity to reinvent the film noir style, making the game a truly unique experience for future players.

 

If you have a creative style that could enhance this immersive, narrative-driven game, we’d love to connect with you! Please share some past work, and we can discuss the vision in more detail.

 

Contact:

Simon Allmer

contact@allmerglobal.com

Simon Allmer29 Oct 2024

The Three Entertainment Principles

1. Magic

Magic is real. The triumph of humans over machines isn’t just a story we tell—it’s a deeply held belief that’s woven into our culture. When people buy Allmer products, they receive a promise: “This was made by humans, for humans. It’s a genuine experience.”

 

This philosophy applies to everything we create, from the practical artistry of filmmaking and handmade games to the stories that come from personal experience and imagination, not market analysis. The real magic goes further: our brand reconnects customers through timeless entertainment rituals. Cinemas, arcades, and comic shops aren’t dead—they just need their magic rekindled.

 

High artistic expression, carefully presented as entertainment, forms the foundation of our brand. Every franchise that enters the Allmer Circle—comics, film, music, and games—speaks to people globally, establishing a shared ground in pop culture.

 

2. Story

The Eternal Story. Above all, a well-told story is our ultimate goal. Though simple in concept, this level of storytelling is rare.

 

The principles of storytelling haven’t changed since ancient Greece. They are timeless and universal, offering endless room for originality. Just as every building must have a door, floor, and windows, stories must have core elements. And, like architecture, they are ultimately crafted for people. Unlike the counterculture architects who design uninhabitable spaces whose purpose must be explained with a lot of art jargon, our storytelling is meant to be engaging and accessible.

 

For us, storytelling doesn’t stop when the screen goes black. It’s intrinsic to everything we do. From single illustrations that convey a character’s movement, sparking the viewer’s imagination, to concept albums where each song gains meaning through their arrangement, storytelling permeates our work.

We never explain the intentions of our art to our audience, keeping them in a state of anticipation and excitement.

 

3. Innovation

Innovation by design. Imagine the four Allmer Studios—Comics, Film, Music, and Games—as parts of one interconnected “ground scraper.” Artists move fluidly around the entertainment world, and the positioning of each studio is intentional.

 

For instance, comics serve as storyboards for films and games, so the comic studio is closely connected with these departments for easy collaboration. Since comics are typically silent, the music studio is positioned on the opposite side. Music is essential for both films and games, explaining its place between them.

 

The art of storytelling differs significantly between games (which offer choice) and films (which do not). Even when working on the same title, game designers adopt a unique, design-centric approach, rather than relying strictly on the film's narrative.

 

Each studio can produce original entertainment independently (like Pyramid) or collaborate seamlessly with other studios (like Futory). This adaptable approach is possible because of our small team sizes—up to 12 people—which encourage direct exchanges of ideas within and between teams. Small teams also allow us to avoid hierarchical management and excessive bureaucracy that stifles inspiration.

 

Decision-making for team leaders can be seen as a series of doors. Some doors open both ways, allowing us to return if the choice wasn’t right. Most decisions fall into this category and should be made quickly. But some doors close behind us. When faced with these one-way decisions, we bring them to the Studio Center for deeper consideration.

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