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Aiming For Hit Games, Movie Licenses Come Up Short

Thanks to the New York Times for its article (free reg. req.) discussing the relative unpopularity of licensed videogames based on recent films. The piece notes: "Of the nation's 10 top-selling games for video consoles last year, only one was based on a film, a television show or a book: Enter the Matrix", before arguing: "The problem seems to arise from basic differences between films and games as forms of media. Films, like books, are obviously linear, with a specific, tightly defined story arc and specifically defined characters." Are there ways film adaptions can break free of these constraints?

53 comments

  1. yeah. by gl4ss · · Score: 1

    they just need to do the same thing as the movies made about novels do: not care crap about the thing they're based on.

    of course it might be hard when you're just aiming for riding on the popularity of the movie and thus on a fast track to catastrophe as far as schedule and gameplay planning goes.

    --
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  2. Use the universe, not the story by Kris_J · · Score: 3, Interesting

    Star Wars Episode 1 Racer was one of the best reasons to own an N64. The second and third Lord of the Rings games for the GBA are probably the best games I've played on that platform. Neither of these stuck tightly to the story of the movie. They picked out key elements and used them to flavour a game that would have been popular even without the francise. That's how you make a movie license game.

    1. Re:Use the universe, not the story by Anonymous Coward · · Score: 2, Insightful

      Yeah, that's true.

      Games like X-Wing and more recently KOTOR have been wildly successful but they do not rely on the story mechanisms of the movies, rather the universe to build the games on. And of course excellent gameplay.

      It's interesting that KOTOR also uses the D20 roleplaying system, which is becoming the defacto-standard roleplaying system (like it or loathe it, it's not going away).

    2. Re:Use the universe, not the story by Anonymous Coward · · Score: 2, Funny

      Damn straight. It worked wonders for the Super Mario Brothers game. That thing was hardly like the movie at all, but it shared just enough concepts to make it work.

      For one thing, Miyamoto really captured the "Essence of Hoskins" perfectly in his take. I'm sure I'm not the only one who died countless times on level 2-1 after daydreaming that I was watching Bobbi Hoskins taking a nice skinny dip in the ocean with all the friendly animals.

      Oh, Bobbi.

    3. Re:Use the universe, not the story by vasqzr · · Score: 1


      Almost all of the Lucas games kicked serious butt, for Nintendo, PC, what have you.

      The majority of video-game based games blow chunks. ET? Home Alone?

      It's been like that forever.

    4. Re:Use the universe, not the story by Pxtl · · Score: 4, Insightful

      People keep blaming the story - but then they forget games like Half-Life - a game that was, practically, a playable movie. Over-linear storylines are no excuse. There are tons of massively successful hyper-linear games.

      ETMatrix was a bad game because it was ugly, clunky, and dull. Not because it had an over-linear storyline. Max Payne has practically the same fantasy-mechanics as The Matrix, and the game just played and looked better even though being an older and smaller project.

      The incompetence of movie games is probably mostly due to things happening behind closed doors like
      a) boardroom micromanagement by non-gaming PHB's
      b) formulaic design to keep the title safe, resulting in bored developers
      c) shipping before completion to make deadline

      Evidence that it is likely these factors causing the problems appears when you compare to games based on older movies, like the AvP, Star Wars games (except for the glut of ep1 and ep2 games - only a few of those managed not to suck), and Tron 2.0. Remember, even the corny Nintendo Star Wars platformers on the NES and SNES drew piles of rave reviews from magazines.

      Still, gameplaywise, I think one of the most common problems is that games are often made in completely the wrong genre for their movie. Like the Starship Troopers RTS - anyone watching the movie could have told you it would be a boring version of StarCraft. Or a Star Trek Spacefighter (remember ST - 25th anniversary, or any of the other ST games where a consitution class starship handles like an X-Wing?). Star Wars is not afraid to make great departures into odd genres, but while they do it they throw out the tight connections to the movies. IMHO, the first Matrix game should have been made not as a Shiny 3rd person adventure (especially not from a team that specializes in cute puzzles, cartoony animation, and twisted humour) but as a Digital Extremes project. UT with more Matrix oriented gametypes and the matrix set of abilities. I would love it to be a "design a character" team FPS game. But no.

    5. Re:Use the universe, not the story by SuiteSisterMary · · Score: 1
      Or a Star Trek Spacefighter

      Funny you should mention that....

      And yes, it's horrible.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    6. Re:Use the universe, not the story by sindarin2001 · · Score: 1

      I don't know why, but I found the Home Alone game extremely fun (and aggrevating sp??). It really was a stupid game, but running from the burglars for 15 minutes was so fun. But then again I'm crazy so....

  3. Deadlines by henben · · Score: 5, Interesting
    The problem seems to arise from basic differences between films and games as forms of media.

    I think it's more to do with deadlines. Tie-in games have to come out when the film does. This means that publishers will go for unadventurous game designs and the game will often be released before it's ready.

    1. Re:Deadlines by skyman8081 · · Score: 2, Insightful

      Whereas games that are released 2 or even 20 yaers after the film came out may be of a higher caliber, most of the time...

      Development time is overlooked way too often in the course of a movie lisence game.

      --
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  4. movie games suck by snakattak · · Score: 4, Insightful

    From my experience, (i just got out of 4 years of college mind you) video games based on movies are terrible. If you've seen the movie, you know whats going to happen in the video game, and they always manage to do it in some cheezy way involving clips from the film that you already saw. They hardly ever stray from the movie plot, so plotwise, the game is already old and dull the second you rent/buy it. Another problem is that they always seem to have less than par graphics and gameplay, probably because the developers were rushed to release the title in time for the movie. You can really tell this when you play a title like Prince of Persia, or Metal Gear solid, Metroid, Zelda, etc.. vs the spiderman game, or even lord of the rings. I mean, how fun is it to play as Frodo!!!! Seriously. All those other games have fresh new plots, great gameplay, and awesome graphics, while the movie games are just sub-par in all those categories.

    Enter the matrix on the other hand, was a brilliant video game. First of all, they hyped it up like another movie. And if you played it, it almost was. They basically told another story that tied so well into that trilogy, but used new and fresh plots, and even scenes by the matrix actors just for the video game. If more movie games were more like movie-additions, they'd be more successful, and even better yet, more fun to play

    --
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    1. Re:movie games suck by masterQba · · Score: 1

      I agree 120%. I never ever, ever! buy games based on a film. The only exception being Star Wars - (like Xwing and KOTOR, but those aren't film based).

      --
      xb0x
    2. Re:movie games suck by sindarin2001 · · Score: 1

      Enter the Matrix was a really cool concept, but I think it flopped on it's execution. I almost feel the timeframe made most of it's problems (and some massive oversights on their part in the design). The idea of making the movie-based game tie into the story, but not replicate any portion of the movie-universe, was a super idea and gave it an originality to it. The problems with Enter the Matrix came from it's lack-luster graphics for the time (though they didn't bother me, but then I'm used to pretty crappy graphics games), quick switching between game types, and general unpolished portions of the game. I felt that they shouldn't have switched from a 3rd person shooter style to a 1st person driver sim in the way they did. It made the driving parts seem like extra fluff (and not good fluff, but stinky, rotten, slimy fluff). There were also some inconsistancies in the design itself. One example in particular was the area where you were running from the Smiths and had to run through areas covered in doors. Some of these doors would be locked (and notify you as such)...others openable (again, notifiable)...and then there were "texture doors" that could be ran up to, but no indication as to if the door could be opened. Meanwhile Smith and his pistol were right on your back and a delay such as trying to figure if the darned thing opens or not could spell disaster.

      Wow...I'm not sure how this turned into a rant about why Enter the Matrix failed...but the ultimate point is that this is a me too post.

    3. Re:movie games suck by AltaMannen · · Score: 1

      GoldenEye for N64 followed the movie pretty tightly and that is one of the highligts of the article.

    4. Re:movie games suck by SanityInAnarchy · · Score: 1

      Actually, I think LOTR was good, and Enter the Matrix sucked. I mean, it has almost 0 replayability, which sucks cause it's over in about 6 hours. Compare that to 60 hours with replayability for a Final Fantasy game...

      --
      Don't thank God, thank a doctor!
  5. It's not just the linearity... by Danse · · Score: 4, Interesting

    Games like Max Payne 1 & 2 were linear, but still great games. It's all in how creative you are with the gameplay. Hell, those games were more like movies than a lot of movies I've seen.

    --
    It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
    1. Re:It's not just the linearity... by sreeram · · Score: 1

      I agree.

      And on the flip side, many movies are not linear. The article writer obviously hasn't seen any Tarantino movies.

      I think the reason why so many movie games suck is simply a question of quality of thought and design put into them. A mere association with a brand/character name isn't going to work magic. This is true in general. For example, a "Spiderman drink" isn't going to become wildly successful if it tastes like crap even though it has the Spiderman name on it.

      Likewise with games. Put some thought into creating a good game, and it won't matter whether it was based on a movie or not. In fact, the only thing that the name-association will get you is some free publicity.

    2. Re:It's not just the linearity... by i+chose+quality · · Score: 1
      I think the reason why so many movie games suck is simply a question of quality of thought and design put into them.
      which is the reason, why something sucks, 99% of the time. i mean, really: some corporation asks you, why its product isn't successfully marketable and you can almost always say, that it lacks quality of design.

      it is the way a short lived market like that of movie merchandise is handled.

      In fact, the only thing that the name-association will get you is some free publicity.
      and in the example of videogames it isn't even that much publicity. the manufacturers are just realizing, that the only way to get a videogame real big is through an active community. games like halflife and unreal tournament wouldn't still be top sellers without one.

      there is hope.
      --
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      i am not at it
      what a waste of ressources
  6. Easy solution by News+for+nerds · · Score: 1

    1. Make a non-linear game
    2. Play it some time to get a decent story line
    3. ???
    4. Movie!

    For more practical reason, you can recycle computer graphics model for a game in its film form.

  7. Length by DarkZero · · Score: 3, Insightful

    "The problem seems to arise from basic differences between films and games as forms of media. Films, like books, are obviously linear, with a specific, tightly defined story arc and specifically defined characters."

    Another problem is that games generally aren't the same length as novels or movies. A book like Harry Potter can be condensed into a two or two and a half hour movie and remain pretty faithful to the source material, and though no one actually reads them, two to three hour length movies are very often adapted into novels that retain the fairly standard 150-300 page paperback length. Modern games, on the other hand, are expected to be at least eight to ten hours in length, if not twice as long.

    That means that when a game developer adapts a movie into a game, they have to find another six or eight hours (at least) of story and action sequences. And on top of that, they have to make sure that the filler doesn't interfere with any of the possible ideas for where the movie franchise could go in the future, both forward in time (sequels) and also backwards (flashback sequences in the prequel). This is why useless, lame-ass villains like Shocker and Mysterio are featured prominently in the Spider-Man: The Movie games, instead of much more interesting and fun supervillains like Venom or Carnage.

    If only more movie studios would just let them go the KOTOR route, we'd be fine. But apparently they won't. So movie games suck, even though they don't have to.

    1. Re:Length by Blakey+Rat · · Score: 1

      Yes, but your explaination doesn't account for Enter the Matrix, since Enter the Matrix was all 'figured out' at the same time that Matrix: Reloaded was being planned out. They even used the same actors, sets and special effects team to do the cinematics in the game that they did in the movie. Enter the Matrix, in fact, did pretty much everything you're suggestion they should do:

      1) It was faithful to the source material, being written by the same writers, acted by the same actors, etc.
      2) It had the additional length required to make a successful game, and little of that is what I would consider 'filler.'
      3) It played with the Matrix universe without the rick of 'stepping on the toes' of the sequels... since the sequels had already been planned out at the same time the game was made.

      What Enter the Matrix is missing is something harder to grasp at.

      All that said, your explaination is correct in a lot of cases.

    2. Re:Length by DarkZero · · Score: 1

      1) It was faithful to the source material, being written by the same writers, acted by the same actors, etc.
      2) It had the additional length required to make a successful game, and little of that is what I would consider 'filler.'
      3) It played with the Matrix universe without the rick of 'stepping on the toes' of the sequels... since the sequels had already been planned out at the same time the game was made.

      What Enter the Matrix is missing is something harder to grasp at.


      Actually, the entire GAME is what I would consider filler. The entire movie franchise was based around The One, a being with incredible god-like powers, fighting against Agent Smith, a being with equally incredible, but very different god-like powers. But in Enter The Matrix, not only do you not play as Neo, but you don't play as any other super-powered individual like Seraph or an Agent. You play as a couple of lame humans who were among the least interesting characters in the movie.

      Enter The Matrix is nothing like KOTOR. It's what KOTOR would be like if the game's developers decided that letting you be a Jedi would interfere with the franchise's storyline and forced you to play out the untold adventures of Lando Calrissian instead. If Enter The Matrix let you play as someone with super powers, like maybe one of the previous incarnations of The One, then it would have been perfect, at least from a conceptual standpoint. It would have all of the most important elements of The Matrix without actually interfering with the movies. Instead, its story and scope were just filler, starring the Mysterio and Shocker of the Matrix world. It was very ambitious in its execution, but overall, it was still filler.

  8. Use the force by Anonymous Coward · · Score: 0

    Don't forget Jedi Knight 2 (PC). Had some really good saber effects which was probably why it was so popular, a worthy sucessor.

    But apparently E.T. for the Atari 2600 was sh*t.

  9. Large Universes (e.g. Star Wars) by ChopsMIDI · · Score: 1

    When you have a universe as Large and Diverse as the Star Wars Universe (with many spin-off books and such), it only makes sense to make an MMORPG out of it.

    In that sense, it's a game based on a movie, and it's sucessfull at that. But it's BASED on a movie. ...it's not a RE-ENACTMENT of the movie...which is where I imagine most Movie Video Games break down. As a few people previously have mentioned...it's the whole linearity thing.

    --

    How could I say to men: "Speak louder, shout! For I am deaf!"? -Ludwig van Beethoven
    1. Re:Large Universes (e.g. Star Wars) by Arivia · · Score: 3, Insightful

      There is still a problem. As some SWG players have noted, they feel powerless, because they can't alter the storyline or go directly against established canon. This also applies to well detailed movie universes-you don't have much space to create your own plotlines, or else you run into the movie. KotOR got around this by predating near anything done in that universe so far. Episode 1: Racer escaped restraints by taking an undetailed aspect, and expanding upon it in great detail. Enter the Matrix tried to, by taking relatively unused characters. Where it failed, however, was by trying to integrate its plotline with the movies. Especially in a setting with as much depth as that one, they could have taken a tangential route to the movie, and still been able to play around with the trappings, with near no restraints. A game either needs to have the space to take large liberties with the established plotline, or be able to create a near unrestrained one of its own. In marked contrast, games based in the Forgotten Realms have nearly never had those problems-as the setting is large enough to allow for multiple developing events.(Although the designers of its pen and paper counterparts have had to clean up messes they've left behind-and some of them still aren't resolved.) I can see a fundamental problem here-the difference between a single epic storyline, and a world built to support many different stories. All of the MMORPGs based upon an established storyline are going to run into a problem at some point: they can't take true liberty with the world, as they have to avoid destroying the movie/book/whatever's story. In marked contrast, a world-based MMORPG, like EQ, can avoid this, by allowing for individual player development. There is one way to meld the two-by making the epic, singular storyline so far above a player's reach that they can never touch it. An example of this can be found in the World of Darkness(White Wolf's Creature: the x games), where there was a consistant meta storyline, but the players were(or should be) busy working with their own problems, like defending their town, and giving White Wolf a free hand to play around with Marianna of Balador. The two might interact, but there was near no development problems-the Storyteller worked on the smaller scale, the company on the larger. The game was specifically designed for this dual cycle of plotlines.

      --
      The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
    2. Re:Large Universes (e.g. Star Wars) by C0rinthian · · Score: 1
      This also applies to well detailed movie universes-you don't have much space to create your own plotlines, or else you run into the movie. KotOR got around this by predating near anything done in that universe so far
      This is exactly why SWG does not appeal to me. 99% of the people (including myself) who want to be a part of the star wars universe want to be a Jedi. (or Sith) Thats the big draw. Phenominal cosmic powers, bad-ass lightsaber, feared and respected by all. Most people don't want to play the part of a moisture farmer, or Imperial stormtrooper TK421. However, with the setting of SWG, (between ESB and RotJ) it puts the players in a period of the Star Wars canon where there are NOT hundreds of Jedi/Sith running around. If the game is remotely accurate, Jedi would be VERY rare, so most players would never get to be what they really want to be. However, if they give players what they want, they break with official canon. It's a no-win situation.

      If Galaxies had been set in the time period of KotOR, then restrictions on Jedi would not be needed. Players would get what they want, and LucasArts won't have to break their established storyline to accommodate.

      Basically, a very good example of a franchise painting itself into a corner by sticking too close to the original movie plots.
  10. A possible answer can be found... by Arivia · · Score: 1

    in the form of some of the older Gold Box D&D games,the ones based upon a series of novels. As observed in the article, part of the problem with the media transition was that the book and movie forms tend to be very linear. Curse of the Azure Bonds(and resultant related properties) dealt with the constraints of the storyline by a) removing the normal heroes and b) expanding the storyline by adding optional quests and such. They didn't wreck the setting, and barely took any licence with it. Now for a movie-tie in, you can't replace the characters, as they make the storyline in most cases. However, you can expand the options available to the player at any time-and by extension, both the length of the game and the fun quotient. Another thing to note is that the games I'm referencing didn't stick straight to the storyline-they played around with it.

    --
    The role of the writer is not to say what we can all say, but what we are unable to say. -Anais Nin
  11. Look at Shrek 2 by foniksonik · · Score: 1

    This will become a popular game title. It has several elements useful in a game... a compelling story, defined scenes, a villain and episodes of discreet action that are easily translated into gameplay. If you are going to make a direct movie to game translation these are the things you need in the movie. If not, follow the example of a previous post wherein the game sticks to the spirit of the movie, not the plot. Keep the characters consistent and keep the background story consistent... everything else can be arbitrary.

    --
    A fool throws a stone into a well and a thousand sages can not remove it.
    1. Re:Look at Shrek 2 by johannesg · · Score: 1

      Care to explain the shovelware Shrek 2 GBA ROM that appeared on supernova the other day?

    2. Re:Look at Shrek 2 by CodeMonkey4Hire · · Score: 1

      I hate to say it, but the first Shrek sucked. I bought it for my wife (I am trying to find some XBox games that she will like but don't cost $50). The game was so difficult in some parts from the very beginning that she gave up. I got most of the earlier parts figured out with a lot of effort. I finally got stuck toward the end when it was not obvious what needed to be done.

      That said, my wife did like that Shrek farted (you could light them on fire), but that didn't make the game work. All you pretty much did was run around trying to grab 6 hidden X's before Y caught up to you or some timer ran out.

      Yeah, I guess I could have consulted a spoiler, but that's lame. The game should be playable without needing to get help/cheats from the internet. Maybe I shouldn't be able to max out a game that easily, but I HATE games that are so linear yet still allow you to get stuck because your next move isn't obvious. I remember a point in FF7 where I had nearly beat the game, but no matter where I went in the world, there wasn't anything new to do. Finally, after revisiting every place I could think of a couple of times, I walked a little farther to the edge of a platform or something and it triggered an event. Clearly the testers didn't think that a person might defeat whatever it was or solve whatever puzzle it was and explore everything, but not actually walk everywhere. It would have been nice if they had triggered the event when I left or something.

      --

      Let's go Hurricanes!!! 2006 Stanley Cup Champions!!!
    3. Re:Look at Shrek 2 by AltaMannen · · Score: 1

      I like Shrek 2 GBA! It is a little generic but the cooperation aspect of the game is really cool. The enemies are bad, but the puzzle elements are surprisingly fun.

  12. The real problem by pudge_lightyear · · Score: 4, Interesting

    The problem seems to arise from basic differences between films and games as forms of media.

    Yeah right!

    The problem is that they just aren't making good games based on these... linear or non-linear. The common assumption is... if we put "The Hulk" or "The Matrix" on it, it will sell itself. So they tend to concentrate more on the brand than the quality of the game itself.

    I have a solution! Are you listening movie and game companies? Concentrate on quality as much or more than the brand! I know that sounds hard... but it's not. Developers do that on just about every other game out there.

    1. Re:The real problem by Anonymous Coward · · Score: 0

      Bad call, "The Hulk" is a pretty fantastic license game, I actually enjoyed the game much more than the goofy movie.

      >Concentrate on quality as...Developers do that on >just about every other game out there.

      Are you kidding? All I ever see around here are posts about how crummy modern games are!

      These days, I'd actually say movie license games have about the same good to bad ratio as regular games.

      The only difference I see is that there has yet to be any really super fantastic movie games, whereas every so often a non-license game comes along and just blows everyone's socks off (Halo, GTA3, etc) These are the games that end up as the top sellers.

      Oh except for games like 'Enter The Matrix', nobody liked that game, but millions rushed out to buy it, bugs and all, just because they slapped 'The Matrix' on it.

    2. Re:The real problem by silicon+not+in+the+v · · Score: 1

      Enter the Martix is an interesting case because there was very very close interaction with the directors of the movie. They directed cutscenes specifically for the game, used the real actors to do their own motion capture, digitized their own faces, etc. The breakdown seemed to be that they were trying to recreate the environment and the world of the game so closely, that they neglected some technical aspects of the game mechanics. The time schedule probably also figured into this. Because they were putting so much into the realistic details, they were using up too much of their schedule and were set on a simultaneous release with Reloaded. I thought game play was really fun and cool, but it had several things that were just visual and technical glitches that could have been ironed out if they would have allowed more time. (clipping and AI issues mostly)

      That is one of things I really like about Blizzard. They prioritize getting the game right over meeting a release schedule.

      --
      We may experience some slight turbulence and then...explode. -Capt. Mal Reynolds
    3. Re:The real problem by Anonymous Coward · · Score: 0

      You have it backwards - game companies don't approach movie studios to do movie based games, movie studios approach game companies to develop them as part of the movie's advertising campaign.

      It's not, as someone suggested, that the game develpers are "huge fans of the movie". Most movie tie-in games have their designs dictated by the IP owning studios, and exist only to help market the movie (and the toys, and the home video release, etc.)

    4. Re:The real problem by SanityInAnarchy · · Score: 1

      My main problem was that it was like watching a movie, and was too short. 6 hours of gameplay, and not really replayable. Took me 60 hours, with almost no meaningless leveling, to beat Final Fantasy X. And they worked too closely with the directors -- there are 600 moves, but that's it, and all are coreographed. It was fun while it lasted, but nothing really innovating.

      I do like Blizzard, but "getting the game right" means the release might be decades too late. Same with Valve. I'd rather have a game that crashes now and then than a game that was done 10 years ago and has been in beta testing ever since.

      --
      Don't thank God, thank a doctor!
  13. My best movie game by smurf975 · · Score: 2, Funny

    One of my favourite games was based on a movie. It was ET for the Atari 2600. Man that game was hot in its time.

    --
    -- I don't buy it, I grow it.
  14. The problem with movie adapatations... by dtolman · · Score: 2, Insightful
    ...is that most of them are less creative than the original. Who wants to play a game that is linear and doesn't capture the feel of the movie. In my mind the most successful adaptations though through the ages:

    -The X-Wing and Tie Fighter series of games

    -Tron 2.0

    Both share a few attributes - they capture the feel of the source material, without making you think you are rehashing the movie. They let you recreate/relive the most fantastic moments of the movie - with you as the star (trench run in X-Wing, disk duels in Tron 2.0). Most importantly - they are creative and go beyond what happens in the movie - you aren't just summarizing the movie in a game - you are adding to the saga!

  15. Is this a bad thing?? by Anonymous Coward · · Score: 2, Insightful

    Is it a bad thing that movie/licensed games don't sell? I say NO.

    Back in the 16 bit days you couldn't turn a profit on an "original" game (you'd be lucky to sell 10,000 copies), so every had to be licensed. Publishers truly believed you needed a licensed property to compete.

    Now to hear that a licensed property does NOT guarantee the higher sales, is GREAT news to me. Perhaps the publishers can open their eyes, ears and minds a little more now and take a few "risks" on innovative original game designs. Why not? They are saving themselves millions in licensing fees and the headaches that go with them.

  16. Cost by fallingdown · · Score: 2, Insightful

    Games made from licensed IP aren't as good because a sizable portion of the budget goes to pay for the IP. Say the average game costs 2 million to make, so that's the budget given to it by the publisher. The IP license costs 1 million so you now have half the budget of any normal game, plus a tighter deadline and twice as many suits looking over your shoulder. It keeps happening over and over again though because people buy these pieces of crap because they have a recognizable name. So, rinse and repeat.

  17. Same universe, different place/time by FloodSpectre · · Score: 2, Insightful

    Setting a movie based game in the same world or universe, but following some side-story or other characters is probably the best way to go. Although they're obviously not based on a movie, the two Half-Life expansions Blue Shift and Opposing Force demonstrate this perfectly. They both take place in the same location and time as the original Half-Life, but instead of following Freeman, they follow a security guard and one of the invading troops instead. You'll often run into places Freeman has already been, seeing what he did there, or you might even catch a glimpse of him escaping. Doing it this way with a movie based game would leave it open for creativity and a different story, while keeping it tied to the movie.

  18. Universal Law by blueZhift · · Score: 3, Insightful

    Alas, it seems that the universal law is that 90% of everything is crap! (Actually I think SF writer Theodore Sturgeon said that...) Which means that inevitably most games whether movie based or not are going to suck.

    Movie based games just get more publicity for sucking badly because of all of the hype. Fortunately most of the bads don't sell. But occasionally, buggy messes like Enter the Matrix actually do, ugh, which is enough to convince the powers that be to continue making movie based games. Oh well, if you do find yourself playing a bad game, perhaps some fun can be had in revelling in its suckitude!

  19. It's all about the universe by Coupier · · Score: 0

    It's all about the universe. Copying the plot of a film is rather silly if you ask me; it is utterly restrictive for the player. I think Enter the Matrix (while a fairly average game) at least tackled the movie license problem with the right toolbox. In fact it did rather a nice thing and cross linked the plots. I agree, the game was otherwise instantly forgettable, but I respect the effort it made. Bottom line- can the universe from the film exist properly without the plot? I think with LOTR and Matrix, you can see why the answer is 'no'. They are too intertwined, too neat, too discrete. By contrast, Star Trek and Star wars are a big, fertile mess. I suppose I see the issue the other way around: Universe licenses are a superset of movie licenses. So stop producing doomed games guys :P

  20. Tomorrow... by borisbfurry · · Score: 3, Funny

    We get the sister article, "Aiming for hit movies, game licenses come up short"

  21. The other way works better? by aminorex · · Score: 2, Insightful

    OTOH films based on videogames seem to be doing
    quite well. Case in point: Tomb Raider 1 & 2.
    Despite miserable plots, comic-book acting, and
    mediocre effects, these turned a pretty damn good
    profit.

    --
    -I like my women like I like my tea: green-
  22. Ok, Now for the REAL Problem by Alkaiser · · Score: 2, Insightful

    While the parent foster has part of it, a lot of designers and developers actually want to put together a good game based on a movie license.

    Here's the problem, the developers are real fans of the movie. So, they naturally want to include all those awesome bits of the movie.

    Unfortunately, what typically ends up happening is one or more of the cool moments in the movie don't end up using the same type of engine. So you have a first person shooter, and then all of a sudden...you're driving...with the same engine.

    So the games start out hamstrung, having to pull things from the movie license and yet have a shorter development cycle than most games. You have to get the game out while the movie's still fresh in the public's mind.

    But, you don't want another Waterworld, or Reign of Fire...so you typically don't have game companies rushing out to pick up a license unless it's a hugely marketed motion picture.

    You start seeing ads for those like 6 months ahead of time, meaning they were probably shooting like 9 months before that. Assume game companies start work with half the time of movie shoot, and you have basically a window of a year to pump out a game.

    This is why the licensees usually borrow an engine slap some new textures on to it and ship it out the door.

    It seems like the only real way to win is to create a game off of a film that had some staying power, but make the game 3-5 years after the fact so you can make it something really solid. Otherwise, you're seriously just asking for crap.

    --
    Netjak.com independent reviews of domestic & import video ga
    1. Re:Ok, Now for the REAL Problem by SanityInAnarchy · · Score: 1

      Better: Most movies take time anyway, some more than others. So start the game before the movie, and let it wait for a bit -- like when the movie is out of theaters and into home video.

      Or don't even pretend you're doing something new, just make a mod for a game that already exists -- since the studios only seem to see it as advertising, I'd rather play a free ut2004 mod with normal guns, random slowmo, good models of Neo, Trinity, Morpheus, and Smith, and hidden upgrades that let you fly or some such. Wouldn't take all that long to develop, people would play it more, and they could turn it over to a game label to release early and often.

      Think Counter-Strike. Think Natural Selection. Think Day of Defeat. Add a few recognizable characters here and there, and it's a movie game. And various reasonably fun mods are being developed all the time -- any one of which could be absorbed by a studio. And suppose instead of spending millions of dollars on special effects for Enter the Matrix, they had instead tried improving The Specialists (halflife mod)?

      --
      Don't thank God, thank a doctor!
  23. hmm, here is an idea by clambake · · Score: 1

    Are there ways film adaptions can break free of these constraints?

    Here is a zany idea, just throwing it out here, how about you don't make them absolutly suck?

  24. Not exactly... by AzraelKans · · Score: 2, Insightful

    I have heard several times the same "Games cant reflect movies or tell a history" scenario this is not correct. For the information of the suits who believe this sort of crap. A good designed Game can tell the history better than a movie, since they allow you to participate in it. Examples at hand: half life, deus ex, (fable), KOTOR, FF(VII-X) they all tell great histories and manage to do it extremely well with great ammounts of drama, tension and suspense.(even GTA vice city manages to tell the history of tommy vercetti traition, deceipt and finally triumph in the mafia)

    The reason why movie games are not "hits" is because most of them have no quality/low budgets, lack of originality, etc in a few words: they suck. Mostly they are quickies made to cash in from movie revenues. The worst thing about this is that gamers are aware of it, and they EXPECT this games to be bad.

    Example at hand the shreck2 game (I HAVE NOT SEEN this game) Excerpt from a magazine: "You probably are excited about shreck coming back to teathers but not so much about the game, the first game was awful lets expect this one to be better". The same can be said about Van-helsing, cat-woman, batman and just about any other movie game coming out.

    A lot of people expected ETM to be a good game (and to some extent it kind of was) and they expected LOTR to be good too and that was reflected in their sales, people were hyped about the games NOT only the movies they are based on.

    If hollywood wants to have better sells for their games all they have to do is 3 things:

    1.-Stop the neverending flow of crap games cash tie-ins Licensed by themselves by simply hiring profesional reviewers to test the Quality of games before aproving their release. (that would save us so much pain)

    2.- Assign more time to the design and implementation of movie-games theres little to no point to release a game simultaneously or before the movie if the game is bad, unoriginal or quality lacking. If the game is good (and is not very delayed) it doesnt need to. example1: KOTOR was released a lot later than episode 1 and 2 and this didnt provided any problem to sales at all. Example 2: A lot of people would have prefered a van helsing game with true DMC quality coming this xmas or early next year than the medium quality movie tie-in being sold now

    3.-You should advertise games as an entity and with its own values instead of just a tie -in to some other medium example: spiderman 2 is advertising their GTA style game instead of its movie linkage, as a result people are as hyped about the game as they are about the movie.

    I rest my case.

    --
    Go ahead MOD my day!
    More opinions here
  25. what about the movie games of old? by DeadboltX · · Score: 1

    Remember NES?

    There were countless games based on movies:
    back to the future, batman, jungle book, jurassic park, indiana jones...
    and those are just off the top of my head!

    More often than not these games had little if anything to do with the movie other than the box art and, at a stretch of the imagination, in-game graphics. Some of these games, despite that, were actually really good games.

  26. escape from butcher bay by subrama6 · · Score: 2, Interesting

    just to note, this is a generality (granted a pretty good one), but a generality nonetheless. if you want to talk games based on movie licenses, look at the reviews for everything or nothing, the newest bond game. the return of the king game garnered strong critical praise as well. further, the reviews that i've seen so far for the new chronicles of riddick game (read: EGM) call it one of the best xbox games yet. admittedley, these two games took an existing license and crafted an entirely new story from what was seen in the movies, but still, they're based on licesnses nonetheless.

  27. Warner announced a new license scheme this week by mutewinter · · Score: 1

    Damn, I wish I could have gotten to this sooner. Warner Brother announced this week that they would be implementing increased royalties for games that do not achieve a certain average-rating by multiple gaming websites and magazines. This has huge implications to developers and gamers. If this works I'm sure it will catch on to all the movie studios with any marketing sense.

    I actually wrote an article about this on my gaming website Counterfrag. Here is a direct link.