I've heard it said that when you try to turn a videogame
into a movie, you've already lost; you're trying to take two art forms that are
so different that you might as well make a movie out of a painting.
On the surface, a casual movie-goer and game-player might
think it would work out fine. Action
games = action movies, and there is no reason game-based movies should be
terrible, apart from Uwe Boll.
The stuff nightmares are made from. |
Yet a more critical viewer/player understands that gameplay
doesn't translate well, and no matter how intriguing or cinematic the story of
a game might be, the story would need to be changed to clear out the repetitive
gameplay, which would become repetitive action on the silver screen.
But I find another alternative to these two views. I agree whole-heartedly that no matter how
great a game is, translating it into a movie is a futile exercise in wasting
millions of dollars. But I also think
that certain games -- some which are subpar in the first place -- can come out
strikingly good in the theater.
Mostly because some games should never have been games in
the first place.
Some games suffer from poor gameplay because not enough
resources went into design and too many resources went into the writing and the
visuals. When this happens, it is
because the lead decided to tell a story first and make a game second, and that
decision shines through the entire product.
Ok, maybe not. |
If I think the storyline best fits in a game format, I have
to come up with a genre and mechanics that help incorporate and intermix the
gameplay with the story. If I can't do
that, perhaps I picked the wrong medium.
Some game writers are struggling novelists, that don't
understand how gameplay should interact with a story.
In fact, I've heard that it's easier to get into Hollywood screenwriting and move to game writing than it
is to start in games, so often game writers actually did write movies first and never quite got out of the trappings of
screenwriting.
Heck, when I check out game writer job postings, if you
don't have game experience, movie or even prose writing experience is
considered the next best thing!
It's not. The next
best thing to videogame writing experience is tabletop game writing experience,
and after that is gamebooks.
There really isn't much like game writing at all, because it
is so necessary to incorporate gameplay into the writing, and often
nonlinearity, as well. Novelists and
screenwriters have their own challenges, but those aren't some of them, and
there is no analogous challenge in those fields.
Showing screenwriting credits or novels shows off your style,
sure. It also shows your ambition and
commitment to complete long-term projects.
But it doesn't show that you can actually write for games.
I can think of lots of games that can't become movies (or
shouldn't have), but I also recognize plenty of games that should have been movies
from the get-go.
On rare occasions, the boundary can be broken and games can
be made from movies and vice versa.
However, this works best when an elaborate world is created and new
adventures can take place without one medium copying the plot from the other.
Take Star Wars for example.
The movies were great, and should have been left as movies. Game versions of the movies were not
particularly noteworthy.
But Star Wars games started to get good when new stories and
characters were created in the same universe.
You didn't have to be Luke anymore; you could be a Jedi from generations
past, or an x-wing pilot on a side-story between movies, or anything.
In fact, I am in favor of expanding universes into different
media, as long as the story gets created by the writer knowing full well what
medium they're writing for, and knows the tricks and traps of that medium.
Otherwise, try turning a painting into a movie and see how that works out.
Otherwise, try turning a painting into a movie and see how that works out.
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