Trevor Elkington's assertion in “Too Many Cooks: Media Convergence and Self-Defeating Adaptations” that there has been a long history of critical and commercial failure in the production of movie-based games should ring particularly true with children of the 80s, who witnessed some of the most horrendous movie-to-game adaptations in the history of digitized gaming (Elkington 214). While the most often-cited example of the substandard adaptation is Atari's “E.T.” (“coming soon to a landfill near you”), anyone who played games in the early console days can rattle off a laundry list of abominations that sought to cash in on the popularity of a given film. A quick jaunt through Cracked.com's list of the 20 Worst Nintendo Games of All-Time reveals that several movie-based titles made the cut, including such classics as Hudson Hawk (“the little Bruce Willis looked like a mixture of Joe Camel and a circus midget”), Total Recall (“a masterfully ruined idea for a video game from the king of unplayable movie games, Acclaim”), though apparently the reviewers didn't have access to Predator, Jaws, or Friday the 13th – all horrendous in their own right, and worthy of equivalent doses of derision.
Much of Elkington's essay focuses upon the impact of the conventions of the film industry upon these games (wherein script re-writes render entire portions of games meaningless, forcing developers to re-code them while compressing timelines and compromising quality), in addition to incompatibilities between the production cycles of the two mediums (games generally take two years to develop, while films only take 18 months – leaving game producers to either rush to market or risk missing out on the buzz generated by the film's opening), and the simple fact that players are often more critical of games that closely follow the conventions of their favourite movies as they fail to offer any new experiences to players.
However, some of the more interesting things Elkington has to say about movie adaptations revolves around narrative – specifically how the most popular movie-based games succeed in developing their own storylines outside of the narrative of a given film in order to capture the attention of players. Elkington's points become particularly intriguing as the gaming world awaits the release of Star Wars: The Old Republic (SWTOR) – a MMORPG based upon the Star Wars franchise being developed by Bioware and Electronic Arts. Billed as a “story-driven, massively multiplayer online game”, narrative resides at the heart of SWTOR, with players prompted to “define your own personal story and determine your path down the light or dark side of the Force”.
Set 3000 years before the rise of Darth Vader (and as such 3000 years removed from the context of the original Star Wars films), SWTOR offers players the opportunity to explore a large fictional world wherein the events of the films have not yet occurred (similar to the game Elkington references in his essay, The Chronicles of Riddick: Escape From Butcher Bay), effectively affording players within the game the agency to feel as though they truly are shaping the galaxy with their actions. As Elkington notes, this ability to pursue “a separate narrative not directly reliant upon film events” generally proves conducive to an engaging gaming experience, avoiding the pitfalls of simply rehashing the events of the original film and “trading in on an oversimplified appeal to interactivity in the place of novelty” (Elkington 222).
Where SWTOR deviates from Elkington's formula for a successful game somewhat lies in its dependence upon cut scenes and cinematic sequences to develop the individual storylines of each of the game's characters. As Ray Muzyka (one of the game's developers) notes, “we want people to feel like they're playing their own personal non-linear fiction”, and this heavy reliance upon cinematic elements is readily visible in the content posted in the Media Gallery on the SWTOR website. It will be interesting to see whether this emphasis on narrative ultimately enhances or detracts from game play, despite an obvious dependence upon what Elkington lists as “perhaps the most common complaint about film-to-game adaptations: an over-reliance on cut scenes” (Elkington 219). With promises of multiple cut scenes and cinematic sequences to tell the story of each character's adventures across the galaxy, it will be interesting to see whether these elements are greeted with excitement by players (as they are visually impressive and depict the world of Star Wars in new ways), or if this abundance of cut scenes ultimately ruptures “the flow of interactive space” (Elkington 219) in a manner similar to the conventional video game adaptation.
Sources
Trevor Elkington, “Too Many Cooks: Media Convergence and Self-Defeating Adaptations,” in The Video Game Theory Reader 2 (New York, Routledge 2009), 213-235.