July 26, 2006

How to Make a Good Game to Movie Adaptation

I'm sure many can agree. There has never been a good game to film media adaptation that has captivated the attention of the gamer audience. Ever. There are reasons for this and there are simple solutions. But, directors such as Uwe Boll seem to refuse any of it; doing it their way and their way only.

Before I explain how this will all work, you guys need to know one thing (Directors and screenplay writers should understand it too): A game is a set of goals given to the player by the designer/programmer. Completeing these goals lets the player see the story unfold in front of them while they are participating in the action. Movies give the audience a direct view of the story. Directors and screenplay writers don't understand how to directly take the story from a video game and create a smooth transition to the big screen. What gamers end up seeing is video game fan-fiction in video form. Got it? Good. We may now begin.


1. Understand Your Source Material

If you really want to make a movie adaptation of your favorite game, you're obviously not going to play the game once. You're going to play through it tens, maybe hundreds of times. You need to take notes, you need to talk with the designers of the game, you need to read the instruction manual thousands of times, you need to study game artwork, you need to understand the story's twists and turns, you need to play through other games in the series. This step is the easiest to understand because you already knew you had to do it. But why?

Playing through the game tons of times obviously allows you to understand the game's main storyline. Taking notes is undoubtedly going to help (main plot points, character proggresion, etc. etc.). Talking with designers who worked on the game is another obvious one. These guys are the ones who are going to make sure you're keeping the story intact and the way it should be.


Gamers wouldn't want Sora to be a girl, would they? The original development team will make sure you don't make that mistake.


2. Visuals are Your Friend

Another thing you must remember when creating a project such as this is that your main audience is obviously going to be gamers. Obviously. There are two properties found in modern video games that immediately grab the attention of today's gamers: Great gameplay and amazing graphics.

Right there, you can now see the main problem that haunts previous video game to movie adaptations. There is no possible way to include great gameplay in a movie without it becoming a video game itself. Visuals are your only option. That's why filmmakers need to devote all of their attention toward providing the audience with the most beautiful images ever seen on a cinema screen. That, my friend, is the only way one can bring in that core gamer audience. And that, my friend, is where your luck ends, and production stops.

Riddle me this: How many video game based movies ever released brought in any great financial profit or have been fairly accepted by the gamers who loved the game? If your answer isn't n0, then, please, tell me to stop typing this right now. It's wasting both of our time.

Ok, great...good luck finding a generous production studio! Gamers are a hard crowd to please; if you don't have that 200 million to back your vision up, don't bother bringing that vision to the people in the first place. You're better off drawing your own graphic novel, even if it looks like this:



If the story is right, the writing and drawings are legible, and it's in color, people will come.



3. Actors and Actresses Should be Unknown

This one's really simple. Let's just say, I don't want to see Tom Cruise playing the role of Link:


Hmmmmmm...I guess it's not too bad.



If filmmakers use performers who are unknown to the viewing audience, then the majority of us gamers won't be so dissapointed by the match seen above. Besides, that leaves filmmakers with more money for fancy visual effects.

Conclusion: Well, that's all I can really think of at the moment. Of course, this type of topic evolves as new movie and/or game technology increases. For instance, if a Wii game were to be translated into a movie, new filmmaking techniques may be required.

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Game Movie #4

July 18, 2006

Portal "Training" Video











Holy shit. I'm not kidding when I say this, but if Valve can find a way to make it manageable for the player to get through those crazy situations shown in that trailer, Portal could easily become the coolest game of all time.

July 14, 2006

Vote for your Favorite Audition!

UPDATE: Voting has ended. Nikki had the most votes.

Audition #1:


Audition #2:


Audition #3:


Vote for your favorite:

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July 06, 2006

Advertisement

I realize that I haven't been posting that much...at all...ever. I'm sorry for that if you've been reading this. Since nobody reads this, I should be off the hook for now.

What I'm going to start doing now, is just writing a blog whenever I god damn well feel like it, rather than posting once a week; I obviously failed at that.

In the meantime, I want all of you gamers out there to join the people over at ScrewAttack.

It's a great place for gamers to go, check out some of their features, catch up on gaming news through their podcast, hang out on the forums, and win prizes in weekly contests (this week, they gave out a Mexican XBox 360 package. SWEET). You can also view their logo on the side of this page.

You may join here.

Make sure to mention that Alex sent you.

April 13, 2006

Parent Power

Even though there isn't a really strong connection between violence in video games and Columbine incidents, law makers, FOX news, and Jackass - oops, sorry - Jack Thompson seem to feel that video games such as GTA are causing amalgamated implosions inside the young minds of today. To the people mentioned above, those youngsters will eventually lack the will power and understanding to grasp the concept that stealing Daddy's gun may not be the best idea. Oh, that was a reference to you Mr. Thompson.

So, who's to blame for Columbine, the murder of Daniel Horowitz's wife, and 9/11? PARENTS

Eric and Dylan had parents that didn't understand them, the kid that killed Daniel Horowitz's wife with a stick had parents that encouraged destruction, and Osama's mama cheated on his papa. Now, I'm sure you know exactly what I'm getting at: Parents = Satan

No, no, I'm kidding. It's just that parents have the power to mold their children. Their actions affect how a child may grow up. Video games only have this power if the video games themselves are the parents, but, of course, that's still the biological parents fault anyway.

Ok, I guess I can't give parents all the credit, video games can and sometimes do introduce subjective themes to children that may affect them afterwards, but that's why we have the ESRB.

E - Entertainment
S - Software
R - Rating
B - Board

This is the organization that puts those letters on video game cases (in case you didn't know). Each of these "letters" or ratings are made to give parents a general idea on what games are suitable for their kids. Here is a basic rundown of the ratings:


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Early Childhood - This rating is not meant for you; if you can read what I'm typing right now, don't even worry about it.


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Everyone - Recommended for players 8-163. It's for exactly who it says it's for.


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Everyone 10+ - Here is a fairly new rating added just last year. It's used pretty much the same as the previous rating. Games with this rating usually contain a bit more violence than games with the traditional E rating.


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Teen - I'll give you three guesses.


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Mature - Now we're on to the good stuff. This is the rating that has people such as Jack Thompson worked up. These ratings are recommended for people 17 and up for highly subjective themes that most parents would rather not have their children ever see. At the moment, anyone under the age of 17 must have a parent/guardian with them during the time of purchase.


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Adults Only - I'm entirely sure that you will never see a game that has this rating in the United States. If you are under the age of 18, you will not be able to buy or play any game with this rating. The reason you won't be able to see a game with AO on the box is that stores refuse to sell them. Not only that, but a game company's audience is severely limited. With that in mind, companies don't even bother making any. These titles usually comprise of overly large amounts of sex and nudity. Even with it's rarity, GTA recently suffered the AO problem with a player created mod called hot coffee.


Since ESRB gives parents warnings on each game, doesn't that mean we should give parents all the credit for what happens out in the real world like I said before? Well, maybe not entirely...Maybe there's something wrong with the ESRB. For instance, why is it that only E 10+ shows the recommended age for that rating? Suppose an unwary progenitor walks into a game store and purchases an M-rated video game for their child. This parent may have no idea if that game is suitable to anybody at all for that matter.

What we should do is take elements from Europe's rating system: PEGI

This system uses a series of large numbers and images to explain what the rating for a game is and why it has that rating. If the ESRB "takes" elements from this rating system, I believe many voilent video game problems will be solved.


If a nongamer parent compares the U.S.'s "M" rating with the Europe's 16+ rating shown at left, which do you think the parent will find more reliable?


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