Since the early 1980s, video games have
been adapted into films along with fiction, non-fiction, theatre, television
and radio. Although it is noted that video game adaptation began in the
eighties, films closely related to the computer and video game industry, such
as Tron and The Wizard. It was only after the release of several films based on
video games that the genre really became recognised.
Although it is suggested by Kinder in The new media book that ‘game
adaptations of films have fared somewhat better because they usually have
richer characters and more elaborate narratives to draw on’ (2002, p.119),
films such as Lara Croft: Tomb Raider (2001)
and Resident Evil (2002) were rather
successful with audiences where as generally, films based on video games tend
to carry a reputation of being lower budget B movies and rarely receive much
appreciation.
Video game adaptations are usually seen as
mainly commercial vehicles that are often too faithful to cinema and do not
look to assist the expansion of the gaming franchise and industry. In a survey
in Edge Magazine (2000), there were
only two film adaptations in the list of ‘100 best video games ever’. It is
often cited that the main cause of failure among video game adaptations is that
films based on the genre tend to drastically differ from its source material.
Many define narrative as a spoken or
written account of connected events, where as Kinder (2002) sees narrative more
broadly as a ‘discursive mode of patterning and interpretating the meaning of
perceptions, an operation crucial to culture’ (p.121). The earliest narrative
approaches to video game to film adaptation focuses on players’ active role in
the game and the story. There are often notions of ‘interactive fiction’ and
theatre due to the approach often being stuck in particular existing fields.
This can be due to the approach being dependent on games of the time and the
notion of ‘interactive fiction’ more often than not fits early text based games
such as Adventure (1976) and Zork (1981), while the concept of
‘interactive cinema and theatre’ fits the nineties awkward puzzle games.
Narrative approaches have developed over
the years, one prime example being the ‘spatial’ narrative approach, which
addresses games via operation and representation. Jenkins uses the Super Mario games as a case study to
explain the ‘spatial’ narrative approach; he states that these games stress
interactivity and atmospheres over characterization and story. The player of
the game only cares about the character of Princess Peach, as she represents
the end of the game, and development occurs through the protagonist mastering
different skills throughout.
There are many links between film and video
game, and as Dunlop states in Production
Pipeline (2014) ‘in todays film and game industry, art production is a
communal enterprise’ (p.1). As well as similar textual and graphical
properties, there are many shared commercial strategies, for example; film
adaptation helps the game industry with development, production and promotion,
with the video game industry helping the film industry with merchandising. The
video game industry however, is still dependent on interplay with the cinema
industry, with blockbuster films regularly being made into commercially success
games, a prime example being the 1997 Nintendo 64 game, 007: GoldenEye.
Nonetheless, there are copious differences
as well as similarities between the two industries. ‘Unlike a game, the viewer has
no say in how the context of a film unfolds… The end result is a linear
sequence of images and audio, short of making popcorn, there is no user
interaction’ (Dunlop, 2014, p.5). This is where the argument of narrative
versus spectacle comes into play. More often than not, film blockbusters are
likened to video games regarding waning narrative. Howbeit, some do make the
thematic use of video games with characters inhabiting virtual reality worlds,
for instance, War Games (1983) and The Last Starfighter (1984). Jenkins,
Kelly and Papazian (2013) argue for this point by articulating that adaptations
that not only emphasis story but theme as well are notably ‘world making’ (Hollywood Gamers, p.452). Gorgan (2003)
gives much criticism of the fact that a blockbuster’s de-emphasis of narratives
in favor of spectacle should be directed more at the film industry’s use of
digital effects, rather than being directed at the video game industry.
There are frequent debates between
narratologists and ludologists over the use of film in video game and video
game in film. Narratologists such as Janet Murray, Ken Perlin and Michael
Maleas in Game on Hollywood! (2013)
argue rather persuasively that video games stand-alone as a new form of
storytelling, which highlights the ‘increasingly game-like and role orientated
modes of everyday experiences in the postmodern world’ (p.9). Ludologists, such
as Marhka Eskelmein, Espen Aarseth and Stuart Mouthorp argue on the other hand
that video games belong to the realms of games and not narratives because of
the way they function in strategy, skill, logic and experiment, which are all
interactive. It is worth noting that there is also a third strand to the
argument which involves ontologists, such as Henry Jenkins and Marie-Laure Ryan
who contend that video games operate neither in the realms of narrative or
interactivity exclusively as they believe some can be hybrid to both genres.
It cannot be ignored that the video game
industry is now one of the most profitable forms of entertainment around the
world. Yet it is still viewed by many as an inferior art form to that of film
and theatre, a point that the late Roger Ebert argued aggressively by forcing
that ‘video games can never be art’.
Bibliography
Cotter, P. (2015). The Hitman: Agent 47 Trailer & the videogame movie problem. Retrieved
from denofgeek.com
Dunlop, R. (2014). Production Pipeline: Fundamentals for Film and Games. United
States: Focal Press.
Kinder, M. (2002). Narrative equivocations
between movies and games. In D. Harries (Ed.), The new media book. (pp. 119-132). London: BFI.
Papazian, G. (2013). Game on, Hollywood!: Essays on the Intersection of Video Games and
Cinema. Edited by Gretchen Papazian and Joseph Michael Sommers. United
States: McFarland & Company, Incorporated Publishers.
Shaw-Williams, H. (2014). Will Video Game Movies Be The Next Big
Thing? Retrieved from screenrant.com
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