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Are casual games a salve for film licenses? February 27, 2005 - by Ian Bogost
For example, EA bought the Godfather license, promising to bring Brando's voice to the small screen. Majesco bought the Jaws license. Warner Bros. announced its plans to adapt the Dirty Harry franchise, with Clint Eastwood approving his likeness for use in the series. And of course VU Games acquired the rights to Scarface. All of the films listed above rely on a lot of action, but also quite a lot of drama (especially in the case of The Godfather). Whether or not such aspects of the source films will be explored in the games is dubious. Kieth Stewart over at The Guardian's excellent Gamesblog wryly asks, "is this going to be another case where a well-known license is used to front a bare-faced GTA wannabe?" Given our observations about the limited character agency in GTA itself, the prospects for meaningful interactions in these film license games do seem dubious at best, despite their interesting referents. All of which makes us wonder: what kind of new gameplay might be possible in such games. Do they have to be forgettable console shooters?
One promising solution is to reduce the expectations for such games -- not in terms of gameplay but in terms of size and scope. Back in 2000 when Sony's broadband portal Screenblast was still alive, a number of us tried to build a casual asychronous multiplayer game (see my paper on that subject) based on Crouching Tiger, Hidden Dragon. Even using the studio structure to get around the fact that a (widely panned) game license had been sold, we couldn't move the project forward. Some of this may have had to do with the contemporaneous dotcom bust and the ongoing troubles it brought to Sony's broadband initiative... but I still believe a lot of our troubles stemmed from the very idea of challenging the conventional structure of a film license game.
One possible solution is through drama management and expressive AI, as my colleagues Michael Mateas and Andrew Stern are working on in their interactive drama Façade. This is a worthwhile project, but it is also an extremely complex one. Another possible solution to the film license glut -- the one I want to propose here -- relies on simpler representations of procedural emotion. We can look for the core emotional moments in films and attempt to build computational representations of them. This kind of game could be small scale, using the film as a basis but extending its emotional representation to the general. This approach entails a narrower technology challenge, which may afford quicker experimentation and higher risk-tolerance. Games like The Sims, the forthcoming The Movies, and even Playboy: The Mansion make efforts to create procedural representations of character interactions -- but all of these titles favor generality over specificity, large-scale, holistic representations over small-scale, local representations. There is opportunity in this gap.
Comment from Jarred Lee on September 17, 2006
I agree with what you are saying about how video games based on movies lack the emotional aspect that you get from watching them in theaters. Most movie games are solely based on game play because developers are creating the game with the intent of allowing the player to experience their favorite scenes from the movie. Though this is a reasonable goal for game design, the true emotional experience is lost due to the focus on the action aspect. If the game were able to blend the emotional and action aspects the player would be able to gather a greater experience from the game and would therefore be one step closer to gaining the full "theatrical" experience. I also believe that expressive AI and drama management would contribute a great deal to movie games because the interaction allows the player to create a more emotional link between himself or herself and the game. These advancements would prove to further the experience because they give the game a more realistic spin by allowing the player to directly interact with the NPC's. They allow the characters in the game to simulate human emotions rather than to just run on a linear track set up by developers. This would grant the player the ability to change the course of the game based on their own choices. If these aspects were ever added to normal game play then I'm postive that the gaming industry would finally enter a new era of character development and VR interaction. POST A COMMENT
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