“What we have here is a failure to communicate.”
Posted by Benjamin Hoyt on May 11th, 2010 filed in Game Development, Video GamesPart 1
It is a pretty well-established axiom, that “movie games suck.” Contrary to popular belief, however, the explanation for this phenomenon is not a mystery. Until very recently, the relationship between game companies and movie studios could be defined as a classic one of licensor/licensee. This should not be surprising, given that twenty-plus years ago, when movie games were first being made, gaming technology was extremely limited, audiences were predominantly young children, and movies took far longer to produce than video games did. (Not to mention the fact that game development budgets were a fraction of their movie counterparts, as were their revenues).
Given these realities, the film companies waited until they greenlit a film project for production and then sold the rights to create a video game, based on that film, to a game publisher (in much the way that any other merchandising rights are sold). In fact, it was usually the same consumer products group that was responsible managing classic toy and merchandising relationships who found themselves representing the film studio’s video game interests.
For the film industry, this means that the only individuals with direct exposure to the game companies have been licensing professionals, usually far-removed from the actual film-creation process, and experts in neither game nor film creation. These individuals, thus, are poorly situated to represent the filmmakers’ interests. Moreover, because the film studio has limited, if any, profit participation in the success of the game, these individuals are primarily concerned with ensuring that nothing related to the game could possibly disrupt anything related to the film.
Similarly, because they have no long-term vested interest in the success of the film franchise, the game publishers simply hand-off the game development responsibilities to a team of developers whose top priority is to ship something in time for the launch of the film. The publishers reserve their most talented teams for the intellectual properties that they own, instead giving the licensed projects to the developers with the best blend of dependability and affordability.
Given this working dynamic, it should not be surprising that there are relatively few individuals in either industry who truly understand the other. The result is a series of tragic myths and misunderstandings that have formed on both sides of the business and creative relationship. In the next two parts of this series, I will outline some of the most significant of these misunderstandings and try to help shed a little light on their origins. Stay tuned!

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