The nature of television has changed greatly over the years. First cable and now online streaming services are forcing traditional broadcast channels to change their approach. Online streaming also allows for binge watching, something only possible previously through recording with either a video tape recorder or a digital video recorder (or DVR) or through boxed sets once a season was released on DVD. Coupled with the advent of the Internet from specialist use only to a near ubiquitous service, reactions to news shows can be seen instantly. When a show becomes a breakout hit, news spreads fast. That’s the case with the Netflix series, She-Ra and the Princesses of Power, a remake of the 1980s series, She-Ra: Princess of Power.
Thanks to the deregulation of children’s cartoons under Ronald Reagan, what was once forbidden by FCC regulations became commonplace in the Eighties. The first of the thirty minute animated ads was Pac-Man in 1983, based on the popular arcade game. Pac-Man was followed shortly by the syndicated series, He-Man and the Masters of the Universe, a Filmation production featuring the Mattel action figures.
He-Man had a definite look to it. The action figures used the same base mold as much as possible, with the differences between figures being mostly how they were painted, the head sculpts, and the accessories. He-Man ran two season for 130 episodes. The popularity of the series and the action figures led to a spin-off, She-Ra: Princess of Power. Again, the action figures tended to have similar appearances, being based off the same mold. The differences, like He-Man, were in the painting, the head sculpts, and, now, the brushable hair.
She-Ra first aired in 1985 and, like He-Man was a Filmation production. Filmation was known at the time for keeping their animation costs down through reuse of cels. With the character designs based on the action figures, where the manufacturing costs were kept down by reusing the same base mold as often as possible, the same body only needed a different set of colours depending on the character.
The series pilot begins on Eternia, with the He-Man character The Sorceress having a dream of when Hordak tried to attack Eternia and only to be forced back. However, Hordak took a baby girl with him. The Sorceress wakes up, only to see the magical sword meant for someone of great destiny floating in the air. The sword opens a door and a magic portal, then drops to the ground. The Sorceress summons Prince Adam and Cringeor to Castle Greyskull to send them through the portal with the sword to find this person of destiny.
Adam and Cringeor walk through, arriving near the village of Thaymor on Etheria and find an inn to get some lunch. Certain elements at the inn distrust him; he is a stranger in town and the Evil Horde is known to send spies. Two in particular, Bow and Cowl, keep an eye on him. When a trio of Horde robot troopers arrive and start bullying the locals, Adam steps in to defend. Seeing a potential ally, Bow steps out to assist and the pair roust the Horde troopers before escaping to Bright Moon.
Adam meets the Great Resistance, which isn’t looking all that great. It’s still a fledgling revolution, but it has made some impact. As Adam meets the the Resistance’s leader, Glimmer, word arrives that the Horde has attacked Thaymor and enslaved the villagers because two of the Resistance attacked troopers there. A plan to rescue the village is made, with Adam joining. As the fighting breaks out, Adam become He-Man.
Leading the Horde army in the attack on the village is Force Captain Adora, with her lieutenants, Mantenna, Catra, and Scorpia. The regulars of the Resistance fall to Mantenna’s stun beams, while Glimmer fights Catra in her panther form. He-Man and Battle-Cat arrive. Battle-Cat deals with Catra and He-Man removes Scorpia from the fight. Adora tries to shoot He-Man, but he destroys her gun by throwing his sword. She runs away, knowing when she’s outmatched. He-Man persues, cornering her. When Adora picks up a nearby sword, He-Man draws the only sword he has left, the one for the person of destiny. The sword singles out Adora. Caught by surprise of the discovery, He-Man is knocked out by Adora, who takes the sword.
Eventually, the truth is revealed to Adora. She is Prince Adam’s twin sister, taken away by Hordak as a baby to Etheria. Adora returns with Adam to Eternia, but Hordak follows, intent on getting her back. With Skeletor teaming up with Hordak, She-Ra fights alongside He-Man, then returns to Etheria to join the Resistance.
The first five episodes, initially made as a movie then broken up for TV, set up the remainder of the series. Few know Adora’s secret identity as She-Ra. The rest of the series is episodic. Being syndicated, pre-emption due to sports or breaking news is always a threat, and an episode may not even air. The episodic nature means a missed episode doesn’t throw the narrative. The status quo remains; the Horde is pushed back but never fully defeated.
Earlier this month, Netflix debuted the remake of the series, She-Ran and the Princesses of Power. Instead of showing one episode a week, Netflix provided the entire season at once, allowing the audience to binge the series in one go. Helmed by Noelle Stevenson, best known for the comics Lumberjanes and Nimona, the new She-Ra is only thirteen episodes long, one fifth the length of the original’s seasons. The new length means that the remake has to get to its key elements. The remake also isn’t based on existing action figures, though Super 7 is producing figures based on the new designs. This change gives the animators room to make the characters more distinctive beyond just outfits and colours.
The first episode, unlike the original, puts the focus on Adora. She’s a newly promoted Force Captain in the Horde, much to the chagrin of her best friend and foster sister Catra. Catra has ambitions to eventually be in charge of the Horde, though, like a cat, she has a bit of a lazy streak. The training the cadets go through prepare them to take on the dangerous Princesses of the Whispering Wood and Bright Moon. To celebrate the promotion and to prepare for the invasion of the Resistance fort at Traymor, Adora and Catra borrow a skiff and head to the Whispering Wood.
Catra isn’t one to let someone else drive, so she fights with Adora to take the rudder of the skiff, resulting in Adora falling off. While Catra gets the skiff back under control, Adora sees a strange sword. She reaches out for it and gets pulled into a landscape both alien and familiar to her while a voice calls to her. Before she can find out more, Catra returns and brings her back to reality. Still, the sword and the landscape nag at her, so Adora sneaks out after lights out.
In Bright Moon, Princess Glimmer and Queen Angella are having a loud disagreement over Glimmer’s actions against the Horde, leading to her being grounded and sent to her room. Her best friend, Bow, wants to show his new gadget, a device that tracks the location of First Ones artifacts. Glimmer sneaks out with Bow to find a blip that appeared.
Turns out, the blip is the sword that Adora is looking for. Being on opposite sides, they get into a fight over the sword, one that is interrupted by a monster. When the creature traps Bow and Glimmer, Adora grabs the sword, plunging her back into the strange landscape. There, she learns about her destiny to save Etheria from danger. When she returns to reality, she has the chance to escape with the sword. Instead, Adora can’t leave Glimmer and Bow even if they are part of the Resistance. Adora says the magic words, “By the honor of Greyskull,” and becomes She-Ra. She drives off the monster, much to the amazement of Bow and Glimmer.
When Adora returns to her normal self, she surrenders to Glimmer. The trio walks through the Whispering Wood back to Bright Moon. Along the way, they find an old First Ones installation, one that explains more about She-Ra, Etheria, and the Horde. However, the installation is old and begins to fall apart, forcing Glimmer to expend her magical energy to get everyone out. Once back at Bright Moon, Glimmer vouches for Adora, though Queen Angella is hesitant to have a Horde Force Captain around. Glimmer, though, convinces her mother to allow Adora to stay. She also has the idea to rebuild the old Princess Alliance, one that fell apart when Angella was younger. The Resistance already has Princess Netossa and Princess Spinnerella.
The next few episodes focus on recruiting more Princesses. WIth the help of She-Ra, the trio convince Princess Perfuma of Plumeria, Princess Mermista of Sea Gate, and Princess Entrapta of Dryl. The attempt to recruit the young Princess Frosta of the Kingdom of Snows fails when Princess Scorpia and her plus one, Catra, arrive. WIth Adora focused on Catra, Scorpia is able to cause havok which leads to the first big defeat Adora faces.
The most obvious change from the original She-Ra is the animation style. The shorter season means that the animators can spend more time on individual episodes, leading to a more fluid animation. The new character designs include a range of body shapes, sizes, and colours, leading a far more diverse cast than the original series. Adora now looks her sixteen years of age. She-Ra has bicycle shorts under her skirt, allowing her to not flash people when she performs athletics. The audience can tell the characters apart at a glance.
The new series also reflects how storytelling on television has changed in the past two decades. While most episodes can stand alone, there is a definite order. With the original series, syndication meant that some episodes could be shown out of order. With a single source, Netflix in this case, there’s no danger of pre-emption or an episode appearing out of order. This also means that any given episode should not be skipped. Each one builds to the climax of the season.
Despite the lower number of episodes, the remake goes into more depth with the characters that do appear. With no requirement to sell the latest toy release, the new She-Ra can keep the cast smaller, allowing the show to go deeper with the characters. One big change is that She-Ra isn’t just an alternate identity and form for Adora; instead, she is there for Etheria and has appeared in the past. The remake does more with Bow than the original series did, turning him from the token male to a rounded character with interests beyond the Resistance, such as belonging to the Etheria maker community. Madame Razz isn’t the bumbling comic relief who can’t cast the correct spell; now, she is more like Yoda in The Empire Strikes Back if he’d been on Dagobah for a couple of centuries. Netossa and Spinnerella are more than close friends; with Adora, Bow, and Glimmer showing how magical friendship is, Netossa and Spinnerella can be a couple.
Catra deserves a special mention here. She may not have her original counterpart’s ability to turn into panther, but the new Catra doesn’t need the ability. She also has a complex personality. Shadow Weaver raised both her and Adora and while what Adora went through was child abuse, Catra was the scapegoat of the two. Yet Catra didn’t blame Adora for it. The two were best friends as cadets. When Adora left, Catra felt betrayed, even though Adora pleaded for her to join her. Catra has ambition, and doesn’t understand why Adora left.
The relationships between characters is complex. The one between Adora and Catra above means that they’re not rivals or enemies, nor fighting because one is good and one is evil. They’re people first, not icons. All of the cadets, including Lonnie and Kyle, grew up with propaganda painting the Princesses as the enemy, as “dangerous instigators,” more concerned with their own kingdoms than protecting Etheria. The Horde is doing Etheria a favour defeating the Princesses. And there’s a nugget of truth in the propaganda; the Princesses are more concerned about their kingdoms and their subjects after the Princess Alliance broke apart.
At the same time, the Horde is very much evil. It’s located in the Fright Zone. It poisons the land. It attacks and destroys villages while labelling the locations forts. The people living under the control of the Horde aren’t told this, though. Outside the Fright Zone, it’s known as the “Evil Horde”, something Adora is surprised to find out. In the original, Hordak had no problem calling his army “the Evil Horde” in his henchmen’s presence. He revelled in being evil. The new Hordak is well aware of the power of public relations.
The characters are more relatable; each one has a personality that the intended audience can identify with or knows someone like that. Adora is the new girl at school and a tomboy. Glimmer is the older sibling who is always arguing with Mom and Dad. Entrapta is the easily distracted friend who may be on the autistic spectrum. Bow is the one boy who doesn’t mind playing with girls and has geeky knowledge. Mermista is the sober second thought, willing to go along with her friends even while pointing out what they’re doing can get them into trouble. Catra is the former best friend that they grew up; the split comes from growing up and getting new interests. The characters are more than just a one-note being.
Gone are the comic relief characters like Cowl and the Twiggits, As mentioned above, Madame Razz wasn’t portrayed as bumbling and forgetful, but as a trickster mentor whose memory problems may or may not be real. But comedy still exists in the series. This time, though, it comes from the main characters. Adora learning about what’s in the Whispering Wood and her discovery of Horsey, or Swift Wind as he prefers. There’s still action and drama, too, again, all coming from the characters instead of being a side show.
There’s also more to Etheria than what appears on the surface. The remake has its own written language, one that has plot relevance. Madame Razz may herself be a First One. Not all kingdoms are fighting against the Horde; one joined right away thanks to poor relations with the others. There’s more to Etheria than what’s seen on the surface.
She-Ra and the Princesses of Power takes the original series and gives it more depth. The world building gives Etheria and its inhabitants a history while the characters are more than just powers and a simple description. The remake is one of the rare ones that improve on the original while still building on it.
Mystery Science Theater 3000 ran for ten years, taking some of the worst B-movies made and having a laugh with them. The series showcased a number of films, like Alien From LA, that missed the mark of being good by a wide margin. Yet, some of the featured movies had a nugget of a good idea. It was the execution of the idea that had problems. Space Mutiny is one of those movies.
Released in 1988, Space Mutiny starred Reb Brown as David Ryder, Cisse Cameron as Dr. Lea Jensen, and John Philip Law as Elijah Kalgan, and featured special effects by John Dykstra. Said special effects came from the original Battlestar Galactica, but let’s not quibble. South Africa wasn’t known for being a source of masterful special effects. The plot of the movie, well, that’s where the problems start. The movie is disjointed, with multiple elements seeminly tacked on. There is a spaceship, the Southern Sun, played by the Battlestar Galactica, whose mission was to find a new home for the generations of colonists on board. Several generations have lived their lives on board the Southern Sun without ever having set foot on a planet. A new planet, though, is near. So are space pirates, in league with Kalgon, who wants the colonists to settle on the planet.
Kalgon has the Enforcers, the ship’s security/police detail, under his control. He doesn’t have the ship’s flight crew, including Ryder, under his influence. However, a pirate attack featuring Cylon Raiders reduces the number of Starvipers, played by Colonial Vipers, and forces Ryder to make a hasty landing on the Southern Sun‘s landing bay. Sabotage causes the Starviper to crash. Ryder escapes the exploding ship through a short-range transporter, though his passenger, an important professor who never gets mentioned afterwards, perishes.
Ryder teams up with Dr. Jensen and discover the mutiny. Ryder rallies the rest of the ship’s crew to take the fight to the mutineers, leading to the engineering section being the main battlefield. The mutiny is put down, the space pirates’ main ships, played by Cylon Basestars, are destroyed, and the colonists are free to land on the planet. Or not. This doesn’t include the subplot with the Bellerians, a sect of women-only monks who arrived by Galactica shuttle prior to the first pirate attack. The Bellerians added a mystic element, though only to convince Commander Alex Jansen, played by Cameron Mitchell, to let people on the discovered planet, maybe?
The disjointed nature of the plot wasn’t the only problem. Continuity errors popped up. Pity poor Lieutenant Lemont, played by Billy Secord, who can’t even call in dead for her shift. Lemont was shot dead in one scene, but is shown later arriving on the bridge to start her shift. That would be a great reason to mutiny on its own. The Southern Sun‘s engineering section is an industrial power plant, with brick walls. Proper set dressing might have hid the inconsistencies, but someone should have at least noticed the windows and blocked the shot to avoid having them in frame.
The low budget comes up in other places. A computer used to verify Ryder’s identity card is clearly an 386 clone complete with a 5-1/4″ floppy drive. To the crew’s credit, that floppy drive worked as the card scanner, but only for audiences not familiar with the device. The carts used by the Enforcers were modified golf carts; the added mass to make the vehicles look futuristic affected performance, so the “high speed” chases weren’t impressive. The reuse of Battlestar Galactica shots leads to questions like, “Why are both landing bays out if the explosion happened in just one?” It’s not like the other landing bay is being used as a museum.
With the problems out in the open, what can be done to remake Space Mutiny so that it isn’t a mess? As seems to be the case with anything featured on MST3K, the core issue is budget. The crew did what they could with what they had, from using an industrial plant for the engineering section to using a corporate office for the bridge. The use of the industrial plant meant that the Southern Sun was one of the few movie starships that was OHSA compliant, with railings to prevent people from falling to their deaths. Sure, that instead led to people dying and falling over the rails, or “railing kills” as Mike and the Bots put it, but that added some visual drama, if overdone at times.
With a proper budget, the next step is to get proper special effects instead of putting the Galactica in reverse. Give the Southern Sun its own look. Make it a proper generation ship, not a repurposed warship. Sure, have a starfighter squadron there, but the goal is that the ship isn’t military. The remake should have its own look, if for nothing else the ability to license the designs to model kit companies.
While getting the special effects worked out, next to be tackled is the plot. The big problem with the mutiny is that the mutineers have a point. There’s a planet. The mutineers and their ancestors have been on board the /Southern Sun/ for lifetimes without ever having set foot on a planet. What is the harm of letting off colonists who want to settle on this planet instead of the Southern Sun‘s intended destination. After several generations, there should be more than enough colonists to settle both worlds. It’s not like space travel doesn’t exist, even if it takes time. The mutiny could have been ended before it began if both sides sat down to negotiate. There’s no indication in the movie that anyone even tried that. If the mutineers are meant to be the villains, then they need to be shown as villainous beyond breaking “the law of universe”.
If the space pirates are to be kept and the mutineers are to be in league with them, then a different motive needs to be found. Instead of wanting to settle on the planet, have the mutineers sell the colonists to the pirates. A ship full of humans willing to toil on a new planet must be worth something to some alien trader who doesn’t care if humanity is sapient. The colony ship – it doesn’t have to be a generation ship now, just far from home – is ripe for the taking. The colonists want to settle on the planet below.
Turning the generation ship into a colony ship fixes a few other problems, such as if this is as far as humanity has gotten, where did the pirates and the Bellerians come from? Now, instead of being lifetimes away from the start point, it’s just a matter of months or years. Have a crewmember or two mention previous colonies that have disappeared without a trace over the past few years to add some foreshadowing. This also ensures that the audience’s sympathies are with the colonists, not the mutineers.
After the plot is cleaned up, figure out what to do with the Bellerians. They were a last minute addition to pad /Space Mutiny/ out long enough to be released in theatres. Do they add to the story? Can they? Assuming that they can be worked into the narrative, it’s easier to have them already on board, separate from both crew and colonists, heading to start a new monastery on the planet being colonized. Define what they can and can’t do early, and decide if the mysticism is needed. The Bellerians should add to the narrative, not be a sidebar.
Costuming needs to be updated. Some of the costumes, mostly worn by women, date the movie to the mid- to late-80s. Blue bodysuits, while having the advantage of being visually attractive for the make gaze, don’t portray a sense of military discipline. Of course, if the ship is being used for colonial operations, it may not even be military. Given Public-Private Partnerships even today, a government colonization effort with private contractors isn’t that farfetched, and may give a little extra motive to the mutineers. This may mean that the uniform worn by crewmembers are stylish while still being functional for being onboard a spaceship, with the wearer being able to get into a spacesuit during an emergency. The colonists can then be easily distinguished by not wearing a uniform.
Sets are the last hurdle to get over. Space Mutiny tried to use an existing industrial plant to get past some of the need in building the engineering section. This got the movie the machinery needed plus interesting ground to stage a laser battle and chases, but also brought in brick walls and windows. CGI could be used to replace some of the problems, but creating a background that looked like a spaceship’s engineering section, completely with drives, but practical effects allow for the actors to interact with the set more believably. Unlike, say, the Death Star in Star Wars, the Southern Sun had protective railings to keep engineering crew from plummeting to their deaths by accident. It’s a touch that needs to be kept, even if to have a few railing kills. A few, not everyone shot in engineering.
Finally, continuity. Unless the Bellerians have the ability to bring the dead back to life, let Lt. Lemont stay dead. Let her have her time off. Make sure that the remake flows to the end, without sudden trips that pull the audience out of the story. The scale of the story needs to make sense. The original implied that there was a galactic and even universal tribunal creating laws, except the Southern Sun was far from its home. Set expectations early.
Space Mutiny, like many films featured on Mystery Science Theater 3000, had problems with execution. The movie, though, has the germ of a good movie, just waiting to be coaxed out.
Audience acceptance of adaptations can be finicky. Everything can be set up just so but if something is off, the audience is thrown. On the flip side of that, an adaptation can get a lot wrong, but if it gets certain details right, the audience will just go along for the ride. Casting plays a role in this. Adaptations that audiences weren’t sure about did well when certain actors were announced. Likewise, fans have become divided when their dream casting didn’t happen.
With books, the goal is to find actors who can pass for how the characters are described. The author may or may not have a specific actor in mind when creating a character. Fans may pick up on the description and figure out who the author was using as a reference. Other works, the author may not have anyone particular in mind. In this case, the casting director should be aware of the characters’ general appearance. Some works make the casting work harder, particularly those with a young cast that grows over the series of novels. Since the appearances are all in the description, it shouldn’t be difficult to get close. Mind, some cases are harder than others; Harry Dresden, being canonically six-foot-nine, has a limited pool of actors to work from. The adaptation went with six-foot-four Paul Blackthorne as Dresden, then used camera angles as needed to emphasize his height.
The Harry Potter books make for an interesting case with child actors. The initial casting of Harry, Hermione, and Ron worked; the young actors resembled their character’s description from Harry Potter and the Philosopher’s Stone. However, each book ages the characters one year. It is hard to tell what a child actor will look like in a decade. With the Harry Potter movies, Daniel Radcliffe, Emma Watson, and Rupert Grint grew with the roles, but that isn’t a guarantee.
On the flip side, casting for the Fifty Shades of Grey adaptation caused a rift among fans. While the films went with Dakota Fanning and Jamie Dornan as the leads, fans wanted Alexis Bledel and Matt Bomer instead, going so far to start a petition to have the cast changed. The adaptation did well in theatres, though the backlash against the cast may have meant the film under performed.
More visual media provide a definite base to begin casting from. Not every role is locked into a specific look, just a general appearance. However, certain types of works become iconic. Animation is one of those. The art shows the character, from general appearance to mannerisms. Even comic books have distinctive characters, particularly the costumes. In these cases, ignoring the iconic looks may cause problems. Audiences, though, are aware of the restrictions and can adjust their perceptions while watching the adaptation. Some notable exception have come up, making for pleasant additions to their adaptations.
The 2002 Scooby-Doo movie did well at the box office, thanks to its star power. Matthew Lillard, though, deserves special mention. As Shaggy, Lillard managed to channel Casey Kasem’s portrayal, getting the voice right. Adding to his performance, he managed to get Shaggy’s unique walk. Of all the cast, Lillard was his role the most. In fact, Lillard has since taken over as the voice of Shaggy after Kasem passed away in 2014.
In a case of where getting the casting right would make or break a film, Karl Urban as Judge Dredd in the 2012 Dredd. Urban insisted that Dredd’s face would never be seen, correcting a major issue with the 1995 Judge Dredd with Sylvester Stallone. The one time Dredd is seen without his helmet, he’s in shadow, with no facial features showing. Urban became Dredd for the film, and while the film wasn’t as successful at the box office, it became an instant cult classic thanks to the portrayal.
Sometimes, the announcement of a casting choice can get an audience on board, even if there were reservations before. Michael Bay’s Transformers was seeing fan pushback on the idea of a live-action adaptation. Then the studio announced that the voice of Optimus Prime was cast – Peter Cullen would be reprising the role that was his when the cartoon first appeared in 1984. Fan reception changed, and the movie, while still having problems, succeeded well enough to have three sequels.
When it comes to adapting a live-action work, the limitations are obvious. Unless an actor has a child that looks much alike, and there are some who do, the adaptation will have to go with best fit. The appearance may not be important; instead, the portrayal is critical. The original actors will have set the characters; the new cast will have to adjust to expectations. Karl Urban once again shows how it’s done as Doctor Leonard “Bones” McCoy in the 2009 Star Trek reboot. While Urban doen’t look like DeForest Kelly, he once again channeled the character. Urban’s co-star, Zachary Quinto, had an added difficulty. Unlike the rest of the cast, Quinto had one of the original cast of Star Trek, Leonard Nimoy, playing the older version of his character, Spock. Audiences could compare the two directly. Helping, though, was all the character development Spock had gone through in the movies. Quinto’s Spock was the younger version, Nimoy the mature. The result, though, was that Quinto held his own.
Casting is important. Getting the right actor for a role is key, for original works and adaptations. With adaptations, getting fans on board means getting someone who can be the character. When that happens, the adaptation grows beyond expectations.
Lost in Translation will be taking the next two weeks off and will return November 10.
When adapting a tabletop RPG, the ideal original work is one that allows for more people in the setting than just the main characters. Star Trek, in its various incarnations, allows for other Starfleet officers, creating an instant hook for an RPG. Television, though, works best with a limited cast, mainly for budgetary reasons, with a broad hook. Jim Butcher’s The Dresden Files was prime for a TV adaptation, with one central character, a small core of supporting characters, and numerous recurring guest characters. For an RPG, though, that isn’t the best set up.
Or is it? As the series of novels grew, Butcher expanded the setting. Harry Dresden isn’t the only wizard in the world, just the only one to open a detective agency. Over the course of the series, Harry picks up an apprentice, deals with the various threats both mundane and supernatural, has to work around the wizardly White Council, and keeps the peace among the supernatural factions and the Mob in Chicago. There is a world beyond just Harry Dresden. This is where Evil Hat Productions comes in.
Evil Hat developed the Fate RPG by building on the Fudge system with elements that went beyond just attributes and skills. Called Aspects, these elements allow players and GMs to use drama points, called Fate Points, to modify the narrative. Players can invoke the Aspects to gain an advantage for their characters; GMs can invoke the same Aspects to put the characters into a disadvantageous position. Fate doesn’t encourage the old “killer DM” play; the goal is for everyone to have fun and be challenged.
At this point, there’s two levels of adaptation going on. First, the adapting of The Dresden Files as a tabletop RPG. Second, the adapting of Fate to The Dresden Files. Fate is Evil Hat’s house system, a concept seen widely in the tabletop RPG industry. Game mechanics take time to develop and playtest. Many RPG publishers, once their mechanics are worked out, don’t want to reinvent the wheel every time a new game is released. When licensing a title, one of the issues faced by RPG publishers is making sure that the work can fit into their mechanics.
Evil Hat’s approach to Fate, especially for The Dresden Files and their previous game, the original work Spirit of the Century, was to emulate the writing process. While that approach may not work for some players, it does set the tone of the game, reflecting Dresden‘s literary background. The Dresden Files Roleplaying Game, released in 2010, comes in two volumes, Volume 1: Your Story and Volume Two: Our World. That’s not unusual for tabletop RPGs; while getting both mechanics and setting into one book is ideal, if there is too much information, printing over two thick volumes makes sense.
Our World details Harrry Dresden’s Chicago, as presented in the novels. The city isn’t just the landmarks that can be found in a Wikipedia entry. Our World adds the elements that have appeared in the novels – characters, themes, the vampiric Red and White Courts, the police, the Mob, the morgue, and even Sue, the Tyrannosaurus Rex from the Chicago Field Museum of Natural History that became a zombie. Anything and everything players could want if they want to play in Harry’s Chicago.
Your Story contains the mechanics of Fate, how to roll the dice and how to create a character. Being an urban fantasy RPG, the Dresden game has to include not just regular skills but also supernatural abilities, with some extrapolation from what’s seen in the books to provide players a range of options. To help players, the game includes templates based on characters who appeared. Included in the templates are Wizard, like Harry, Champion of God, like Michael, Were-Form, like Billy and the Alphas, and White Court Vampire, like Thomas. Most templates have a Fate Point refresh cost, so some may not be available depending on the initial amount of points available at start. However, Pure Mortals, like Karrin Murphy and Waldo Butters, gain two Fate Points for use to buy stunts, to offset not having access to supernatural abilities, reflecting how such characters in the books can survive being around Harry.
Fate was designed as a generic game system, one that can be modified as needed for different settings. The core easily takes additions, though some care is needed. Gameplay revolves around the Fate Point economy, encouraging players to let their Aspects restrict them so that they can use those very same Aspects to save the day. Characters, though, aren’t the only ones who get Aspects. Everything can, from the city the game takes place in to a specific location to the current scene. The approach at the time was new, but one that gained a following. The GM and players work together to create their own city, if they want one, allowing the campaign and its theme to be personalized for the group.
Presentation in RPGs often helps sets the tone, With the Dresden RPG, it’s not just adapting the mechanics for the settings, it’s also the maginalia commenting on the main text. Used often to help explain a concept, either by directly commenting or refering to an event in the books, the marginalia is written as Harry, Bob, and Billy, in different handwriting. At one point, when the main text is using Harry himself as an example for character creation, Harry corrects his player, Jim, and then tells him to roll better.
RPGs have a tough challenge when adapting a work. They have to take the work, extract information, and make the setting playable for others beyond the creators while still providing players options to go beyond what has been produced. Evil Hat managed to hit this mark with The Dresden Files Roleplaying Game, taking Jim Butcher’s creation and presenting it in a way that players can have their own adventures in Harry’s world, whether as Dresden and his companions in Chicago or as their own group elsewhere.
The problem with copying a copy is image degradation – finer details are lost thanks to the resolution of the copier. When the image is simple, such as words in a sans-serif font or stick figures with thick lines, the losses are minimal and the details are easily seen. With an intricate painting with precise colours, the loss of detail hurts the copy. This tends to hold with adaptations.
It’s not that the adaptations of adaptations are bad. Many are acclaimed, including shows like M*A*S*H, which was based on the movie of the book, and the 1959 Ben Hur, a remake of the 1925 silent film adaptation Ben Hur: A Tale of the Christ which itself was based on the novel of the same name. However, each step away from the original brought on changes. Robert Hooker’s MASH: A Novel of Three Army Doctors focused on the hijinks of the surgeons and nurses of the 4077. The movie built on it but added an anti-war angle, which was continued into the TV series, which then added more serious elements. The TV series may have had hijinks, but some of the practical jokes were done to keep sanity and the humour was kept out of the operating room.
What happens is that, unless the crew making the new adaptation takes a look at the original, they won’t know what needed to be removed to for the new format. If the crew is only familiar with the first adaptation of a work, there may be a wealth of detail they are unaware of. For example, if a studio decided to make a Harry Potter TV series based on the movies instead of JK Rowling’s books, key details will be lost, such as the importance of Neville Longbottom, who will lead the resistance at Hogwart’s in Year 7. Neville was critically ignored in the early movies because the studio wasn’t aware of what he would do later in the novels.
Yet, as mentioned above, adaptations of adaptations can stand on their own. The 1931 Frankenstein may be the definitive version with Karloff’s childlike monster, but the film owed more to the various plays that were written based on the original work than on Mary Shelley’s story. The M*A*S*H TV series won numerous awards over its eleven seasons. The 1959 Ben Hur was the most popular movie in its year of release. Just as adaptations aren’t necessarily bad, adaptations of adaptations aren’t necessarily bad. Comparing them to the original means following through the generations to see what went missing and why.
Part of the problem is that there are times that an adaptation becomes the definitive version of a work, despite the presence of the original. Movies like 1939’s The Wizard of Oz and TV series like Buffy the Vampire Slayer and Stargate SG-1 have surplassed their original works. With The Wizard of Oz, adaptations including The Wiz, with Diana Ross and Michael Jackson, and Muppets Wizard of Oz build off the movie, not L. Frank Baum’s original novel. The popularity of Buffy and SG-1 means that a remake of either, which has been suggested for both, needs to take into account the events in the TV series.
Despite the the loss of details from original works, adaptations of adaptations appear to be able to fill in the blanks, adding instead of removing. What helps is the original fading into the background. A more obscure original work leave both the adaptation and the adaptation of the adaptation wriggle room to make changes. The hypothetical Harry Potter TV series doesn’t have that wriggle room, while the M*A*S*H TV series needed that space to allow the characters to develop. The Harry Potter novels are still too popular to ignore outright.
Adaptations of adaptations will happen. Movies get remade. TV series get rebooted. It’s the nature of the beast. Details can get lost. Yet, it is possible for the second generation adaptation to surpass its precursors. It takes work, but the results are worth it.
Last week, Lost in Translation took a look at animated adaptations with a high level view. It’s time to delve into a specific one to get a better view of how such things turn out.
Thanks to the success of Star Wars merchandise in 1977, toys and toy licensing became another way to make money from a movie. Sure, prior to Star Wars, there were toys made for some franchises, but not to the same extent and success. However, many of the most toyetic movies were also R-rated, meaning that the target audience for the toys were not likely to have seen the movie except in ads. However, the reduction of FCC regulations against using children’s entertainment as advertising presented a new way to introduce the characters to the new audience – cartoons. Thus, among other animated adaptations, RoboCop the Animated Series.
The original RoboCop was a violent, over-the-top satire of the Reagan era. Everyone has a gun. Automation destroys jobs. Detroit is bankrupt. The Detroit police get privatized, bought up by Omni-Consumer Products, who saw the city as a test bed for automating law enforcement. The movie wasn’t subtle. Officer Alex Murphy is shot with the symbolism of the Crucifixion. Scenes had to be trimmed to avoid the dreaded X rating, preventing the movie from getting into any theatre. Blood was shed by the barrels.
The perfect movie to adapt for children.
The 2014 remake, with its PG-13 rating, had its violence toned down. No more graphic deaths. No one getting shot with hundreds of rounds by a robot still in beta. It was one of the problems fans of the original movie would cite about the remake. The violence was reigned in. There still was violence. Drones got destroyed. Murphy got shot and burned. But the gore was gone. The remake’s satire hit closer to home, but the violence of the original allowed audiences to take a step back. The PG-13 rating was seen as the problem by fans of the original, not allowing for the over the top violence of the original.
With that in mind, if there was a backlash against the 2014 remake, how do things shake out for 1988’s RoboCop: The Animated Series? If a PG-13 rating forced the 2014 remake to focus the violence on drones, how much is lost for a weekly cartoon? Repeatable violence isn’t allowed. Shooting a gun is repeatable. Punching is repeatable. Running someone over is repeatable. And forget language. Even in syndication, there are words not allowed anywhere near children’s entertainment. “Dead or alive, you’re coming with me,” won’t be heard.
How well did RoboCop survive the translater to animation? First, a look at the the characters themselves. While Orion could license the characters, the studio couldn’t license the appearances of the actors. The actors own their looks. It’s the same reason why the character design for The Real Ghostbusters changed so much. However, the costume for RoboCop hid most of Peter Weller, so the character could be animated as accurately as the production could. Likewise, the ED-260, the upgraded version of the ED-209 from the movie, was accurate, with the new number allowing for differences due to animation.
For characters like Officer Anne Lewis and Sergeant Ross, the animation tries to be close to their looks without necessarily copying their actors. Lewis lost her curls, but the costume – body armour and a helmet with a visor – is close enough. Other characters, like the Old Man, have more extensive changes. However, Clarence Boddicker, the man responsible for killing RoboCop in both the movie and the series, has only minor changes. Boddicker appears in the opening credits and in the episode “Menace of the Mind”.
Animation helps with showing RoboCop’s abilities. The original movie used practical effects and stop-motion; the suit Weller wore slowed him down just from mass. An animated character doesn’t have that limitation, so having RoboCop lift a van by its bumper or run after a perp is easier to show. The technology of the future of Old Detroit changed, too. RoboCop and the rest of the police force use lasers. Some of the criminals still used guns, but since they were shooting RoboCop, there were no bullet wounds, no arterial sprays, nothing to worry parents about what their children were seeing.
Characterization of the characters was off. RoboCop comes off as his RoboCop 2 incarnation after community input forces several hundred new directives installed. Murphy acts more as Murphy’s cheerleader. However, the focus of the series is on action; dialogue is kept to a minimum. Bursts of dialogue aren’t much to build a character on. A few characters do change. SWAT commander Lt. Roger Hedgecock gets promoted from being a minor character in the original to a rival. Hedgecock isn’t a fan of automation and is trying to outshine Murphy. Casey Wong returns as the talking head of “Media Break”, the three-minute news segment that appeared in the movie.
A few characters were added. Dr. McNamara, an OCP designer working on the ED-260 project, wants RoboCop shelved in favour of his Enforcement Drone, and is the mastermind behind the plot in several episodes. The Vandals were a gang that caused problems in Old Detroit until stopped by RoboCop.
The series did try to work with some themes from the movie. Biting satire is out, but some still slipped in. A section of Old Detroit was called “Trickledown Town” and was where the old abandoned factories were. One episode, “No News Is Good News”, had a Geraldo Riviera parody, chasing non-stories until he focused on destroying RoboCop’s reputation. Even the idea of automating jobs came up for satire with ED-260 being pressed into traffic duty and causing collateral damage after an illegal lane change. Outside the satire, Murphy still had to come to terms with his humanity. While Lewis still saw Murphy as Murphy, others, including Hedgecock and McNamara, saw him as a machine or as a product.
RoboCop is a tough movie to turn into an animated series, especially one aimed at an younger audience. What is allowed in an R rated movie doesn’t get on television in prime time, let alone weekend afternoon for kids. RoboCop: The Animated Series had its fangs pulled because of the the new format. It tries, but the focus is more science fiction action, not violent biting satire of the Eighties. If it was a standalone work; it would be an entertaining series on its own. Tied to the RoboCop movie, the series is sanitized.
Lost in Translation as taken a look at a number of animated adaptations over the past few years, most recently with Final Fantasy: The Spirits Within and Sherlock Gnomes. Saturday mornings were filled with cartoons, some of them adaptations of other works. Nothing appears to be off-limits when it comes to animated adaptations. Some are well done; others, not so much.
With the deregulation of American television in the Eighties, toy manufacturers were allowed to create what were essentially thirty minute toy ads disguised as cartoons. While networks still had requirements, including non-violence, another frontier opened in the Eighties – syndication. Since the cartoons were being sold directly to the station, bypassing any network involvement, the rules were looser. Toss in a one to two minute public service announcement and the series can be sold as educational, even with lasers blazing and robots throwing each other around.
However, ads don’t work if no one watches them and writers rooms tend to have creative people in them who want to be more than ad copywriters. The result in the Eighties was a number of cartoon series based on toys that had complex storylines, character development, and ongoing plots instead of standalone episodes. Autobots may have stopped Decepticon plots, G.I. Joe may have prevented Cobra from World Domination, and She-Ra may have foiled Hordak but each series always returned to the baseline. A win by any of the factions meant the series ending. Jem may have had the most gains; her goal was to fund the Starlight Girls and make it big in the music industry. Ruining Pizzazz’s schemes was a side benefit.
The catch with cartoons based on toys is that the money for the series depends heavily on how well the merchandise is selling. While not an animated adaptation, Captain Planet and the Soldiers of the Future is a good example of what happens when a series is more popular than the toy. Captain Power ended on a sour note with the death of Pilot, a plot hook for a second season that never materialized. On the flip side, a popular toy gets more of its line released. Kids need only so many of Bumblebee, Man-At-Arms, or Kimber, even with new light-up features. The new action figure, doll, or playset needs to appear in the cartoon. Ultimately, the cartoon exists to sell toys.
Prior to deregulation, the typical animated adaptation was a cartoon based on a comic book character. DC Comics’ go-to for licensing was Superman, with cartoons featuring the character made in 1941-1943, 1966-1970, 1988, and 1996-2000. Marvel’s choice of character was The Amazing Spider-Man, with cartoons made in 1967-1970, 1981-1982, 1981-1983 (with Iceman and Firestar), 1994-1998, 1999-2001, 2003, 2008-2009, 2012-2017, and 2017 (ongoing), and appearances on The Electric Company in the Seventies. Even the third of the Big Three American comics publishers had their own series with Archie in 1968-1970, 1971-1973, 1974-1977, 1987, and 1999-2000 and Josie and the Pussycats from 1970-1972. Given the popularity of the characters, the adaptations were meant to draw an audience and sell advertising time. As other characters gained prominence, they, too, were adapted into cartoons. The X-Men has had several, in 1989, 1992-1997, 2000-2003, 2009, and 2011, and the DC Animated Universe, starting with Batman: The Animated Series in 1992 through to Justice League Unlimited ending in 2006 maintained quality through the run.
While comic and cartoon seldom interacted, there were times when the adaptation influenced the original. Batman: The Animated Series had several characters created for it that made the jump back to the main continuity, including Renée Montoya. The episode “Heart of Ice” introduced a background for the villain Mr. Freeze, one that turned him into a tragic figure, that was accepted as canon in the comics. After deregulation, though, the cartoon also became a way to sell action figures of the characters, an added bonus for the companies involved.
Animated adaptations of movies is where things get weird. While there are some films that do lend themselves to a continuation, such as Back to the Future, some movies adapted were aimed at a completely new audience. In most of those cases, the goal was to sell toys, but many of the adaptations were of movies that the cartoon’s target audience couldn’t see due to an R-rating. Rambo: The Force of Freedom (1986, a year after Rambo: First Blood Part II hit theatres) and Robocop the Animated Series (1988) are notable but also just the surface. The Rambo series features a Vietnam War veteran who decades later is still living the war. Robocop was a violent satire of the Reagan-era, over the top to the point of almost being rated X. Robocop could be turned into a police procedural, the violence toned down or even removed, though that does miss the point of the original movie. Rambo: The Force of Freedom turned John Rambo into a ecological warrior, fighting against polluters.
Other R-rated adaptations came out including The Toxic Crusaders, based on /The Toxic Avenger/. Even raunchy comedies aimed at younger adults got adaptations; Police Academy tried to bring the humour of the movies to a format for children. Some of the adaptations were to get a toy line out and sold; the adult market wasn’t and isn’t as lucrative as the general toy market. At the same time, the target audience only knows the characters through home video, edited televised showings of the films, or just pop culture osmosis.
With Back to the Future, the aim was an educational series. The draw of the film would be enough to get advertisers interested in buying airtime during the show, and the educational portions added to the sales value to networks. The Real Ghostbusters, while taking advantage of a PG-rated film* with potential for more stories, also had its own toyline. Both series had strong writing; The Real Ghostbusters even answered the question, “What would happen if someone hit Cthulhu with a beam from an unlicensed nuclear accelerator?” (The answer: He’d be very annoyed.) Animated adaptations of movies vary widely; some make sense, others are headscratchers.
With video games, the draw again came from the popularity of the game, especially in the Eighties. Video arcades could be found in every mall and Pac-Man Fever could only be cured with massive amounts of quarters. Home video game consoles came out, though with a slight dip in popularity around 1983 when Atari overestimated just how many people would buy an E.T the Extraterrestrial video game. Many of the early video games really didn’t lend themselves to any sort of adaptation, yet they were made. Pac-Man and related games were all about a yellow blob eating dots and running from ghosts; the Pac-Man cartoon had to create plots and give personalities to the games’ characters.
The explosion of the Nintendo Entertainment System on the market led to the North American audience being re-introduced to the Mario Brothers and a cartoon featuring them. This time, there was a bit more to hang plots on; after all, there was always another castle. With the NES and later systems capable of running games with more plot than “eat dots” or “don’t crash”, adaptations had more to build from. Some game studios took advantage of animated adaptations to add more details to their setting and characters; Final Fantasy VII: Advent Children and Mass Effect: Paragon Lost are good examples. Quality varied. Some cartoons were made to take advantage of the popularity of the video game, others managed to take advantage of the new format.
Animated adaptations of literary works were done mainly for educational purposes, introducing classic works to children. As a result, since the work would be one and done, the animation was a higher quality than that of a weekly series; there was time to do things properly. Not every animated film was for educational purposes; no one will argue that Gnomeo & Juliet‘s primary purpose is to educate children on Shakespeare. At the same time, cartoons of literary work aimed at children bring forward the characters and main themes in accessible chunks. The main requirement was that the original had to have something that was visually stimulating. The ghosts in A Christmas Carol and Scrooge’s redemption arc can make for compelling storytelling. A proper Victorian romance, or even an improper one, doesn’t make the cut. Sometimes, a studio just wanted to animate a favourite story, like Watership Down.
Not all animation is for children, though. In the Eighties, Nelvana released fare that was geared for an older audience. Rock & Rule, a take on Faust, featured popular rock musicians including Debbie Harry and Iggy Pop. The Devil and Daniel Mouse, Nelvana’s version of The Devil and Daniel Webster wasn’t as trippy, but was still aiming at an older audience, much like Heavy Metal had. Both films, being made by a Canadian studio, were aired on the CBC, which was available over the air and on basic cable.
Finally, there’s tabletop games. Animated adaptations of these fell under the same restrictions as ones for toys. Once the restrictions were removed in the Eighties, not many board games were turned into cartoons. Most board games are competitive, lending themselves to be licensed as game shows instead of cartoons. Even roleplaying games weren’t adapted, in part because of being a niche industry, in part from the “Satanic panic” of the Eighties. Dungeons & Dragons did get an animated series, but being the best known RPG will get attention from studios. It is telling that only two other RPGs, BattleTech and Heavy Gear, had animated adaptations. The built-in audience is small; each series relied on visuals, that of mecha combat.
The animated adaptation is not going away. It serves a purpose, most often to sell merchandise. Yet, the potential of the adaptation to go beyond just being an extended ad will keep an audience tuned in.
* Probably would have been PG-13 if the rating existed at the time.
There’s no post this week due to circumstances beyond my control. Lost in Translation will return next week. My apologies.
After analysing a number of adaptations over the past few years, it’s nigh time to examine how the different sources of material affects how a work is adapted. The History of Adaptations series helped show the different sources that led to popular works, with other works being reviewed expanding the list.
Literary sources cover a wide range, from novels to short stories to plays to poems. Each source has its own challenges for adaptations. Novels, being a longer form, tend to lose details when adapted as films. A series of novels adapted to film can lose critical scenes, especially if the adaptation begins before the last as happened with the Harry Potter series. Television may be the better format for novels; while individual episodes are shorter than a film’s run time, a full season gives more time to delve into the work. With the today’s choices for television going far beyond the three-channel universe, a traditional 22 episode season isn’t needed. Mini-series can take as long as needed. One other means to adapt a novel is to just use the characters and create new situations, such as happened with The Dresden Files. The benefit of novels is that their popularity is easy to track. The New York Times‘ best sellers lists, while flawed still provide studios an idea of how well a title is selling. A novel that makes headlines because of fan enthusiasm makes the choice to adapt it easy.
At the other end of length, short stories may not have enough material to fill a movie’s runtime. Studios would have to extrapolate and expand from the events in the story, sometimes to the point where the film could have been its own work. A television series would not work, unless the idea is to keep the characters in further situations. However, an anthology series could take the story and adapt it. The Twilight Zone did this throughout its run, with episodes like “Steel” and “An Occurance at Owl Creek Bridge” being typical.
Plays don’t have the problem of having too much or too little story when it comes to being adapted as a film. A typical play is performed in about the same time as a film, possibly a little longer. The script is already written; all the director needs to do is remember that the fourth wall is now the camera’s lens instead of the audience. Plays don’t work out as well for television; length is the limiting factor.
Poems and songs do get adapted, though not to the same degree as other literary sources. The poem or song needs to be narrative, providing or at least implying a plot of some sort. “Harper Valley PTA” may be the best example, having been made into a movie that was then adapted as a TV series. The song provided the basis for the plots in both. Popular songs are easy to track, through Top 40 lists and YouTube hits.
Comics are a popular source for adaptations today. The bright costumes, the spectacle of superheroes fighting supervillains, and the almost black-and-white morality of pulp western serials are a lure for filmmakers. Yet, as a serialized means of storytelling, a comics adaptation could easily find a home on television. The plots are already storyboarded, though only Scott Pilgrim vs the World took advantage of that. Right now, the looming problem is audience burnout. At some point, audiences will want something different, but not too different. Yet, comics cover a wide range, something Marvel Studios has been exploiting. Each of the Marvel movies has been superheroes crossed with something else, from technothriller (Iron Man) to heist movie (Ant Man) to romantic comedy (Deadpool). The variety available in comics, not just the superhero titles, makes the medium ripe for the picking. Add in foreign titles, such as manga, and the surface has barely been scratched.
Television looks like it could make the jump to the silver screen. There have been attempts. The problem is the differences in running times. A TV episode today can run either 22 or 45 minutes, with breaks for ads. A full season can each 22 episodes. Neither fit well into a 2 to 2.5 hour film. Expanding an episode is similar to expanding a short story; much more needs to be added. Age of the work is another matter. Some series, like Entourage, have a goal to end with a cinematic release. Other series may have just enough popularity to risk trying a movie, like Firefly and Veronica Mars. The end result may be true to the TV show, but may not get the critical mass needed for an audience. Older series have another issue; while it may have been popular in its day, a TV series may not be well known to today’s audience. The Beverly Hillbillies, while almost note perfect as an adaptation, didn’t have the name recognition needed to get people out to it. Remaking and rebooting a TV series can work, though. Star Trek returned as Star Trek: The Next Generation to a much larger fanbase than the original series had when it first aired. The new Battlestar Galactica lasted longer than the original, providing a different look at the ragtag fleet searching for Earth.
Film remakes are also popular today. There appears to be a roughly thirty to forty year gap between originals and remakes. Take a look at King Kong; ignoring sequels, after the giant ape’s first appearance in 1933, the movie was remade in 1976 and 2005. With home video tape players and, later, DVD and Blu-Ray players along with specialty movie cable channels and streaming services, this gap may need to grow. The availability of older movies in homes grew tremendously in the Eighties. While the 1959 Ben Hur didn’t need to compete with the first adaptation, a remake of Raiders of the Lost Ark has the original available and in many home movie libraries. Adapting a movie to a TV series means further exploration of the film. M*A*S*H and Stargate SG-1 are arguably the most successful film-to-TV adaptations, both having run ten years and are both still available in syndication and on DVD. Not every movie can make the jump to television; the film needs to leave room for further stories featuring the characters.
Video games have had a rough time in adaptation. The early video game movies were either poorly done or completely missed the mark; Super Mario Bros illustrates the latter well. Video games turned out to have similar problems as literary sources. Early games, especially arcade games, had just enough plot to lure players before letting them button mash. similar to the problem of adapting a short story. Later video games, especially once home consoles had the ability to save games in progress, provided for a longer story, requiring several hours of game play. Parasite Eve‘s ten to twenty hours for completion is on the short side. What some adaptations have done is provide extra information for players, either what happened prior to the game or what happened after. Animated adaptations, most in the form of a cartoon like Super Mario Bros Super Show, have been more successful. In most cases, the cartoon just takes the characters and some of the game play and create new stories around them.
Other games, such as boardgames and tabletop RPGs, see similar problems to video games with added layers of abstraction. Clue may have been the best adaptation of a boardgame; the game itself is a murder mystery with a cast of investigators and one murderer, ideal for translating to the big screen. Battleship, on the other hand, tried to incorporate elements from the game but there wasn’t much to bring in, resulting in a mess of a movie. With tabletop RPGs, the problem is that, while there may be an idea of what game play looks like, the game itself is social. Players create their own characters and storylines. Studios are competing with the imagination of the players. Tabletop RPGs are also a niche market; very few games get beyond specialty stores and into book stores.
Toys may have had the best success rate of all sources mentioned here. Most adaptations of toys started as a way to market the toy itself. However, to keep the audience watching, story and character development happened. Cartoons like Transformers, Jem and the Holograms, G.I. Joe, and My Little Pony: Friendship is Magic took the idea of the toy and expanded on it, creating settings and introducing characters. Not every adaptation succeeded; the live action Jem and the Holograms was pulled from theatres after two weeks. The problem studios need to watch out for is reaction by parental groups and popularity of the toy. Captain Power and the Soldiers of the Future ended on a heart wrenching note because while the series had an audience, the toyline did not. Even a mess of a movie, like Michael Bay’s Transformers, can still be a decent adaptation.
On side note, Bay’s Transformers didn’t have continuity issues. The Transformers series already had multiple continuities, with fans well aware that cinematic universes are a thing. Bay may have been well aware of the problems he was going to face and made the one move that brought Transformers fans on board – he brought in Peter Cullen as the voice of Optimus Prime. A loud movie with explosions featuring Autobots and Decepticons fighting kept the fans happy. Getting key details right can go a long way in making a good adaptation.
Not every adaptation is successful, and not every adaptation is accurate. The goal for studios is to overcome the challenges of the source material. There’s a change coming in how television is seen; once a vast wasteland catering to the lowest common denominator, TV is now exploring new ways its format can tell stories. Film, while still seen as the goal for adaptations, is becoming stale, mainly because of remakes, reboots, and other adaptations. The format of the original work may require a hard look at how it is adapted.