Last week, Lost in Translation asked the question, “Can a franchise be rebooted?” and came up with a rousing, “Maybe.” “It depends,” also came up. This week, a few thought experiments to see what can be done using a few well-known franchises.
Let’s start with the big one, Star Wars. The franchise has grown greatly, despite a period where it lay fallow for about eight years with little done. The release of Timothy Zahn’s began the renewed interest in licensing Star Wars outside toys, followed by the Expanded Universe of novels and comics leading up to the release of The Phantom Menace in 1999. Even with Disney hitting the reset button on the Expanded Universe, the licensing of other media hasn’t slowed down. There is a hierarchy of canon, though; the films are on top, followed by TV series, then tie-ins like novels and video games.
There might be execs at Disney looking at remaking the original Star Wars movie, but the audience backlash would be at superweapon levels. The risk is not worth the reward. However, creating more stories set in the Galaxy Far, Far Away has been a winner for Disney so far, with The Mandalorian being the reason for many fans to subscribe to Disney+. The Galaxy Far Far Away is big enough to have a number of stories, epic and personal. Remaking the original is out of the question. Exploring other parts of the setting, especially if the quality can be maintained, works better and has been successful for the franchise.
Star Trek provides a contrast. Between the end of the original series in 1969 to the release of Star Trek: The Motion Picture in 1979, there wasn’t much beyond the animated series, a few novels from Bantam, and some licensed games. Compared to after TMP, where the novel tie-ins had a more regular release date, and films every few years. In 1987, Star Trek essentially rebooted with Star Trek: The Next Generation. The original series and movies with the original cast were historical, but the new series forged its own characters and continuity. However, there were and are still fans of the original series who get more adventures via the tie-in novels.
The original series had a second reboot with the JJ Abrams Star Trek film in 2009. The Abrams film, though, split into a new continuity, separate from the establish canon. This could allow for a new exploration of the setting, but Into Darkness, released 2013, went over old ground with Khan Noonian Singh. For the most part, the Abrams continuity films have been popular.
Both of the above examples are based on properties that began in a visual medium, film and television respectively. Time for a more literary example – Bond. James Bond. The 007 franchise began with Casino Royale in 1953 and has been active since then, first with Ian Fleming’s novels, then film adaptations, most notably the Eon Productions series, but expanding out to comics, first in 1962, video games, and a spin-off series of novels for a younger audience. The novels were continued after Fleming’s death, first with Colonel Sun by Kingsley Amis under the pen name Robert Markham, then by John Gardner from 1981-1906, Raymond Benson from 1996-2002, and a number of authors since then.
Bond represents a problem Star Wars and Star Trek didn’t have – he is a contemporary character. However, things have changed since 1953 in terms of politics, culture, and technology. Bond is a product of the Cold War, where the US and NATO had a covert battle with the USSR and the Warsaw Pact. Nations were starting to settled into a post-World War II status quo. As the Eon films progressed, Bond became more and more, “a relic of the Cold War,” to quote Judi Dench’s M from Goldeneye. The progression of time can be seen in The Living Daylights, where 007 worked in Afghanistan with the Mujaheddin against the a rogue Soviet general; some of the Mujaheddin became the Taliban, who wouldn’t be considered an ally for heroes in movies made today.
There was a chance to reboot the movie franchise with 2006’s Casino Royale, starting from the beginning of the novels. However, Eon placed the film into its existing continuity. Eon also used the Daniel Craig Bond to re-introduce some elements lost from the films, such as SMERSH. Some legal issues ended, allowing SPECTRE to return in 2015. The 007 films have pulled back from some of the excess during the late Sean Connery and late Roger Moore era, getting back to basics without the gadgets. One possibility for Eon is to do a separate film continuity, keeping Bond in the Cold War era. It’s been sixty-eight years since Casino Royale was first published; placing Bond into his historical element may bring new insight to the character.
To wrap things up, let’s see if it’s possible to reboot a video game franchise, using Nintendo’s Mario. Technically, every Mario release can be seen as a reboot. The goal of the Mario franchise isn’t to provide a single storyline, but a separate game each time. The characters are treated as actors taking on roles in every game. Need Mario to become a detective or a racer? Not a problem. Likewise, Pokémon has been releasing new games based on the same idea – hunting Pokémon to use to fight others who would become a Pokémon Master. Sure, there are other games in the franchise, like Detective Pikachu, but the core of Pokémon is the collecting of Pokémon. The popularity of Pokémon GO is built on letting the players become Pokémon Masters without needing a game avatar on screen.
With other video games, though, a franchise reboot won’t be so easy. The medium is still relatively young, especially when it comes to games with a storyline. Rebooting Pac-Man just relies on updating game play for modern technology. Rebooting Mass Effect, for example, may need to wait a generation, much like film remakes do. Commander Shepard is popular enough for a remaster of the original trilogy, but a remaster isn’t a reboot. Will we see a remake of Mass Effect in 2037? Time will tell.
So, that definitely “maybe”? There’s just too many factors to give a definitive answer. Some franchises have tried a reboot. The main problem is that the original work will still be available, and comparisons will happen. For larger franchises, the risk is not worth the potential reward. But when done, fans appear to be accepting of the product, even if they will also stay with the original.
A new Sonic the Hedgehog trailer was released earlier this month and it corrected the biggest problem that the movie had. Sonic now looks like Sonic.
That may not mean much, but the original trailer had Sonic looking like a normal hedgehog mutated to be blue and big. Which could have been recoverable at the time, except Detective Pikachu had trailers showing various recognizable Pokémon interacting with live action as well with no sign of changes from the original designs.
What could Paramount Pictures do when faced with this hurdle? Delay the release and call in a fan, Tyson Hesse, who has worked for Archie Comics on their Sonic titles. The result, the new Sonic design which actually looks like Sonic. This is key. Video game adaptations have a poor reputation, thanks to such early releases as Double Dragon and Super Mario Bros. Adapting from games has been discussed here at Lost in Translation, but the biggest hurdle is translating gameplay into a narrative. It should be simple, but what works as a game – running around gathering rings to defeat the villain – doesn’t always translate well.
The studio’s decision to bring in a fan, though, shows that video games are being respected more. People do get annoyed when a favourite book gets mangled for the sake of a movie or TV series, the result being an audience that fails to show up. Video games, much like comic books, are now being given the same treatment; the fans have an expectation that the studio has to fulfill instead of the studio slapping a name on a project.
However, there’s another change in the newest trailer. Tone. The first trailer goes for the action feel, a fight against overwhelming odds. The latest turns the movie into more of a comedy. It could be that the movie is an action-comedy road trip, and that’s not a bad thing with the character. The change is noticeable, though, down to the choice of music. The new trailer introduces a sense of fun to the movie. That may be the film’s salvation. People are willing to forgive a movie for not being great if it’s at least fun to watch. Cleaning up the main problem – Sonic’s appearance – and adjusting audience expectations will go a long way to get an audience interested.
The biggest problem with the new trailer is that it almost tells the entire story on its own. While the goal of a trailer is to entice the audience, it’s possible that the only thing left untold is the ending, and there may be enough hints already to see how the end will happen. This isn’t a problem unique to Sonic. Far too many studios will use the key plot points in advertising to get attention without realizing what is being given away. Paramount may have gone too far in correcting the original trailer here.
Will Sonic the Hedgehog be a great movie? Probably not. But it’s not aiming for that level. It’s trying to be a fun movie, judging from the latest trailer. Audiences will get to decide for themselves in 2020.
Sony Interactive has launched PlayStation Productions to take the catalogue of original video games to turn into film and television. There is more detail at the link, but there seems to be more to the announcement than just mining existing intellectual property for fodder.
Lost in Translation has delved into the problems of video game adaptations. The main problem is translating gameplay into a narrative. What works to keep players playing for hours doesn’t work well on screen. The expectations of each medium are at odds; video games require the player to be active while movies typically have a seated, passive audience. There’s signs that the people in charge, Asad Qizilbash and Shawn Layden, understand the problem. To quote Layden, “The real challenge is, how do you take 80 hours of gameplay and make it into a movie? The answer is, you don’t. What you do is you take that ethos you write from there specifically for the film audience. You don’t try to retell the game in a movie.”
PlayStation Productions will also be handling the development instead of licensing out titles, and using Sony Pictures for distribution. The men in charge are using the Marvel movies as a guide. Marvel created Marvel Studios to produce their own movies instead of licensing as well, something that the Disney merger didn’t change. Marvel also used writers who were familiar with the comics being filmed, reducing the chance of something getting mistranslated to the silver screen. PlayStation Productions intends to follow the same roadmap, keeping control over the IP. They are aware of the reputation video game movies have.
The studio will have a number of titles to explore right away. While not every PlayStation exclusive game belongs to Sony, there are still a number that do that will draw an audience. Considering that the PlayStation has been around in various forms since 1994, that’s 25 years of gaming the studio can explore.
Does this mean Sony is trying to leverage its IP? Well, yes. That’s what corporations do. Sony has gone from being an electronics manufacturer to a provider of material for those same electronics. Turns out, there’s more money in providing the entertainment played in Blu-Ray players than selling them. With all the games created for the PlayStation over the past twenty-five years, some must have enough interest to justify making a movie or TV series from them. Sony isn’t going to leave money on the table.
At the same time, Qizilbash and Layden appear to understand why the games have fans and why other films based on video games have failed. They’re not just milking a cash cow. Their approach, based on the interview, appears to be more nuturing, Will they get a hit with PlayStation Productions first effort? I’m expecting the first to have flaws, but to reflect the game far better than what has come before, such as Super Mario Bros and Doom. However, if the studio follows through on what Layden said above, the first effort is not going to be a train wreck, either. The film may have problems, but it will reflect the game properly. PlayStation Productions will be in a position to ensure there is a quality to their releases.
The announcement shouldn’t be a surprise. Sony has a lot of IP that’s just sitting around. Video game development takes time. The approach that PlayStation Productions wants to take, though, shows that the studio has learned the lesson about just slapping on a logo on any script that comes along. One doesn’t have to make the mistake to learn from it, and Qizilbash and Layden have done their homework. Time will tell, but PlayStation Productions is off to a good start.
(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)
OK everyone, here’s an amazing little game – the character creation engine is the game. So raise stats, unlock choices, play character – and this guy is looking for contributors/help! So go on, try it then ask him how you can make it awesomer!
(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)
I found Failbetter Games browser-based adventure game Fallen London via it’s Kickstarted sister game, Sunless Sea, a kind of nautical rogue like of comedy-horror-adventure. I quickly took to Fallen London’s playable-novel style of adventure (in fact, moreso than the brilliant but nerve-wracking Sunless Sea). As I played this game I began to wonder just why I had taken to it so much – enough to get a monthly subscription for extra elements. That’s where this essay comes in.
It’s clear this award-winning browser game has a certain something that compelled me and others. By getting my own thoughts together here I hope to make a small contribution to game analysis, as well as understand my reactions. Fallen London got me thinking about game mechanics in surprising ways, and a good analysis should help me – and others.
So let’s look at Fallen London – and what it does right. Join me, Delicious Friend.
In Fallen London you’re a newcomer to the Victorian subterranean city, which was London some thirty years ago until it was stolen below ground by strange forces. Now under control of the mysterious if often friendly Masters of the Bazaar, nominally ruled by the “Traitor Empress” that made a deal with them, it’s a haunted, weird, scary, and wonderful place. Hell is nearby and has an Embassy, living objects come from distant shores of the underground “Unterzee” and previous stolen cities ruins lie around. Also, people are mailing cats.
You walk into this as a newcomer, arrested for some reason (likely just coming there), and upon escaping embark on your own destiny. Poet, spy, mercenary, investigator, and more all are available to you. As you progress you make connections, improve your character, find lodgings, unlock further secrets, and so on. Whatever you do is up to you.
All of this happens with very well-written text and story vignettes that really bring the half-horror half-comedic setting to life. Fallen London, bluntly, is probably better written than most any game and quite a few books, somewhere between Monty Python, Eldritch Horror, and Discworld.
As I analyzed it I was able to find six areas that the game did things right. These traits and mechanics, in combination, produce a marvelous experience.
Let’s take a look.
It’s hard not to go on about the writing in Fallen London. Were it simply a series of novels or a comic series it’d be an epic experience on its own. The fact this writing is couched as a game makes it even more compelling as you live the writing. This excellent wordsmithing succeeds due to three factors:
Writing Comes First. It’s very clear that the writing of Fallen London is meant to be of the highest quality. The tale-telling clearly has come first over all else, bringing you into the setting, but also making the choices and usual actions of an RPG have a particular urgency and life to them. The writing is not just witty and illustrative – it makes your choices feel real, and the choices and plots are well-thought out.
Branching And Combining Stories. Various conditions unlock story options, stories have multiple resolutions with real impact, and the end of one of the tales may lead to several others. This produces clear choices that feel very real – and are often real as they will lock future choices on one hand, while opening others or at lest providing resources to open them.
Parts Of A Whole. Though there are many stories and “storylets” great care has been taken to make them part of a whole. A mysterious squid-faced man handing you a chunk of slimy amber isn’t a random event, but is due to a backstory. A marsh filled with giant mushrooms isn’t just a marsh, but the site of races as people have discovered that running across giant mushrooms is rather sporting. Everything is connected (finding these connections could occupy you quite a bit in the game).
Abstract Characters. One of the most curious elements of Fallen London is most characters are referred to by abstract names – the Wry Functionary, the Knuckle-Scarred Inspector, and so on. Instead of making them distant this abstraction makes them archetypical, giving them life, while also making the experience personal and unique. Everyone may encounter a Sardonic Music-Hall Singer, but it’s their own, personal one.
Representing characters with various numbers is a classic element of role-playing games. Fallen London is no different, but does it with a mix of generality, clarity, and precision.
Distinct Attributes. Characters are represented by four different Attributes – Watchful, Shadowy, Dangerous, and Persuasive. These Attributes affect a character’s chance to succeed at an appropriate task with a simple random “roll,” and a success provides colorful descriptive text as well as various rewards This simplicity makes characters and characters easy to understand – but also distinct depending on how high that Attribute is.
Attributes Associated With Settings. Various areas of the setting are associated with the activities requiring a given Attribute or Attributes. A monster-haunted area may yield mostly Dangerous tasks, while a street of crime and mysterious couriers may have mostly Shadowy activities. The limited but distinct sets of Attributes in turn allows for easy definition of various areas of the game and the stories within, as well as what one may do there.
Distinct Failure States. Each Attribute has a parallel failure state called a Menace that usually increases if one fails a more severe challenge – for instance failing a Dangerous challenge may result in an increase to Wounds. One can usually guess the probable results of a failure state from the Attribute involved and the descriptive text. The failure states also contain witty descriptions, such as one where spending time with a Vicar raises the Menace of Scandal when said Vicar turns out to be a reporter in disguise who assumes less than pure intentions. Failure is a story.
Unique Results Of Failure States. The Menaces can be treated by specific actions, such as taking Laudanum to deal with the Menace of Nightmares. In addition, if Menaces get too high then the character you play suffers specific effects, such as being imprisoned for having too much Suspicion. Addressing these challenges leads to further stories, making the tale one experiences both appropriate and unique.
As the character adventures, they make friends, solve cases, advance in the ranks of clubs, and so on. Representing these is done distinct from the attributes in question, often as the result of an action.
Achievements By Simple Numbers. To represent the connections people make, achievements and reputations and so on, there’s simple number scores characters acquire. These represent everything from how good a thief they are to how well-connected they may be to the police. A character may have many of these or only a few – it depends on the activities of the characters. This simple method allows for very complex character differences all with different “piles” of simple numbers.
Reputation As Number. Depending on how a character dresses, their home, and how they comport themselves, they get reputations – Bizarre, Respected, etc. that also have simple number scores, much like Attributes. The items that influence these traits, of course, often have clever and witty descriptions.
Use Of Acquired Traits. Acquired traits open up new story opportunities or may even be used like Attributes in some occasions, such as using one’s Dreaded reputation to threaten someone. Thus these acquired traits become goals, rewards, and tools while just being simple numeric stores. The drive to upgrade them also helps propel some of the game, and may inspire players to upgrade equipment and Attributes.
Progress in various ventures in Fallen London is measured by numeric scores, much like the acquired traits.
Progress Is A Number. Progress in almost anything is represented by a simple number score, often raised by challenges against Attributes or exchanging certain items. One may be “Solving a Case” and solve it when one has a score of ten. Or one may be exploring an area and solve it when one has ten points of “Exploring.” These scores are like very temporary Acquired traits, and often reset when a venture is over. These provide clear, simple measurements of progress.
Progress Influences Story. At a certain amount of “points” gained towards knowing a character or group you may unlock options such as starting a romantic relationship. Other scores may increase the challenge, such as solving a case getting harder the further one progresses, with new challenges arising. The score becomes a signal of challenges to come as well as a goal (and a player may feel their heart race as a score climbs . . .)
Negative And Conflicting Progress. These progress scores may, at times be negative or even conflict. One may be trying to outrun a rival, and as “progress” increases the rival is closer. Or one may be trying to keep one score up and another down. A few simple numbers can lead to complex stories and decisions.
Having a large inventory of “stuff” is a time-honored RPG tradition, and Fallen London is no different. However it uses the “adventurer inventory” to cover a wider range of ground, representing possessions far differently.
Everything As Inventory. Anything in one’s possession is portrayed in inventory, but this goes beyond guns or treasures. Possessions can also include knowledge, stories, or insights (each with its own description). One may thus have 1000 Clues or 50 different seafaring stories from their ventures – treated and inventoried no different than 70 pieces of Jade or a mysterious pistol. By treating everything as inventory the game allows a unique way to measure progress and address challenges – one may need to blackmail and enemy, and that story requires 3 Blackmail Materials (which a handy intriguer may have handy).
Inventory Presents Story Options. An item in your inventory isn’t just something to sell or “spend” for a challenge, be it pearls or an Appaling Secret. Inventory items often provide other story options when you select them, from acquiring other items to opening more stories, to helping you solve mysteries. A single kind of item might open up multiple options, giving you different ways to use them – each with their own descriptive text or substorm. One of my favorite examples is having Appalling Secrets – one option in using them is to try and “forget” a few of them with the hope of reducing Nightmares.
Inventory Converts. Another brilliant innovation in the game is that related items, from treasures to knowledge, can often be traded up in the associated “story options” mentioned. Hints become Clues, Jade can be traded for artifacts, candles traded to a church in return for mysterious salts. “Trading up” and at times “trading down” is required to unlock stories or do tasks, and figuring this out is an interesting challenge that contains its own miniature tales. One of my favorites experiences realizing that treasures I’d gathered in a seafaring venture could be swapped up to get information that in turn I could trade for a map to let me continue my adventures.
As noted, some of Fallen London is about swapping various items or literal pieces of knowledge to achieve different goals. The entirety of Fallen London is actually about economics.
Progress Is Transactional. All of the well-written stories in Fallen London are essentially accessed by a transaction. This could be swapping a “move” to achieve something, or as complex as figuring out how to “grind” for information to get a legal document in order to get your hands on some important books. As these transactions are clearly stated and often work in a similar manner, the game is very easy to pick up – but the challenge is figuring how to pull off the transactions. After all you may want to save those Whispered Hints to solve a bigger mystery later, or your need to get your hands on seditious material requires you to choose between stealing from a group of Devils or getting into a fistfight with a book-carrying critic.
Tradeoffs Requiring Thought. The economics of the game also require one to consider tradeoffs. One may reduce the Menace of Nightmares with a good cup of wine, but a drunken night may raise the Menace of Scandal, which is best addressed by spending a few turns going to Church.
So those are my initial thoughts on what makes Fallen London work. To sum it up I’d say it’s a writing-centric game that uses a series of simple scores and inventory systems in combination to allow for complex tales, and has simple but interesting ways to portray common game mechanics and choices. That is, of course, a simple summary.
Now as for what else we can learn, let me see where my investigations – and you reaction to this essay – take us . . .
(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)
As we eagerly await the drop of No Man’s Sky (OK, I am, but considering my hobbies it’s not surprising), I noticed a thread on reddit discussing the desire for a documentary on the game. I wanted to address this and more.
In short, as I expect NMS to be successful, and certainly groundbreaking even if flawed, and yes, it’s one we should know more about.
But a documentary is just the start of what we should see.
Yes, We Need a Documentary: The game itself has an impressive history, and it’d be great to see it documented. A good documentary should go beyond just the history, but also to the influences and impact – from 70’s concept art to he modern hype. There’s a great story to tell here if done right (and Hello Games could probably make more money selling one).
Management Interview: I deeply treasure the development interviews I read in Game Informer, as I learned a lot from them that I use to this day. I want to see an in-depth discussion in Game Informer if not a professional management magazine on just how Hello Games pulled this off.
Artbook: There’s tempting concept art we’ve seen, so let’s load it all into one book, have interviews with the artists, and sell it. Yes, again more money for Hello Games, but also the artistic insights that could be gained would be impressive. Plus, great coffee table or gift book.
Procedural Lessons: After making NMS, Hello Games teams could probably teach classes in procedural generation. So, do it! Imagine what people could learn with such folks as instructors.
Fandom Study: I’m expecting a huge impact from the game – not Minecraft level, but still intense. I’ve seen the hype, seen fans creating artworks and even role-playing. I’d love to see the fans studied respectfully if it is indeed the hit I expect. Great for general or academia.
So that’s what I want to see come out of NMS documentarianism (there’s a word). Things that will teach us something.
What do you want to see?
(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)
Sorry this is late. Busy few weeks, but now I’m back to my pre-release analysis of No Man’s Sky. After all I love games and i love procedural generation.
We’re counting down to No Man’s Sky’s release in August. We’re approaching the big release, and once again I’m seeing posts on the Internet asking if it will succeed or fail. This is not unusual, but it’s time for another round of them apparently.
I’ve speculated on this possible failure before, but often concern’s about NMS focus on this component or that. From the possible sameness of worlds to uninteresting space travel, there’s concerns about some elements, of the game. These concerns are legitimate, but often they miss what No Man’s Sky Is about. There’s a larger picture here for concern.
No Man’s Sky is a game about synergy, as is fairly obvious when you step back and look at the game. Characters mine to get resources to craft new items to let their spacecraft travel farther. Their adventures may require them to fight enemies with spacecraft that they hijacked by developing rare hacking chips, chips whose blueprints were found exploring a ruined building. A strange technology, found in an alien ruin, may let someone survive on a toxic world. No Man’s Sky is all about things coming together.
This is not surprising as video games are about synergy. Good controls bring a character to live. Clever mechanics entice the mind that learns them and influences the game experience. Music and graphics work together to set the mood. Good games depend on pieces working in harmony.
For No Man’s Sky, it’s even more dependent on the synergy – that’s really it’s selling point. Where procedural worlds and exploration and crafting and all come together, the game offers a whole of an experience. It’s not a game with clear boundaries, which is the point – it’s a supposed seamless exploration experience. It just happens to be a very big one based on some very, very smart use of math.
This synergy is also where it can fail.
Because No Man’s Sky relies on the parts of the game coming together, there’s several possible modes of failure that can occur.
Poor Synergy: One way the game can fail is if the different parts don’t support each other properly. Perhaps the ability to acquire resources makes the crafting parts too hard – or too easy. Straightforward planetary exploration might contrast with hyperkinetic space combat, creating tone shifts that are hard for players to adapt to. If the parts of the game don’t come together correctly, the game suffers because the synergy of the promise is gone – even if the parts are good. This may be the biggest synergy risk of NMS because a dev and even a testing team would be unlikely to catch it due to being used to the product.
The Flaw: Another way I can see NMS fail is if one part of the game is done so poorly that drags the rest of the game down. Planetary exploration is an area I’ve worried about, and if it is poorly done or dull, that diminishes the thrill of the rest of the game. Truly egregious resource gathering could be another fun-killer as the rest of the game depends on that. One poor part of the game could drag the rest down – the synergy backfires when one part fails really hard.
The Drudge: NMS also has to make sure that its individual components are good enough to support the game, because though one bad component might drag the game down, so can many mediocre ones. The game may not fail on its many fronts, but if too many are uninspired or uninteresting, the synergy of them makes the game not good, but dreadfully mediocre. The synergy of game component’s can be a double-edged swords when many are just uninspired. I think people may be more forgiving of a game with one big flaw and ambition than one that just kind of plots.
Though I’m sure that Hello Games has thought of this, it’s worth considering for analyzing the game once it’s out, and for analyzing future games of its type. Synergy is the strength of the gaming art.
It’s also a place where failure can happen, even if the parts are right or mostly right.
(This column is posted at www.StevenSavage.com, www.SeventhSanctum.com, and Steve’s Tumblr)
So if you’ve been following No Man’s Sky, and haven’t heard that A) the game was delayed, and B) some people had a meltdown over it, you’ve been living under an extremely insulated rock.
So anyway, the game is delayed. Though I’d like to address some of the bizarre reactions on it (including death threats to the lead and to a reporter), as I’m focusing on the game I’d like to discuss the delay. Also there’s only so much I can write “stop it you morons.”
So, NMS delayed. Good.
Why do I say good? Because that’s a sign of two things:
First, as noted earlier, the NMS team seems to be doing everything right to actually make the game work. Right focus, right methods, etc. The fact that they can outright say “no, we need more time” means they’re aware enough of what they’re doing to take more time.
Secondly, the fact they will admit this in public, for a game whose hype has become a living thing entirely separate from their own efforts, is a good sign for the final product. Unless the problems were epic, they probably could have gotten away with a flawed game with a day 0 patch or something. They didn’t – that speaks to an honest about getting a good product.
The delay tells me NMS is probably going to live up to the (actual, not imagined) hype. The team can say “stop, wait” as opposed to tossing out a game that – let us be blunt – would probably get a lot of love anyway.
I’m reminded a bit of Starbound, another game that I’m looking forward to (and that sadly, I will have to play through before OR after NMS because its pure crack to me). The team has taken extra time to work on it, but as of the last beta I played – and I played through the game 3 times Early access – it’s evolved amazingly. Time can make a better product (ask Blizzard).
The delay may be painful for some of us, but it’s just another sign we’re going to get a good product.
We hear about Competitive gaming, but seriously, it’s a big thing. Kind of weird, I know.
Makes me wonder if games can be more and more designed to BE competitive. Games made literally to watch others play.
Thought-provoking, no? Any ideas, gamers out there?
Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach. He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at http://www.stevensavage.com/.
Welcome to Lost in Translation‘s quick – wait, not so quick – series of adapting games to television and film. The series grew, but now it’s time to wrap up.
Part I – Video Games
Part II – Boardgames
Part III – Tabletop Role-Playing Games
Part IV – Adapting Games to Games
Part V – Adapting Games to Games: Tabletop RPGs
The core through the series kept going back to the key to adapting anything: respect for the original. In the case of games, there just happened to be a few elements that don’t exist in other media. Game mechanics do create a feel for a game; a game of Battleship should be different from a game of Parcheesi while a game of Clue should be different from a session of Vampire: The Requiem*. Video game adaptations also have to factor in that many viewpoint characters are there to represent the player and have no pre-determined personality. Tabletop RPGs allow the players to create their own characters. Boardgames may not even have a being beyond a marker.
Game adaptations have ranged from successful (Mortal Kombat, Lara Croft: Tomb Raider), failures (Dungeons & Dragons, The Legend of Chun Li), and the in between (Battleship**, Street Fighter). When an adaptation works, the new work captures the feel of the original. The failures, though, seem to miss the point completely or have no respect for the fans of the original. Warner Bros. is developing a new movie based on D&D, with the project originally working on adapting the RPG’s predecessor Chainmail. With luck, the scriptwriter has played the game and can bring the feel through to appease fans while still not alienating the audience that doesn’t play.
This series barely scratched the surface. I focused on television and movies, but skipped past books. Tom Clancy’s The Hunt for Red October began with the Games Designer Workshop wargame Harpoon. Red October would go on to be adapted as a movie, which then got adapted as a wargame by TSR. The Wild Cards series of books got its beginnings in a Superworld campaign with George R.R. Martin as the GM; in 2007, Green Ronin picked up the license for an RPG based on the setting. Works get adapted, then the adaptations are adapted. Pull one thread and the next thing you know, you have half of a different medium following like cats chasing a laser dot.*** With the proliferation of gaming, whether board, role-playing, card, or video, more and more creators are going to find inspiration in what they play. Amazon’s foray into publishing fanfiction (see Steve’s thoughts, parts one and two for more), we could be seeing more game adaptations in a few years.
Next week, an adaptation by any other name.
* Less blood drinking in Clue, ideally.
** Battleship wasn’t a bad movie in and of itself. It didn’t live up to expectations or to the budget it had.
*** There was a metaphor here, but it got lost.