Tag: video games

 

Posted on by Scott Delahunt

Welcome to Lost in Translation‘s quick series about the ins and outs of adapting games to television and film.* As seen since the first post, if something is popular, someone else will want to adapt it to a different medium. Today, 2013, the most likely medium to adapt from elsewhere is the Hollywood film.

Part I – Video Games
Part II – Boardgames
Part III – Tabletop Role-Playing Games
Part IV – Adapting Games to Games

Adapting Games to Games: Tabletop RPGs

Two weeks ago, I went through how to adapt boardgames and video games as other games, leaving tabletop role-playing games aside for later. A few minutes of quick, barely scratching the surface research later had me wondering just what, exactly, had I gotten myself into.

Back in 1974, Tactical Studies Rules released Dungeons & Dragons, based on a miniatures wargame called Chainmail. Since then, D&D has been the most popular and best selling RPG released, the 800 pound gorilla of the industry. When computer gaming appeared, many games, including Rogue and its imitators**, emulated the feel and, at times, the mechanics of the RPG. Similar adventure games, such as the Ultima series and the Bard’s Tale series, owe their existence to D&D. The influence of D&D is still felt today, with terminology*** appearing in games like The Elder Scrolls, Mass Effect, and Diablo, not to mention the concept of a Massive Multiplayer Online RPG (aka, the MMORPG). Two MMORPGS, Everquest and World of Warcraft eventually had tabletop RPGs released, both based on the Dungeons & Dragons third edition open gaming license. A third, Neverwinter Nights was an SSI-licensed game based on Neverwinter in the Forgotten Realms and was available on AOL in the early 90s.

TSR and Wizards of the Coast eventually did license official video games. Strategic Simulations Inc, now owned by Ubisoft, created a series of games based on both the Forgotten Realms and Dragonlance settings. At least one project, Curse of the Azure Bonds was created as a video game, an adventure module for the RPG, and a tie-in novel, with all three having good reception on release. When WotC bought TSR and released D&D3E, Bioware received the license and released the Baldur’s Gate series of games.

D&D isn’t the only tabletop RPG, though. Other RPGs have been adapted as well. White Wolf‘s Vampire: The Masquerade has had two video games released – Vampire: The Masquerade – Bloodlines and Vampire: The Masquerade – Redemption. Hero Games’ Champions was the original inspiration for City of Heroes, which led to the Champions MMORPG. GDW’s MegaTraveller had two games, The Zhodani Conspiracy and Quest for the Ancients, both based on elements in the Third Imperium setting.

The goal, as it was back in Part III is to keep the feel of the tabletop experience. However, since many RPGs are simulating a genre already, care must be taken to avoid the added filter that the game might need. The game mechanics can be hidden away in the code; the player doesn’t need to know why he or she missed the dragon with the crossbow shot, just that the dragon’s full attention is now on the player’s character. Since there’s no guarantee on the type of character that will be played, since that will be the player’s choice, the writers will need to have the plot come from a non-player character, with the PC out to thwart the evil plans. If a game comes with a setting, the feel of the setting needs to be replicated. Fortunately, most RPGs come with illustrations, which should allow the video game designers to get a visual feel of the game. When done well, the game is successful. If not, fans of the game may avoid the video game.

This holds even if the RPG is being adapted as a boardgame. Vampire would not work well as a boardgame; the elements of the RPG include the struggle to keep the monster within in check, political machinations, and keeping the mundane world unaware that the supernatural exists and is hostile, none of which is easy to portray on a board. D&D, however, has had several boardgames based on the elements of exploring a subterranean maze and killing the evil creatures who dwell within. Ideally, an adaptation should fit within the setting, or one of the settings, of the game, feature iconic character types, and be representative of a typical game if possible.

Next week, the series wrap up.

* And theatre, though I’d be surprised if someone made that leap.
** Known as “roguelikes”, and includes Larn, Hack/, Nethack. and Diablo.
*** A non-exhaustive list of examples: Class, Level, Hit Points, attribute names

 

Posted on by Scott Delahunt

Welcome to Lost in Translation‘s quick series about the ins and outs of adapting games to television and film.* As seen since the first post, if something is popular, someone else will want to adapt it to a different medium. Today, 2013, the most likely medium to adapt from elsewhere is the Hollywood film.

Part I – Video Games
Part II – Boardgames
Part III – Tabletop Role-Playing Games
Part IV – Adapting Games to Games

Adapting Games to Games

So far, I’ve looked at adapting games as movies and television. There is still one more way for a game to be adapted – as another game. Already, a questions appears; “Why? What’s the point?” A popular game, though, is ripe to be exploited.

Starting with boardgames, what usually happens is the game gets adapted as a video game. The main advantage is that the player can get a computer opponent when there is no one else available to play with. Another advantage is having an impartial judge, the computer or console, make sure that the game is played fair. With the integration of the Internet into day to day lives, updates to the game, in the form of new content, is easy to get. Trivia games, such as Trivial Pursuit, can add new questions and fix wrong answers with a patch instead of waiting for the next expansion pack to be published. A successful adaptation of a boardgame has to keep the gameplay the same in the video game; otherwise, why play the video game when the boardgame is within reach. Most boardgames have simple mechanics, relatively speaking. The rules have to be easily interpreted by the players to keep the game flowing and keep the number of arguments to a minimum. The computer opponent needs to be challenging but not impossible to beat. The experience has to be similar to the original game, though added details like animation are a plus.

Video games, usually ones that have become household names, do get adapted as board games. Sometimes, it’s a brand applied to another existing game, typically Monopoly**. Other times, there’s an effort to bring the feel of the video game to the board; the Frogger adaptation involves trying to cross a highway and the Pac-Man board game was a multi-player version of the video game. World of Warcraft has spawned boardgames, a trading card game, and a miniatures game. HeroClix, a miniatures game, has sets for Assassin’s Creed, BioShock, Gears of War, Halo, and Street Fighter. Again, the experience the players have must be similar to the original video game. Pac-Man‘s board is set out like the video game’s, with the players’ tokens looking like Pac-Man himself. There will be cases where it will be difficult to bring the video game experience to the table; first-person shooters will lose that perspective. The HeroClix examples, however, add a new dimension; all HeroClix sets are compatible. It is possible to find out if a team up of Master Chief from Halo and Chun Li from Street Fighter can win against Batman and Robin.

Video games have also been adapted as tabletop rpgs. Not many, the market for a tabletop RPG is already a niche, and the cost of licensing a title may be more than the game can bring in. That said, the three adaptations that come to mind are Dragon Age: Origins (adapted by Green Ronin), Street Fighter II (adapted by White Wolf; currently out of print], and Everquest (adapted by Sword & Sorcery Studio, an imprint of White Wolf; print status unknown). Adapting a video game to a tabletop RPG means that the coding used to play the game, especially determining success with tasks, needs to be made available to the players in a way that is understandable by a human, not a machine. As with the case of the Street Fighter II and Everquest games, a tabletop game company may use its house rules and try to fit the video game’s setting around those. White Wolf used its Storytelling system with Street Fighter; the fit wasn’t ideal; the Everquest tabletop RPG used the third edition Dungeons & Dragons Open Gaming License as a base, recreating the classes from the video game to fit. Green Ronin, however, created a new system for the Dragon Age RPG, one that reflects what happens during gameplay. The key for a successful adaptation is to have the tabletop RPG feel like the video game while still being approachable by both people new to the tabletop hobby and people new to the video game’s setting. Characters should be capable of doing what their counterparts in the video game do; Street Fighter didn’t manage to do this while Everquest presented the same type of character that a new player just starting the video game would get.

As for tabletop RPGs, the adaptation of those spans the history of video games and will be dealt with in Part V

* And theatre, though I’d be surprised if someone made that leap.
** When the Monopoly movie comes out, will there be a Monopoly Monopoly?

Posted on by Scott Delahunt

Welcome to Lost in Translation‘s quick series about the ins and outs of adapting games to television and film.* As seen since the first post, if something is popular, someone else will want to adapt it to a different medium. Today, 2013, the most likely medium to adapt from elsewhere is the Hollywood film.

Part I – Video Games
Part II – Boardgames
Part III – Tabletop Role-Playing Games
Part IV – Adapting Games to Games

Video Games

Video games are a visual medium. With console gaming, adapting a video game to television is just changing where the input comes from. Early video games were fairly linear; computing power and no storage for saved games combined to keep the play simple enough to avoid overloading the console but challenging enough to keep players interested. Over in the microcomputer world, graphics were still primitive, but games could be saved, allowing for longer play.

Console games did allow for recognizable characters. Icons such as Pac-Man, Mario, and Donkey Kong became household words, first through the video arcade, then through home console adaptations.** With the focus of early console gaming on kids, naturally the early adaptations were animated. Pac-Man, Q-Bert, Super Mario Bros. Super Show, and Dragon’s Lair led the way in North America. Accuracy to the games more or less meant taking all the named characters and using them in similar roles as they had originally. Thus, Mario fought Bowser, Pac-Man dealt with Inky, Blinky, Pinky (no, not that Pinkie). The nature of the medium, though, meant that you just couldn’t show the game being played; at the minimum, advertising regulations would have to be ignored. In the case of Mario, the Princess needed to be part of the cast; she couldn’t be “in another castle” off-screen. Plots had to go beyond the game but still keep elements. Mario kept a cheesy Italian accent and had a boing sound effect whenever he jumped. Pac-Man became invulnerable when he ate a power pellet.

As the technology evolved, so did games. Graphics improved mainly because gaming demanded better. Eight bits gave way to sixteen, and sixteen to “holy crap, that’s a lot of pixels!” As storage became less of an issue, going from none for the Atari 2600 to external memory cards for the Playstation to gigabyte rated hard drives common today, more information could be saved. More information could also be stored on the game’s physical media, having gone from cartridges to CD-ROM and, later, DVD and higher density formats. This allowed games to go from basic plots such as, “Defend the Earth from invaders,” “Rescue the Princess from the castle,” and “Eat everything while running from ghosts” to more complex plots. Even 2D fighting games received elaborate backstory and each character had a history. Video games started to mature.

Adaptations of video games? Not so much. The early silver screen adaptations were Super Mario Bros., Double Dragon, and Street Fighter/.  Street Fighter is reaching cult classic status, mainly through Raul Julia’s performance. Super Mario Bros. wasted a good cast including Bob Hoskins and Dennis Hopper with a set that oozed brown. Double Dragon reached the worst rating at Rotten Tomatoes. However, Mortal Kombat reversed the trend, becoming the first Hollywood video game adaptation to keep the spirit of the original game and not drive audiences away. Meanwhile, on television, Pokemon became a juggernaut, expanding the world of the game while keeping to the gameplay.

The problem with adapting a video game is that the player has an active role in the plot of the game. By turning from an active audience (the players) to an passive one (the viewers), the onus is now to draw in and keep the audience. Characters have to be, if not pleasant for the audience, interesting. Few works have a dull protagonist.*** In a video game, though, the less personality a character has, the more the player can infuse, adding an extra level of enjoyment. In Mass Effect, the player has full control over Commander Shepard’s reaction to shipmates and events; the gameplay encourages the player to make these decisions. A Mass Effect movie focusing on Shepard would have to decide on which Shepard, male or female, renegade or paragon, even where the character was born, details that get decided by the player in the video game.

The next problem to deal with is the plot. Most video games have a plot of their own, one that the player either completes or abandons. Adapting the plot essentially spoils the ending of the game for the audience. Some games, such as the Tomb Raider and Prince of Persia series, are based around an activity that is repeatable, such as exploration. Franchise games can lend open up options; Mario may be a plumber, but Nintendo has managed to have him rescue princesses, race cars, and prescribe pills. Not all franchises can do this. The appeal of The Sims series is the open sandbox the games provide.****

I’ve touched on a few key elements – plot, setting, characters, and gameplay. A successful adaptation of a video game needs to at least acknowledge these elements. Missing on one might not hurt the adaptation. Missing on all and the movie is an adaptation in name only; a good example is Street Fighter: The Legend of Chun Li. These days, the audience expects more from adaptations. Mediocre films don’t last in the theatres. Big budget busts such as Battleship, which recovered its budget plus some, are seen as exploitative of the fanbase. The fans already exist; that’s the main reason for doing an adaptation. Studios need to respect the fans.

Next week, part II looks at adapting boardgames.

* And theatre, though I’d be surprised if someone made that leap.
** At some point, there will be an ourobouros of adaptations when a video game is made of a TV show based on a movie inspired by a video game that was ported from an video arcade game.
*** Insert Twilight joke here.
**** And yet, a Hollywood studio has optioned the game.

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