Great, but thatĀ“s probably the one wrestler who is NOT in that songĀ“s video!
Today, the āOn this dayā feature on Facebook reminded me that I had published something I saw on Cracked.com which suits perfectly this topic.
Dumb and dumber.
Noooo!!!
Ok for Jeff, but Bernard?
Pete and Pete.
When I played Indy 3, I thought of the goonies while at the puzzle with musical notes, in the catacombsā¦
Ok, I vote for āJason (the Newsguy) and the Astronauts, chapter twoā
Well, I think that there is a significant difference between movies and adventure games. When I think about which point & click games did convince me most, I think of some games that arenāt based on movies. Movies may be a good inspiration for adventure games, but I still think that a game designer should not copy too much but rather do his own thing.
Especially, itās advantageous if the game doesnāt get compared with the respective movie. Players who knew the movie would be biased.
The Joke
woooooosh
Your head
click for explaination
IĀ“m sorry!
I see! This explanation is good enough for me.
As IĀ“ve said previously, many people wish I had an annoying in jokes box they could untick! So donĀ“t worry!
Can I change the topic slightly and ask
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what kind of story can become a good game? What properties must a novel or movie have to be adapted successfully to an adventure game? (I would guess, things like: the characters must be proactive, i.e. take actions that advance the story. And there must not be long dialogs).
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after you have a story with those properties, what activities do you (as a designer) need to accomplish to transform it into a game? (I would guess: adding puzzles, refining the story iteratively, making the story and the dialogs nonlinear, defining the dependencies between dialogs and sections, but without imposing a precise orderā¦)
Did anybody have experience with this process? I myself have made some toying with this, and my impression is that to convert an existing story into a game (either adventure game or interactive novel), when the story is not conceived from the start to be a game, is incredibly difficult, so much that it might be cheaper to write a new story from scratch. Paradoxically, it seems easier to convert an action movie into an adventure game, than a dialog-based movie (like, say, Woody Allen). Because, in the action movie, characters take actions that advance the story.
Thatās not a big problem if you could āchangeā the story of the film a little bit. Have a look at āIndiana Jones and the Last Crusadeā or the āBlade Runnerā adventure.
Agreed. And not just that, the end product will be better too. Just look at how many underwhelming movie tie-ins have appeared over the decades. Good games based on movies seem to be a minority.
Also, Iād personally rather see creative people use their talents to the fullest and come up with new ideas/concepts/stories/ā¦ rather than just adapting existing material to another format. Or milking the same franchise until the cow is dry and then some. You see that way too much in the mainstream gaming scene over the past couple of decades.
In most cases the problem is the budget: The developer has to pay a high license fee for the rights/the IP. As a consequence the budget for the game is limited (the developer hasnāt much money left in his piggybank and he wants to get his license fee back). If you involve a (very) cheap external game developer studio, you get a horrible result - at least for the fans of the film.
Yep, me too. But I have to admit, that the Indy III adventure is one of the best adventures ever made.
Time is another issue since most of the time they release as tie ins on the very same day as the movie and since movie production schedules are usually shorter than they are for games (at least to my understanding) the results become predictably average, especially in cases where the game developers get no chance to even see preview versions of the movie (which in rare cases like with Lucasfilm was possible).
Still the movie tie-in game is a lucrative thing and at least two companies have received notorierty in the past for their repeated movie tie in products. Ocean who mainly produced for the Commodore 64 and LJN who mostly made games for the NES. Often for the same movie even, itĀ“s funny to see how vastly their approaches differed in many cases.
Fifth element could maybe work as an adventure game.
Heist movies could probably work well, since they usually rely on creative ways to infiltrating high-security areas. Hmmā¦ Spy movies could probably work, too.
Depends on the movie. Spy movies like the James Bond series are far more better action adventures - like Splinter Cell. And a lot of spy movies have a lot of dialogs. So the adventure would be very similar to the Telltale adventures.
But of course: A spy movie could be turned into something like this:
Is it really so bad? Because I like the graphics and I always wanted to try itā¦
I liked Larry 2 a lot, and this seems similarā¦
I havenāt played Codename Iceman (yet) but some of the puzzles in Larry 2 were unfair. I just say ādipā. But thatās the old āproblemā with the Sierra games: You can die too often.