Can We Improve Video Game Movie Adaptations?

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Can We Improve Video Game Movie Adaptations?

Written by Leo Herrera

Common forms of transmedia storytelling are film adaptations of books and video games. In fact, the relationship between video games and movie adaptations is quite infamous. Research shows that the majority of movies based on video games are not well-received by viewers. These films usually accrue insignificant box office, terrible reviews, or both. There are only four video-game-to-movie adaptations to earn more than $200 million in the worldwide box office and have a Rotten Tomatoes score higher than 50%, respectively:

Rotten Tomatoes Scores
Detective Pikachu (2019) 68%
Sonic the Hedgehog (2020) 63%
Rampage (2018) 51%
Tomb Raider (2018) 51%

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Rotten Tomatoes

Rotten Tomatoes is a review website for movies and TV shows. Ratings are given a score using the Tomatometer, a form of measurement based upon the quality of a tomato; Good reviews receive a fresh tomato. Bad reviews receive a rotten tomato.

In 2017, the highest Rotten Tomato score for film adaptations of video games was 48% for Mortal Kombat (1995). With a score of 37%, both Prince of Persia: The Sands of Time (2010) and Resident Evil: The Final Chapter (2017) tied for second highest rating. The average score across all 38 titles was 19.9%. It’s safe to say that the history of video game adaptations transitioning to the silver screen was ill-advised.

With several dissatisfying films at the wayside, production studios were forced to revamp and refresh their efforts. Through tumultuous trial and error, a set of best practices were used to structure and present narratives pulled from video games storylines. One corporation took note of these changes and set out to make a plan that could change film adaptation as we know it.

Sony Leads the Way

*Sony has entered the chat*

Sony is the only corporation to have a department for both motion pictures (Sony Pictures Releasing) and video games (PlayStation, Sony Interactive Entertainment). Despite these resources, Sony has only produced a movie adaptation for one video game, Ratchet & Clank (2016). Unfortunately, this film did not beat the odds, producing little in box-office sales and receiving a mere 22% Rotten Tomato score.

However, this failure did not stop Sony.

Tony Vinciquerra, Sony Pictures Chairman and Chief Executive Officer, recently announced the One Sony program, a collaborative effort between Sony departments for project development. The current objective for One Sony is to produce three movies and seven TV shows based on video games exclusive to the PlayStation.

The One Sony project is an opportunity to promote PlayStation across with their distribution and production companies. PlayStation exclusives are a huge advantage for the One Sony program. Video game exclusives, such as God of War, Uncharted, Jak and Dexter, The Last of Us, and Bloodborne, can only be manufactured and distributed by Sony.

So, What Happens now?

There is hope! The future of entertainment is ready for a new era of well-produced video game adaptations. As of today, there are two exciting video game adaptations scheduled for release. This includes the film Uncharted, starring Tom Holland, and HBO’s The Last of Us series. 

Perhaps the stigma may shift from always-bad towards often-good, and studios become motivated to adapt more of our favorite video games and expand beloved story worlds.

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Leo Herrera

Leo Hererra is a graduate student of EMDD. He currently works as a graduate assistant for the program.

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Monday Motivation: A Plumber and His Brother Save Video Games

Monday Motivation: A Plumber and His Brother Save Video Games

In 1983, video game consoles weren’t as popular as you see today. In fact, it was during this time that the United States saw a large-scale video game recession. The market was over-saturated. While video games continued to pour from companies across the globe, consumers purchased less and less.  

Gaming products from companies like Atari and Mattel had put a bad taste in the mouths of many American households. The constant product issues often left families frustrated or bored. These reasons led many to purchase a personal computer instead. 

Two years later, the video game market was still oversaturated and underwhelming. But one man believed he had just the thing to change it. And so, Hiroshi Yamauchi headed to New York City to introduce the Nintendo Entertainment System. 

The year 1985 met Yamauchi with a lot of rejection. Retailers scoffed at the thought of placing the NES on their shelves. At some point, Yamauchi agreed to set up the consoles at various stores in hopes that audience engagement would increase sales. It took a full year for the Nintendo Entertainment System to gain any support in the U.S.. and we have a plumber and his brother to thank. 

Yes, the popularity behind Nintendo Entertainment Systems is due to the release of Super Mario. Since it’s release, Super Mario has sold over 58 million copies. It is considered one of the top ten best-selling games ever created. 

In the winter of 1986, Hiroshi Yamauchi finally accomplished his dreams. Nintendo Entertainment Systems flew off the shelves across America and continue to be a staple in American households.

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Melodie Griffin

Melodie Griffin is the project manager for the Center for Emerging Media Design & Development. Her research focuses on virtual reality enhancement and UX in video game design. She also teaches usability, design thinking, and UX.

Stay Connected Through Video Games

“This is an industry that’s about community. Video games are bringing people together." — Stanley Pierre-Louis, chief executive of the Entertainment Software Assn.

Stay Connected Through Video Games

Having lived in three different countries during the last seven years and four different cities, staying in touch with my friends has been a challenge. Also, as I am not the best when it comes to texting and calling, there has been only one thing that helps me stay in touch with my friends. Video Games.

Yes, I know. To think that video games, which require me to stay “locked” in my room, help me socialize sounds quite absurd. My parents, like almost every other parent I believe, used to tell me over and over again to turn off my console or computer and get out and socialize. Maybe ten years ago, they were right, but nowadays, most games are played online where you have the option to compete against your friends or team up with them and take over the virtual world of your choice.

How else would Angelos that lives in Indiana manage to take part in an activity with Aleksa from Belgrade, Serbia, with Kostas from Athens, Greece, with Krzystof from London, England, with Greg from North Carolina, and Dimitris from Arizona?

Video games are the only solution I have found. Even if I was more consistent with texting and calling, it would not be enough to keep a relationship as strong as one where the people can participate in an activity together.

There have been multiple times where many different things have been happening in my life and even though I sometimes text with my friends, I do not feel like I want to share it with them. While playing video games though, I have noticed that I am much more likely to share any personal news or thoughts, or ask them for help about something important.

After the COVID-19 breakout in March, I appreciated them even more. I was one of the few people that stayed in my college through quarantine.  Almost all of my friends went back home, and since I was supposed to stay indoors, I barely had any face-to-face interaction with anybody. So, once more, video games helped me solve the problem that the quarantine had created.

Now, am I telling you to stop going outdoors and play video games all the time? Absolutely not. There is no better way of socializing than going out of the house to meet with friends but when the situation does not allow that, video games may be the best option.

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Angelos Mandilaris

Angelos is a first-year graduate student of the Center for Information and Communication Sciences program at Ball State University. He is an EMDD graduate assistant and plays for the BSU Men's Volleyball team.

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