If you want to amuse yourself for a few hours and gamble with a few hundred million, chew on this one for a while. Do movies make better video games than video games make movies? It is easy to find examples that prove either case, and some that prove both – an awful movie that makes an awful lot of money. The big news this week is Microsoft touting Halo as the next big thing. So does the Bill and Balmer show now have eyes for prime time?
Movie and video game franchise integration is nothing new. And these days, it would rare for a movie blockbuster not to be attached to a major game publisher hoping to benefit from the orgy of advertising that accompanies a major release. Electronic Art’s Lord of the Rings and Activision’s Spiderman Games are example of cross over titles which sold millions of copies. Although interestingly, in both cases, there was also an existing fan base from earlier books and comics to support sales.
On the other hand, game to movie conversions have not be so successful. Nineties releases which include Super Mario Brothers, Street Fighter, Wing Commander and Mortal Kombat were universally dreadful and box office turkeys to boot. But the tide may now be turning. Call it a couple of decades of music video brainwashing, but audiences are now seemingly content to consume the set action pieces seasoned with flashy visuals and hip soundtracks that characterise the game franchise genre. And importantly no one really cares what the critics have to say. Most reviewers panned recent movies based on the Lara Croft and Resident Evil games, but both were box office hits, and most importantly, DVD blockbusters.
That might explain Microsoft’s confidence that it can play hardball with Hollywood over the rights to develop Halo. Their reported list of demands would certainly make the average terror merchant blush. In short - full creative control, a multi million dollar advance against a large share of gross receipts, and sixty first class airline tickets to the premiere. Ironically, antitrust lawsuits notwithstanding, no one seems to care when Microsoft plays bullyboy with the Studios. Either they think they deserve it, or as is surely the case with die hard game fans - no one wants to see their precious Master Chief character feminised by LA script doctors or worse, played by Kevin Bacon.
The appeal of a hit game franchise to the Studios is obvious – software sales to millions of game fans has a good chance of translating into millions of box office and DVD sales. Further, most games franchises lend themselves to big budget, special effects laden productions which as genre responds well to heavy marketing and licensing campaigns. However, as past experience has demonstrated – mutual exploitation of game franchises and Hollywood hits is far more of an art, than a money making science.
It comes down to dynamics. Blockbuster action movies are basically linear narratives that have a beginning, middle and end. Creating emotion, drama and tension can be achieved with all the usual theatrical devices, but in the main seem to boil down to sexy outfits, big explosions and the occasional surprisingly loud noise. Games are a whole other ballgame. Sustaining drama and emotion in a game is not easy where play is not necessarily linear and consumption likely to be spread over a length of time and not just one sitting.
But what if the hook was not the story, but the people watching it? The real growth opportunity for extending movie and game franchises may in fact lie in multiplayer subscription models. Satre famously quipped that Hell is ‘other people’. For games companies, adding ‘other people’ generally means the ability to charge monthly subscriptions.
To date, there has been an interesting cultural divide between the East where online multiplayer games are incredibly popular, and the West, where console and standalone PC titles have tended to sell more copies. Things are already changing. The growing popularity of multiplayer shooters such as Half Life and the network capabilities of the upcoming XBOX 360 and PS3 will bring greater numbers of people into monthly billing relationships. If you think making money from DVDs post box office is neat, do the math on millions of recurring charges of $19.99.
The smart money in Hollywood is already experimenting with the model. Both Lucas and the Wachowski brothers have created massive multiplayer online worlds for their Stars Wars and Matrix franchises which allow users to participate in a shared universe with other players, and pay a monthly fee for the privilege. Short of selling them the Matrix Reloaded on DVD every month, you would be hard pressed to find a better way of drawing out the value of your content over the long term.
Don’t be fooled in thinking any of this is cheap. The growing complexity of hardware platforms, ongoing plot and scenario development for multiplayer games, and the imminent demands of high definition video will see game development costs swiftly approach that of feature film development.
But in this brave new world of movie game integration, you can at least be reassured by one thing. Chances are – you won’t be playing by yourself.






re Counting Halos:
The reason Lara Croft and Resident Evil made great box office is because of the originality of the thinking in Lara Croft's case and that in the case of RE, horror is already a very popular genre, people love it, always go to see it and the game gave it a marketing budget that meant people knew about it.
Lara works differently and significantly so. She is a great character and was from the outset something set apart from what we had seen b4, she is a sexy female Indiana Jones with massive knockers, every fella's dream and the character was so successful and memorable in the game alone, that this connection linked to a good box office for the movie.
Boys saw it becoz they want a piece of Lara, girls too (tho in a lesser extent) becoz they want the strength of character Lara has. A great couples, single and family movie, (without getting into the problematic sequels here). Even in the marketing, notice how the name Lara Croft and Tombraider are always linked. ie IT FLEW BECOZ OF ORIGINAL CHARACTERIZATION.
Halo on the other hand, I doubt will have this effect. It is certainly my favorite game in a long while but there's nothing in the characters or feel of the game that is particularly unique and 'character driven'.
In my opinion it is simply very well thought through game play with a number of excellent original devices and challenges. Level design uses open space really well, aesthetically it is strong and the engine feels good. Some people got creative and lateral when they laid out Halo and made a brilliant 1st person shooter! Hats off for sure, it's an awsome game... but I don't see characterisation or uniqueness in Halo that will make this into a movie with the hook that LARA brought to TOMB.
As for Microsoft playing hardball, people often become precious about their creations when other individuals and their ideas are going to get mixed with 'their baby' and MS have the money to be arrogant about whatever they want. However it's a bluff they are unable to hide behind. Setting up an us and them relationship with the existing film industry is unlikely to provoke the best collaboration and this project will definitely need some very clever creative to make it cut thru, as I said above...
Anyway what sense is there in putting 'Hollywood' into a nutshell like that? They obviously feel they need outside input and the toughness they are exhibiting this early speaks of an underling fear in their ranks. This being that although they have all the resources in the world, they ulitimately don't have the creative confidence to make it themselves.
Chris Watson -film maker
Posted by: Chris Watson | June 17, 2005 at 08:49 PM
Hi Mike, great article, however an interesting thought you didn't make especially when juxtaposed against your article next week (online advertising blocking and the demise of the free web) is this.....
The revenue from MMOG ASP networks at $19 per user per month is nothing when compared to the total loss of advertising revenue TV stations must be feeling at the moment.
Calculate this figure if you like, the average number of hours a gamer plays per month multiplied by the average number of gamers world wide multiplied by the average amount a tv station would earn per viewer per month, this is a figure that not only hurts the bottom line of all tv stations world wide but fundamentally changes how you should be marketing products to your target audience.
Dean Collins
Posted by: Dean Collins | June 24, 2005 at 09:47 PM
It is well known that beats by dr dre headphones Sale Online become more and more popular.
Posted by: dr dre beats headphones | September 23, 2011 at 06:01 PM