Skip to main content

On Botched Cinematic Transformations of Video Games

  • Chapter
  • First Online:
Body and Text: Cultural Transformations in New Media Environments

Part of the book series: Second Language Learning and Teaching ((ILC))

  • 686 Accesses

Abstract

It has been twenty years since Lev Manovich described the growing prominence of the cinematic in digital environments, claiming that cinema has managed to pour into computers and overtake the old printed word in the role of the dominant cultural interface shaping the design of operating systems, websites, apps, video games and other artifacts of digital culture. Mostly, the cinematic-digital convergence has been smooth, but there is at least one area where despite the natural proximity of both media, almost all attempts at transmedia metamorphosis have failed, that is, movies based on video game storyworlds. Whether it is 1993 Super Mario bros or 2016 Assassin’s creed, video-game-based films are almost universally panned by critics and lukewarmly received by fans, typically either being box office bombs or grossing below expectations. It appears clear that there are numerous factors contributing to this, ranging from economic ones, through broadly technical and aesthetic ones, to general decisions concerning the purpose of the adaptations. This chapter will attempt to trace recurring patterns leading to the films’ failure focusing on the aesthetic differences between the experience of a video game and that of a movie, by looking at particular examples across video game genres, and then rethink and expand some of the typical arguments voiced against them by movie critics and journalists.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    See also Carroll (2008) and Walton (1970).

  2. 2.

    All of these are routinely encountered in complex RPG games: this provisional list is made up of what I see as some putative narrative drawbacks of Witcher 3 specifically, but they apply to most titles across computer role playing games and other video game genres. But still, Witcher 3 is universally acclaimed by players and industry critics, considered a yardstick of video game excellence, suggesting such narrative features are not major drawbacks in games, as they would be in films.

  3. 3.

    On the other hand, the 2006 cinematic adaptation of the Silent hill video game series shows that attempts at originality and divergence from the original storyworld are themselves not enough to be artistically successful if the movie still fails to meet the narrative standards expected of cinematic works.

References

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Bartosz Stopel .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Stopel, B. (2019). On Botched Cinematic Transformations of Video Games. In: Callahan, D., Barker, A. (eds) Body and Text: Cultural Transformations in New Media Environments. Second Language Learning and Teaching(). Springer, Cham. https://doi.org/10.1007/978-3-030-25189-5_12

Download citation

Publish with us

Policies and ethics