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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
- 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.
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
Berardinelli, J. (2016a). Warcraft review. Movie Reel. Retrieved from http://www.reelviews.net/reelviews/warcraft.
Berardinelli, J. (2016b). Assassin’s creed. Movie Reel. Retrieved from http://www.reelviews.net/reelviews/assassin-s-creed.
Bolter, J., & Grusin, R. (1999). Remediation: Understanding new media. Cambridge, MA: MIT Press.
Carroll, N. (2008). The philosophy of motion pictures. Oxford: Blackwell.
Elkington, T. (2009). Too many cooks: Media convergence and self-defeating adaptations. In M. Wolf & B. Perron (Eds.), The video game theory reader (pp. 213–237). New York: Routledge.
Frannich, D. (2016, December 21). Assassin’s creed review. Entertainment Weekly. Retrieved from http://ew.com/movies/2016/12/21/assassins-creed-ew-review/.
Gaut, B. (2010). A philosophy of cinematic art. Cambridge: Cambridge University Press.
Ide, W. (2016). Assassin’s Creed review. The Guardian. Retrieved from. https://www.theguardian.com/film/2017/jan/08/assassins-creed-review-computer-game-adaptation-michael-fassbender.
Jenkins, H. (2006). Convergence culture: Where new and old media collide. New York: New York University Press.
Kollar, P. (2016) Warcraft review. Polygon. Retrieved from https://www.polygon.com/2016/6/9/11895050/warcraft-review-all-that-could-have-been.
Lane, A. (2016). Warcraft review. The New Yorker. Retrieved from https://www.newyorker.com/goings-on-about-town/Movieswmzs/warcraft.
Leitch, W. (2016). Warcraft review. New Republic. Retrieved from https://newrepublic.com/article/134174/warcraft-bored-rings.
Lickona, M. (2016). Warcraft review. San Diego Review. Retrieved from https://www.sandiegoreader.com/movies/warcraft.
Manovich, L. (2001). The language of new media. Cambridge, MA: MIT Press.
Peele, B. (2016). Assassin’s Creed review. Guide Live. Retrieved from https://www.guidelive.com/movie-reviews/2016/12/20/assassins-creed-michael-fassbender-marion-cotillard.
Smuts, A. (2005). Are video games art? Contemporary Aesthetics. Retrieved from http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299.
Tavinor, G. (2009). The art of videogames. Chichester: Wiley-Blackwell.
Walton, K. (1970). Categories of art. Philosophical Review, 79(3), 334–367.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this chapter
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
DOI: https://doi.org/10.1007/978-3-030-25189-5_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-25188-8
Online ISBN: 978-3-030-25189-5
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)