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So here's the scoop, kids.
Tomb Raider pulls
in nearly $240 million in worldwide box office
receipts, and Resident Evil yanks in a
surprising $18 mil on its opening weekend. Suddenly,
once again there's viability in buying the rights
to video games in order to convert them to movies.
Among others, well-known titles like Grand
Theft Auto, Oni, Alice, Perfect Dark, Max Payne,
State of Emergency (didn't take 'em long),
and Crazy Taxi.
C'mon, guys. Crazy Taxi?
You can try a little harder than that.
On the other hand, there
hasn't been a successful video game movie made
since Mortal Kombat. Mortal Kombat, in
case you need to be reminded, was released seven
years ago. The biggest example of video game-to-movie
transition failure would be Final Fantasy:
The Spirits Within. The movie cost $145 million
and barely made a third of that domestically.
Unfair, sure, but them's the breaks.
So what's the message here?
I'm not sure, but I'm pretty sure it isn't a good
one. Anybody over the age of 25 not currently
employed by a software development company relates
to video game material about as well as a Pat
Buchanan relates to Hustler, and it seems
like Hollywood execs really don't get the big
picture either. Let's break it down.
First, let's establish
why this buyout is taking place, aside from the
two video game/movie successes listed above. The
video game industry for the first time raked in
more money than the film industry, a fact helped
not a little by the release of not one but two
next generation consoles, and a strong run of
Playstation 2 titles throughout the year. $9.4
billion, kids. That's a lot of bux.
Fair enough. Video games
make a shitload of cash, so it makes sense for
movie execs to snap up these licenses in order
to produce relatively low-budget films with high-yield
box office returns. But... let's take a second
here to break down the numbers.
Average video game cost:
$49.99. Average cost for next generation console:
$299.99.
Average movie ticket cost,
of which the distributor gets three-fourths: $7.50.
We're talking far, far
fewer video games crossing counters than movie
tickets, and there is that little thing where
a video game can entertain anywhere from 10 to
70 hours without growing repetitive, whereas a
movie can go for two and a half before it gets
dull. The price range and longevity of product
simply don't synch up. Tack on the fact that 2001
was a banner year for new games and systems, one
that has not been duplicated in its precedence
since.. well, since ever.
Let's also take into account
that 9 out of 10 movies last year licked donkey
balls, moreso than any year previously. Maybe
that had something to do with shitty box office
returns. Oh, by the way, Mr. Movie Executive?
Putting every new summer release on record-breaking
numbers of screens cross-country may inflate opening
weekend box office, but it's going to hurt the
gross in the long run. Hollywood shot itself in
the foot in 2001, but rather than fix their own
problems, they're going to latch on to the largely
undisciplined video game industry to cover up
unwise business practices. What's going to happen
now is what happened before; a dozen hot video
game licenses will be bought only to sit on the
shelves. Did you know that Doom, Quake,
and Duke Nukem 3D were bought years ago?
Oh, sure, there are legions
of screenwriters on retainer willing to write
a script for one of those movies. But again Hollywood
ignorance shines through: those three top titles
sit in limbo because Hollywood executives were
upset that the games had no plot to work with.
Consider that a moment.
Millions of dollars are spent -- on first-person
shooters, ohbytheway -- before the purchasers
even realize that all the games have going for
them is the ability to shoot people. A whole lot.
It's very pretty, the shooting, but all it is
is shooting. Talk about your all-time shortsighted
clusterfucks.
Oh, sure, there's some
wisdom to the idea of adapting video games to
movies. Grand Theft Auto 3 pulled in nearly
$140 million in sales and would draw massive interest
as a film, if for nothing else than the extremely,
ahem, mature nature of its video game counterpart.
There's a built-in fan audience, and Nerd Power
has been shown to pull in viable box office gold.
Reference Lord of the Rings, Blade, and
X-Men. Also note that there are video
game fans who will go see video game movies
out of loyalty, if nothing else. The nerds may
bitch and moan later (they always do), but hey
-- the tickets have already been bought and tallied.
What you think about a film after you buy
the ticket is tertiary.
But Hollywood is ignorant.
It does not understand the medium, and apparently
does not realize the supreme irony in some of
their purchases. Take a look at Max Payne.
The whole bloody purpose of Payne was to put players
in control of an noir action hero who could work
in "bullet-time," that oft-duplicated
and supremely annoying special effect made most
famous in The Matrix. Payne, then, is an
homage and send-up of action movies. Why on God's
green earth do you want to turn right back around
and make a movie out of a movie homage? Variety,
God bless it, missed out on the joke and just
thought Payne was a shameless rip.
Hollywood so disrespects
and misunderstands the video game industry that
they can't help but bungle the handling of it.
Consider the aforementioned Variety's summary
of the plot and point of Grand Theft Auto 3.
"...[a game] in which
players steal cars, beat up or kill a city's locals
and take time-outs with prostitutes."
Sounds downright infernal,
doesn't it? Oh, sure, you can do those things,
no problem. What isn't mentioned is that
you can also act as a police officer (of sorts),
a firefighter putting out fires, a paramedic taking
injured people to the hospital, et cetera. That
the game employs big names like Joe Pantoliano,
Robert Loggia, Michael Madsen, and Kyle McLachlan
is similarly overlooked. The game, arguably the
best created for a console to date, also possesses
a plot more complex and involved than most modern
novels.
Video games as hot property
for movie development is a dangerous idea, obviously.
Incompetent management in film studios coupled
with unwise buying decisions -- "hey, kids
eat this shit up, and they buy a lot of movie
tickets, so it must be a sure thing"
-- will only see video game movie box office returns
weaken and weaken, and never really allow the
artform (if it can be called that) to excel. Further,
video games will most likely be designed and thought
out in such a way that they can be sold promptly
and smoothly into the movie industry -- effectively
locking programmers into formulas and stifling
creativity.
What can we do about it?
Frankly not too much. Hollywood noses follow wherever
the money goes, and right now unchecked amounts
of cash are flowing into a video game industry
that pays relatively little money to produce its
goods. Frankly, I think our best hope lies in
the M-rated titles -- those deemed way too intense
for younger audiences (or Nintendo fans). Allow
companies like Rockstar Games to run wild, and
video games may remain too damn inaccessible for
feel-good moviemaking.
One can only hope.
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