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Understanding the Scifi/Videogame connection (Check yrself, possible SPOILERS)

 
 
YNH
05:01 / 17.05.02
After seeing Attack of the Clones with previews for Minority Report and MIIB, I couldn't help read all three as video games: platform jumping, dodging on conveyor belts, multi-level battles with bosses, racing (duh).

Almost everyone dissed Ep I for being like a game; and it generated several titles. I've yet to see what's actually out based on Ep II, but at least three should have been made already and I'll be surprised if they weren't.

What I'm really concerned about is how 1)the resurgence of scifi flicks is fueled by the expansion of the game market, and 2)how a lot of us steadfastly ignore any possibility that that's in any way significant.

If, as folks around here frequently say, scifi is supposed to deal alegorically with human emotion, then does it matter if said function gets co-opted into simple chasing and problem solving? Is it okay to sacrifice dialogue and plot for recognizable gaming moments? And that background characters serve no real purpose other than providing different game avatars and convenient saving points?

more later...
 
 
YNH
05:49 / 17.05.02
Jedi Starfighter: based on the new ship design and three major scenes from the movie augmented by standard mission runs. A mod for Galactic Battlegrounds, Clone Campaigns based on Ep II, introducing two new factions: The Confederacy (led by General Tann, yes you can laugh, they're the bad guys) and The Galactic Republic. Plus Star Wars: The Clone Wars, Bounty Hunter, and Knights of the Old Republic.

Okay, I'm surprised. Where's the sequel to Jedi Power Battles? I'm sure a lot of it gets covered in the above, but if not, then half the movie was simply based on videogames rather than laying pipe for one.
 
 
Molly Shortcake
12:40 / 17.05.02
I certainly agree that hollywood films featuring more and more game scenarios and direction - and have been harping on it for quite a while. I consider Star Wars to be a western and MIIB another psuedo space opera-ish immigration police metaphor. Aliens and technology do not equal sci-fi.

Matrix works the video game theme quite well, while Blade 2 is a piece of shit.

Consider this, while Hollywood make movies more game like, the majority of Japanese game developers are actually aspiring Hollywood directors who chose what they felt was the closest medium.
 
 
Matthew Fluxington
13:30 / 17.05.02
The first thing my video game obsessed little brother told me once we were out of the theatre was how much the film was like all of the Star Wars video games that he loves so much, and for that reason he liked this one the best. There you go.

YNH, yr obviously right about this, but I don't know what to say about it, other than I hope this is a temporary condition rather than a permanant one.
 
 
Sensual Cobra
16:45 / 17.05.02
I had the same response to the droid factory sequence in Attack of the Clones. The metal-stamping pillars, molten steel, Natalie Portman pausing just before one of the stamps in order to time her jump just right - it certainly seemed like a video game.
I'm trying to come up with some more concrete comparisons though, with recent Sci-Fi. A.I. was not really fast-paced enough to make a good game, and did address some of the issues you mention as hallmarks of classic science fiction. The Matrix is very game-y, but straddles the fence between classic sci-fi as you've defined it and excuse to shoot everything because it's all digital. Something of an action movie with a Philip K Dick storyline grafted on.
Gattaca is great sci-fi and would be bad gaming. Existenz is about on the same level as The Matrix and actually less like a video game. Solaris wouldn't make much of a game, nor would any Eastern sci-fi.

Watching Episode 2, I started to wonder if maybe George Lucas signs his toy merchandising contracts first, then writes a movie to showcase his new toy line. Certainly Star Wars is a marketing Force to be reckoned with. Then again, if you're writing a movie for children, where do you draw the line between "I'm pandering to children so I can sell toys/video games" and "I'm giving kids what they like"? I guess I'd be more disturbed if I thought movies like Gattaca and A.I. were being co-opted by video game culture, given they seem to be aimed at adults. I tihnk maybe what your seeing is 1.recognition by advertisers that kids have a lot of disposable income (in the last twenty years or so, but - corresponding with the home gaming explosion - especially in the last 5 years), 2."synergy" - creating a total package of toys, video games, movies, tv shows, t-shirts, for mass consumption: the ability to build a franchise, and 3. the collision of the two in packaging anything kids like in a synergistic manner. Relating to sci-fi, people like Thomas Pynchon still consider it an adolescent genre, while Michael Moorcock blames Spielberg, Lucas and their ilk for derailing what could be a serious genre with their "space operas" &c.

Seems like the market fetishization of youth progressing to its logical conclusion.
 
 
Sensual Cobra
16:47 / 17.05.02
Oh italics, I love you.
 
 
Sensual Cobra
05:17 / 19.05.02
It might be a question of scale as well - the collision of movies and video games (plot and effect wise, as well as in general conventions) offering the widest and most immersive entertainment sphere possible, and sci-fi and fantasy elements - being most conducive to the creation of such spheres - most likely to exhibit such cross-influence.
 
 
YNH
19:45 / 19.05.02
I don't think it's necessarily a temporary condition, but as I think about the implications I wonder whether that matters. Sci-Fi was pretty big after the first Star Wars film 'cause merchandising was proven to be a cash cow of unsuspected proportions. Tron lent itself to videogames pretty easily, obviously, but E.T. sunk Atari pretty much for good. As mergermania amped up in the eighties and the number of studios collapsed, sci-fi got pushed to the margins again because it couldn't support advertisements (again, with the exception of Reese's Pieces in E.T.) very well. So you get a bunch of flicks that err on the side of real life, and even the science fiction takes place in cities or homes, places where a coke can can shine, or a billboard can save the day. Then we start seeing renewed potential in the mid-nineties or so, with muscular Star Wars rereleases and a trend toward multiple games based on the same movie. The conventions for games have stayed pretty much the same: shooting, jumping, and racing with an empahasis on speed. Movies like Mission Impossible, Menace and Clones, Minority Report, and the newer Bond flicks, incorporate these elements with the intention of conversion to games. On the other hand, some of those elements existed already in "action" flicks and have certainly grown since Die Hard and Speed.

I may be going out on a limb when I say those two movieshad more story holding them together, though, than Clones does. Where they moved the plot, or at least the action, along in the earlier films, in Clones (the conveyor belts) and Minority Report (the platform jumping) they exist as straight up screen shots.

I don't think it's enough to sit back and say Capital's just doing what it does or call this a triumph of immersive multimedia entertainment. From an easychair angle or a Business angle each certainly has an elemnet of truth to it, but it doesn't really mean anything for movires, or culture, without a little more thinking.

Rugal, yr last comment is pretty fucking interesting. Can you name names, film titles, and game titles? It sounds good, but is ultimately only a suggestion without some faces on the generalities. And I know nothing about the faces.

A.I. had a lot more game elements than anybody seemed to notice. The quest was predicated on puzzle solving and involved some pretty empty characters in its execution. Gigolo Joe appears in the role of guide who takes David to an even more game-like Dr. Know... but yah, the conversion to game would fall flat. Existenz was more a comment on the invasion of game elements into movies than it was game-like itself: characters who responded to only one set of commands and Zork'd at the player if divergent commands were entered; stores, stops, and enemies around every corner; nonsense groups and scene-changes; poor mystery. The Matrix, contained some similar stuff, but wasn't really constrained by merchandising in the same way sure-thing blockbusters were. Gattaca wasn't even in theatre that long. The popularity of a genre will always mean the possibility of more good films, or at least different films, in that genre, right? Gattaca was a decent B-movie; A.I. was a decent pet project made by a rich fella.

Kids have always had ever-increasing disposable incomes. Advertisers have known that for a good thirty years now. Again, it's not enough to say advertisers recognize that. That's made obvious by all the cheap, bad movies that were intentionally based on successful game franchises: Resident Evil, Final Fantasy, Tomb Raider. The fact that more obscure films engage in a meta-discussion of the tendencies of film to adopt game structures, and that these same game structures are expressed in more and more films, amkes some discussion of its relevance to culture necessary. Yes, for the most part studios wanna make a Billion dollars in merch before the movie even opens, but is that completely insignificant to those receiving the message?

Film's been notoriously slow on the uptake. Advertisers have tried over and over again to find ways in, around, and through an certain realities of the most captive audience available: ads before films, placement in films, stories about products, and now *ahem* synergies among diverse product lines. People don't like ads in their movies, for the most part, so there's a certain saturation point where effective becomes intolerable.

I thnk maybe because folks see scifi as juvenille it's more permeable, easier to hijack. But millions of people still go see it. In fact, lately it's grossing more than anything else. And people still go to the movies and watch a story unfold and allow it to become part of their lives. It's just I'm woried ever so slightly about what we bring home from a game-like movie: what ways of thinking are offered, how satisfying it is, and whether, on a simpler level, the changes simply look bad.
 
  
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