Adaptation to video games from other mediums has always been an... interesting venture. I really do think, as I said in a previous article, that a lot of the failure of game-to-film adaptations comes from a lack of artistic respect for the source material, but I'm not sure the same can be said of the adaptation from a non-interactive medium to video games. Let's see if we can figure out what makes this so difficult.
However, that's not something to get caught up on. There are genuine difficulties and problems when it comes to adapting a work into interactive media, and they are important to understand and solve.
Really, this mostly comes down to a single, large issue that envelops almost all the problems with interactive adaptation; developers, if you're making a game based on another story, tell the freaking story. Far too many game adaptations take the easy road by bridging awkwardly-shoehorned-in action sequences with a couple lines of dialogue, then moving to the next, and that simply doesn't cut it.
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| Pictured: the worst offender I've ever seen. Even more annoying considering the source material is famous for its long monologues. |
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| Otherwise known as a Michael Bay film. |
The most obvious solution is to just make cutscenes. And that's fine; not exactly progressive, but I think I've made it clear that there's nothing wrong with telling your story through cutscenes, especially since that would really be the easiest way to tell a story that wasn't interactive in the first place.
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| Besides, Hideo Kojima does that more than you ever could, and his games are revered. |
Specifically back to the question of character development and non-action scenes, however, we run into the most difficult problem to overcome; player choice. Perhaps, one might think, dialogue systems like that of Mass Effect could give the player a way to interact with dialogue-heavy scenes and even help give the player a say in the story's events, but dialogue systems like that are boring and pointless if the player doesn't have some amount of control over the events of the story.
Minor changes are no big deal, but the ability to decide the character's morality, or the ability to make story-changing decisions like in Mass Effect, simply could not coexist with a story that is preset on a certain path.
But this does not mean all player interaction with the events of the story is impossible. However, the best way to learn is through example, and this article is already pretty long, so next week there will be a discussion about working around this issue using the example of Shakespeare's Henry V. Yeah, I'm going there. Come back next week to see how it turns out, and in the meantime make sure to like Binary Narrative on Facebook!




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