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What are the difficulties
of bringing a game to life?
YL: Well, it's actually a difficulty
that exists with every movie. You have to create a series of compelling
characters, especially your lead. And you have to create a compelling
story that gets people to feel and gets people immersed in the story
and in the experience of that character. When you are starting with
a video game, you are starting with a context but you're not starting
with a character that really has an arc and humanity and empathy. So
you have to write that for the character for the movie.
Games also don't
have a complex story with emotional turns in a classic three-act story
structure. The audience, to a large extent, demands a beginning, middle,
and an end when they go to a movie. A game doesn't have the same structure
because there are a series of escalations. There's a trial and error,
there is an interactivity that is very different than -- here's how
the story opens, here's what happens in the middle and here's how it
concludes.
Reversing that, the question is: did
you create a world in your movie that's compelling for the audience
to engage in by themselves? We have a game right now at Sony Online
Entertainment called The Agency, which taps into appeal of the
espionage genre. Alias, James Bond, the Bourne films, and 24 each have
put their own stamp on spy thrillers.
We're putting our own fresh twist
on the genre with The Agency by creating an online game in which
players actually step into the role of a fledgling agent in a mercenary
world. We're stretching the MMO genre with this game and breaking out
of the "men in tights" world and introducing
the "men in tuxedos with silencers world." What Alias or James
Bond or the Bourne films do is create an espionage world, which is a
very interesting context for the game player to actually exist in.
What has the
video game industry learned from Hollywood?
YL: I think that the video
game industry has applied a lot of techniques of filmmaking into the
game experience to make it more visceral and to make it more real. I'd
say the first one is cinematography. If you look at the evolution of
the video game business -- of the video game experience -- the whole
notion of the first-person shooter category evolved as a function of
somebody saying, "Oh, look, first-person camera, I can give you
a different emotional experience." I don't think they said, "Oh,
I'm copying something I saw in horror films." But there are certainly
a lot of slasher movies with first-person camera where you saw Jason
from his point-of-view as he was about to kill somebody by the campfire.
You saw that on film before
you saw it in Doom. What they did in Doom was take that
first-person camera technique and apply it to the shooter genre and
then upped it a notch. And so cinematography, basic environmental design,
basic character design -- a lot of essential effects that make the game
experience more real -- come from people looking at movies and saying,
"I want to translate that experience into my game," whether
they do it consciously or subconsciously.
The big screen adaptation of id's FPS classic, Doom
How have
video game marketers mirrored Hollywood?
YL: Certainly, one of the things
Hollywood does really effectively is sell you on a story in 30 seconds,
or 60 seconds, or two-and-a-half minutes, depending on the format. Game
publishers selling video games through trailers or 30-second spots definitely
borrows from Hollywood. But I think that for the most part, that isn't
what sells video games. What sells movies to a large extent is word-of-mouth.
You can have a opening weekend in either business, but the reason
Halo 3 and Halo 2 before it had huge opening weekends was
because Halo is a great gameplay experience not because they
cut a bunch of really cool spots.
What are your thoughts on
Hollywood actors migrating to games?
YL: I think you'll see more
of this because it's a much larger medium, so there's an economic opportunity
for them and many of these actors actually play games. With Surf's Up,
we had a partnership with Ubisoft for a game. A lot of our cast was
pretty young, Shia LaBeouf, Zooey Deschanel and Jon Heder, and they
were glad to voice themselves in the game because they wanted to play
the game themselves. So I think that there's that aspect of it.
Also,
from an animation standpoint, when you voice a character, you create
a character games are a great extension opportunity. The translation
of animation from film to game is a little bit purer because it's a
digital character to begin with. So if you are Cody Maverick, our hero
in Surf's Up, he looks the same in the game as he does in the movie.
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