This post is a discussion of the the Megatrends of Game Design, written by Pascal Luban. When it comes to merchandising Luban states;
“Today’s games feature rich and popular universes, which may yield products taking many forms: action figures, manga and comics, ornaments, school supplies, ringtones, animated series or evan novels, theatrical screenplays, or the much wider boradcast of video game tournaments.”
“I am convinced that we will get there. Some games will give more compelling shows than others, in the sense of being watched and understood by the viewers”
Again this is nothing particularly new, it’s just something that the next generation games should take on board at the conception phase as opposed to the “cash cow” phase. Tomb Raider is probably the computer game that springs to most people’s mind as the first to take computer game characters into the cinematic world. There have been others, see here before, and many many others since, although none of them have really had the box office sucess of the Lara Croft films.
The reason why so many video games progress well into cinema is the lack of plot. When gamers are playing their game they are caught up the action of the game, the stages that they need to do to progress, the objects they need to collect, etc etc etc. This doesn’t make rivetting cinema, infact it’s probably as exciting for someone else to watch as a dash around tescos. And this is the issue that needs to be addressed if games designers and publishers want to get the most out of the merchandising.
The leading MMORPG games seem to have the merchandising far more nailed. With World or Warcraft merchandising carefully controlled by Blizzard, but including models, cards, t-shirts & clothing, books, soundtracks, pc peripherals, board games and strategy guides. Oh yes, and a $100m budget movie currently in production.
The MMORPG have much more scope for merchandising than the traditional shot and slash type of games, because plot is what the games are all about. There may even be the risk, that despite spending $100m on the film that true World of Warcraft fans and players may be disappointed, because the whole MMORPG concept is built around the players fantasies and imagination – will it be as good when it makes it onto the big screen?
Uwe Boll who applied to Blizzard for the role of director in the World of Warcraft movie, about making a true and faithful adaption of a film;
“You go for it, to please the game fans, but on the other hand if you have the hard core gamers, they live in their own world. And you cannot fulfill their ideas from a video game based movie, it’s impossible.
For games to move effortlessly between film, product, game and online virtual communities there needs to be a plot, something that the player can associate with, can internalise, not just scores & results.


