Sunday, February 10, 2013

Video Games, Movies, and Novels: Stories and Mediums

Last week, last post, I took the same information, the same characters, and put out three possible openings. One movie, one book, one video game.

The question is, how different are they, really? Couldn't one work as another?

Well, let's examine that. Because, doubtless, there are stories out there-- simple ones-- where you could easily have things almost exactly identical as you go from book to movie, from movie to game. But not all.

The book's opening was very focused on senses. A boy hiding in the bushes; a girl talking to her father. Sight. Sound. Holes in shoes and facial expressions. A movie could probably do everything in there, except, possibly, for going into Mike's head and seeing how nervous he is. It wouldn't be as effective, though, because with the differing camera angles it would be hard to know which of these three characters is supposed to be the main one. A game could do everything the book did, except in a game, there's not enough action. The gamer would be watching all this occur, likely squirming in their seat, bored and waiting for something to happen. Gamers don't want to be spoon-fed this stuff. They want to discover it on their own.

In short, a book is able to show the reader exactly what they should notice, even going into characters' heads, in order to advance the plot. However, it is incapable of painting broad brushstrokes of interaction, and offers limited-- if any-- sense of choice.

The movie's opening deliberately painted a picture of town and life. Here's the boy's family; here's the garage, with a microwave and robot, and parents talking unconcerned. Here's a boy and a girl playing. Here's a shot of a spooky house. This would be ludicrous as a book. Can you imagine opening a book that's supposed to be about a kidnapping and reading all about a blue sky and a peaceful town, then reading about someones parents, and then reading about the actual character you want? I'd close the book on the first page. As a game, starting with an overview of the town might work, but the parents are minor characters at best. In a movie, showing that serves to establish character, but in a game, the first thing I want-- the first thing most people want-- is to know who the main character is and to control that character, in whatever form. This opening, going through a scripted game of catch only after featuring the town, the parents, and the scenery, doesn't do it.

A movie can use a single image in a single brushstroke to give major impressions of every aspect of the plot, but is limited in that it can only use images and sound to portray these things. It is incapable of taking a viewer into a character's thought process, and offers no sense of choice.

The game's opening features a strong emphasis on character interaction. At every stage, Lucy is asking Mike a question, and every point of the scene involves their interactions. More to the point, each and every choice you-the-player make is because of Lucy, and that alters both the outcome of each event and, likely, the information gained about Lucy. A novel could take a similar tact, but would be forced to go into the character's head, rather than let the interactions stand on its own. A movie could also do a similar scene, but would leave the viewer with an inaccurate picture of the town. Both other mediums would have to either decide which of the different events they'd show at each choice, or do a brief, detached summary of what else could/would happen.

A game gives the player a sense of importance, in that their actions and decisions will alter the plot, and by doing this greatly increases their attachment to characters and places, but is limited in that it cannot simply jump around. A game is greatly tied to its main characters, and cannot simply show the scenery, as a movie does, or go into detail about things unrelated to the characters that may be important, like a book.

Each of these mediums could tell this story, and this story would have the same characters, the same overall plot, and even the same ending, but they would have drastically different approaches through necessity. If any of these tried to tie itself to another, as many book and movie adaptations must do, it would strangle itself. A book's natural introspection falls flat in a movie or game. A movie's broad sweeps of setting are dull in books and games. And a game's sense of choice cannot be replicated in a movie or book.

There are stories that work well in two or three mediums, when done correctly. However, there are also-- by design-- stories that cannot be effectively replicated in other mediums. This is readily apparent by the number of books we love with movies we hate.

But it also applies to games, which isn't really thought about. Games are still seen largely as either 'educational', 'childish', or 'violent' with little in-between. However, that very element of choice is key in the best stories it tells... because it makes the player's interaction key in telling that story.

Next week, I'll go into detail about one game with a plot that I believe can't be changed into a book or a movie.

What's one movie-to-book you've hated? What's one book-to-movie? Are there any books or movies you think wouldn't work in the other medium? How about games? Why?

Happy Writing,

-Alaina

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