One of the more interesting examples of adaptation from video games to film recently was Prince of Persia: The Sands of Time. Mainly in that it was generally agreed to be a decent action flick (a rare dignity for a film based on a video game) despite taking very little of its plot from the game on which it is theoretically based.
This is a common happening in the world of adaptation from video games; for one reason or another, the plot of the source material is given little to no consideration. Some characters, concepts, or locations may be used, but that's generally the extent of it. In the best case, the film tells a completely different story within the established universe of the game. There are a few exceptions, such as Advent Children (a direct sequel to Final Fantasy VII) or one of the many anime shows based on visual novels, but they're all Japanese and very specific to a few examples.
Regardless of the question of quality, something is off about this. Books don't get that treatment, nor do stageplays. When it was announced that Peter Jackson would be making a film based on The Lord of the Rings, no one thought, "Maybe he'll tell a new, original story taking place in Middle Earth!" Of course not, because that wouldn't even be an adaptation. That would have been stupid. Nor would anyone expect an adaptation of Shakespeare's Henry V to actually be a story from Falstaff's childhood. And yet in video games this is common, if not simply the established way of doing things. That's not okay, and if we want good films based on video games, we need to fix this attitude. But what attitude is it, exactly?
I think I've figured it out. The strongest illustration is a statement by Jordan Mechner regarding the aforementioned Prince of Persia: The Sands of Time:
"Rather than do a straight beat-for-beat adaptation of the new videogame, we're taking some cool elements from the game and using them to craft a new story - much as 'Pirates' [of the Caribbean] did with the theme park ride."
Note the active comparison here. Based on this statement, the video game inspiration for the film is similar to a theme park ride. Theme park rides, of course, have little to no story, instead focusing simply on delivering an exciting experience through visuals, sound, and movement.
So in the case of this film, the filmmakers were not adapting a story, they were adapting a game. And that was certainly evidenced by the film itself; the Prince's acrobatic skill came into play quite often. The movie embraced the gameplay concepts of the game, but only took a few key elements of the story, which did not include even the basic plot.
But I think this is the problem that is generally faced with films based on video games; they are not perceived as artworks and stories, but as games and rides. And unfortunately, this has caused a lot of people to needlessly give up on the idea that these adaptations can even be any good at all. It can; there's no question about that. But I don't think it will happen until people start actually trying to adapt the story of a game instead of taking some gameplay concepts and a few plot devices and slapping a trademarked name on their original creation.
TL;DR - I think the biggest problem faced by game-to-film adaptation is the attitude that the source material is a game rather than a story told through gameplay.
Any thoughts? Is this a valid observation? What do you think is the biggest problem facing films based on video games?
EDIT: Let's specify something. I'm not saying all films based on video games should be direct adaptations of the game's story, though it would be nice to see more of that (I'm psyched for the Phoenix Wright film for that reason). I am saying that a movie based on a video game should be made out of respect for the source material as an artwork instead of just making a movie based around the game's basic concepts as though it were just a themed plaything.
This is a common happening in the world of adaptation from video games; for one reason or another, the plot of the source material is given little to no consideration. Some characters, concepts, or locations may be used, but that's generally the extent of it. In the best case, the film tells a completely different story within the established universe of the game. There are a few exceptions, such as Advent Children (a direct sequel to Final Fantasy VII) or one of the many anime shows based on visual novels, but they're all Japanese and very specific to a few examples.
Regardless of the question of quality, something is off about this. Books don't get that treatment, nor do stageplays. When it was announced that Peter Jackson would be making a film based on The Lord of the Rings, no one thought, "Maybe he'll tell a new, original story taking place in Middle Earth!" Of course not, because that wouldn't even be an adaptation. That would have been stupid. Nor would anyone expect an adaptation of Shakespeare's Henry V to actually be a story from Falstaff's childhood. And yet in video games this is common, if not simply the established way of doing things. That's not okay, and if we want good films based on video games, we need to fix this attitude. But what attitude is it, exactly?
I think I've figured it out. The strongest illustration is a statement by Jordan Mechner regarding the aforementioned Prince of Persia: The Sands of Time:
"Rather than do a straight beat-for-beat adaptation of the new videogame, we're taking some cool elements from the game and using them to craft a new story - much as 'Pirates' [of the Caribbean] did with the theme park ride."
Note the active comparison here. Based on this statement, the video game inspiration for the film is similar to a theme park ride. Theme park rides, of course, have little to no story, instead focusing simply on delivering an exciting experience through visuals, sound, and movement.
So in the case of this film, the filmmakers were not adapting a story, they were adapting a game. And that was certainly evidenced by the film itself; the Prince's acrobatic skill came into play quite often. The movie embraced the gameplay concepts of the game, but only took a few key elements of the story, which did not include even the basic plot.
But I think this is the problem that is generally faced with films based on video games; they are not perceived as artworks and stories, but as games and rides. And unfortunately, this has caused a lot of people to needlessly give up on the idea that these adaptations can even be any good at all. It can; there's no question about that. But I don't think it will happen until people start actually trying to adapt the story of a game instead of taking some gameplay concepts and a few plot devices and slapping a trademarked name on their original creation.
TL;DR - I think the biggest problem faced by game-to-film adaptation is the attitude that the source material is a game rather than a story told through gameplay.
Any thoughts? Is this a valid observation? What do you think is the biggest problem facing films based on video games?
EDIT: Let's specify something. I'm not saying all films based on video games should be direct adaptations of the game's story, though it would be nice to see more of that (I'm psyched for the Phoenix Wright film for that reason). I am saying that a movie based on a video game should be made out of respect for the source material as an artwork instead of just making a movie based around the game's basic concepts as though it were just a themed plaything.