STUDIOS GAME FOR
PROJECTION
Copyright 2001 www.tombraiderchronicles.com Source:
Associated Press
[ May 15th 2001 ]
While
the previous courting of video games with motion
pictures have resulted in total failure for major
Hollywood studios, analysts are keeping a keen
eye on the latest melding of the two indicating
that the adoption of video game design strategies
could finally project the success of the small
screen onto the big:
The line
between video games and other forms of popular
entertainment has been blurring for years. Some
of the most complicated games take 18 months to
two years to produce and can cost millions of
dollars. Thanks to technological advances in software
and in game consoles, the graphics in many games
are increasingly lifelike. The story lines also
have become more important, with simple shoot-em-up
plots and one-dimensional characters giving way
to complicated story lines that often are advanced
with several minutes of video-quality scenes between
game levels. In recent years, sales of video and
computer games have surpassed domestic movie box
office receipts. A report issued last week by
the NPD Group indicated that retail sales of U.S.
video game hardware, software and accessory sales
increased 18 percent during the first quarter.
"People
often tend to think of video games in a broad
negative sense,'" said Chris Lee, the producer
of the Final Fantasy' motion picture. "You don't
get to be a $10 billion dollar industry catering
to that one audience that likes to shoot each
other.'' Game characters such as Tomb Raider's
Lara Croft, who will be played on the big screen
by Angelina Jolie, have become a part of popular
culture without the aid of a television show or
movie tie-in. "Lara Croft is already a celebrity,''
said Celia Pearce, visiting scholar at the University
of Southern California's Annenberg Center for
Communication. "She's the first silicon sex symbol.''
Studios
are also beginning to tap into the elements of
the video game genre in their design to project
and maintain the integrity of characters between
motion picture sequels, with companies like Walt
Disney, and Universal allowing their internal
games divisions or outside game makers access
to sets and scripts to develop the most realistic
games.
"As the
video game business has grown, some of the studios
like Sony recognize we need to work in a partnership,''
said Greg Goldstein, vice president of brand development
and licensing at Activision, one of the largest
game publishers. "It's just impossible for us
to be out of the loop. If anything, we need to
be the closest people in the loop.''
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