Earlier quoted context omitted.
> So many video game movie projects are missing the simple question, "why?" So many of these games are inspired by movies in the first place, and their stories are mostly just cliches based on their source material. I agree. > It's fine in the context of the game, because the player is doing something, but when you put that into a non-interactive medium, the flaws become obvious. All forms of art are inspired by othe…
>> It's fine in the context of the game, because the player is doing something, but when you put that into a non-interactive medium, the flaws become obvious. >All forms of art are inspired by other forms of art, this is no basis to write them off. Would you dismiss Michelangelo's work because he was influenced by Giovanni? Or Giovanni because he worked under Donatello? Should we just write off all fantasy novels pos…
Most games will allow you to try until you succeed, very few accept failure and progress the story. When they do, people generally do not accept it and retry anyways [1].
> thus the story can't have the same tension or structure as a movie.
I would argues that the much hated quicktime event has been used successfully to give users interaction and have the same flow and tension in a story.
The reality is that most people play through a game in a linear fashion, they may fail but they replay instead of accepting the failure, if that's even an option. Thus to the character and story, there was no failure.
Even still a solid premise can be adapted to either medium successfully. The movie Memento and the video game Braid are fundamentally the same idea presented in radically different ways with very different stories. The impact of the twist at the end of both though is equally poignant.