Theories in film and gaming.

Theories

Many popular gaming industries make sure to take inspiration from film by the way they set out their narrative. Gaming uses all the well know film narrative theories such as Todarov's narrtive theory, Propps characters, Cause and Effect model and binary oppositions tied with Generic codes as well. Gaming industries take these theories out and place them in a video game narrative to create a best of both worlds feeling, like a sub genre. It often also uses camera angles to show key items in cutscenes and also uses them potentially to show key events in the background which the object in the foreground may be obstructing but may end up being pivotal to the understanding of the narrative. 

This also is then taken when the Video game may be made into a film and needs to use the same conventions of a film genre. This is where most video game films often fail. They don't have the ability to recreate the narrative in a new and different way to how it has been first portrayed in the video game and takes away from the audience that nostalgic appeal which draws a returning audience of the video game in. This often is show by films turning an animated series into a reality film. This limits the film as it does not have the same effect on the audience due to being limited to technology, this could be why the Super Mario Bro's film was such a flop too, it didnt meet audience expectations of a game more than a film. This does also show that the expectations from a film adaptation of a video game is different to just any old film, as if it is its own genre. 

No comments:

Post a Comment

Note: only a member of this blog may post a comment.