Quotes (w/ sources) involving the lack of interactivity involved with the cinematic experience.
'Players can inhabit a known fictional, often striking, visual world of digital animation.' [1]As this quote suggests, videogames poses a wide amount of interactivity, this is something that the cinematic experience lacks. This could be a potential reason for videogame movie failure at the box office. In the videogame 'Doom' (1993) the audience control the main protagonist from a first person perspective and progress in the narrative, however in the movie 'Doom' (2005) the audience follows the main protagonist in his journey to resolve the disruption. In a videogame the audience takes control of the character, in a movie the character controls itself, therefore the audience have no role in the experience. However, unlike a standard Videogame Movie, 'Doom' attempts to bridge the gap between Videogames and the Cinematic Experience via the use of a series First Person Shooter-like Point of view shots of our gun-wielding protagonist. For videogame movies to find success, a film should be
'closer to the videogame.'[2]This scene is simply a gimmick to give audiences a nostalgic effect and let them reminisce about playing the widely popular original videogame. Not only this, but film audiences and videogame audiences are entirely different. In a videogame, the audience is 'Active' and takes the most important role in the narrative, controlling the protagonist. In film, the audience is 'Passive' and have no direct impact on the narrative. Simply, as user 'PrpleTrtleBuBum' puts it:
'I get totally immersed in a 5-60 hour game vs I passively watch a 2 hour movie'[3]
Sources
[1] 'Beginning to theorize adaptation' Linda Hutcheon
[2] http://www.ejumpcut.org/archive/jc49.2007/HarperResEvil/ Stephen Harper
[3] http://www.gamespot.com/articles/why-are-video-game-movies-usually-so-bad/1100-6419635/ Eddie Makuch
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