Most games these days revolve around mindless killing and intense rapid action. Some games though, still manage to retain elements of the fairy tales of old, which in contrast, can provide a much more paced and thoughtful approach to gaming.
So which games reflect the core elements of a fairy tale? We must first understand what the key structure of a fairy tale fantasy resembles:
A fairy tale is a type of short narrative that typically features such folkloric characters, such as fairies, goblins, elves, trolls, dwarves, giants or gnomes, and usually magic or enchantments. However, only a small number of the stories refer to fairies. The stories may nonetheless be distinguished from other folk narratives such as legends (which generally involve belief in the veracity of the events described) and explicitly moral tales, including beast fables.
In less technical contexts, the term is also used to describe something blessed with unusual happiness, as in "fairy tale ending" (a happy ending) or "fairy taleromance" (though not all fairy tales end happily). Colloquially, a "fairy tale" or "fairy story" can also mean any far-fetched story or tall tale.
In cultures where demons and witches are perceived as real, fairy tales may merge into legends, where the narrative is perceived both by teller and hearers as being grounded in historical truth. However, unlike legends and epics, they usually do not contain more than superficial references to religion and actual places, people, and events; they take place once upon a time rather than in actual times.
The older fairy tales were intended for an audience of adults, as well as children, but they were associated with children as early as the writings of theprécieuses; the Brothers Grimm titled their collection Children's and Household Tales, and the link with children has only grown stronger with time.
Games which borrow heavily from fairy tales are Japanese Role Playing Games such as the Zelda series, but western developers also incorporate old lore into games, such as Fable.
Zelda manages to reignite the passion you had as a child of exploration. Its open world gameplay lures you in using classic motifs found in many a fairy tale. Saving princess Zelda has always been an integral part of the series. Finding and rescuing her is no easy task. Stalked by monsters and hindered by towering structures and winding catacombs, the player must embark on a familiar journey with many welcome twists along the way. Supported by a fairy companion and gallant horse, your adventure takes you to many environments often fantastical in nature.
Zelda manages to reignite the passion you had as a child of exploration. Its open world gameplay lures you in using classic motifs found in many a fairy tale. Saving princess Zelda has always been an integral part of the series. Finding and rescuing her is no easy task. Stalked by monsters and hindered by towering structures and winding catacombs, the player must embark on a familiar journey with many welcome twists along the way. Supported by a fairy companion and gallant horse, your adventure takes you to many environments often fantastical in nature.
The importance of a strong introductory narrative
I took a look at the openings from a few films to determine whether they provided a good introductory stand point for viewers who may not know anything about the film. Lets see if the first few minutes can provide enough information to satiate the viewers needs.
Star Wars Episode 3: Revenge of the Sith opening scene.
A large space craft. Silence, then intense drum beats. The fighters move onto screen and the music kicks in. They swirl and whirl around enemy and friendly craft. Lasers fire upon them. The two Jedi pilots confidently weave in and out of each others path. An explosion sets off ahead. Cut to more spacecraft intercepting each other. An intense battle ensues.
From the outset you know a war is waging on a galactic scale. There is much more at risk here than a few lives. The narrative drives you to see the two most important assets in the fight. Not colossal cruisers but two small fighters, masterfully piloted by the main cast. You know from this point that they are on an imperative mission. Their speed tells us this. The intensity of the scene creates a visceral experience in which you can easily get lost.
This brilliant scene is a prime example of a director putting the audience into a false sense of security. What could be more peaceful and safe than sipping on a premium beverage accompanied by armed guards?
Tricking the audience is a classic way of evoking an instant jerk reaction followed by a moment of disbelief. To open a film like this is a brilliant hook to occupy the viewers craving of knowledge.
Vladimir Propp's Views
Propp defines 31 functions. He maintains that in the folktale, the order in which the
functions appear does not change. Some of the functions in the tale are listed below, in
the order in which Propp lists them.
II An interdiction is addressed to the hero. (Someone tells the hero not to do something)
III The interdiction is violated. (The hero disobeys)
XII The hero is tested, interrogated, attacked etc. which prepares the way for his
receiving either a magical agent or helper.
XV The hero is transferred, delivered or led to the whereabouts of an object of search.
XVI The hero and the villain join in direct combat.
XVIII The villain is defeated.
XXIX The hero is given a new appearance.
XXX The villain is punished
Propp’s dramatis personae are listed in terms of their ‘spheres of action’:
Using Propp's outline of character archetypes, I will superimpose their roles onto the characters of a film, even though these archetypes transpose onto any media type. I will use the Lord of the Rings trilogy as an example, due to its rich content and well-crafted characters. I base this information mainly from Peter Jackson's depictions of the characters.
The villain: Saruman, Sauron, Shelob, Gollum, Orcs
The donor: Galadriel, Bilbo Baggins
The helper: Samwise Gamgee, Gollum, Merry, Pippin
The princess, and her father: Arwen and Elrond, Eowyn and Theoden (her uncle)
The dispatcher: Gandalf, Denethor
The hero (seeker-hero, victim-hero): Frodo Baggins, Sam, Aragorn, Legolas, Gimli, Eomer
The false hero: Gollum, Frodo, Faramir, Boromir, Eomer
As you can see, at points, certain characters can occupy multiple roles. This creates a very sophisticated story in which to draw people in. The complexity in which characters are depicted often makes the viewer want to find out more about that character.
The signified and the signifier.
Signifier
The signifier is the pointing finger, the word, the sound-image.
A word is simply a jumble of letters. The pointing finger is not the star. It is in the interpretation of the signifier that meaning is created.
Signified
The signified is the concept, the meaning, the thing indicated by the signifier. It need not be a 'real object' but is some referent to which the signifier refers.
The thing signified is created in the perceiver and is internal to them. Whilst we share concepts, we do so via signifiers.
Whilst the signifier is more stable, the signified varies between people and contexts.
The signified does stabilize with habit, as the signifier cues thoughts and images.
The significance of the franchise
If someone were to mention Resident Evil, I would immediately associate it with:
Umbrella Corporation and its vivid emblem of a top down umbrella. - Because of its appealing aesthetic quality.
Zombie outbreaks and their associated viruses. (T-Virus, Progenitor Virus, Las Plagas) - Because it is an exciting and intense experience to play or watch.
The main characters, Chris, Jill, Leon, Claire and Alice from the film adaptations. - Because they are the epitome of heroic stature.
If someone were to mention James Bond, I would associate him with:
His suave actions.
His ability to wiggle his way out of any situation.
His prowess with firearms and skill with every vehicle in existence.His sex drive and the way he treats women.
His ruggedness and brutality during combat.
His drive to finish the job.
Conveying my ideas via a pitch
Why is the transition from film to game so predominantly awful? (and vice versa)
FPS games don't really offer much of a story to go on, and so directors have to improvise and input their own ideas into the creative flow.
RPG's stories are often so elaborate and convoluted that the story is mistranslated into the medium of film. Characters also get lost amongst the fray, and often end up being very different people from what people expect.
Fighting games probably get the worst film adaptations. Amongst the films released (Dead or Alive, Mortal Kombat, Street Fighter and Tekken), none of them did well at release and in fact some went straight to DVD which is an immediate tell on the fate of the film.
How can you characterise someone who rarely speaks or interacts within the small narrative of a fighting game? The answer is, you can't easily! Directors struggle to bring to life stiff characters, and this applies across the whole board.
In fact, most game-to-film adaptations would probably fare better if they simply had a different, unassociated title. This would void any need to stay coherent to the actual story and also save fans a lot of grief and resentment.
Resident Evil films as a whole disappoint me so much that it leaves a bitter taste in my mouth (and wallet) when I watch them. I want them to be good. I don't understand how he could ruin such a great gaming series. Would it be so hard to stay true to the games? They already have the rights to create the film from the developers (Capcom) so why did the apple stray so far from the tree.
The events in the Resident Evil films also heavily contradict the mythos and canon created by the Resident Evil game series. The contradictions are so dramatic as to change some of the basic principles of the series.
Maybe because of its complex and deep story, it was just waiting to be crippled by a film director.
Not all adaptations suffer from a horrible re-imagining. The Hitman film did a good job at portraying Agent 47. What made this film successful in my eyes?
For one thing, the events in the film don't neccessarily contradict the events in the game (to my knowledge). The path Agent 47 takes is one that you wouldn't consider unusual or out of character. He behaves the way you think he would and this definately adds to the vision I preconceived.
The future doesn't have to suffer. I hope that in a few years, gamers will rise to become great directors. At this point, game-to-film adaptations will be as full realised and envisioned as the source material itself.
This Wikipedia page contains a very useful table of income from films originally conceived as games: http://en.wikipedia.org/wiki/List_of_films_based_on_video_games
An article on why video game films suffer: http://tvtropes.org/pmwiki/pmwiki.php/Main/VideoGameMoviesSuck
Rotten Tomatoes reviewed Resident Evil and gave it 34%
http://www.rottentomatoes.com/m/resident_evil/
Forum discussing Game-to-film adaptations
http://rockpapershotgun.com/rpsforum/topic.php?id=3407