A new crop of Hollywood suitors are getting back into the video games ring and are promising to get video game development right. According to a recent
LA Times article:
An increasing number of big shots from the movie business are seeing new opportunities in the $50-billion global interactive entertainment industry. Power producers such as Jerry Bruckheimer and Thomas Tull, as well as hot directors such as Gore Verbinski and Zack Snyder, have all recently dived into the still-growing game market.
But simply buying up development assets and inserting movie industry savvy personnel in key positions is not the right way to finding a development pipeline that will translate motion picture IP to video game consoles. The inherent problem is that you have to match the right kind of game genre to your motion picture IP and game engines are proprietary to each game genre. The list of
Video Game Genres is roughly as follows:

Action
Shooter
Action-adventure
Adventure
Construction/ Management simulation
Life simulation
Role-playing
Strategy
Vehicle simulation
Party Games
Sports Games
Puzzle Games
Music Games
If you are in the business of making the same video game sequel over and over again, reusing the same engine works fine, but video game audiences have become quite sophisticated and demand a great deal of technically advanced content from developers. In order to compete, video games must not only tout new content with each release, they must also introduce new game play dynamics to wow their audiences.
Most importantly, these game play dynamics must match the action and mood of the narrative. For example, if you are developing a video game title for "
The Matrix", you'll probably connect well to your core audience if you build a fighting game that features the ability to leap from building to building. But if you choose to build a realtime strategy game where you deploy agents in the matrix as an operator, you will probably loose your audience. In each case, both game concepts are popular genres, but a realtime strategy game is truly a poor choice to capture the live action in-your-face style of fighting that made "
The Matrix" arguably so successful.
Ok, so arriving at the conclusion that a kung fu stlyle game requires a kung fu style engine is not rocket surgury. But the problem arises when the project that follows is an epic World War II saga that is better suited to use a realtime strategy engine that allows for the large scale deployment and control of troops. None of the infrastructure of the previous kung fu style game engine is suitable to build the game you want. Video game development teams are not interchangeable components that can be switched out on the fly. These teams often take years to put together and hone into cost effective, creative teams that can develop award-winning games. This makes the potential overhead for game studios that support motion picture intellectual properties pretty huge. A typical startup will cost about $30 - 40 million to develop a title of reasonable quality, but only $5 - 8 million a year to maintain thereafter. If you have to eat the same startup costs everytime you want to develop a new game genre, then you are either faced with an unprofitable games division or you will have to limit yourself to making the same kind of movie every time since you only have one variety of proven game engine pipeline.
Lucas Arts did precisely that - they only had to worry about supporting one film franchise and dedicated the rest of their games studio to pursuing titles that were unrelated to supporting movie franchses, such as their acclaimed
Monkey Island series and others.
If
Jerry Bruckheimer was smart (and the record thus far suggests that he is), this problem can be solved in two ways. The first solution is to build a games division that is so large, it contains game development teams that specialize in every major video game genre. You would have to be involved in several major motion pictures a year to sustain this kind of game studio model, which is precisely why
Disney Interactive has been successful, while
Dreamworks had to sell their videogames division to
EA.
But the better solution for the rest of us is to outsource. It is simply impossible for any single game studio to have the capacity to develop for any game genre. If your only producing a few motion picture titles a year and you want to develop your properties for the video games market, then you should be creating a small publishing team staffed with production and development veterans from the video games community who are smart enough to walk the line between the motion picture and video games development world.
Perhaps this time, Hollywood will get video game development right.