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50 Video Game Movies In The Works: How Many Of Them Will Actually Come Out?

50 Video Game Movies In The Works: How Many Of Them Will Actually Come Out? https://ift.tt/H9oVGBf Like the seemingly unending comic book movie craze, Hollywood loves to find a type of film that it can turn into the next big cultural touchstone. Over the years, we've seen movies based on video games attempt to reach that level, with varying levels of success. We've seen adaptations of games for decades, but, to be fair, a lot of these were awful adaptations. Many of them missed the point of the source material and were clumsily executed--although we'll always have a soft spot for the 1994 Street Fighter movie--but lately, we've seen some big changes in this genre. The Super Mario Bros. Movie took the world by storm when it was released, earning an obscene amount of cash at the box office, while the Uncharted and both Sonic the Hedgehog movies were also successful. With fresh new IPs to option, dozens of video game movies have been announced over the last couple of ye...

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later

How Borderlands Ensures Character-Driven Storytelling Remains A Focus 14 Years Later https://ift.tt/GvgXNM4

The Borderlands franchise holds a peculiar place within the history of the gaming industry, kickstarting a genre that has gone on to become a different kind of beast. After all, though the concept of combining both RPG and first-person shooter mechanics was first seen in 2007's Hellgate: London, the loot-shooter genre owes its popularity to 2009's Borderlands. And yet, today, many of the most popular loot-shooters are also live-service games (like Destiny 2 and Warframe). Borderlands is not, having never adopted that format. It instead has multiple sequels--some of which diverge from the original game and don't feature any looting or shooting.

Like these other live-service game franchises, however, character-driven storytelling has been one of the main unifying pillars of Borderlands, which has been supported by a writer's room. "Gearbox is casually unique in the sense that we maintain a writer's room," Gearbox Entertainment associate director of narrative properties April Johnson told me. "So we don't just plunk you to work on a project and say, 'Okay, enjoy the two of you doing this--we have multiple things that we are working on, so we won't Voltron up as a full unit until later.'"

Having a constant writer's room is a strategy you usually see in story-driven live-service games where maintaining a narrative vision over multiple years--over a decade in the case of some games like Destiny--is important. It's not often seen in AAA franchises that feature several sequels and recruit a new set of writers from project to project. Gearbox Entertainment is not wholly unique in this strategy within the gaming industry, but it is a rare exception and the team points to this as one of the reasons for how the studio has managed to curate a specific narrative voice across all its projects.

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