11,19 €
"King Kong: The Game" offers a fascinating exploration of how Peter Jackson's 2005 film masterpiece was transformed into a groundbreaking video game experience. The book meticulously examines the intricate dance between cinematic storytelling and interactive entertainment, highlighting how developers at Ubisoft collaborated with filmmakers to create something more than just another movie tie-in game.
Through detailed case studies and insider interviews, readers discover how the development team tackled challenges like implementing dual-character gameplay mechanics and creating an immersive Skull Island environment within the technical constraints of mid-2000s gaming hardware. The narrative chronicles the game's development journey chronologically, from initial concept meetings through to its final release, while unpacking three core elements: the evolution of film-to-game adaptations, technological innovations, and the collaborative process between film and game creators.
Particularly intriguing is the book's analysis of how the development team maintained Peter Jackson's creative vision while adapting it for an interactive medium, including their pioneering work with first-person perspective and environmental storytelling techniques. What sets this analysis apart is its comprehensive approach to documenting a pivotal moment in gaming history, backed by primary source materials and development documents.
The book skillfully balances technical details with accessible explanations, making it valuable for both industry professionals and digital media enthusiasts. By examining the intersection of gaming technology and cinematic storytelling, it provides practical insights into cross-media development while exploring the broader implications for interactive entertainment.
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Seitenzahl: 31
Veröffentlichungsjahr: 2024
About This Book
The Evolution of Film-to-Game Adaptation (1976-2005)
Conceptual Development: Bridging Kong's Worlds
Technical Innovation: Creating Skull Island
Design Integration: Merging Cinema and Gameplay
Production Pipeline: From Prototype to Polish
Quality Assurance: Perfecting the Experience
Market Impact: Reception and Industry Influence
Legacy and Future Applications
Disclaimer
Title:
King Kong The Game
ISBN:
9788233935245
Publisher:
Publifye AS
Author:
Aiden Feynman
Genre:
Film & Television, Technology
Type:
Non-Fiction
"King Kong: The Game" offers a fascinating exploration of how Peter Jackson's 2005 film masterpiece was transformed into a groundbreaking video game experience. The book meticulously examines the intricate dance between cinematic storytelling and interactive entertainment, highlighting how developers at Ubisoft collaborated with filmmakers to create something more than just another movie tie-in game. Through detailed case studies and insider interviews, readers discover how the development team tackled challenges like implementing dual-character gameplay mechanics and creating an immersive Skull Island environment within the technical constraints of mid-2000s gaming hardware. The narrative chronicles the game's development journey chronologically, from initial concept meetings through to its final release, while unpacking three core elements: the evolution of film-to-game adaptations, technological innovations, and the collaborative process between film and game creators. Particularly intriguing is the book's analysis of how the development team maintained Peter Jackson's creative vision while adapting it for an interactive medium, including their pioneering work with first-person perspective and environmental storytelling techniques. What sets this analysis apart is its comprehensive approach to documenting a pivotal moment in gaming history, backed by primary source materials and development documents. The book skillfully balances technical details with accessible explanations, making it valuable for both industry professionals and digital media enthusiasts. By examining the intersection of gaming technology and cinematic storytelling, it provides practical insights into cross-media development while exploring the broader implications for interactive entertainment.
On a warm summer evening in 1976, moviegoers exiting theaters after watching "Death Race 2000" would soon encounter a revolutionary convergence of entertainment mediums. Exidy's arcade game "Death Race," loosely based on the film, marked the first significant attempt to translate cinematic experiences into interactive entertainment. Though crude by modern standards, this pioneering effort would launch a three-decade journey of technological innovation, creative exploration, and commercial evolution in the realm of film-to-game adaptation.
The late 1970s and early 1980s saw game developers grappling with severe technical limitations while attempting to capture the essence of popular films. Atari's 1982 "Raiders of the Lost Ark" adaptation for the Atari 2600 represented one of the first serious attempts to translate a major film's narrative into interactive form, despite the console's modest 128 bytes of RAM.
Did You Know? The infamous E.T. the Extra-Terrestrial game, rushed to market in just five weeks to meet the 1982 holiday season, became such a commercial disaster that thousands of unsold cartridges were buried in a New Mexico landfill – a cautionary tale that would influence film-to-game adaptation approaches for decades to come.
The mid-1980s introduction of the Nintendo Entertainment System (NES) and Sega Master System ushered in new possibilities for storytelling in movie-based games. Ocean Software emerged as a prominent player, developing adaptations of "RoboCop" (1988) and "Batman" (1989) that demonstrated how technical constraints could be overcome through creative game design.
"The challenge wasn't just technical – it was about capturing the essence of a two-hour film in an interactive format that could engage players for weeks," remarked former Ocean Software developer Gary Bracey in a 1989 interview.