The effects of new media on how film is produced and consumed.
From the horizontal integration of multinational corporations, which guarantees extensive media crossovers, to the digitization of Hollywood, which has affected the business, production, and marketing of cinema, big-screen films are indebted to a similar intimate congress among media. (Klinger 2006 p236)In recent years we have seen many changes in technology. Processing power has increased, software is getting more and more integrated and complex and the hardware that is needed to run programs is getting smaller and more cost-effective. For the film industry this means new editing software, more powerful digital imaging programs and new formats like digital projection, DVDs and Blueray. Digital cinema provides a clearer picture, a better cinematographic experience and faster and easier distribution and is now becoming an industry standard. (Taylor 2006) DVDs and Blueray have replaced the now-obsolete VCR as the new home entertainment standard and home cinemas with bigger screens and better sound have changed the home viewing experience. The media integration and convergence that new technologies are creating encourages increased franchising and intertextuality, a lucrative development that production companies are only too glad to encourage. Now blockbuster films have all sorts of associate ancillary products, from video games to special edition DVDs to theme park rides and action figures.
A lucrative franchise is known in the commercially driven film industry (particularly in Hollywood) as one of the best ways to make money. Hollywood blockbuster films may cost millions of dollars to make but studios are willing to put money into them if they expect them to provide a high financial return. Successful blockbuster films are what fund Hollywood studios. The studios can afford to take some financial risk in other areas, funding many smaller films that are not guaranteed to recoup money if they have a couple of blockbusters in hand. This is because the revenue from blockbusters is not simply dependant on income from seats sold in theatres. Lucrative sponsorship and product placement deals as well as the sale of merchandise, like games and special edition DVDs, supplement this income. These films are known as ‘tentpole pictures’ (Bordwell 2006 p12) because they are the productions that ‘hold up’ the rest of the studio in the same way as a central pole in a tent keeps the rest of the tent upright.
Although studios sink huge resources into blockbusters and tentpole pictures, they can absorb many weak films because income streams in from many other sources, from ancillary rights and television sales to DVD revenues and assets arising from large libraries of older films. (Thompson 2007 p258)A blockbuster is even more valuable if the formula is repeatable – the release of one or more sequels means more tie-ins and merchandise to sell to a pre-existing audience. (Wasko and Shanadi 2006) With home cinemas and other viewing technologies now available in the home, people do not attend the cinema as much as they once did, many preferring to watch films in the comfort of their own home instead. Production companies are aware that this loss at the box office can be recouped in other ways. Cross-media integration also means that advertising and marketing for games, films and other merchandise all serve to promote the franchise in general and heighten awareness of the products associated with it. (Skaggs cited in Thompson 2007) Take New Line Cinema’s proud claim that they are responsible for one of the most successful franchises in history – The Lord of the Rings Trilogy (2001, 2002, 2003). New Line Cinema noted on their website that The Lord of the Rings and its associated merchandise has earned $2.5billion. (Wasko and Shanadi, 2006) With this sort of money on the line it is no wonder that studios are keen to develop franchise films.
Jurassic Park (1993) is a perfect example of a tentpole film. It justified its $63 million production budget (The Numbers 2010) through its ancillary products as much as its box office receipts. The first two films grossed over $1.5 billion worldwide, but that was a small amount compared with the estimated $5 billion that Universal Studios had accrued as of 2004 from all related revenue streams. (Bryman 2004) These included a successful theme park ride at Universal Studios and merchandise sales of over 1,000 official products – including toys, video games, t-shirts, toothbrushes and candy – that were branded with the Jurassic Park logo featured in the film. Such was the success of the Jurassic Park brand that some cynics may argue that this landmark film may have been created simply as an advertisement for its ancillary products. Either way it is easy to see how most big budget films produced today are imagined as the fulcrum in a wheel of associated products.
Game licensing deals can prove particularly lucrative. For instance when EA Games acquired the film-based game rights for The Lord of the Rings, the fee that New Line negotiated was rumoured to be in excess of $10 million – a fee that was not unique to this franchise – similar amounts had been accrued for licenses to create games for the James Bond and Harry Potter films. Games companies are also keen to cash in on older, established franchises, competing with each other to acquire the licenses to adapt older films, such as Predator (1987) and Dirty Harry (1971), which are no longer being actively promoted. (Thompson, 2007) The immense success of the video games industry also means that Hollywood Studios are not only selling the rights for successful films but also buying the rights to successful game franchises and turning these into big-screen films. The success of the Tomb Raider (1996 – 2003) franchise
and the assimilation of the central Lara Croft character into modern culture is reminiscent of a Hollywood blockbuster film and its stars. Lara Croft, a virtual character, had websites and magazines devoted to her, and was used in advertising for many products like Nike and Lucozade. (Grieb 2002) This character finally came to the big screen in the form of Angelina Jolie in 2001. Still, with videogame software and hardware sales reached $8.9 billion versus $7.3 billion for film box-office receipts in 2000 (Wall Street Journal 2000 cited in Poole 2000) it is clear why film executives are looking in the direction of video games with interest.
But video games are contributing more than just revenue and franchise opportunities to filmmakers. The popularity of video games and the aesthetics and technological advances associated with them are also changing the way that films look and feel. Run Lola Run (1998), directed by Tom Tykwer has been much written about for its video game aesthetic. (Grieb 2002, Harbord 2002, Wedel 2009) The film’s heroine has many similarities to Lara Croft, and has been compared to the Tomb Raider character. (Ebert 1999) The film’s three-part round structure is reminiscent of the three ‘lives’ typically attributed to an avatar in a video game. The look has also many similarities to games with its distinctive animated sequences and the camera 360 around Lola as she makes her decision at the start, which resembles a menu in a computer game. The feel and pace of the film are also distinctly game-like and this faster pace evident in many recent films can be partly attributed to digitisation and database editing, which have simplified the editing process. By 1996 digital editing accounted for about 80 of the films produced in Hollywood and this non-linear editing is thought to account for the new aesthetic of faster cutting and shorter shot lengths that gained popularity at this time. (Bordwell, 2006)
Even more influential in the way films look is the development of digital imaging technologies, which share many resources and people with video game development. It is becoming more and more common, for films to rely heavily on computer-generated imaging (CGI). The course of convergence is advanced by the swift market growth in the area of video games and the ‘horizontal integration’ of media industries. The financial investments and interest shown in the area of video game development, by many of the parent companies of film studios is also increasing the ease with which partnerships are formed between film producers and video game developers. Similar techniques and technologies are also being used in the development of video games and this means that these industries are now in a position to share digital assets. There is also a possibility of sharing human resources since technicians and digital artists are often equally qualified to work in either industry. (Elkington 2009) Animation has been one of the most affected traditions, with the CGI which once supplemented some hand-drawn techniques now taking over completely (Weihart 2006) in many films, like Toy Story (1995) and Shrek (2001), but many of the live-action films being made in Hollywood today also have integrated digital imaging.
It has long been the focus of Hollywood to create realistic characters through CGI (Manovich 2001). Films like 2001’s Final Fantasy: The Spirit Within, 2004’s Polar Express and 2007’s Beowulf may have stepped into the ‘Uncanny Valley’ [i] (Mori 1970) with their depictions of realistic human characters. The character of Gollum in The Lord of the Rings trilogy, on the other hand, is composed entirely of CGI but seems to avoid the Uncanny Valley. Perhaps this is in part because the character is not quite as humanoid. Andy Serkis’ performance of Gollum through motion capture has also attributed to this, and has been widely acclaimed as a breakout role in CGI characters. Weta Digital created Gollum’s skin texture using a new technique that won a technical award from the Academy of Motion Picture Arts and Sciences in 2004. This was not the only award-winning development in CGI made by the team behind The Lord of the Rings. The Massive program was developed by Stephen Regelous specifically for the project. Massive can duplicate hundreds of animal or humanoid figures, each with their own basic artificial intelligence which allows them to move independently, creating a realistic crowd dimension. (Thompson 2007)
This program is very useful in films, games, and virtual worlds, where large crowds need to be generated. It plays an important part in the ease with which films now incorporate the spectacle of large, realistic crowds, and what the 1934 president of the Society of Motion Picture Engineers, Alfred N. Goldsmith, called “the production of an acceptable semblance of reality.” (Manovich 2001 p258)
According to Bordwell and Staiger (Manovich 2001) the development of CGI has not always been linear but there has always been one driving force behind it – the quest for realism – for masking the artifice of the effects. The position of theorists such as Kracauer, Bazin and Cavell is that realism is one of the key defining aspects of cinema. The theory of film realism takes that “photographic images, unlike paintings or line drawings, are indexical signs: they are causally or existentially connected to the referents.” (Prince 2002 p116) Computer-generated imaging displaces the notion that everything we see on the screen is a record or ‘index’ of a real person or object that has been photographed. To realists, the emergence of technology that makes films like Steven Spielberg’s Jurassic Park (1993) possible is troublesome. Jurassic Park was the first time that CGI was used to create a realistic representation of a creature. (Bordwell 2006) Animators at ILM created photographic quality images of living, breathing dinosaurs that the viewer perceived as realistic, despite knowing that the dinosaurs were not real. To realists this presents a problem with the fundamental way they read films, however there is another long-held school of thought subscribed to by many other theorists such as Arnheim, Vertov and Eisenstein (Prince 2002). This ‘formalist’ outlook has long acknowledged that cinema is well versed in portraying a false reality.[ii]
In today’s technology driven world there is a sense that everything is connected. Convergence and intertextuality are inevitable because the boundaries between all types of media are breaking down over time. (Elkington 2009) A successfully branded film can spawn hundreds, even thousands of related products.
No medium, it seems, can now function independently and establish its own separate and purified space of cultural media. (Bolter and Grusin 2000 p55)Intertextuality is not a new notion. The writings of Barthes (1977), Kristeva (1980) and Fiske (1989) in the area of semiotics have always indicated that intertextuality is a vital part of reading any text, constructing meaning and sense beyond what is shown in the individual work. Intertextuality allows for polysemic readings of seemingly straightforward texts. In his book, Paratexts. Thresholds of interpretation, literary theorist Gerard Genette defines ‘paratexts’ as “those liminal devices and conventions, both within and outside the book, that form part of the complex mediation between book, author, publisher and reader.” (Genette 1997 pi) Though Genette was concerned with books the concept is equally valid for films and the various games, books and DVD features that surround them. The emergence of bonus material such as cast and crew interviews, commentaries and deleted scenes enabled by the DVD players entrance to the market in 1997 (Bordwell 2006) can be seen as another layer of paratext that contributes to or facilitates discussion of the main text of a film.
Though some predict that film and video games may be in the process of totally merging (Perron 2008, Straubhaar, LaRose and Davenport 2008) I don’t believe this is the case. While it is true that the technologies that drive both film and games have much in common and that both forms benefit from close working relationships with the other,[iii] I believe that the types of narrative required for a satisfying game versus a satisfying film are too different for a complete and successful convergence to occur. Games are interactive and usually non-linear by nature. They thrive on multiple possibilities and a user co-authorship. By contrast films are specifically structured narratives – usually in a linear form – and the viewer has no authorship control. (Manovich 2001) The viewer interaction with a film text is generally limited to their analysis of a set piece of narrative. These are two very different user experiences and I don’t believe that they can both be easily incorporated into the same single product. This is illustrated by the failure of ‘interactive movies’ to take off during the 1990s. (Perron 2008) It is also interesting to take into account that it wasn’t until the third game under the Lord of the Rings film franchise produced by Electronic Arts that this game line found some measure of critical success. The Lord of the Rings: The Third Age, released in 2004, had a much more open format than its predecessors and opened the user experience up to original characters and the larger world of Middle-earth. The Third Age was well received in the gaming community and any criticisms levelled at it were generally in relation to the points in the game when the narrative of the films impeded the user interactivity. (Massimilla 2004, Semsey 2004, Elkington 2009)
I believe that film and games can benefit greatly from a close working relationship. EA executives in 2003 acknowledged that much of the talent involved is interchangeable, when they moved their base of operations nearer to Hollywood. EA’s Vice-President at the time also noted however, the fundamental difference that exists between films and games, when he said that films “create environments you look at. [Games] create environments you live in.” (Miller 2004 p216) I think it would be equally true to say: film creates narrative; game creates the possibility of narrative. Despite these fundamental differences, and perhaps to some extent because of them, there are very real benefits for convergence in the film and games industries. If well thought out, games provide a rich paratext, adding depth and variety to the schema of a film.
The perfect video game and film combination has yet to be created and there are a number of reasons for this. One of the most obvious reasons is a logistical one: time. It takes an average of 24 months to develop and design a full-length video game. By comparison the production length for a film is an average of 6-18 months. This creates an obvious conflict because, in the interest of taking advantage of the marketing for the film, the studios aim to release the games shortly before the films.[iv] Thus the games are rushed through production, given less time than would usually be allotted to development and are often tied very tightly to the narrative of the film because of time restrictions and lack of scripting budget. (Thompson 2007) Where convergence is useful and productive is in sharing assets, such as designs and 3-D models, and in getting game designers involved earlier in the pre-production phase of a film so that they can have longer to develop their game. Sharing personnel is often a viable option too, for instance when making the Lord of the Rings games EA hired many of the mapmakers, motion-capture experts, stunt doubles and actors that worked on the film to create an air of authenticity about the product. (Thompson 2007) Convergence can help to reduce the work, and thus the costs, of producing films and video games. Intertextuality increases brand awareness and can be used to create layers of meaning in a text. While the production and political economy ramifications of this are clear, it is less obvious what this means for the future of film as an art form.
That which withers in the age of mechanical reproduction is the aura of the work of art. (Benjamin 1935 p4)Walter Benjamin’s seminal essay, The Work of Art in the Age of Mechanical Reproduction, uses the term ‘aura’ to describe the intangible quality that an original work possesses that is lost or diminished during the act of reproduction. To Benjamin photography, film and other mechanical copies had no aura and thus where not true works of art, however Jonathan Gray (2006) argues that the introduction of paratexts such as DVD extras can be used to instil this sense of aura into a digital film. The Lord of the Rings special extended edition DVDs contain many hours of commentary and documentaries about the films and the filmmaking process. They endeavour to bring the viewer on a journey through the making of the films, often in a very personal way, conjuring up layers of pride and nostalgia, which imbue the film texts with significant meaning. Drawing on the parallels between the making and reception of the films and the narrative events of the films themselves, the DVDs serve to codify the text in multiple layers of a ‘mythic resonance’ similar to the awe and reverence inspiring aura. I agree that there are many ways in which new media can be used to enrich films, helping to create a vivid semiotic tapestry that can expand and enhance the viewer experience. As we look to the future of film and the impact that further technological advances and new media will have on the industry, it is my hope that this is the area that will see the greatest development.
References
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Bordwell, D. 2006. The way Hollywood tells it: story and style in modern movies. California: University of California Press
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Klinger, B. 2006. Beyond the multiplex: cinema, new technologies, and the home. California: University of California Press.
Kristeva, J. 1980. Desire in Language: A Semiotic Approach to Literature and Art. Oxford: Basil Blackwell
Lord of the Rings: The Fellowship of the Ring, Extended Edition. 2001. [DVD]. Directed by Peter Jackson. USA: New Line Cinema
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Lord of the Rings: The Two Towers, Extended Edition. 2002. [DVD]. Directed by Peter Jackson. USA: New Line Cinema
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Miller, C.H. 2004. Digital storytelling: a creator’s guide to interactive entertainment. Oxford: Elsevier
Mori, M.1970. Bukimi no tani: the uncanny valley. Energy, 7:33–35.
Perron, B. 2008. Genre Profile: Interactive Movie IN: Wolf, M.J.P. (ed.) The video game explosion: a history from PONG to Playstation and beyond USA: Greenwood Press
Poole, S. 2000. Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade Publishing
Prince, S. 2002. True Lies: Perceptual realism, digital images and film theory IN: Turner, G. (ed) The film cultures reader. New York: Routledge
Run Lola Run. 1998. [DVD]. Directed by Tom Tykwer. UK: Sony Pictures
Semsey, R. 2004. Lord of the Rings: The Third Age Review (Xbox). Team Xbox. [Online]. Reviews. 3 November 2004. Available from: <http://reviews.teamxbox.com/xbox/831/Lord-of-the-Rings-The-Third-Age/p1/> [Accessed 7 January 2010]
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Weihart, L. 2006. Entertainment. Australia: Career FAQ PTY LTD
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Bordwell, D. 2006. The way Hollywood tells it: story and style in modern movies. California: University of California Press
Bryman, A. 2004. The Disneyization of society. London: Sage
Ebert, R. 1999. Run Lola Run. Chicago Sun Times [Online] Movie Reviews. 2 July 1999. Available from: <http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/19990702/REVIEWS/907020304/1023 > [Accessed 7 January 2010]
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Wedel, M. 2009. Backbeat and Overlap: Time, Place, and Character Subjectivity in Run Lola Run IN: Buuckland, W. (ed) Puzzle films: complex storytelling in contemporary cinema. Britian: Blackwell Publishing
Weihart, L. 2006. Entertainment. Australia: Career FAQ PTY LTD
[i] The Uncanny Valley is a hypothesis that helps to explain why audiences can have a negative reaction to non-human characters that look very close to human.
[ii] “Noel Carroll has pointed out this bifurcation between the camps of realism and formalism and linked it to an essentializing tendency within theory, a predilection of theorists to focus on either the cinema’s capability to photographically copy physical reality or to stylistically transcend reality.” (Prince 2002 p120)
[iii] “On the one hand, visual and interactive media show increasing aesthetic and procedural similarities. Video games have generally become more narrative-based and increasingly draw upon film-like special effects and celebrity-power to stand out in the marketplace. Likewise, the technologies used for computer-generated imagery (CGI) in film are more and more often the same technologies used to develop video games, to the point that artists and technicians are able to move between the two industries with increasing fluidity.” (Elkington 2009 p213)
[iv] “A film-based game aims to come out at about the same time as the move, primarily to take advantage of the fact that film studios usually have much bigger budgets for advertising than do game firms. Skaggs calls this double-duty use of publicity “the whole franchise effect”: :All the marketing and advertising and everything hits for the films, and people walk into the store, Best Buy or something, and they go, ‘Oh, look, there’s the thing I just saw advertised a thousand times on TV or in the movies. Wow, I want it!’” (Thompson 2007 p237)

















