Battleship The Video Game Interview: The Challenge of Tie-In Games
Ahead of the US release of Activision's action shooter, we talk to associate producer JD Livergood about the challenges of making video game tie-ins.
There are a few universally held truths in the video game world: Call of Duty games are lazy, WoW players don't wash, n00bs are not to be tolerated, and movie videogame tie-ins are all terrible. All are of course are to be challenged, but unfortunately all are also based on a seed of truth. That last one in particularly is easily the most prolifically shared opinion among gamers, with very few exceptions to the rule that tie-ins tend to be overly rushed, and fundamentally lacking in substance or pushing the envelope in any but a cynically economic manner. It is into that context that Activision's latest title - Battleship: The Video Game - is released, and while we are yet to review it (watch this space), it would take some serious work to convince all but the most optimistic of gamers that it wasn't set to follow the usual trend. And there is of course the added problem that the film is itself based upon a board game (albeit rather tenuously), which would do little for the confidence of those presumptuous detractors. For what it is worth, I am more than willing to give every game tie-in a chance before immediately writing them off as others have, having enjoyed the Toy Story 2 tie-in so much it still ranks among my favourite PS1 games. And having seen the film, I can see the potential for an engaging action game. The afore-mentioned concerns are pertinent ones though, so in advance of our review of the game, we managed to grab a few words with JD Livergood, Associate Producer at Activision to discuss the specific challenge of tie-in games, and to generally ask a little about the project... So, how much of the film can players expect in the game? Players will get to experience events that are going on in other areas around the Hawaiian archipelago where the aliens are establishing a foothold. As far as key elements from the film players will get to experience; they will encounter the full force of the aliens from their soldiers, commanders and hulking thugs. Likewise the alien ships portrayed in the game are modelled off of the same assets ILM used in the film, including the massive alien flagship. Finally, and perhaps most importantly, players will get to control (in all versions of the game) the legendary WW2 Battleship, the USS Missouri, which plays a huge role in the film. How long was the game in development, and can you talk us briefly through the process? The game started Production in May of 2011, not a long time for a game of this scope. Luckily the folks at Double Helix and Magic Pockets were absolute perfectionists when it came to delivering the goods. Both teams had radically different visions that complemented their respective platforms but also managed to capture the essence of what the brand represented all while delivering great, unique gameplay experiences. Between them and the continued assistance and cooperation of Hasbro, Universal and the U.S. Navy they managed to create something we are all proud of. What are the specific problems faced in developing tie-ins? The big question is, how close to the script do we need to keep it? Often times games of this nature are limited to what the movie/book/TV show portray with little ability to deviate. And like any creative medium, being limited often shows in the end result, often in a less than stellar way. Luckily, we were allowed to use the brand as a framework and launching point to create games that can exist wholly on their own as well as complimentary to the source material. I definitely have to tip my hat to Hasbro for handing us the keys and letting us go wild. How do you ensure appeal to both hardcore and casual gamers? Do you feel tie-ins have to compromise? First off, I firmly believe that the gameplay comes first. Yes, we are presented with a narrative framework to work with, but if the gameplay is sub-standard than it really doesnt matter how good the source material is. So as far as compromise is concerned, in regard to gameplay, I have a hard stance and I think it shows in all the versions of the game. We aimed to have both versions of the game speak to some degree to both audiences without alienating what is considered core or casual. For instance, the X360/PS3 version definitely appeals to the core gaming crowd with its fast paced, and fairly challenging, FPS gameplay but in an effort to give players more control of the scope and spectacle, with the possible side effect of appealing to gamers who want to supplement that gameplay with decisive strategy we have integrated the BattleCom functionality which has the potential to open up the game to a different audience. Likewise the Nintendo versions were heavily inspired by Tactics games of old, a genre that is immediately accessible but difficult to master. So I like to think we cut a wide swath across the varying audiences in an effort to speak to the core, the casual and folks who just happen to be fans of Battleship. Were you worried about the stigma traditionally associated with making film tie-in games? In any media very few want to be put in a position where they are immediately compared to something else. This is especially true with film/TV tie ins. You want your game to stand up on its own while treating the source material with respect. Im not going to lie when I say that there was an immediate stigma associated with a video game based on a film based on a board game. Luckily the teams working on the games did an amazing job overcoming this hurdle and I can say, without any hyperbole, that this is the best video game based on a film based on a board game Ive ever played! What did you think of the Battleship film, and how do you think the game compares? I havent had the opportunity to see the full film beyond certain scenes and reading the script but from what I have seen the film appears to be unadulterated, unfiltered eye and ear candy everything you want in a big summer movie experience. And quite frankly anything with Liam Neeson being B.A. is a sell for me. Honestly looking at the big picture, the games, although built around the narrative framework the film presented, really stand out as their own animal. Sure, there are overarching themes, set pieces and threats but I think that when taken on their own that they can be played and significantly enjoyed, but if you are a fan of the film it can elevate the content and the stakes. What's next for the Battleship team? As far as Double Helix and Magic Pockets are concerned, we cannot wait to work with them again on future projects. They brought a professionalism and dedication to the project that made them amazing partners and top notch developers. As for me, being the Hasbro fanboy that I am, Ive been assisting on our current crop of Transformers titles both in a production and story development capacity. Battleship: The Video Game is available to buy now on XBox 360, PS3, Wii, DS and 3DS in Europe, and will be released on May 15th in North America.