Why have the story to be happen in 1947?
Why not taking the plot or the characters from the movie?
The problem I see is: It could be a big Anti-Climax. So if you know the movie, you are aware whats happening after all this Highjump-thingy. The Nazis made their way to the moon. They re even coming back! No matter what happened before.
"Thanks for the answers, Matti, Spencer and also Carl. I think I understand what you mean, although I don't agree with your comparisons. Matti, you are right, Titanic was very sucessful, if money would be the goal."
Yes, well, we don't have Leonardo DiCaprio in the game either. The point of the Titanic comparison was that, to quote the other Matti, "the setting is not the story". We're hoping the game to be pretty exciting even if the audience already knows what will happen in the story some 70 years later.
"After all, this plot was based on a historical facts, not on fantasy concept."
Very loosely based, though - it wasn't a story about a boat sinking, it was a fairytale-like romance staged in the context of an interpretation of a historical event. Equally, our story is embedded in a context of real places and real history so that all of it could (in theory) have happened without any of us knowing. Anyway, we don't see this difference (between fantasy and "historical facts") very crucial from the point of view of storytelling.
"Honestly, if you were in the position making a Titanic videogame, would you really set the game-plot before the movie-plot?"
It would certainly be an original starting point. :D
"I mean, it would be a great challenge, but I would rather take the characters, the script from the movie, alter them, expand them. (So much for creative freedom)"
I'm still prepared to argue that we have more creative freedom if we get to create our own characters and are completely in control of our setting (the Antarctic Nazi base, of which very little details are told in the teaser/movie -> we can do pretty much what we want with it).
I've always found re-tellings of movie-plots in games rather dull because the game storyline is usually forcibly railroaded to follow the movie plot. Also, since our game will also come out a bit before the movie, there would be a greater danger of miscommunications and inconsistencies between the versions of the game and the movie.
"Nevertheless I think Operation Highjump is a great idea but would first come to my mind as an addon/expansion pack. Its no complaint, I am just curious what drove the main crew to this decision, when the script, the characters, the dialogues are just around the corners...you (busy) fools ;)"
The main reason is that we don't think that using the same script, characters and dialogues would be fun for us or the players. Instead of knowing some future consequences, those players who would watch the movie first would know exactly what happens in the story. On the other hand, those who would play the game first might lose something of their pleasure from the movie.
Thanks for the answers, Matti, Spencer and also Carl. I think I understand what you mean, although I don't agree with your comparisons. Matti, you are right, Titanic was very sucessful, if money would be the goal. After all, this plot was based on a historical facts, not on fantasy concept. Honestly, if you were in the position making a Titanic videogame, would you really set the game-plot before the movie-plot? I mean, it would be a great challenge, but I would rather take the characters, the script from the movie, alter them, expand them. (So much for creative freedom) Nevertheless I think Operation Highjump is a great idea but would first come to my mind as an addon/expansion pack. Its no complaint, I am just curious what drove the main crew to this decision, when the script, the characters, the dialogues are just around the corners...you (busy) fools ;)
Operation Highjump started August 26, 1946 and ended late February 1947. That is all the reason for it to take up that time period. Why have the game take place during a different time period, when it takes place at the above time period?
Elluegophere: James Cameron's Titanic managed to become one of the best-selling movies of all time, despite everybody knowing perfectly well that the ship sinks. Saving Private Ryan was also highly popular, even though we all know that allies won the Second World War. Both of these movies managed to capture the attention of their audience and keep them on the edges of their seats. Why? Because the setting is not the story. Also: the ending is not the story. Iron Sky has its own story: we have the same world, but another timeframe, another setting and another cast of characters, ergo, another story.
Also: how could taking the plot and the characters from the movie make the story less predictable? If you know what happens in the movie, you know what happens in the game, right? By taking the prequel way, I'd say we have a lot more creative freedom with our story.
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"Thanks for the answers, Matti, Spencer and also Carl. I think I understand what you mean, although I don't agree with your comparisons. Matti, you are right, Titanic was very sucessful, if money would be the goal."
Yes, well, we don't have Leonardo DiCaprio in the game either. The point of the Titanic comparison was that, to quote the other Matti, "the setting is not the story". We're hoping the game to be pretty exciting even if the audience already knows what will happen in the story some 70 years later.
"After all, this plot was based on a historical facts, not on fantasy concept."
Very loosely based, though - it wasn't a story about a boat sinking, it was a fairytale-like romance staged in the context of an interpretation of a historical event. Equally, our story is embedded in a context of real places and real history so that all of it could (in theory) have happened without any of us knowing. Anyway, we don't see this difference (between fantasy and "historical facts") very crucial from the point of view of storytelling.
"Honestly, if you were in the position making a Titanic videogame, would you really set the game-plot before the movie-plot?"
It would certainly be an original starting point. :D
"I mean, it would be a great challenge, but I would rather take the characters, the script from the movie, alter them, expand them. (So much for creative freedom)"
I'm still prepared to argue that we have more creative freedom if we get to create our own characters and are completely in control of our setting (the Antarctic Nazi base, of which very little details are told in the teaser/movie -> we can do pretty much what we want with it).
I've always found re-tellings of movie-plots in games rather dull because the game storyline is usually forcibly railroaded to follow the movie plot. Also, since our game will also come out a bit before the movie, there would be a greater danger of miscommunications and inconsistencies between the versions of the game and the movie.
"Nevertheless I think Operation Highjump is a great idea but would first come to my mind as an addon/expansion pack. Its no complaint, I am just curious what drove the main crew to this decision, when the script, the characters, the dialogues are just around the corners...you (busy) fools ;)"
The main reason is that we don't think that using the same script, characters and dialogues would be fun for us or the players. Instead of knowing some future consequences, those players who would watch the movie first would know exactly what happens in the story. On the other hand, those who would play the game first might lose something of their pleasure from the movie.
Thanks for the answers, Matti, Spencer and also Carl. I think I understand what you mean, although I don't agree with your comparisons. Matti, you are right, Titanic was very sucessful, if money would be the goal. After all, this plot was based on a historical facts, not on fantasy concept. Honestly, if you were in the position making a Titanic videogame, would you really set the game-plot before the movie-plot? I mean, it would be a great challenge, but I would rather take the characters, the script from the movie, alter them, expand them. (So much for creative freedom) Nevertheless I think Operation Highjump is a great idea but would first come to my mind as an addon/expansion pack. Its no complaint, I am just curious what drove the main crew to this decision, when the script, the characters, the dialogues are just around the corners...you (busy) fools ;)
Operation Highjump started August 26, 1946 and ended late February 1947. That is all the reason for it to take up that time period. Why have the game take place during a different time period, when it takes place at the above time period?
The game is moderately different then the movie.
By the way...
What I wrote down there was uncalled for. Totally unacceptable!
Please accept my sincere apologies.
Elluegophere: James Cameron's Titanic managed to become one of the best-selling movies of all time, despite everybody knowing perfectly well that the ship sinks. Saving Private Ryan was also highly popular, even though we all know that allies won the Second World War. Both of these movies managed to capture the attention of their audience and keep them on the edges of their seats. Why? Because the setting is not the story. Also: the ending is not the story. Iron Sky has its own story: we have the same world, but another timeframe, another setting and another cast of characters, ergo, another story.
Also: how could taking the plot and the characters from the movie make the story less predictable? If you know what happens in the movie, you know what happens in the game, right? By taking the prequel way, I'd say we have a lot more creative freedom with our story.
Man, you totally convinced me. I can't believe I was such a fool falling for the idea of assisting in the development of the prequel for a movie...
I mean, we're gonna find out how it all ends before the game is even released! What's the point in playing the game?!
I'm gonna go find a corner to cry in shame now...
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