Latest / The Game Business Show / "We’ve never had a better moment to adapt your game to film or TV"
Transcript
- 0:00SPEAKER_01: If the game's rights holder,
- 0:02SPEAKER_01: the developer,
- 0:02SPEAKER_01: publisher,
- 0:03SPEAKER_01: both,
- 0:03SPEAKER_01: is not involved or is minimally involved,
- 0:07SPEAKER_01: it will be to the detriment of the adaptation.
- 0:10SPEAKER_00: Sadly,
- 0:10SPEAKER_00: it is a heat-seeking business where you have,
- 0:13SPEAKER_00: you know,
- 0:13producers chasing game rights now who have never touched a game
- 0:18controller in their life.
- 0:19SPEAKER_00: We don't want those people trying to adapt games.
- 0:26SPEAKER_02: Hello and welcome to The Game Business Show with me, Christopher Dring.
- 0:30SPEAKER_02: We are at Screenplay,
- 0:31SPEAKER_02: part of London Game Festival,
- 0:33to talk about the expanding world of video games going into TV
- 0:37and movies.
- 0:37And to talk about this,
- 0:38I have three absolute experts here to talk about it.
- 0:41SPEAKER_02: We have Simon Pullman, who is the lawyer, entertainment lawyer.
- 0:44SPEAKER_02: We have Mike Goldberg and Dimitri Johnson from Story Kitchen,
- 0:48who are all about taking your IP and bringing them into the
- 0:51world of TV and film.
- 0:52SPEAKER_02: Hello, everybody.
- 0:54SPEAKER_02: Welcome to the show.
- 0:54SPEAKER_01: Thank you for having us.
- 0:55SPEAKER_02: Thank you.
- 0:56We're talking just after Minecraft movie has been such a
- 0:59phenomenal success.
- 1:00SPEAKER_02: Have your phones been ringing off the hook?
- 1:02SPEAKER_00: Absolutely.
- 1:03SPEAKER_00: As expected.
- 1:04SPEAKER_00: You know,
- 1:05SPEAKER_00: every time we have one of these adaptations,
- 1:08SPEAKER_00: there seems to be this surprise,
- 1:10SPEAKER_00: this shock that people actually showed up for it.
- 1:14SPEAKER_00: And it's kind of what we've been saying from day one,
- 1:17SPEAKER_00: which is,
- 1:18SPEAKER_00: you know,
- 1:18SPEAKER_00: treat the fans with respect,
- 1:21SPEAKER_00: treat the games as if it's art.
- 1:24SPEAKER_00: Like,
- 1:24SPEAKER_00: you know,
- 1:25have a level of respect throughout the process and you will see
- 1:29the results that
- 1:30SPEAKER_00: we've seen in other mediums.
- 1:32You know,
- 1:33if you're adapting a comic book,
- 1:34a novel,
- 1:35like the issue was never games.
- 1:38SPEAKER_00: The issue was who was adapting the games, how they were being adapted.
- 1:42SPEAKER_00: So you see this kind of reactive,
- 1:45SPEAKER_00: you know,
- 1:45SPEAKER_00: approach from Hollywood every time you get a Mario,
- 1:48SPEAKER_00: every time you get now Minecraft.
- 1:51SPEAKER_00: And,
- 1:52SPEAKER_00: you know,
- 1:52SPEAKER_00: we're lucky enough,
- 1:53SPEAKER_00: fortunate enough that we're one of the first calls,
- 1:55SPEAKER_00: but we also make it clear we're not,
- 1:59SPEAKER_00: you know,
- 1:59SPEAKER_00: heat seekers.
- 2:00We're not going to try to take a game out because Minecraft had
- 2:03a big weekend.
- 2:04We're still going to bring the same level of quality that,
- 2:07you know,
- 2:07we always strive to do.
- 2:09SPEAKER_01: In short, yes, it's been extreme, but not to be unexpected.
- 2:13Hollywood is a very reactive industry and has always been,
- 2:16will always continue to be.
- 2:17SPEAKER_01: But look,
- 2:18SPEAKER_01: from everyone we spoke to that worked on the movie,
- 2:20SPEAKER_01: the filmmaker Jared Hess is fantastic.
- 2:23The writers,
- 2:24and there's many writers who worked on the script,
- 2:26some credited,
- 2:27many not.
- 2:28SPEAKER_01: We have projects with some.
- 2:29SPEAKER_01: We've had meetings with a lot of them.
- 2:31And the experience that they told us throughout the last few
- 2:33years was incredible.
- 2:34And most importantly,
- 2:35we heard that the game developer,
- 2:37the game dev,
- 2:37was amazing.
- 2:38wildly involved throughout the process from start to finish so
- 2:41i don't know how
- 2:42much that's been reported but to us that's integral to knowing
- 2:45that the odds are
- 2:46really strong it's going to be an awesome adaptation and even
- 2:50with the mixed set of
- 2:51reactions to the initial game trailers once you know it like
- 2:54the movie exceeded
- 2:55expectations and there was a great article a few days ago about
- 2:59the multitude of
- 3:00records that had been broken after opening weekend i think
- 3:03there was like two
- 3:04SPEAKER_01: 22 or 25 broken records reported on deadline.
- 3:07I cannot wait to see by the time the movie leaves theaters,
- 3:10the amount of records broken.
- 3:11I was just going to add,
- 3:12I'm not surprised at all by the level of success.
- 3:16I am surprised by how it happened because some of the scenes in
- 3:19the theaters,
- 3:21SPEAKER_03: it's extraordinary.
- 3:22SPEAKER_03: I mean,
- 3:22SPEAKER_03: it's been called what Rocky Horror for middle schoolers,
- 3:26SPEAKER_03: you know,
- 3:26SPEAKER_03: that sort of level of laughing,
- 3:28SPEAKER_03: of reciting the lines and the memes,
- 3:32SPEAKER_03: incredible stuff.
- 3:32SPEAKER_02: But it feels like the important bit.
- 3:35SPEAKER_02: If you get the culture of the game right,
- 3:36SPEAKER_02: if you get the essence of the game right,
- 3:39it didn't review very well because I suspect as a standalone
- 3:41story to anyone coming
- 3:42SPEAKER_02: into it,
- 3:43SPEAKER_02: it's probably not the best film.
- 3:44SPEAKER_02: But if you can get that sort of culture of the game right,
- 3:47SPEAKER_02: it seems to be able to override a lot of that.
- 3:50SPEAKER_01: Absolutely.
- 3:50And also goes to the fundamental question from the reviewing
- 3:54standpoint of the POV
- 3:56SPEAKER_01: of the journalists.
- 3:57SPEAKER_01: Like, where are the critics coming from?
- 3:59SPEAKER_01: Are they gamers?
- 4:02SPEAKER_01: They have kids.
- 4:03SPEAKER_01: They have young kids.
- 4:03SPEAKER_01: They have old kids.
- 4:04SPEAKER_01: Just...
- 4:05Did they see and understand Minecraft as an intellectual
- 4:09property and as a game
- 4:10SPEAKER_01: franchise and as a UGC?
- 4:13Did they understand or not understand so that they could have a
- 4:16better holistic
- 4:17SPEAKER_01: approach when they were putting out the reviews?
- 4:19Because it does seem like there's quite a gap between how the
- 4:22audiences have
- 4:23responded and continue to respond and how the critics responded
- 4:25like that.
- 4:26SPEAKER_01: That did not connect, which was very interesting.
- 4:29SPEAKER_00: Well, I would just piggyback that.
- 4:31This reminds me a lot of having a conversation with a film
- 4:34studio 20 years ago.
- 4:35You're talking to executives who came up in an era where they
- 4:39didn't play games.
- 4:40SPEAKER_00: So like if you brought up a video game as source material for a film,
- 4:43SPEAKER_00: the first question would be how many copies did it sell?
- 4:46SPEAKER_00: And it's like, wait, what?
- 4:47You don't want to know about the character,
- 4:50the world,
- 4:50like why we're excited by it?
- 4:52SPEAKER_00: Like, because it's sold a lot doesn't mean it's good.
- 4:54And I wonder how much of that is carrying over on that side
- 4:58where the people who
- 5:00SPEAKER_00: are giving these reviews don't care about games,
- 5:03SPEAKER_00: don't play games.
- 5:04SPEAKER_00: So it's like,
- 5:06SPEAKER_00: you know,
- 5:06SPEAKER_00: you compare that to the audience score and it's,
- 5:09SPEAKER_00: you know,
- 5:10SPEAKER_00: it's night and day,
- 5:11SPEAKER_00: especially on that one.
- 5:12So let's talk about actually the process of getting these
- 5:14things off the ground,
- 5:15SPEAKER_02: getting these made.
- 5:15What's the biggest obstacle for game studios when it comes to
- 5:18getting these things made?
- 5:20SPEAKER_00: Well, I'm going to actually tee up that answer for these two.
- 5:23This gentleman as our attorney and this gentleman as my former
- 5:27agent for seven
- 5:28SPEAKER_00: years and 20 years in rep before that.
- 5:31SPEAKER_00: In short, it's I think getting the the IP deal done itself.
- 5:35SPEAKER_00: Mm hmm.
- 5:36I would say doing the rights deal,
- 5:37the IP deal that Dimitri is referring,
- 5:39is not easy.
- 5:40SPEAKER_01: It's actually never been more difficult,
- 5:42SPEAKER_01: which is possibly a good thing because you do not want,
- 5:45SPEAKER_01: we don't want the game developer,
- 5:46SPEAKER_01: the publisher,
- 5:47SPEAKER_01: whoever holds the rights to make a raw deal,
- 5:49to be one of those horror stories where they get Hollywood
- 5:52smash and grab.
- 5:53SPEAKER_01: So that is barrier to entry one.
- 5:55SPEAKER_01: Barrier to entry two is...
- 5:58SPEAKER_01: The connection of the dots,
- 5:59SPEAKER_01: the Hollywood or audiovisual or,
- 6:02SPEAKER_01: you know,
- 6:03SPEAKER_01: what the games call it,
- 6:03TV and film linear is really centralized in Los Angeles and
- 6:07then other metropolitan
- 6:08SPEAKER_01: cities throughout the world.
- 6:09SPEAKER_01: But it's Hollywood first.
- 6:11SPEAKER_01: Games is an international global business.
- 6:13Having the two parties meet the appropriate parties like the
- 6:16best game with the
- 6:18best game to the most appropriate producer or filmmaker or
- 6:21writer or showrunner.
- 6:23SPEAKER_01: is still challenging.
- 6:24SPEAKER_01: And the third is Hollywood's still a tricky business.
- 6:26From an adaptation perspective,
- 6:28you can do a lengthy but successful rights deal.
- 6:30You can correctly put the pieces together like the best
- 6:33screenwriter with the best
- 6:35SPEAKER_01: IP going the best medium.
- 6:37SPEAKER_01: But because it's both an art and it's a business,
- 6:41SPEAKER_01: sometimes like the business gets ahead of the art.
- 6:43SPEAKER_01: And so it's trying to remove friction as much as you can in Hollywood,
- 6:48just like the games industry likes to de-risk the investments
- 6:50in the games.
- 6:51SPEAKER_03: Yeah,
- 6:53I've been doing this for a while and there are myriad cultural
- 6:56differences between
- 6:57SPEAKER_03: those two businesses.
- 6:58And I think unless you've directly engaged in it,
- 7:01you might underestimate.
- 7:02SPEAKER_03: Now, I know that I did going in from a deal perspective.
- 7:05I think it comes down philosophically to a bit of a disconnect,
- 7:08which is to say,
- 7:09SPEAKER_03: The default position of a Hollywood studio is always going to be,
- 7:13SPEAKER_03: we'll take everything except what you expressly reserve,
- 7:17SPEAKER_03: right?
- 7:18So we're going to name the things that you're going to keep in
- 7:21the entire tapestry of the IP.
- 7:23SPEAKER_03: Whereas a video game company,
- 7:25SPEAKER_03: and look,
- 7:26this has in common with a lot of Asian companies and anime and
- 7:29manga companies as well,
- 7:30SPEAKER_03: they're thinking from the perspective of,
- 7:33SPEAKER_03: well,
- 7:33SPEAKER_03: we're licensing to you the rights to do a movie,
- 7:35SPEAKER_03: right?
- 7:36SPEAKER_03: You know,
- 7:37SPEAKER_03: all these other rights,
- 7:38SPEAKER_03: location based entertainment,
- 7:40SPEAKER_03: merchandising,
- 7:41SPEAKER_03: soundtrack or,
- 7:42SPEAKER_03: you know,
- 7:42SPEAKER_03: and all these things.
- 7:43SPEAKER_03: And so that's one of the complexities.
- 7:45SPEAKER_03: We are getting there.
- 7:46SPEAKER_03: The worlds are aligning.
- 7:49SPEAKER_03: There's a legal part to that.
- 7:50SPEAKER_03: But also there's frankly,
- 7:51SPEAKER_03: you know,
- 7:51SPEAKER_03: these guys here to my to my left,
- 7:53SPEAKER_03: because a lot of it comes down to trust,
- 7:55SPEAKER_03: trust between the two worlds.
- 7:57SPEAKER_03: And that happens on an interpersonal level.
- 7:59SPEAKER_02: You mentioned something about Minecraft a minute ago,
- 8:02which was the fact that the developer was involved in the
- 8:05making of it as well.
- 8:06SPEAKER_02: And The Last of Us obviously has Neil Druckmann involved.
- 8:08SPEAKER_02: Fallout had Todd Howard involved.
- 8:10SPEAKER_02: The Mario movie was co-financed, co-produced by Nintendo itself.
- 8:13How important is that,
- 8:15do you think,
- 8:15in terms of delivering the right product?
- 8:18SPEAKER_02: But also,
- 8:19SPEAKER_02: and how receptive is the Hollywood industries,
- 8:21SPEAKER_02: the TV and film industries to that process?
- 8:24SPEAKER_01: I would say, and we will say, it is mission critical.
- 8:29SPEAKER_01: If the game's rights holder,
- 8:31SPEAKER_01: the developer,
- 8:32SPEAKER_01: publisher,
- 8:32SPEAKER_01: or both,
- 8:33SPEAKER_01: is not involved or is minimally involved,
- 8:36SPEAKER_01: it will be to the detriment of the adaptation.
- 8:38SPEAKER_01: One, the adaptation probably won't happen.
- 8:40SPEAKER_01: Two, it's...
- 8:41SPEAKER_01: worse than playing your hand in Las Vegas at the craps table.
- 8:45SPEAKER_01: Like, you need to have them involved.
- 8:46SPEAKER_01: They need to be involved.
- 8:47SPEAKER_01: You would be erasing the creative engine that has built these characters,
- 8:51SPEAKER_01: these worlds,
- 8:52SPEAKER_01: these tones,
- 8:53SPEAKER_01: these fans.
- 8:53SPEAKER_01: They need to be involved.
- 8:56SPEAKER_01: Like,
- 8:56SPEAKER_01: it is for us at Story Kitchen,
- 8:58SPEAKER_01: for Simon as an attorney and a partner at Prior Cashman,
- 9:01SPEAKER_01: like,
- 9:01SPEAKER_01: it is mission critical that they're involved.
- 9:03SPEAKER_01: And for the second part of the question,
- 9:06SPEAKER_01: as far...
- 9:07SPEAKER_01: Actually,
- 9:07SPEAKER_01: I will let Dimitri answer the second part of the question.
- 9:09SPEAKER_00: Well, I don't know.
- 9:10SPEAKER_00: My answer is supposed to be for the second part,
- 9:11SPEAKER_00: but I agree with Mike that,
- 9:15SPEAKER_00: you know,
- 9:15SPEAKER_00: it is absolutely critical,
- 9:17SPEAKER_00: but there's also an understanding that has to happen up front,
- 9:22SPEAKER_00: manage expectations.
- 9:23SPEAKER_00: We've seen when game companies have too much control,
- 9:27SPEAKER_00: and that can also end up as bad as the original Mario movie.
- 9:31SPEAKER_00: So it's really, you know, finding that balance of...
- 9:35SPEAKER_00: you know, giving your partner on the IP side a voice.
- 9:39SPEAKER_00: And when we say partner,
- 9:41SPEAKER_00: like we contractually,
- 9:42SPEAKER_00: legally want to make them a partner on our project.
- 9:45SPEAKER_00: So it's not just lip service.
- 9:47But we also have to make clear that we have to make the best
- 9:50film and TV possible.
- 9:52SPEAKER_00: And that involves treating the other side like a real partner
- 9:56SPEAKER_00: So if we do our job right on an IP to IP basis,
- 10:00SPEAKER_00: that means marrying the right,
- 10:02SPEAKER_00: you know,
- 10:02SPEAKER_00: writers,
- 10:03SPEAKER_00: directors,
- 10:04the right studio so that it is a village truly working together
- 10:08on the same page,
- 10:10SPEAKER_00: moving in the same direction to do the best for the project.
- 10:14SPEAKER_01: And as far as Hollywood's reception to it,
- 10:16SPEAKER_01: I would say when you started this 15,
- 10:19SPEAKER_01: 16 years ago,
- 10:20SPEAKER_01: it was probably 75,
- 10:21SPEAKER_01: 25,
- 10:21SPEAKER_01: not super receptive to being respectful,
- 10:24SPEAKER_01: which is why we had a lot of bad.
- 10:26SPEAKER_01: 25 is too hot.
- 10:27A lot of horror stories from that smash and grab ask behavior
- 10:30from Hollywood.
- 10:31SPEAKER_01: Now,
- 10:32SPEAKER_01: I would say it is 80-20,
- 10:34SPEAKER_01: 85-15 that Hollywood Studios,
- 10:36SPEAKER_01: and we use that as a description for television networks,
- 10:38SPEAKER_01: television studios,
- 10:40SPEAKER_01: movie studios,
- 10:41SPEAKER_01: independent financiers and streamers.
- 10:43SPEAKER_01: I'd say it's like 85-15 that they understand.
- 10:45SPEAKER_01: And for the ones that don't, it's really to their detriment.
- 10:48SPEAKER_01: And we specifically do go out of our way to not work with them.
- 10:51SPEAKER_01: It is a risk we will not take for ourselves.
- 10:53SPEAKER_01: And more importantly, a risk we will not take for the devs.
- 10:57SPEAKER_00: And I'll just put a final point on that.
- 10:58SPEAKER_00: Like one of the exercises that we typically do,
- 11:01even before we're even close to having an agreement in place
- 11:06between the studio and
- 11:07SPEAKER_00: the rights holder is we will do the upfront,
- 11:10SPEAKER_00: you know,
- 11:10SPEAKER_00: get in there,
- 11:11SPEAKER_00: roll the sleeves up and spend days,
- 11:13SPEAKER_00: weeks,
- 11:14sometimes months to really put into paper a representation of
- 11:19we believe our IP is this.
- 11:21SPEAKER_00: We believe that,
- 11:22SPEAKER_00: you know,
- 11:22SPEAKER_00: if we're,
- 11:23SPEAKER_00: let's say doing a series,
- 11:24SPEAKER_00: you know,
- 11:24SPEAKER_00: we should touch on this.
- 11:26and we have sign-off so the studio is not going to be surprised
- 11:30they know like
- 11:31these are the expectations from the partner um on the other
- 11:34side you know if we
- 11:35want to let's say make this character who's a female in the
- 11:39game now a man legally
- 11:42that's a conversation like you're never going to show up to a
- 11:44premiere and be
- 11:45shocked by the adaptation are there um are there any games that
- 11:49don't work
- 11:51SPEAKER_01: Absolutely.
- 11:52SPEAKER_01: Well,
- 11:52SPEAKER_01: I was trying to think how best to phrase it,
- 11:54SPEAKER_01: but there are games that don't work or that don't work right now.
- 11:58And either it's because the game is still early days of what it
- 12:03will be as it
- 12:04expands via DLCs or sequels to the game or Hollywood's not in
- 12:09the right place to
- 12:10SPEAKER_01: adapt it.
- 12:11SPEAKER_01: It's let's say it's animated film and it's it's adult facing.
- 12:14SPEAKER_01: It's R-rated.
- 12:15And this isn't really the best moment for R-rated animated film
- 12:19in the Hollywood marketplace.
- 12:20SPEAKER_01: So it's also acknowledging both industries concurrently.
- 12:25SPEAKER_02: What would you say are the biggest risks for studios and publishers?
- 12:27SPEAKER_02: You've talked about one of them,
- 12:28SPEAKER_02: which was about the legal,
- 12:30SPEAKER_02: you know,
- 12:30SPEAKER_02: you end up giving all your rights away.
- 12:32But what are the biggest risks when it comes to game studios
- 12:34and game publishers
- 12:34SPEAKER_02: working with TV and film?
- 12:36SPEAKER_01: Please correct me if you gentlemen disagree.
- 12:38I would say the number one risk is losing your rights or
- 12:42freezing your rights or
- 12:43SPEAKER_01: having like basically your rights to the property,
- 12:48SPEAKER_01: to the copyright,
- 12:48SPEAKER_01: to the trademark and in certain scopes of rights.
- 12:51SPEAKER_01: But anything that could take away your rights,
- 12:55SPEAKER_01: whether it's long term or it's in perpetuity,
- 12:57SPEAKER_01: that is awful.
- 12:58SPEAKER_01: And behind that, because you lose your rights, you lose your IP.
- 13:01SPEAKER_01: Basically, you've lost the ability to
- 13:04SPEAKER_01: grow your game franchise,
- 13:05SPEAKER_01: behind that would be Brand Damage,
- 13:07SPEAKER_01: an adaptation that comes out and is received awfully,
- 13:11SPEAKER_01: that both the gamers and or the set of,
- 13:15SPEAKER_01: like,
- 13:16SPEAKER_01: a bad adaptation would be right behind the loss of rights.
- 13:19Interesting,
- 13:20because,
- 13:20you know,
- 13:22the fear after the original Mario movie...
- 13:25SPEAKER_00: specifically by Nintendo and others, was the fear of brand damage.
- 13:30SPEAKER_00: Without naming specific projects or names,
- 13:34we now have data that shows even what are maybe perceived as
- 13:38bad adaptations still
- 13:40SPEAKER_00: have a healthy,
- 13:41SPEAKER_00: healthy bump on the game sales side.
- 13:45So the interpretation of of brand image,
- 13:48I think,
- 13:48needs to have a discussion around that.
- 13:53SPEAKER_00: Can you have a not great film or series that you had hoped was better,
- 13:58SPEAKER_00: but see,
- 13:58SPEAKER_00: you know,
- 13:59SPEAKER_00: 70 percent uptake and still feel like it was worth that experience?
- 14:04SPEAKER_03: And I suppose I would just add the last would be,
- 14:06SPEAKER_03: you know,
- 14:07SPEAKER_03: there's a little bit of opportunity cost,
- 14:08SPEAKER_03: but also distraction.
- 14:10SPEAKER_03: Because ultimately,
- 14:11SPEAKER_03: if you don't have a great game and your team gets,
- 14:14SPEAKER_03: you know,
- 14:14distracted and pulled away from focusing on the most important
- 14:18thing in this entire thing,
- 14:18SPEAKER_03: which is the community around the game,
- 14:20SPEAKER_03: that's really a significant sort of creative and business risk.
- 14:24SPEAKER_03: And on the rights piece,
- 14:25SPEAKER_03: you know,
- 14:25you have to recognize that ultimately there's another party
- 14:28probably financing.
- 14:29SPEAKER_03: Unless you're Nintendo and you're co-financing the actual production.
- 14:32SPEAKER_03: So you're going to have to give them some rights.
- 14:35SPEAKER_03: But really,
- 14:35SPEAKER_03: the really difficult situation is when,
- 14:38SPEAKER_03: you know,
- 14:38SPEAKER_03: perhaps one production has been made and you can't get those rights back.
- 14:43SPEAKER_03: That's the challenge on the right side.
- 14:45SPEAKER_02: We've worked with so many studios and publishers.
- 14:46Is there any like a common thread where they're surprised by
- 14:48something when they
- 14:49SPEAKER_02: start going into this world?
- 14:51SPEAKER_03: How slowly it can move,
- 14:53SPEAKER_03: you know,
- 14:54and what I've seen from people outside of film and television
- 14:56in general is on the
- 14:57SPEAKER_03: deal-making side of things,
- 14:59SPEAKER_03: they want to cut through.
- 15:00SPEAKER_03: And so sometimes they'll,
- 15:02SPEAKER_03: you know,
- 15:03SPEAKER_03: they'll try to move things more quickly,
- 15:04SPEAKER_03: but you just,
- 15:06SPEAKER_03: a certain process,
- 15:07SPEAKER_03: and Mike,
- 15:07SPEAKER_03: you can probably speak to this as an agent.
- 15:09SPEAKER_03: It takes the time it'll take.
- 15:10SPEAKER_03: I mean, you guys can speak to the creative much better than I.
- 15:14SPEAKER_01: Absolutely.
- 15:15And not that it's fast and swift to make a game because we all
- 15:18know games could
- 15:19SPEAKER_01: take years even for the largest teams in the world to ship a game.
- 15:26But Hollywood definitely has a unique cadence to it where
- 15:28there's moments of speed
- 15:29SPEAKER_01: and then there's absolutely moments of stillness or perceived stillness.
- 15:35SPEAKER_01: Also, there is until the game adaptation sells.
- 15:38SPEAKER_01: So even putting a game adaptation creative package together is
- 15:43SPEAKER_01: Everyone's working speculatively to get there.
- 15:46SPEAKER_01: You sell the game as a movie.
- 15:48SPEAKER_01: Then the only person who is,
- 15:50SPEAKER_01: there's a rights deal done,
- 15:51SPEAKER_01: but then a writer is starting to write and he,
- 15:54SPEAKER_01: she,
- 15:54SPEAKER_01: or they is paid to write.
- 15:56Everyone else is waiting and hoping for the solid script to
- 15:58come in to jump in and give notes.
- 16:00SPEAKER_01: But basically, it's a very...
- 16:03individualize creative process initially until you get into
- 16:07pre-production on the linear side.
- 16:09SPEAKER_01: And once you get into pre-production,
- 16:10that's where it goes from one or two or six people working on
- 16:12the adaptation to 50
- 16:14or 250 or 500 people on the game side going from your game
- 16:20documents to your...
- 16:23vertical slice you kind of have a creative ramp up and you
- 16:26could see what's
- 16:27happening moving forward so linear does have like a a more
- 16:31unique direction until
- 16:33you are greenlit towards production yeah yeah you agree i'll
- 16:36ask one final question
- 16:37because i appreciate we're short on time but what advice would
- 16:40you give to game
- 16:41SPEAKER_02: companies looking into moving into film and tv
- 16:45SPEAKER_00: Yeah,
- 16:45SPEAKER_00: I mean,
- 16:45SPEAKER_00: I would say obviously for things we love,
- 16:48SPEAKER_00: we want it all,
- 16:49SPEAKER_00: but we understand that that's just not possible.
- 16:52SPEAKER_00: Not enough hours in the day and we may not be right for everything.
- 16:55SPEAKER_00: What we do beg them of and we offer, it's not us, that's A-OK.
- 17:03SPEAKER_00: Let us be your free consultant on,
- 17:05SPEAKER_00: at the very least,
- 17:06SPEAKER_00: who the people are you can trust in this business.
- 17:09SPEAKER_00: Sadly,
- 17:10SPEAKER_00: it is a heat seeking business where you have,
- 17:12SPEAKER_00: you know,
- 17:13producers chasing game rights now who have never touched a game
- 17:17controller in their life.
- 17:19SPEAKER_00: We don't want those people trying to adapt games.
- 17:22SPEAKER_00: We know it's a very small village.
- 17:24SPEAKER_00: We just saw one on stage,
- 17:26SPEAKER_00: Carter Swan,
- 17:26SPEAKER_00: like who we know,
- 17:27SPEAKER_00: like play games,
- 17:29SPEAKER_00: love games,
- 17:29SPEAKER_00: like have a passion for them.
- 17:31SPEAKER_00: I'm not saying that the entire village needs to, you know, have that.
- 17:36You know,
- 17:36we've had some of the best writers in our project who don't
- 17:38play games.
- 17:39SPEAKER_00: You know, they bring a different side of it.
- 17:41But,
- 17:41you know,
- 17:42kind of the people shepherding the project,
- 17:44you want to have that respect.
- 17:46SPEAKER_00: Yeah.
- 17:47SPEAKER_00: I would also say,
- 17:48SPEAKER_00: you know,
- 17:49SPEAKER_00: have a person or a firm like Simon and his who can,
- 17:53SPEAKER_00: going back to Mike's point,
- 17:55SPEAKER_00: your rights.
- 17:55SPEAKER_00: You know,
- 17:57there's nothing more important than you keeping your rights
- 18:02from this thing that you've,
- 18:03SPEAKER_00: you know,
- 18:03SPEAKER_00: sometimes spent years and sometimes your own money on.
- 18:07SPEAKER_00: Like,
- 18:08SPEAKER_00: We obviously value the film and TV side of it,
- 18:11but that's like our tiny piece and this incredible thing that
- 18:15you've been building.
- 18:16It's important that you that we help you protect the main,
- 18:20you know,
- 18:20the main core thing.
- 18:22SPEAKER_01: Yeah, I would just add on that, and that was great.
- 18:26SPEAKER_01: Congratulations, it's an amazing moment to do it.
- 18:28We've never had a better moment to potentially adapt your game
- 18:32into TV or film.
- 18:33SPEAKER_01: So if you are intrigued or excited or steadfast,
- 18:36SPEAKER_01: like that is the direction you want to go,
- 18:37you 100% should kick the tires and should be incredibly
- 18:41inquisitive to explore how
- 18:43SPEAKER_01: that would look.
- 18:44SPEAKER_01: As Dimitri said a moment ago, having representation, having...
- 18:49SPEAKER_01: Guidance to protect you is paramount.
- 18:52SPEAKER_01: You cannot and do not want to get into a situation,
- 18:55SPEAKER_01: get into a legal situation where you're putting your game,
- 18:58SPEAKER_01: your team,
- 18:59SPEAKER_01: your baby at risk.
- 19:00SPEAKER_01: Beyond that, being ready to and be curious.
- 19:04SPEAKER_01: You want to be asking questions.
- 19:05SPEAKER_01: You want to be doing your own research and you want to prep.
- 19:09SPEAKER_01: You want to make sure you have the time to allot to it,
- 19:11SPEAKER_01: especially for those initial conversations and explorations.
- 19:14SPEAKER_01: You have materials to share.
- 19:16SPEAKER_01: You know where your press kit are.
- 19:17SPEAKER_01: You build your own press kit.
- 19:18SPEAKER_01: You have your character Bibles ready to go.
- 19:21SPEAKER_01: You have materials ready to go,
- 19:22especially if you haven't yet shipped the game or if you've
- 19:26shipped the game,
- 19:27SPEAKER_01: but you are an indie dev and you don't have a team and it's just you,
- 19:30SPEAKER_01: like really building out the different type of materials around the game.
- 19:35SPEAKER_01: Because in addition to being able to play the game,
- 19:37SPEAKER_01: for Hollywood to communicate, what can we look at?
- 19:40SPEAKER_01: What can we read?
- 19:41SPEAKER_01: What can we digest?
- 19:42So I would say doing your research,
- 19:44doing your homework and fully preparing.
- 19:47SPEAKER_03: I guess I would say don't feel pressured.
- 19:49SPEAKER_03: I don't think this is going away.
- 19:51SPEAKER_03: I don't think that this is a fad.
- 19:53I think that this is where all of the emotionally resonant IP
- 19:57is coming from.
- 19:58SPEAKER_03: And we've just watched the screenplay conference.
- 20:01SPEAKER_03: And what's clear is that in various territories,
- 20:05SPEAKER_03: including in Europe,
- 20:06SPEAKER_03: there's a commitment to this.
- 20:07SPEAKER_03: So I think there are going to be more and more opportunities.
- 20:09SPEAKER_03: I agree with representation.
- 20:12SPEAKER_03: Ask questions and just trust your gut.
- 20:16SPEAKER_03: That's my feeling.
- 20:17SPEAKER_03: Trust your gut.
- 20:18SPEAKER_02: It sounds to me like trust is really important.
- 20:20SPEAKER_02: I guess those horror stories of somebody coming in,
- 20:24you're doing a deal with someone that may not have had your
- 20:26best interest in heart
- 20:28and doing something that's potentially damaging to that studio
- 20:31would ultimately
- 20:32SPEAKER_02: reflect badly on this whole movement and I guess on the whole sector,
- 20:36which is why that's so important to you as well as it is
- 20:39important to the studios themselves.
- 20:40SPEAKER_01: Spot on.
- 20:41SPEAKER_01: Trust is imperative.
- 20:43Trusting everyone you're working with and trying to understand
- 20:45and earn that trust.
- 20:47SPEAKER_01: As this movement couldn't be more exciting,
- 20:50SPEAKER_01: but we recognize that a handful of bad things can occur.
- 20:54SPEAKER_01: And it's not dissimilar to...
- 20:56SPEAKER_01: And it's not that bad things have occurred,
- 20:58but we've seen the rise of comic book adaptations and then the
- 21:03mild decline since.
- 21:05SPEAKER_01: And obviously...
- 21:07Adapting graphic novels and comics is different from adapting
- 21:10video games.
- 21:10But in general,
- 21:11like this is a big business decision as well as a creative decision.
- 21:15SPEAKER_01: And from an artist driven industry to another artist driven industry,
- 21:18SPEAKER_01: the business sectors operate differently.
- 21:21So having people around you trust or starting to meet new
- 21:25people and going crawl,
- 21:27SPEAKER_01: walk,
- 21:27SPEAKER_01: run to build trust will net the best potential results.
- 21:31SPEAKER_03: I just want to say,
- 21:32SPEAKER_03: you know,
- 21:32SPEAKER_03: we're all professionally motivated here,
- 21:35SPEAKER_03: but I have another motivation,
- 21:36SPEAKER_03: which is as a,
- 21:37SPEAKER_03: personally,
- 21:38SPEAKER_03: and as a consumer and as an audience member,
- 21:41SPEAKER_03: I can't believe that we live in an era of movies of Mario,
- 21:45SPEAKER_03: Sonic,
- 21:46SPEAKER_03: you know,
- 21:46SPEAKER_03: The Last of Us series,
- 21:47SPEAKER_03: Fallout series.
- 21:48SPEAKER_03: I just want to see them continue and be good.
- 21:50SPEAKER_03: Like,
- 21:50SPEAKER_03: it gives me,
- 21:51SPEAKER_03: I'm going to be there for The Last of Us,
- 21:53SPEAKER_03: lights off,
- 21:54SPEAKER_03: sitting in my room,
- 21:56SPEAKER_03: full focus,
- 21:56SPEAKER_03: which I rarely do now with a television series.
- 21:59SPEAKER_03: So that's all I want, really.
- 22:00SPEAKER_01: I mean,
- 22:00SPEAKER_01: and I'll just say,
- 22:02SPEAKER_01: like,
- 22:02I could not yet see the Minecraft movie because I promised my
- 22:06nine year old twins
- 22:07SPEAKER_01: that I would wait until I was back in California to take them together.
- 22:11SPEAKER_01: Two thirds of my kids wardrobe is Minecraft.
- 22:13SPEAKER_01: Like for the Goldberg family, Minecraft is paramount.
- 22:16And that type of fandom that we get to play the games together
- 22:20on their iPads,
- 22:21SPEAKER_01: on my iPad,
- 22:22SPEAKER_01: they get to wear it to school.
- 22:23SPEAKER_01: And now we get to go see the movie together like that's extraordinary.
- 22:27SPEAKER_00: So when I go back to what you said about trust,
- 22:29SPEAKER_00: because when I,
- 22:32SPEAKER_00: if I do a talk on a stage or if I'm just talking to someone,
- 22:36SPEAKER_00: that is probably the single thing that I am proudest of.
- 22:41SPEAKER_00: Because end of the day, the money, that shit doesn't matter.
- 22:45SPEAKER_00: It's about the humans and the people who you work with.
- 22:48SPEAKER_00: And the fact that,
- 22:49SPEAKER_00: you know,
- 22:50SPEAKER_00: a relationship that started on a,
- 22:54SPEAKER_00: I don't know,
- 22:54SPEAKER_00: less than 48 hour trip to Japan,
- 22:59meeting Toru Nakahara at Sega has now become a friendship and a
- 23:04friendship that has
- 23:04SPEAKER_00: led to
- 23:06SPEAKER_00: uh, a fortunate opportunity to do multiple adaptations with Sega.
- 23:11SPEAKER_00: And to Simon's point,
- 23:12SPEAKER_00: you know,
- 23:13SPEAKER_00: as a like 12 year old kid,
- 23:15SPEAKER_00: I had a dream of making a street slave rage movie.
- 23:18Like my mom asked me a couple of weeks ago and I had never
- 23:21thought about it.
- 23:21SPEAKER_00: Like what, when did you decide you wanted to take games into film and TV?
- 23:24SPEAKER_00: Uh,
- 23:25It was the first time anyone had asked me that,
- 23:27and I thought about it,
- 23:28and I had an answer.
- 23:28SPEAKER_00: It was Streets of Rage.
- 23:30SPEAKER_00: Streets of Rage 2, specifically.
- 23:31SPEAKER_00: That soundtrack.
- 23:33SPEAKER_00: Like, the story.
- 23:35SPEAKER_00: I'm like, this is going to be a movie, and I'm going to make it.
- 23:38SPEAKER_00: And the fact that a friendship...
- 23:40SPEAKER_00: that started so many years ago has led to a place where we,
- 23:45SPEAKER_00: you know,
- 23:45SPEAKER_00: are developing a Streets of Rage movie at Lions.
- 23:48SPEAKER_00: Like, that was all off of trust and friendship.
- 23:51SPEAKER_00: And we have multiple,
- 23:52SPEAKER_00: you know,
- 23:53SPEAKER_00: publisher,
- 23:54SPEAKER_00: developer relationships like that where we're not just doing a one-off,
- 23:57SPEAKER_00: you know.
- 23:58SPEAKER_00: Hazelight.
- 23:58We're fortunate to be working with them on several of their
- 24:02games right now.
- 24:03SPEAKER_00: And again, it's trust.
- 24:04SPEAKER_00: It's friendship.
- 24:06SPEAKER_00: It's that belief that we're at the very least,
- 24:09SPEAKER_00: because it's fucking hard to get film and TV made,
- 24:12SPEAKER_00: but at the very least,
- 24:14SPEAKER_00: they know we're going to do everything we can to try.
- 24:16SPEAKER_00: There's no guarantee it's going to happen,
- 24:17but we will definitely lose sleep to try to make that happen
- 24:21and do it with the
- 24:22SPEAKER_00: highest integrity.
- 24:23Before you reveal what films you're working on with Hayes,
- 24:26I will end the interview there.
- 24:28SPEAKER_02: Thank you so much, Dimitri, Mike and Simon, for your time.
- 24:32SPEAKER_02: Thank you.
- 24:33SPEAKER_01: Thanks, Chris.