Games became the safest bet
Adaptations were a running joke for two decades. They are now the closest thing to a reliable franchise pipeline the studios have.
Wikimedia Commons · CC BY-SA 4.0For two decades a video game adaptation was a punchline with a budget. The properties arrived with enormous audiences and left with poor reviews, and the industry concluded the material did not translate.
That conclusion has been abandoned. Coverage of the current slate describes a pipeline that is industrial rather than experimental, with dozens of projects in development and game properties treated as comparable to the comic-book libraries that preceded them.
The change was not in the material. What changed is who is consulted about it. The failures were made by people adapting a property they had not played, for an audience they regarded as a demographic, and the successes are made with the original creators in the room.
That is a structural advantage rather than a courtesy. A game's identity is often in something that cannot be filmed, and knowing which parts are load-bearing is knowledge held by the people who built it and by almost nobody else.
Studios have also learned which properties to buy. A game with a linear story and characters who speak adapts straightforwardly. A game whose pleasure is systems and mastery does not, because what a player values there is their own competence.
Television has absorbed a disproportionate share for the same reason. A twenty-hour narrative game compresses badly into two hours and comfortably into a season, and the streaming services needed exactly that kind of pre-sold long-form property.
The financial logic is sturdier than the creative one. A game property arrives with a known audience and a marketing surface that already exists, which lowers the risk on the one number a studio cannot control.
Risk reduction is also the limit. A pipeline built on pre-sold properties produces very few surprises, and the same argument was made about comic adaptations shortly before audiences began declining to show up for them.
The current wave has not hit that point and shows the early markers of approaching it: adaptations announced for properties with thin narratives, and sequels commissioned before the first films have opened.
For now the joke has stopped being funny in the intended way. Game adaptations are among the most reliable things a studio can put on a calendar, which is a strange fate for a category that spent twenty years as an embarrassment.