With constant news of big-name directors and writers becoming attached to films based on high-profile video game IP only to soon leave the project, the narrative of Hollywood snubbing the new kid on the block seems to emerge. Turns out sometimes it’s the other way around, at least to hear Sam Raimi tell it.
“First they asked me if I wanted to make it and I said, ‘Yes, I love World of Warcraft and I think it would make a great picture,'” according to Sam Raimi. “So I read a screenplay they had that was written by the guys at Blizzard and it didn’t quite work for me.
“I told them I wanted to make my own original story with [the script writer] Robert [Rodat], so we pitched it to Legendary and they accepted it, and then we pitched it to Blizzard, and they had reservations but they accepted it.
“Then Robert wrote the screenplay, and only once he was done did we realize that Blizzard had veto power, and we didn’t know that. And they had never quite approved the original story we pitched them. Those reservations were their way of saying, ‘We don’t approve this story, and we want to go a different way.’
The Challenges of Adapting Video Games to Film
Adapting video games to film has always been a challenging endeavor. The interactive nature of video games, combined with their often complex and expansive storylines, makes it difficult to translate them into a linear, two-hour movie format. This challenge is compounded by the high expectations of the fanbase, who are deeply invested in the source material. Directors and writers often find themselves walking a tightrope, trying to stay true to the original game while also making a film that appeals to a broader audience.
In the case of “World of Warcraft,” the stakes were even higher. The game has a massive, dedicated fanbase and a rich lore that spans multiple expansions and novels. Any deviation from the established story could potentially alienate fans. This is likely why Blizzard was so protective of their IP and had reservations about Raimi’s original story.
Creative Differences and Veto Power
The issue of creative differences is not uncommon in Hollywood, especially when it comes to adaptations. In Raimi’s case, the problem was exacerbated by the fact that Blizzard had veto power over the script. This is a common clause in contracts involving high-profile IPs, as it allows the original creators to maintain some control over how their work is represented. However, it can also lead to conflicts when the vision of the filmmakers doesn’t align with that of the original creators.
Raimi’s experience highlights the importance of clear communication and understanding between all parties involved in a project. It’s crucial for directors and writers to know the extent of the control that the original creators have over the project. In this case, Raimi and Rodat were unaware of Blizzard’s veto power until after the screenplay was completed, which led to significant setbacks.
“It was a very frustrating experience,” Raimi admitted. “We had put a lot of work into the screenplay, and to have it rejected at that stage was disheartening. But I understand where Blizzard was coming from. They have a responsibility to their fans and their brand.”
Despite the setbacks, Raimi remains optimistic about the potential for video game adaptations. “I still believe that video games can make great movies,” he said. “It’s just a matter of finding the right balance between staying true to the source material and creating a compelling film.”
The journey of adapting video games to film is fraught with challenges, from creative differences to the high expectations of fans. Sam Raimi’s experience with “World of Warcraft” serves as a cautionary tale for filmmakers, highlighting the importance of clear communication and understanding the extent of control that original creators have over their IP. While the road may be difficult, the potential for creating a successful video game adaptation remains, as long as all parties involved are willing to collaborate and find a balance between their visions.
Source Vulture
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