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Quantum of Solace Game to Not Suck

MCV has a quote from developer Treyarch saying that their Quantum of Solace game should offer a quantum of solace to James Bond fans disappointed in the quality of recent games starring the super-spy. They lay the blame for the shortcomings of recent Bond games on former license holder Electronic Arts, contradictorily referring to the new game as a chance to make a "first impression":

“We’re not trying to fix anything EA did wrong, because that’s just what they did,” explained Quantum of Solace’s executive producer Garrett Young (pictured). “I’m sure the series pissed off a lot of gamers over the last few years as the games started to go downhill, but we have no control over that.”

“The pressure we feel is more about launching this franchise in the right way. We know that you only have one chance to make a really great first impression, and this is it.”

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16. Re: selective perception?? Jul 23, 2008, 23:19 Jerykk
 
Yeah, it was based on a movie IP, not on an actual movie. It didn't have the strict deadlines, ridiculously short dev cycles and creative stifling that actual tie-ins do. As such, it can't be used as an example of a good movie game because it's not actually a movie game.

Here are the biggest reasons why movie tie-ins suck:

1) Very short dev cycles: Most tie-ins have only a year or less for development. This is easily the biggest reason why movie tie-ins suck.

2) Creative stifling: Not only do you have to abide by the fiction of the movie long before it is even finalized, you also have to conform to the desired rating and target audience set forth by the movie studio and publisher. Any aspect of the game can be changed at the very last minute in order to accommodate these things. Finally, the movie studio and publisher aren't going to let you take any risks. Your game will be as derivative as possible.

3) Multiplatform development: Most tie-ins are released for almost every platform in existence. Sometimes multiple developers are hired to divide the workload by tier (last-gen, current-gen, handheld, etc) but this is often not the case. Design choices must be made with all platforms in mind because you simply don't have the time to create special features for every console. Everything needs to be easily ported so as to minimize the time and resources required.

Publishers could easily change the reputation of movie tie-ins. An extra year of development, less SKUs and more creative freedom would go a long way. However, this isn't going to happen because tie-ins are review proof. The people who buy them don't read reviews so it really doesn't matter how shitty the game is. If it has the name of a successful movie slapped on the box, it'll sell and that's all publishers care about.

 
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