|
Video
Game Licensing
Written
By: Siou Choy
OK, folks,
here's the question of the year: does a license really make or
break a game? Would a licensed game really sell well if it
didn't have a big name behind it? Or contrarily, could a
license possibly hold a game back from wider acceptance and
acclaim?
Scoring a
license for a game is no small thing. It can mean an increase
(in some cases, an almost astronomical one) in sales, but by
the same token, a significant element of pressure is put on
the game developers. Not only does our intrepid designer have
to work within proscribed and often extremely narrow and
restrictive guidelines of the licensor, but he finds himself
grappling with a more fundamental question, inherent to the
creation of any game based on or incorporating a licensed
commodity: i.e., will this game measure up to whatever
preexisting standards and expectations the general populace
has already set for a game deriving from said license? For
example, the Dukes
of Hazzard: Racing for Home, an otherwise mediocre racing
game, was so driven by the continuing popularity and appeal of
its license (the characterization, theme, and likenesses of
the Dukes of Hazzard TV show) that transcended its inherent
limitations as a racing game to find itself one of the fastest
Playstation games to reach Greatest Hits status (a designation
and accompanying price drop given to those titles previously
having sold in excess of 150,000 units). To say the least,
there was nothing new or groundbreaking about the game. Its
only true merit was in its success at staying true to the TV
series (a goal which it achieves admirably). The Dukes of
Hazzard: Racing for Home was at best an average racing game
that made good use of its license, and that made all the
difference.
That being
said, the use of a license seems to be more of a safety net
than a raison d'etre for many game developers, particularly
when it comes to racing games. Indeed, it seems to be some
sort of corporate mantra within the genre that when all else
fails, add a license. Is it really that important to
race as a Looney Toons or Disney character, or to have the
privilege to drive the same make and model of car as James
Bond? Does it actually impart some sort of merit or
individuality to the otherwise nigh-indistinguishable sameness
across the genre? Barring one or two notable exceptions, such
as the N64's Cruisin' World and the PS's Tokyo Highway Battle,
which manage to stand out from the crowd with their slightly
more realistic handling and road grip, a sweeping (but
accurate) pronouncement can be made: with the exception of
some superficial changes (scenery, appearance, or (gasp!) a
license.), most racing games are the standard to which
the old adage best applies: "if you've seen (or played)
one, you've seen 'em all". And to such a scenario, the
addition of a license doesn't really bring much to the table.
Yet even
outside the careful crafting of a game like the Dukes of
Hazzard: Racing for Home, it is possible for a game to be
"saved" by its license. Spice
World, Psygnosis' pathetic attempt at a dance game,
wouldn't have sold two copies if it wasn't first and foremost
a game based around, and marketed on the fleeting popularity
of, the once-ubiquitous Spice Girls. But since the game does
contain the Spice Girls, there are hours of camp amusement to
be found in putting the formerly famous bimbettes through the
motions, making them do even sillier and stupider things than
they already did, in public, all over the headlines of the
world media during their seemingly interminable reign as the
queens of pop.
And here
we come to a major offender in the "license is
everything" stakes: the ephemerally popular sports game.
Here, above all, the license reigns in importance. No sports
game would be complete without a license. Would you buy a game
if it wasn't officially licensed by the NHL, NFL, NBA, Major
League Baseball, or the "official" purveyor of
whatever your particular sporting bent may be? More, look at
the dramatic decrease in value of any given sports game once
the next year's version is released. Many older games hold
their value through the years (certain used games for the
original Nintendo are still, to this day, priced in the range
of a new PS or DC game), but even the most popular of sports
games find themselves immediately consigned to the bargain
bin, often for unthinkable price reductions (does $5 for a 3
year old, previously mega-selling sports game sound out of
hand? I've spotted this, and worse). The reason? The players
change (or at least change teams). The stats change. And guess
what? 99% of the time, that's it. Most years, you'll
find no real improvements or changes in gameplay, no
significant extra options or graphic resolution. Do playing as
this year's players, with this year's stats, really matter all
that much? Or do sports fans just enjoy the chance to
"play with the big boys"? Take away all the stats
and big names, and look at the game. Is the game actually
good, on its own merits, or is it "good" because you
can play as people you know; and more, as current
people you know (as Mick Jagger once put it, "who wants
yesterday's papers, who wants yesterday's news.")? Most
sports games without an official license sell relatively
poorly unless there's something truly unique about them. So
guess what our intrepid game designer shoots for here: yep,
you guessed it, another kind of license. Non-NBA/NHL/NFL (and
so on) based sports games almost invariably replace the real
sports figure with some kind of familiar licensed character.
Again, does it really matter if you can play as Mario or
Patrick Rafter in tennis? The true arbiter of judgment
shouldn't be its license, but its inherent quality of
gameplay; the most important criterion being whether or not
said game is fun.
In
closing, I offer you a heartfelt exhortation, in the hopes
that perhaps, by reaching you and yours, we can together begin
to make an impact, and perhaps bring about a positive change
in the corporate paradigm. That one thought informs this
article, and is a simple dictum that the intelligent reader
would have locked into well before reading these words. And
that underlying question is simply this: the next time you
pick up a game, ask yourself honestly: are you considering
purchasing that game because you know, feel, or have heard
that it's a good game, standing on its own merits, or are you
letting the corporate powers-that-be sell you short once
again, by buying into the hype and getting a (potentially
lousy, or at best mediocre) game simply because it's based on
currently popular movie, TV show, or sports team? If we all
took a minute to think about this kind of thing, perhaps
things would really begin to change, and the quantity of
detritus taking up shelf space today would be replaced by
quality games, well worth the investment of the gamer's hard
earned dollar. Perhaps, if we all got together and applied
this rule in a broader sense, we could change the entire
entertainment industry. And if we all stopped buying into the
hype of warm, fuzzy catch-phrases, laugh tracks and media
B.S., maybe we would all suddenly start to see things clearly,
the world as it really is. And maybe then, just maybe, we
could change this whole goddamn world.
|