The Game of the Rose
In the Inbox of the latest issue of Edge, a reader contemplates on the difficulty of translating literary classic into a game medium. Lately, at least two games, Dante’s Inferno and Rise of the Argonauts, have tried to bring into our screens works literature not usually associated with game fiction. It is in this association of the original work that the problem lies, since some classics have already been made into games (Lord of the Rings a common example), if not with quality then at least with such a vigorous quantities that they have been accepted as an ordinary source for game worlds.
It is the content and theme of Dante’s Inferno that raises suspicion of fitting into a game that looks a lot more like God of War than a disguised discourse into the values of medieval Church. Although fighting your way into Hell and back is nothing new in the fiction of games, one wonders if there would be other depictions of the eternal damnation than the one Divine Comedy, more suitable for an action game.
The façade of the game’s subject matter does little to conceal the true nature of the game, another third person action extravanza that seems to all but rule the console game market in these days. Is the true motivation for using an unconventional fiction for its basis just a gimmick to overcome the fact that the genre’s usual subjects are well covered and nothing truly new can’t actually be conceived anymore? And that given the raising costs of developing AAA titles, there is no option of making a game in a genre less stagnant and overpopulated?
If one sees games as a medium that desperately needs action and violence in it’s fiction to function, I’m glad to point way into still blossoming adventure game genre, that’s distinctive in it’s wide variety of themes and genres of fiction. Adventure puzzle games are nothing new to incorporating works of literature, since the early beginnings of text adventures like The Hitchhiker’s Guide and The Hobbit.
A natural choice for the adventure games to draw inspiration from is the genre of detective fiction. There are games of Sherlock Holmes, Nancy Drew and even a Film Noir Discworld game. The content of detective novels is often the solving of puzzles, which translates easily into a game structure. That said, if I were to make a game based on a classic book, my choice would be to make an adventure game out of The Name of the Rose.
The biggest problem in adapting a classic novel is to make the game loyal enough to the original work to respect its fans, and yet at the same time make a game decent enough to respect its players. Also, a detective fiction is easily spoiled if you already know the murderer, which leads to problems if you try to accomodate players already famialiar with the book.
One way to solve this would be to make the game resemble the board game Mystery of the Abbey, which borrows its location and themes from the book, but not its actual plot. You could, in my opinion, make a good digital version of the game, even though it centers around interaction and conversation between the players, by using common adventure game elements. That would result as something truly unprecendented: a replayable adventure puzzle game (although I think adventure games are actually replayable in the same sense as you can re-read a book are watch a movie several times).
In conclusion, I think that games do well to adapt and use classic literature as a source of fiction, as long as it’s not just a thematic gimmick to guise a game that has already been done dozens of times before.



