Experts talk about how to adapt a novel into a video game

How to adapt a story into a video game

to hell with the ugly

To celebrate the release of To Hell with the Ugly, we've decided to ask experts their point of view on how to create interactivity from a pre-existing story. In the case of To Hell with the Ugly, how do you adapt the novel by Boris Vian into the eponymous game by La Poule Noire.

Fiona Rosette talks about designing a game from its source material | Devs Talk

Fiona Rosette, game & narrative designer at La Poule Noire, was the person behind the translation of the book by Boris Vian into what became To Hell with the Ugly. Here, she goes back on her experience.

When I told my relatives that I was working on an adaptation project from a book to a video game, one of the comment that I often got -in addition to the “I didn’t know it was possible !”- was: “It must be easy: you already have the storyline !

I still wouldn’t know if this comment is true honestly, but what is sure is that under this seemingly easy feat lies a challenge with specific issues.

If the main storyline is respected and some excerpts from the original book are sprinkled all along the game, the goal  with To Hell With The Ugly was never meant to insert as much as possible of the original text. A video game isn’t an animated novel, but a medium with its own strengths and language.

That being said : Where do we begin in adapting a novel into a video game?

In our case, some elements from Et on tuera tous les affreux have made a strong impression during our readings. Among others : the fast paced rhythm, the addition of burlesque sequences, the mood oscillating between classy and sneery, and its protagonists, those jazz barflies converted into amateurish inspectors, who solve a case through convoluted theories !

During the early stage of design, the initial idea was to start from the emotions we felt during the reading and lay them as foundation to our game mechanics. However, the designer’s work in this specific case resides in perceiving when to mesh with the original material and when to take a step aside to ensure a cohesive experience for our players.

 

A few examples…

 

The investigation being the heart of the book, integrating mysteries seemed obvious. Rummaging through places looking for clues,  combing police files, finding useful pieces on both side of Los Angeles are some tasks entrusted to Rock, whose success now lean on our players.

Under Boris Vian’s pen, the brawls are short and abrupt, and more humorous than tragic : this gave us the direction to fast paced fighting actions and offbeat animations. The goal was to offer an entertainment accessible to prospective beginner players as well ; the turn-based mechanic had the benefit of being simple to recognize, and the ennemies’ actions easy to anticipate

On another note, we substituted the long and sometimes vague exchange of deductions between Rock and Gary with a game mechanic where we have to build sentences that will lead our players to the same conclusion as our characters. Thereby, in addition to serving the fantasy of the investigation, we make sure that the player understood the stakes linked to his former discoveries.

Taking liberties with the original material was not considered as a gratuitous decision, but a choice made in favor of the experience we intended to offer to our gamers.

 

Broadly speaking : to stage the narrative instead of transposing it, that was our goal on To Hell With the Ugly!

 

Find Fiona on Twitter

Game Impact on what’s important for a successful adaptation | Devs Talk

Game Impact is a French association working to add meaning into video games' creation. To do so, they attend events, organize talks, courses, workshops and have written a guide on representing diversity. We ask them about their tips on adapting a media into a video game.

Adapting a piece of work to a video game format is a source of exciting questions. 

First of all, a question about the original material : in which socio-economical and political context does it take place? 

To what extent did this context condition the choices on the form: narrative, linguistics, syntactic,... and on the content -message, world perception,...- ?

One might wonder if we wish to depict the universe from the original work differently for the purpose of making it resonate with the current global issues

For instance, a lot of adaptations have been seen lately bringing forward diversity, by adding characters originating from social minorities: The Little Mermaid by Disney, adapted from Andersen’s tales written in 1837, Sandman Tv Show on Netflix from Neil Gaiman’s comics ; or even Dune : Part One the motion picture adapted in 2021 from the novel written by Frank Herbert and published in 1965. 

 

How to tailor the characters while retaining the cohesiveness of the original work ? 

 

It’s generally done in a simple manner, by maintaining a similar narrative structure for the character, or even by adding secondary narrative elements linked to its transformation, which broaden its role and the themes addressed by the work, without misrepresenting it.

One might have questions on the media of the adapted work, in this case, video game: which specifics, in terms of form, does this media involve? In what are they different from the original media form? And how to harness them in the best possible way to deliver an experience which offer a new and nurturing perspective on the original material ? 

The game provides plenty of vectors conveying audiovisual meanings: animated visuals, music, sound effects, text and voice, etc... but it’s the interactivity , the gameplay, that is unique to this media. 

 

So how can this gameplay relay the book’s statements ? 

 

The game Ico, one of the pioneer of this concept sometimes known as procedural rhetoric, depicted the affective relationship between the two main protagonists nor by the use of cinematics neither through dialogues, but by the gameplay itself via the actions available to the players and the feedbacks the game produces: holding the heroine’s hand, protecting her from the hostile shadows that want to take her away… 

We have to ask ourselves which actions we wish to portray, to promote, to conceal ; which consequences to plan for ; and above all, what does this gameplay system suggest in terms of ideology, message, and behavior. Furthermore, from a narrative perspective, do we wish to tap in the possibility of a multiple branching narrative, as opposed to a linear piece?

There is no magic recipe, all choices are relevant. Providing that the choice made is a conscious one, and applied for reasons that are seen as fair by the conception team. Including the possibility that it may radically change the message from the original piece of work ! As such, if Étoiles, garde-à-vous ! written by Robert A. Heinlein was a militarist book produced in full blown Cold War era, its adaptation on the movie screen -Starship Troopers from Paul Verhoeven in 1998- transformed it into a gory satire, where the war is absurd and of a senseless violence.

 

The message can be flipped, deformed, repeated, re-interpreted through contemporary lenses and its economical, political, social issues. It’s our mission, as creators, players, to seize remarkable bodies of work, and to bring them to life by adjusting them with the messages we wish them to convey !

 

Find Game Impact on their website 

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To Hell with the ugly

To Hell with the Ugly released today on Steam, Playstation, Xbox, Nintendo Switch, Epic, and GOG! if you play the game, please leave a review!

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