Adaptations from Video Games to Films

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Today I read some articles about Warcraft (Jones, 2016) film adaptation. Unfortunately, I haven’t seen it yet, so I am not able to contribute with a review. Among others, I read a very interesting article from Erik Kain with the title: Five Reasons The ‘Warcraft’ Movie Is Way Better Than Critics Claim (you can find the article here ) that reminded me some issues on adaptation that I was exploring recently in various academic articles.

To make the long story short, my claim is that when adapting a story from one medium to another, a part of the audience will follow along with the story as it migrates to different media. While this is considered an added value for adapting popular texts, as it secures a devoted consumers’ base that results to more profits, it is also a burden in the adaptation process, since all the readers/viewers/players have already created in their minds their own adaptations. These adaptations don’t coincide with each other because they are based on the various social, psychological, cultural and personal conditions of the consumers. As a consequence, what some might consider as a “good” adaptation, others might perceive it as a total failure.
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