Game Of Thrones and the paradoxes of adaptation
Posted by Joystiq May 25 2012 22:00 GMT in A Game of Thrones RPG
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Filed under: Features, PC, Sony PlayStation 3, Retro, Microsoft Xbox 360, RPGsThis is a weekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity. The role-playing game structure is, in many ways, built as an adaptation. What is Dungeons & Dragons if not an attempt to simulate Lord of the Rings? Many other role-playing systems, both tabletop and electronic, are built off of the D&D model, as well. And all you need to do is look at the elves, hobbits, orcs, and trolls of early and more modern RPGs to see the Lord of the Rings influence. It may not be a stretch to say that many early RPGs were attempts at playable novels.

Improvements in technology and more licensing meant that adaptations of different media, specifically film, have become more prominent over the course of game history. But adaptations can be difficult to execute successfully.

There are two major, though interconnected, issues for video game adaptations: authenticity and pacing. The Game of Thrones RPG from developer Cyanide struggles to deal with both, succeeding in some respects, while failing at others, as pointed out in the Joystiq review. It keeps pace with some older, competent adaptations like last generation's Lord of the Rings: The Third Age, but it falls well short of the very best adaptations, namely, Betrayal At Krondor.



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