Rumours were circulating recently regarding Boll picked up the option for a LittleBigPlanet movie, which
GDN cleared up exclusively by going straight to the source and asking him for the full story. While we were there, we took the opportunity for a quick chat with the controversial German director about the increasingly blurred line between video games and movies.
(By the way - it’s actually six questions, but the last one’s just for good luck ;-) )
GDN: What are the qualities of a game’s story that you look for when planning a movie conversion?
UB: The best is to have a game with a great lead character like Jack Carver, and a great story, like Far Cry. A lot of times you have only a great character to work with, as with Bloodrayne.
GDN: Although people have criticised big screen adaptations of games, generally a gaming adaptation of a film is (the dreaded ‘movie-tie in) is a critical and technical failure – and there are a lot more of them. Why do you think game companies get it so consistently wrong when making movie tie-in games?
UB: It’s very much like comic books. Comics based on movies never really work. It only really works the other way around; you can make a good movie out of book, comic or game, but not the other way around.
GDN: Have you ever considered applying your skills as a writer/director/producer to a videogame production?
UB: This is something I’ve just done with the movie 1968 Tunnelrats, where Replay Studios made a game, and will now be distributed by CDV.
GDN: How much input does a game company typically provide for a movie adaptation and, if any, is it a big help having the game designers involved in a production?
UB: They give me background materials, like the game bible

and so forth, and they discuss the script with me – but nothing more. Only Gas Powered Game on Dungeon Siege had a consultant on set.
GDN: What would be your ideal scenario for creating a videogame and movie franchise that worked together? For instance, could the design of both the game and the movie begin together and allow both developments to compliment the other?
UB: I think with 1968 Tunnelrats we came closest. They got stills from the location, and actors and so forth. We worked hand in hand together, even using the same music.
GDN: Anything you really need to get off your chest and want to tell the gamers?
UB: I hope I’ve learned from you, and you like Dungeon Siege, Postal and Far Cry after the harsh beginning with House of the Dead, Alone in the Dark and Bloodrayne.
GDN: Thanks very much for your time, Uwe, and good luck bringing games and movies together in the future.