Portal 2 film adaptation explores opportunities and challenges
1. Jarad
Tansley
LO1b
–
exploring
possible
ideas
Page
1
Exploring
possible
adaptation
ideas
for
an
existing
creative
product
Jarad
Tansley
Cambridge
Technicals
Media
Unit
10:
Media
Adaptations
–
LO1B
1:
Choose
an
existing
media
text
that
you
can
adapt
into
an
audio-‐visual
product.
I
have
chosen
to
adapt
Valve’s
2011
first-‐person
puzzle/sci-‐fi
video
game
Portal
2
into
a
feature
film.
2:
Explain
why
the
medium
you
want
to
adapt
the
text
into
is
a
suitable
medium
The
narrative
follows
one
protagonist,
who
goes
by
the
name
of
Chell,
who
finds
herself
in
a
science
facility
controlled
by
a
single
robot.
Portal
2
is
a
sequel
to
the
original
game
that
had
little
of
a
story,
so
while
the
original
game
had
little
to
no
story,
Portal
2
revolved
the
game
around
the
story,
making
it
more
suitable
as
an
adaptable
media
text.
The
narrative
type
of
Portal
2
seems
to
be
single-‐stranded
and
episodic.
The
game
splits
the
narrative
in
chapters,
making
it
an
episodic
narrative.
The
story
only
follows
the
point
of
view
of
Chell,
making
it
a
single-‐stranded
story.
I
think
the
narrative
could
be
multi-‐stranded,
following
the
other
characters.
The
character
roster
in
Portal
2’s
story
is
very
small,
consisting
of
three
characters:
Chell
and
the
two
robots,
Wheatley
and
GLaDOS
(Whom
control
the
facility
Chell
is
trapped
in).
The
voices
of
all
the
robots,
as
well
as
the
voice
of
the
CEO
of
Aperture
Science,
are
provided
by
voice
actors,
some
who
have
well
known
roles
in
television
and
film.
It
could
be
possible
to
use
these
voice
actors
in
the
feature
film.
The
protagonist
and
main
character
of
the
game,
Chell,
is
the
only
main
actor
who
will
be
acting
on
set.
I
don’t
think
that
Chell’s
actor
should
be
a
big-‐name
actor,
as
the
movie
is
not
aiming
to
get
sales
from
its
casting,
rather
it
is
getting
it
from
the
fact
it’s
an
adaptation
of
an
existing
media.
The
locations
may
place
a
cost
in
the
time
and
budget,
but
they
are
not
impossible
to
do.
While
a
facility
like
the
fictional
Aperture
Science
may
not
be
able
to
be
recreated
in
the
real
world,
it
can
be
recreated
for
a
feature
film
with
visual
effects.
The
location
itself
would
be
under
the
same
copyright
as
the
game,
reducing
the
time
costs
for
licensing
the
fictional
location,
as
Valve
owns
both
the
copyrights
to
the
game
itself
and
the
trademarks
for
the
fictional
elements
of
the
game,
including
the
location,
however
the
costs
for
recreating
the
location
will
be
placed
on
our
time
and
budget.
2. Jarad
Tansley
LO1b
–
exploring
possible
ideas
Page
2
3:
Explain
the
technological
issues
that
might
arise
in
the
adaptation
As
stated
in
the
above,
there
are
technological
issues
when
adapting
the
game
into
a
movie.
The
fact
that
a
place
like
the
science
facility
in
the
movie
does
not
exist
mean
that
it
has
to
be
built
as
movie
sets
then
expanded
using
special
effects,
which
can
be
both
costly
in
time
and
money.
Making
a
science
fiction
and
video
game-‐based
movie
with
a
low
budget
will
make
the
movie
a
total
disaster,
which
will
make
people’s
already
negative
perceptions
of
films
based
on
video
games
even
worse.
As
this
film
requires
the
budget
of
a
feature
film,
it
needs
to
appeal
to
a
US
audience
to
gain
attention
from
US/Hollywood
studios
who
dominate
the
film
industries
in
many
countries.
The
budget
should
mainly
cover
the
costs
of
special
effects,
sets
and
lighting,
as
well
as
the
cost
of
casting.
As
there
was
little
to
no
violence
in
the
original
game,
it
was
rated
12
by
the
Pan-‐
European
Game
Information
(PEGI)
classification.
that
rates
all
video
games
being
released
in
Europe.
However,
should
this
movie
have
certain
amounts
of
detailed
violence
(e.g.
blood
after
being
hit
by
turrets),
it
may
be
rated
higher
by
the
film
classification
boards
such
as
the
British
Board
of
Film
Classifications
(BBFC)
or
the
MPAA
in
the
US.
The
film
may
be
pushed
towards
a
rating
of
15
by
the
BBFC,
as
it
will
not
prevent
most
of
the
audience
from
watching.
In
the
game,
Chell
does
not
speak
any
words,
at
any
point.
This
will
become
an
issue
as
if
it
is
decided
she
will
speak,
it
may
not
be
well
received
by
fans
of
the
game,
who
know
of
her
lack
of
speech
and
may
not
tolerate
her
having
a
voice.
4.
Explain
the
new
opportunities
available
to
you
to
make
this
adaptation
a
valuable
new
version
of
the
original
There
are
opportunities
available
to
us
when
adapting
Portal
2
into
a
movie.
The
first
opportunity
is
the
popularity
of
the
video
game
and
its
genre
in
film.
The
video
game
itself
is
popular
worldwide,
and
science
fiction
movies
are
popular
in
cinemas
worldwide,
so
large
studios
may
consider
adapting
this
game
into
a
movie.
As
there
is
no
interactivity
at
all
in
a
movie,
we’ll
have
to
show
the
storylines
of
the
other
two
characters
in
the
movie
in
order
to
immerse
the
viewer
even
more.
This
gives
us
the
opportunity
for
writing,
to
make
it
more
than
just
an
adaptation
of
a
video
game.
For
instance,
we
could
bring
in
the
point
of
view
of
GLaDOS
or
Wheatley
when
they
pose
an
important
part
in
the
storyline.
For
instance,
Wheatley
replaces
GLaDOS
with
himself
and
turns
evil.
This
allows
us
to
bring
in
the
A
movie
does
not
require
any
“system
requirements”
as
all
of
the
3D
elements
are
already
rendered
with
the
movie
in
a
digital
file,
rather
than
rendered
live
via
complex
code
like
the
video
game
does.
This
allows
us
to
use
more
effects
and
computer-‐generated
imagery
in
the
movie,
even
some
that
would
not
have
been
3. Jarad
Tansley
LO1b
–
exploring
possible
ideas
Page
3
possible
in
the
video
game’s
engine,
therefore
allowing
us
to
push
visual
boundaries
in
the
film.
One
well-‐known
ethical
issue
of
this
movie
is
with
how
movies
based
on
video
games
are
well
known
to
be
negatively
reviewed.
There
is
a
common
conception
that
movie
adaptations
of
video
games
are
not
produced
very
well,
leading
them
and
other
video
game-‐based
movies
to
have
negative
reception,
however
this
movie
presents
itself
very
cinematically,
making
it
possible
that
this
adaptation
may
prove
itself
to
go
against
said
conception.
5.
If
you
are
choosing
to
adapt
a
product
that
has
been
adapted
before,
you
must
explain
what
your
ideas
will
bring
that
are
new
and
different
from
the
earlier
adaptation(s).
While
the
original
Portal
has
been
adapted
by
its
fans
into
short
films,
there
haven’t
been
any
feature
films,
and
especially
none
for
Portal
2.
6.
Identify
the
core
audience
and
one
secondary
audience
for
your
proposed
adaptation,
paying
attention
to...
• Age
• Gender
• Interests
• Spending
Power
• Lifestyle
The
core
audience
for
the
movie
would
be
fans
of
Portal
2
and/or
the
game
before
it.
They
are
commonly
male
and
unemployed
or
in
the
working
class
(E
and
D
in
socio-‐economic
grouping).
Because
of
this,
they
may
be
between
the
ages
of
15-‐
25.
They
would
be
interested
in
anything
based
on
Portal
however
they
may
turn
against
the
movie
due
to
the
common
conception
about
video
game-‐based
movies.
They
live
a
commonly
relaxing
lifestyle,
although
some
older
fans
may
be
in
university,
leading
a
lifestyle
of
studying.
The
secondary
audience
of
the
movie
would
be
fans
of
science
fiction.
Like
fans
of
Portal,
they
would
be
un-‐employed
or
working
class,
however
some
of
them
may
be
in
the
skilled
working
class
or
lower
middle
class,
which
is
C2
&
C1
in
the
socio-‐economic
groups.
Also
like
fans
of
Portal,
science
fiction
fans
are
commonly
males,
however
the
female
protagonist
may
appeal
to
females
as
well,
due
to
the
strong
nature
of
her
character.
Like
Portal
fans
too,
they
may
be
15-‐25
years
old,
however
there
are
fans
that
are
older
too.
This
fits
the
socio-‐economic
groupings
of
the
fans.
They
would
show
interest
in
science
fiction
movies,
which
allows
the
movie
to
cater
to
them.
They
may
have
a
relaxing
lifestyle,
not
being
too
busy.
Some
science
fiction
fans
may
collect
merchandise
of
the
media,
which
is
common
for
fan-‐bases/fandoms.