Transdude1996 said:
Go look up any number of video games adapted into novels [https://en.wikipedia.org/wiki/List_of_novels_based_on_video_games]. Those that are a direct adaptions of the games themselves are nowhere near considered the pinnacle of literature.
Not considering something "the pinnacle of literature" isn't much of a derogatory term, since while I've read plenty of genuinely good tie-in works, it's a rigged game to say that they're not up to snuff due to lack of greatness. Likewise, how many film novelizations are considered the pinnacle of literature?
If the argument is being made that works that directly adapt the game are inferior than works that are inspired by the universe as a whole, then I agree that that's true, most of the time. However, as someone who's written a number of fan novelizations (games or otherwise), and have seen decent fan novelizations of games, the reasons why that is, I've found the direct adaptations to be more lacking has not been universal. For instance:
-Assassin's Creed: The Secret Crusade (trying to fit 2-3 games into one novel)
-Command & Conquer 3: Tiberium Wars (not a direct novelization, and fairly decent, but it's trying to cover a lot of material - it benefits from essentially being a companion to the game rather than a direct adaptation)
-Doom: Knee Deep in the Dead & Hell on Earth (absolute dogshit, but it's more due to how they're written. Doom would be a nightmare to novelize, and I've actually toyed around with it for the sheer challenge of such an endeavor, but the books are simply so poorly written that even if Doom was a storytelling masterpiece, it wouldn't save them)
-Doom 3: Maelstrom (somewhat decent, but the lesser of the Doom 3 novel duo. But again, it's trying to fit 10+ hours of game-time into a few hundred pages, and it tells a lot of side-plots as well)
-Halo: The Flood (Similar to the original Doom novels in that you're trying to novelize a game that's about combat 90% of the time. It's decent, but it doesn't hold a candle to most of the other Halo novels)
-Resident Evil (the rare exception where the novelizations are better than the spin-offs. Mind you, I don't think any of them are better than average)
-StarCraft: Liberty's Crusade/Queen of Blades (Rough novelizations of "Rebel Yell" and "Overmind" - both are more side-stories than full-blown novelizations, but they're both decent enough)
-Warcraft: The Last Guardian/Tides of Darkness/Beyond the Dark Portal (Mixed - they're kind of on par with the games themselves, but only in the sense that the games are sparse in story. You're basically trading scope and length for increased character focus)
Technically I've read a lot more of the Assassin's Creed books, but the first game is the only one I've played, so I can't compare how they stack up on the story front. I've found the novels to be very hit or miss, and it doesn't help that they don't have the framing device of the present to explain why the series keeps jumping around in timeframe)
So, in case you haven't spotted the pattern, I'll spell it out. Game novelizations tend to falter because the game is either:
a) Light on story and/or combat focused (Doom, Halo), so it isn't going to work out in novel format as well
b) Is so large that compressing it into novel format is going to cost the end product (Tiberium Wars, Doom 3)
It's probably why the best novelizations tend to be the ones that either tell side-stories, or have flexibility in their approach (e.g. StarCraft and Warcraft) It's why, for example, I think Peptuck's novelization of Tiberium Wars is superior to deCandido's, even if he never finished it. Because he had the time to go into full depth rather than compressing the length of a full game with three campaigns into a few hundred pages.
Transdude1996 said:
The main reason why we hold them up so high is because, well, the game is about us, you, the player. Who was the guy who defeated the Demon King? You did with the help and power of friendship. Who was the guy who saved the first world? You did by taking down the organizations and terrorists responsible. Who is the guy who took down an entire starship? You did buy taking their own bomb and delivering it right back. Who was it that fought the baddest and worst demons in Hell? You did buy taking them down with a shotgun in one hand and a chainsaw in the other, and beat them to death with their own appendages when the opportunity presented itself. You see where I'm going with this.
Yeah...I really don't by this. It doesn't help that I personally detest the idea of "you" in a story (this isn't just games, choose your own adventure books were doing this long before), that apart from the rare exception, "you" has never been an asset for me. Every so often you get someone like Commander Shepard, but the appeal there is that while you can direct their personality, they still have a personality in the end, and aren't some blank slate for "you" to fill. You draw particular reference to Doom in the assessment. That "you" are the Doomguy isn't an asset. Doomguy has a personality outside "you" (he's a psychopath), and the original Doom games don't succeed on story in any level (bar storytelling, maybe, but then, only in Doom I). I can name a lot of game stories I like, but I don't think I could name any where the idea of "you" was the reason for them succeeding.