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  • The George Miller Interview, Part II

    N'Gai Croal | Mar 12, 2008 09:15 PM

    In Part I of our two-part Q&A with Australian writer-director-producer George Miller, he discussed why he wanted to step up his level of involvement in videogames; how he met Cory Barlog; and what areas of common ground he sees between the two media. In Part II, Miller explains why he's starting work on the Mad Max videogame long before the movie goes into production; why he believes the game will benefit from his longtime process of workshopping new creative endeavors; and whether he'll be seeking a leadership role on the videogames for all of his future movie projects. Read on.

    Do you already know the first game project that you and Cory will be working on?

    Well, the first one will be a "Mad Max" game. Because what happened was, we were all ready to go, within eleven weeks of shooting the next "Mad Max" movie, "Fury Road." This was way back when the war in Iraq started, and that really threw this out for a whole host of reasons, not the least of which was that the American dollar crashed against the Australian dollar. And apart from that, just insurances, getting vehicles and stuff there on container ships--all that slowed down around the world. So we had to move on to "Happy Feet," because that was going to take a long time.

    We were all ready to go on "Fury Road," but instead of going off and shooting "Fury Road" straight away, I said "Okay, now that we've got that whole world prepared, let's work together with somebody, if there's someone out there." And that started off on the path of trying to get together with Corey. Not handing it off to some third party game developer as we did on "Happy Feet," but to try to do it all as a piece, in the hope that we overcome that problem of making bad films from good games or vice versa.

    I realize that the schedule for making a live action movie, even one like "Mad Max" which I'm guessing these days would now have a lot of CG in it--

    Yes.

    --those schedules for movies and games are very different. What stage of production is the movie in? Would it be apt to say that it's in an advanced stage of preproduction?

    The movie was in a very highly advanced stage of preproduction when we stopped it. It's all prepared, but now I want to stop and do the game and get those schedules in sync.

    Okay.

    In other words, I'm delaying the movie in order to do a really good game. Normally what happens everyone's scrambling to finish a game so it can coincide with the release of the movie. In this case, because I've got another couple of movies to make, we can wait and do it properly. That's the theory.

    And in your ideal world, you'll try to sync up the release of the movie and the game?
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  • The George Miller Interview, Part I

    N'Gai Croal | Mar 12, 2008 09:07 PM
     Writer-director-producer George Miller

    After a few weeks of mutually-instigated international phone tag, spanning mid-December to mid-January, we finally caught up with writer-director-producer George Miller. Our mission: to get his take on how he'd come to be mobbed up with God of War II director Cory Barlog. And, more importantly, what they would be working on first? Could it be a "Justice League of America" game, set to tie in with the movie which had been put on hold because of the writers' strike? A "Babe: Pig In the City" game for Nintendo's still-sizzling Wii? The answer, when it was revealed, still managed to thrill despite the nonchalance of Miller's delivery: "Well, the first one will be a 'Mad Max' game."

    An interactive "Mad Max" epic? With Cory Barlog at the helm? Game, set, match. Or at least that's what legions of fanboys will be thinking--until they remember that licensed games are often less than stellar. But quite aside from the talent involved, our interview with Miller reveals not only the appropriate measure of respect for the medium, but also an understanding of the need to give this game the time it needs in order for it to be good or even great. In Part I of our Q&A, Miller explains how he became interested in working on videogames; the differences and similarities between action sequences and action games; and what it was like watching Barlog play God of War II in their agent's offices at CAA. Enjoy.

    How did you become interested in working in video games?

    Well, it sort of crept up on me almost imperceptibly. I realized that the kind of filmmaker that I am, I unconsciously try to make films that are as immersive as possible. I tend to use very wide angles and move the camera through space rather than zoom. My cutting patterns and compositions try to exaggerate--well, not exaggerate, but try to enhance a kind of three-dimensionality and an immersive quality to my storytelling. That of course is what games do so well.

    The realization was, as I started to work in the digital realm, that film suddenly is able to do things that you weren't able to do before. And once I got into that, like everyone else, I saw the obvious convergence of film towards games and games towards film. So, I got swept along and found myself sort of in a current that was heading towards games.

    The other big thing for me was the fact that film is a pretty closed narrative--it moves along at 24 frames a second, it's extremely linear, and in that sense rigid, whereas games bust that open. So in a way, with games being more exploratory, it's closer to what a novelist can do in many ways. A novelist can stop the forward momentum of their story and go explore little cul-de-sacs and then come back again. Games allow you to do that as well. Basically, games and films and just about everything else comes from the heading of storytelling. So it's just another way to tell stories, I think.

    It's interesting that you say that, because looking at one of the films you've made in the past like "The Road Warrior"--it was an extremely well-received film, but I think critics would say compared to certain other stories that that wasn't necessarily the most complicated or richest of stories in a movie. Yet, that story and storytelling is probably more involved and more sophisticated than what you get out of most games, if that makes sense.

    Yes.

    If you look at games as a medium overall, for a lot of games--particularly action games--the story's almost an afterthought. It's almost like a premise; a set-up; an excuse for the action, and then it goes into something else. So it's interesting for someone like yourself, coming out of a storytelling medium, to say this. When you look at storytelling in games, how far along do you feel games are relative to other media when it comes to storytelling?

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  • Exclusive: Writer-Director George Miller Announces 'Mad Max' As First Game From Creative Alliance With God of War II Director Cory Barlog

    N'Gai Croal | Mar 12, 2008 09:01 PM
     Mel Gibson as Mad Max in the 1981 post-apocalyptic film "The Road Warrior"

    Coy time is over, Dear Reader. Yesterday, we told you that God of War II director Cory Barlog--who'd left Sony Computer Entertainment last November partway through the development of God of War III--had formed a creative partnership with writer-director-producer George Miller. Today, we can finally reveal what they'll be working on first: a "Mad Max" action-adventure game, inspired by the "Mad Max: Fury Road" movie that Miller had been preparing to shoot in 2003 before the war in Iraq forced him to put everything on hold. Specific details on the gameplay are still fuzzy, as Barlog and Miller are still early in the planning phase, but we can confirm that melee weapons, projectile weapons and vehicles will all be present, just as you would expect. We spoke with Miller by phone in January, who personally informed us that Mad Max would be his first serious videogame venture. Here are some excerpts from our hour-long conversation:

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  • Level Up's Top Four Gaming Tidbits for Mar 12th, 2008

    N'Gai Croal | Mar 12, 2008 12:01 AM
    1. EGO...trip: should PS3 ever be the lead platform for multiplatform games
    2. GTA...for girls? Coolest Girl In School delights and enrages Down Under
    3. Wii...Ware games in Japan priced at $5-$15 for March 25th launch
    4. RND...Ghostbook? PolterSpace? Spielberg set with spooky social site?
    More
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