“I had to learn the game, master it and write the book — all in three months,” Dietz stated with amusing. “It was kind of crazy.”
However the consequence, “Halo: The Flood,” was a rousing success, occurring to promote greater than 1 million copies and, together with Eric Nylund’s 2001 guide “Halo: The Fall of Reach,” helped kick-start a serious surge in online game novels. Quickly, the time period “transmedia” — telling a narrative throughout a number of platforms — emerged as a serious buzzword all through the publishing trade, and it turned customary fare for Triple-A recreation releases to characteristic an accompanying guide sequence.
“Some people take a dim view of tie-in books as being uncool,” stated Dietz, who went on to write down novels based mostly on different online game sequence together with Mass Impact, Hitman and Resistance. “But I think they’re a lot of fun — and I’m still proud of them.”
Lately, streaming platforms have jumped on the transmedia bandwagon, adapting online game IPs at a fast tempo. This yr noticed the discharge of Paramount Plus’s “Halo” and Netflix’s “Resident Evil” sequence, and plans are in place to supply exhibits based mostly on Murderer’s Creed, Fallout, God of Warfare and The Final of Us, amongst others.
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However whereas online game IPs are seemingly hotter than ever, literary tie-ins — which had grow to be so frequent over the previous 20 years — face a extra unsure future: Authors say the variety of online game novels has noticeably declined.
“It’s a diminishing market,” Dietz stated, including that it has been a few years since he has acquired a proposal to write down one.
A part of the issue, he stated, is that individuals are studying much less: Regardless of the publishing trade having fun with document earnings in the course of the pandemic, Dietz cites a Gallup ballot from earlier in 2022 that discovered People are studying two or three fewer books per yr than they have been between 2001 and 2016.
Creator Brian Evenson, who has written quite a lot of online game tie-ins all through his profession, has additionally observed a decline.
“In those early days — the Halo days — there were just so many video game novels, and that has certainly slowed down,” he stated. Evensen additionally famous he has been significantly stunned that narrative-heavy franchises like The Final of Us and Purple Useless Redemption have opted to not pursue tie-in novels.
For Kari Snyder, a digital media professor on the College of Houston who focuses on transmedia, the shifting emphasis towards TV diversifications is a logical subsequent step for online game IPs and reflective of how individuals are consuming media.
“When we simply look at trends in communications, video is skyrocketing, and everything is leaning toward that,” she stated. “The reason that streaming is the pick of choice is purely because the audience has moved there.”
Guide publishing and video video games at all times made for unusual bedfellows, in keeping with Eric Raab, a former senior editor at Tor books who later labored for Bungie, the unique developer of Halo. Within the early 2000s, he stated, many publishing executives, notoriously old-school and conventional, dismissed video video games as a distinct segment passion. In the meantime, recreation designers — many with out devoted writers on employees — typically handled plot and world constructing as secondary facets of the event course of.
“But after the success of the Halo books, one thing we all understood was that this had a lot of potential,” Raab stated.
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Every challenge, nevertheless, proved to be a big gamble, and Raab factors to “Perfect Dark Zero,” a 2005 launch title for the Xbox 360, as one which didn’t repay. Hoping to duplicate the success of Halo and its accompanying novels, Microsoft signed a multi-book cope with Tor, probably the most outstanding science fiction and fantasy imprints, and introduced on award-winning creator Greg Rucka to helm the challenge. However when the sport launched to modest critiques and underwhelming gross sales, the guide sequence fizzled out.
Since plots typically have been finalized within the later phases of a recreation’s improvement cycle, novels needed to be written shortly afterward to coincide with their launch and “ride the advertising from the video game,” Raab defined. “It was a lot of work, and you simply never knew when a game would take off or not.”
In accordance with Mat Piscatella, a online game trade analyst at analysis agency NPD Group, video video games traditionally have been tough to license throughout different types of media, together with books, due to the unpredictability of its market. Not like Star Wars — a franchise that appears to get pleasure from perpetual success throughout all of its licensed media — and different well-known IPs in TV and movie, fashionable video video games repeatedly fade out and in of recognition, typically all of the sudden.
“You’re placing a bet that when a particular game comes out, it’ll generate enough interest to make your novel work,” Piscatella stated. “You can have the best IP in the world, but if you miss on just one game, everything could go kaput.”
He cites the Useless House sequence as a notable instance: When the third recreation within the sequence acquired mediocre critiques, the franchise shortly misplaced momentum, and its corresponding guide sequence dried up.
The sudden dip in reputation caught Evenson, who authored two of the Useless House novels, without warning.
“Dead Space games were pretty groundbreaking, and it was a pleasure to write those books,” he stated. “But then it just sort of … disappeared.”
It’s not all doom and gloom for online game literature. Though the amount of tie-in novels has slowed down, a number of the extra established gaming franchises, together with Halo and Gears of Warfare, proceed to launch new books. In reality, a current NPD examine exhibits that Halo is without doubt one of the top-selling guide licenses within the second quarter of this yr — the one online game IP within the high 10. Creator Kelly Homosexual, who wrote the just lately printed “Halo: The Rubicon Protocol,” credit the sport’s lasting literary success to the IP’s long-term dedication to novelizations and world constructing.
“There’s so much content and depth to it at this point,” she stated. “It makes you feel like this is a universe that could possibly exist.”
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Moreover, Blizzard Leisure created its personal publishing division in 2016 (Evenson contributed to a Diablo short-story assortment due out within the fall). And outdoors of Triple-A titles, the meteoric rise of self-publishing lately has helped some smaller recreation builders pursue literary tie-ins: The designers of the indie horror recreation “Five Nights at Freddie’s,” for instance, launched a self-published novel based mostly on the sport in 2015, prompting publishing firm Scholastic to later launch two sequels.
However the rise of on-line, multiplayer video games, resembling “Fortnite” and “Roblox” — the place players primarily create their very own tales — has added new issues to the already precarious publishing pipeline lately.
“These massively multiplayer games could have hundreds of millions of registered players, but they don’t focus on a unifying plot or a single character, like Master Chief,” Dietz stated. “That makes tie-ins quite difficult to produce — and, to my knowledge, there have been no ‘Fortnite’ novels as of yet.”
However single-player narratives with deep, fleshed-out worlds could also be due for a resurgence. Piscatella factors to the shocking success of “Elden Ring” — during which “A Game of Thrones” creator George R.R. Martin contributed to its lore — as an indication that the literary world may nonetheless play an necessary function in gaming’s future.
“There will be a lot of lessons from that game, and one of them will be this: Your world building needs to be super sharp, polished, and have a guiding narrative,” he stated. “And who better to tell those types of stories than real storytellers, right?”
As for Evenson, he’s optimistic recreation builders will see the worth that literature may convey to new franchises, and that the success of current TV diversifications may even breathe new life into tie-in novels. He notes that every sort of media — whether or not a recreation, guide, or TV present — can convey completely different components to the desk, and he’s hopeful sure people inside gaming will step up and acknowledge these alternatives from the outset when conceiving new IPs.
“We’ve seen it done piecemeal, always after the fact,” he stated. “The game is great, so let’s quickly make a novel or TV show. But we’re going to reach a point where people will be creating all of these things at once — and it could very well change the whole way we think about narrative. The potential here, I believe, is still enormous.”