Licensed Games
Brand recognition as business model
The phenomenon of video games based on films, TV shows, and other media, which funded much of the industry despite wildly varying quality from masterpieces to disasters.
Overview
Licensed games are video games based on existing media properties—films, TV shows, comics, toys. This business model funded much of the gaming industry, as brand recognition guaranteed sales regardless of quality. Results ranged from masterpieces like GoldenEye to disasters like E.T.
Fast Facts
- Era: 1980s-present
- Purpose: Brand recognition sells units
- Quality: Wildly variable
- Key publishers: Ocean, LJN, Konami, Capcom
- Challenge: Film release deadlines
The Business Model
| Party | Role |
|---|---|
| License holder | Film studio, TV network |
| Publisher | Paid license fee |
| Developer | Made game (often underfunded) |
| Retailer | Stocked based on brand |
Why Quality Varied
| Success Factor | Failure Factor |
|---|---|
| Adequate time | Film release deadline |
| Talented developer | Lowest bidder |
| Creative freedom | License restrictions |
| Genre fit | Forced mismatch |
Notable Successes
| Game | Why It Worked |
|---|---|
| GoldenEye 007 | Rare given 2+ years |
| DuckTales | Capcom quality |
| TMNT Arcade | Konami expertise |
| Aladdin | Disney animator involvement |
Notable Failures
| Game | Why It Failed |
|---|---|
| E.T. | 5-week development |
| Superman 64 | License restrictions |
| Most LJN games | Outsourced, rushed |
The Deadline Problem
Movie tie-ins faced immovable deadlines:
- Game must ship with film
- Development often started late
- Crunch endemic
- Quality sacrificed for date
Legacy
Licensed games taught the industry that brand recognition provides temporary sales but reputation damage accumulates. The best licensed games proved that quality and licenses weren’t mutually exclusive—they just required proper investment.