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Culture & Community

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.

cross-platform businessfilmtvadaptationlicensing 1980–present

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

PartyRole
License holderFilm studio, TV network
PublisherPaid license fee
DeveloperMade game (often underfunded)
RetailerStocked based on brand

Why Quality Varied

Success FactorFailure Factor
Adequate timeFilm release deadline
Talented developerLowest bidder
Creative freedomLicense restrictions
Genre fitForced mismatch

Notable Successes

GameWhy It Worked
GoldenEye 007Rare given 2+ years
DuckTalesCapcom quality
TMNT ArcadeKonami expertise
AladdinDisney animator involvement

Notable Failures

GameWhy It Failed
E.T.5-week development
Superman 64License restrictions
Most LJN gamesOutsourced, 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.

See Also