Adapting a property like Warcraft to a film successfully requires appealing to the millions of people who have spent hours engaged in the online game while avoiding alienating a general audience that has a passing familiarity with it. Essentially, the filmmakers have to decide whether it’s worth serving those two masters or deciding to focus more heavily on one to maximize profits. Warcraft doesn’t have that problem; the filmmakers created a third decision to appeal to neither the fans nor the general audience, following in the footsteps of just about every video game adaptation...
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