I really fail to see what they are trying to do with this. That game has hardly any "story" behind it and the characters are not really that interesting. I know they're trying to push a brand but all this random stuff they're making around it comes across as bland.
http://sims.wikia.com/wiki/The_Sims_%28film%29
http://www.imdb.com/title/tt1482462/
https://en.wikipedia.org/wiki/The_Sims#Other_media
>Producer John Davis revealed on an interview that he is taking inspiration from John Hughes's 1985 film Weird Science for the movie adaptation.
>"What they realize is that they can scan their world in, because this is the most lifelike, real Sims game ever. As they are playing this, they are all of a sudden realising [that] what they are playing on the game is having an effect on the real world. So in effect, through the game, they are able to control their world. It's wish fulfillment, and obviously it turns against them."
How could that possibly not bomb in the worst possible way?
I imagine they would have had to bury the DVDs in the same hole as the ET cartridges.
Angry Birds have the exact opposite problem; like many games, the narrative is paper thin, and that's fine for a game but makes it difficult to adapt into any narrative-focused medium. You'll probably just end up with a bad-Dreamworks-style movie that substitutes snark, sarcasm, and licensed pop music for plot and well-worn stereotypes for character. And it may sell or may make a profit, because they often do, but it'll also sink without a trace after its run is done. And I'll have no interest in it, but some may get some brief enjoyment out of it... though the 2016 timing is awfully suspect if Angry Birds is already fading, the movie needed to be out about six months to a year ago...
Many people have been growing up with LEGO for over 50 years and have emotional ties to it.
Angry Birds was a successful money-grab but it's hardly even in the same league as truly popular video games (PacMan, Tetris, Super Mario...).
That hardly troubled tons of other movies that did the same, from Garfield (comic strip, not much of a plot), Prince of Persia (prince saves princess for evil guy, that sums it), to the Lego movie, etc. They can always write a plot involving pigs and birds fighting.
Plus, there's the existing Angry Birds cartoon series: http://en.wikipedia.org/wiki/Angry_Birds_Toons
>and the characters are not really that interesting.
They are funny looking enough to sell hundreds of millions of merchandize with them on. And the interesting story wont be in the game, it will be in the movie (if they succeed).
The benefits though are obvious: if they succeed with the movie, they can tap into kids minds like Mickey Mouse, not just like some forgotten in 5 years game fad.
https://www.youtube.com/watch?v=XreVL3Q0Gyk
I think that may be for a game rather than a movie but anyway.
Thinking about that, it is interesting that Disney doesn't make movies with their traditional brand characters any more. Maybe because of those characters lack a bit of depth for a full blown movie? (like Angry Birds)
I grew up with these books (I am Portuguese and we got the Brazilian ones) and the stories have much more depth, and the universe where they live more continuity than you'd might expect. This format is still very popular in France and Germany, for example. But not in the USA. I never quite understood why.
# As an example of deep Disney comics, Don Rosa's Magnum Opus "The Life and Times of Scrooge McDuck" should be pointed out:
http://en.wikipedia.org/wiki/The_Life_and_Times_of_Scrooge_M...
This book and Don Rosa's works in general are a prime example for love of detail in every aspect, deep characterization of the seemingly flat Disney characters and rigorous background research for the historic embedding (and the embedding in the works of Carl Barks).
# Another person benefiting the popularity of Disney comics in Europe was the German translator Erika Fuchs: http://en.wikipedia.org/wiki/Erika_Fuchs
Being an art historian and a member of the educated middle-class, she took the liberty to translate Disney comics in a very literary fashion, with multiple references to classic literature. Many of her word and phrase creations have become part of the German language.
# A couple of months ago the French-German rather highbrow TV channel arte screened a documentary that circulated around the internet: The first half of the piece deeply characterized Donald Duck, while the second half applied this characterization to the acceptance of disorientation and personal failure in our society.
# The traveling exhibition "Duckomenta": http://www.duckomenta.de/content/engdex.htm
The nephew's names have been translated quite diversified in general:
English Original: Huey, Dewey, and Louie
Chinese: 路儿,杜儿 和 辉儿
Danish: Rip, Rap og Rup
Finnish: Tupu, Hupu ja Lupu
French: Riri, Fifi et Loulou
Italian: Qui, Quo, e Qua
Dutch: Kwik, Kwek, en Kwak
Swedish: Knatte, Fnatte och Tjatte
Spanish: Hugo, Paco y Luis / Hugo, Diego y Luis / Juanito, Jorgito y Jaimito (from different translations)
Turkish: Cin, Can ve Cem
One of the reasons for the popularity of such a format outside the US is the way the comic book market developed after the 60s. In the US, superhero comics built a parallel distribution system with dedicated stores; this system catered to hardcore superhero fans but not to the mainstream. Mainstream comics were mostly relegated to syndicated strips, a format that privileges simple joke-based comedy. Also, in the US most "newsagents" are actually convenience stores with a magazine rack; in Europe, this is very different: every town has (or used to have) a centrally-located, fully-dedicated newsagent stocking as much as it can of every publication under the sun. Press distribution is often regulated by law in much stricter terms than in the US. The typical father going to the newsagent every day to get a newspaper would also buy something like "Glamour" for the wife and "Topolino" (Mickey Mouse) for the kids at least once a week.
I grew up with the weekly Donald Duck comics, <3.
"in 2014 it was read by 1.6 million Dutch citizens above the age of 13 [...] In 2008 it was the most read magazine among Dutch students (10%)."
There is not much particular about that 10%; it is about even with the "1.6 million Dutch citizens above the age of 13".
Part of the appeal is that it has new stories specially written for the Dutch comic. It also has cameo appearances of real life persons. It is not uncommon to see a newsreader, sports star, politician or criminal with a name that resembles that of a real Dutch person appear in a comic. Getting that done to you is a badge of honor. Google tells me Mark Zuckerberg even made it that far: http://duckipedia.wordpress.com/2014/05/05/mark-zuckerberg-i..., as did the Beatles (http://duckipedia.wordpress.com/2010/05/27/de-bietjes/) and Madness (http://duckipedia.wordpress.com/2012/02/16/madness-in-de-gal...)
Click around for other examples. Apparently, Carl Barks did that, too, with Brigitte Bobo (http://duckipedia.wordpress.com/2007/11/28/brigitte-bobo/)
http://www.b.dk/kultur/danskere-laver-anders-and-til-hele-ve...
Digimon's characters were quite deep. Matt vs Tai had the rivalry thing going (especially since Matt represented friendship, despite straying from the path he eventually proved himself to be a very reliable friend). Tai's progression from false-courage (accidentally turning Agumon into SkullGreymon) to true courage (MetalGreymon) is also quite thought provoking.
Its got a relatively straightforward formula. Associate each character with a virtue, and then they told a story about it. (Courage for Tai, Friendship Matt, Knowledge Izzy, Sincerity Mimi, Honesty Joe, Hope TK). The evolution of each character was associated with a physical being (the Digimon) that got stronger as each kid recognized the strength of their virtue.
But the Digimon characters made relationships based on their virtues, in particular Tai (Courage) vs Matt (friendship). The younger sister of Tai (Kari, representing "Light") was good friends with Matt's younger brother TK (Hope). Etc. etc.
There was a _lot_ of character interaction and development.
On the other hand, Pokemon is just straight up milking the series. Real depth of characters can be found in "Pokemon Special" comics however, and some Pokemon games have legitimate villains now.
I'll give you dumb possibly, but flat? Watch a good number of them again and see if you still say that.
Given that the boardgame Battleship -- which has zero story and no characters -- had a major motion picture based on it (or, at least, branded based on it), I don't see that as a particular problem.
With LEGO there was no story, no plot, no purpose, no motivation. Any story with LEGO was imagined by the kid playing with it.
Can the same be said about angry birds? Probably not. There is a vague story (Pigs steal eggs, Birds are angry) but there isn't much room for imagination.
On top of that, LEGO is a cultural phenomenon that has stood the test of time. The same can't be said with Angry Birds (see the article above).
It can be done. But all the examples I can name are in genres where narrative is a focus. I've got nothing like Angry Birds I can name.
If by "turned out well" you mean "turned a profit", probably quite a few.
If by "turned out well" you mean "created a film that was critically well-received or generally regarded as a timeless classic", probably not.
If LEGO the movie is a flop, that in no way relates to the success of LEGO product.
LEGO has been selling bricks for decades and their volumes just continue to increase.