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Culture War Roundup for the week of March 13, 2023

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Here's a question for you that is less war and more straight culture. What makes a piece of media truly inspiring? What qualities does something need to possess so that things based on it will be great? I don't mean this in the sense of expertly turning your IP into a multimedia franchise through judicious licensing or whatever. I want to know what happens in the case of something like Dune where licensing doesn't seemed to be handled well at all. Yet it still not only managed to spawn a great movie. It also inspired a legendary board game, hugely influential video game, etc.

What makes Dune such fertile ground compared to, say, Lord of the Rings?

LOTR also has a legendary board game, many popular video games, etc. So I'm not really sure what exactly you're trying to say is the advantage of Dune here.

I didn't ask about number. I asked about quality. Sure, Lord of the Rings has a great board game. Some of the video games are even pretty decent. But I'm talking about percentage of hits here. Lord of the Rings, for all of its numbers and popularity, is comparatively underwhelming when you compare the average quality of what it gets in comparison to Dune. Sure, War of the Ring is considered a classic, but what about Lord of the Rings that came before it? Or the Lord of the Rings TCG? Etcetera.

I mean if it's about quality and not numbers, one single classic board game (War of the Ring as you said) is enough. The others before it don't matter.

I will grant that Dune 2 is a legendary RTS and LOTR has nothing with that kind of legacy, but I contend that has little to do with the IP. They simply were making the right game at the right time, and had few to no competitors. By the time you had LOTR games being made (which I remind you are actually pretty good in many cases), there was a thriving games industry and the genres were pretty well established. I contend that something like BfME 2 is as good as Dune 2, it just was later on and so it didn't have the same impact. The IP didn't cause that.

I think the one IP based aspect of the RTS template that easily could have converged towards very different designs is the focus on in-map resource extraction and economy. You can't make a Dune game without harvesters, but you can easily make a strategy game without actively managed economy units and harassing thereof. And many successful RTS's from this century have abandoned this aspect.

I wasn't even particularly looking for Dune-related insights, but this is definitely an interesting point. Thank you.