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But the Monopoly Star Wars CD-ROM
is more than just another attempt to undermine a
once-proud summer resort. It shows distinct signs of being the Waterloo of
licensing. Between the deafening lack of buzz and the generally
poor
game reviews, it appears this star cruiser has not passed Go.
It certainly isn't for
lack of trying. With a
booming John Williams score and
clips from the movies, the game attempts to combine two great franchises into
"an extraordinary intergalactic gaming experience." The static game pieces
and four-color board have been replaced with animated characters and sets. Instead of
the tiresome play-by-play of your uncle the banker, you get the toffish C-3PO
announcing "Oh, someone's gone bankrupt. How unfortunate!"
Of course, that's merely a variation on a concept already pioneered in simpleton's
theme casino issue:
But the failure of this project won't be due to the fact that staring at a monitor is
considerably less fun than rolling dice and throwing around handfuls of play money. Nor
is it a delayed reaction to that sinking feeling you got last year, when you saw the
digitally remastered Star Wars trilogy and realized just how bad it really was. It's a simple
matter of not knowing when to quit licensing.
You always knew it would happen. It used to be that only a sporting event could resist the
cross-marketing juggernaut - because at some level, two teams had to play each other,
and one had to win, regardless of what the market would bear. That has pretty much
been overcome - Shaq was as ubiquitous as God in his universe before playing his first
pro game. The only thing that can stop a licensing agreement now is rank incompatibility.
And in the melding of the Star Wars nursery and Monopoly's realtor covetousness,
rank incompatibility is exactly
what we have. If you're a true believer in the Campbellian dippiness of the
Star Wars mythos, you may even find something vaguely sacrilegious in the notion of
seeing Hoth and Tatooine overrun by real estate agents talking up the serene location to
gullible young couples. Hasbro tries hard to give a Lucas shimmer to the mundane
mechanics of the game (instead of houses and hotels, you build X-Wings and TIE fighters),
but I can't escape this image of Darth Vader striding through an unfurnished two bedroom,
making sweeping hand gestures at the amenities: "As you can see, there is ample closet
space." With all the sound and music effects available on a CD-ROM, it's actually
disappointing that the game makers didn't throw in a few of those glitches that crop
up in any real estate deal - perhaps a sound file of James Earl Jones' booming bass
berating his secretary on an emergency cell phone call: "I have the buyers here right
now; what is the combination of the Hide-a-key?"
In the irreconcilable ends of these venerable franchises, we may even see the last,
obese, flatulent gasp of McWorld, with its maze of synergies. But on the possibility that
licensing may still have some life left in it, we offer up a few tie-in ideas of our
own:
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