Why movie tie-in games are rarely sold anymore
Licensed games for movies like Shrek 2 and Ratatouille were everywhere for a while, but have mostly gone extinct. Until the early 2010s, it was almost a guarantee that any blockbuster movie would geโฆ
Licensed games for movies like Shrek 2 and Ratatouille were everywhere for a while, but have mostly gone extinct.
Until the early 2010s, it was almost a guarantee that any blockbuster movie would get an accompanying video game.ย These were often critically panned, but every now and then produced a gem like Spider-Man 2 (2004) or X-Men Origins: Wolverine (2009). Though the production of movie tie-in games hasn't completely ceased โ the Lego adaptations are still going strong , for example โ it's nowhere near the release rate of a few decades ago.
In 2007, over 30 licensed games based on movies were released. In 2025, the closest we got were in-game additions connected to movie releases, like a dedicated event server in Minecraft for its movie or Fortnite skins for The Fantastic Four: First Steps .ย But a few recent happenings have revitalized nostalgia for this bygone gaming era. We've recently seen the shadow-dropped Lord of the Rings: War in the North , a remaster of a 2011 game largely inspired by Peter Jackson's trilogy. There's also the upcoming dual release of Toy Story: Retro Roundup! and Toy Story 3: Complete Edition , a revitalized compilation of the titles based on the classic films.
But what killed move tie-in games, and could we ever see them return?
The biggest driving force behind licensed games' decline comes down to one aspect: money. The overall cost to make a game has massively ballooned over time: in 2004, it cost $40 million to produce Half-Life 2 ; nearly two decades later, Marvel's Spider-Man 2 cost approximately $300 million. With the continuing advancements in hardware, there's been a sort of technical arms race, where every AAA game produced faces mounting pressure to maximize scope and graphical fidelity. In turn, the budgets allocated to team size and technology have increased exponentially.
Movie tie-in games also come with additional costs. Before a project even gets off the ground, there's the matter of a licensing deal with the film company. These numbers are typically not published, and vary widely depending on the IP, but to give a ballpark idea: in 1982, Atari paid $22 million for the licensing rights to E.T. โ with inflation that's a bit over $75 million today. These deals aren't always just a flat fee, either. They can also take the form of a revenue share, where the IP holder gets a portion of all profits from the game. On top of all this, game publishers and developers must contend with potentially paying to utilize the likenesses of a film's stars in the game.
With rising budgets comes increased risk for every new project. The threat of layoffs and entire studio closures are a constant sword of Damocles over every game produced. Developerย Supermassive Games recently faced significant layoffsย following the release of Directive 8020 , and the incredibly short life cycle of Concord and its developer Firewalk Studios remains a harsh reminder of the consequences of poor numbers. In the current landscape, it's hard for any studio to justify taking a risk on a multimillion dollar movie licensed game.
Aside from rising expenses, today's games also take significantly longer to produce, which is antithetical to taking advantage of a film release. Most movies take a maximum of around two and a half years to produce, while the average AAA game takes five to seven. In 1982, the Raiders of the Lost Ark game adaptation took only 10 months to produce, which would be impossible today. Because the publicity of each is linked to the other, if a tie-in game doesn't align with the film's release, it's almost always a pointless endeavor (with a few rare exceptions like GoldenEye 007 ).
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