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January 28, 2012

Lost in Translation 23 - Remakes Are Magic

The 80s saw a major change in how toys could be advertised. A regulation that prevented companies from making cartoons based on a toy line was dropped* by the Reagan administration. This opened the door to several lines, including Transformers, Jem and the Holograms, Captain Power and the Soldiers of the Future, and My Little Pony**. Hasbro created the My Little Pony toy line in 1981, releasing the ponies in 1982, with several cartoons based on the toy ponies. The cartoons were aimed at young girls, the same demographic the toys were. One little girl in particular, Lauren Faust, gave her My Little Ponies distinctive personalities as she played with them.

Ms Faust grew up to be a writer and creator, particularly of cartoons. She worked on such series as The Powerpuff Girls before helming one of the biggest cartoons of the 21st century - My Little Pony: Friendship Is Magic. In creating that cartoon, she took the personalities her toy ponies had and gave it to the Mane 6 - Twilight Sparkle (a book smart but naive unicorn), Rarity (a fashionable but vain unicorn), Fluttershy (a kind but shy pegasus), Rainbow Dash (a brash tompony), Applejack (a down to earth but workaholic earth pony), and Pinkie Pie (a genre savvy party pony).

There are many keys to the success of MLP:FIS. The big one is that it has a broad appeal. While the show is aimed at young girls, who Hasbro wants to pressure parents into buying the toys, there's enough in the series to attract a large peripheral demographic***. Shout outs and homages abound, from Looney Tunes to Benny Hill; something for everypony. In addition, Hasbro itself has not bothered to take down episodes from various sites, including YouTube, in part because company officials have no idea how to react to the show's success. Since the series exists to sell ponies and ponies are selling, the officials have decided to let things stand.

Another key is how the show presents dilemmas for the Mane 6 to solve. In the 80s, typically there was one character who was designated as being always wrong, even if that character's idea made the most sense. In the Dungeons & Dragons cartoon, Eric the Cavalier held that designation - he'd would always make a suggestion that the others would reject for the group's, even if his idea made more sense. In MLP:FIS, no pony has that designation. Conflict can come from any two characters, and the solution is to work together and use each others' strengths without making either pony feel bad, using the power of friendship.

A third reason for the success is the treatment of the fans. Fanon names for minor ponies, such as Derpy Hooves and Doctor Whooves, have become canon. This is unprecidented. Yet, it lets fans feel more included, something that goes with the message of the series. The names don't affect anything with the Mane 6, but some ponies, including Derpy Hooves, have made more appearances as a result. There is a synergy between the creative crew and the fans.

Over and over, the term "respect" has come up in respect to making a successful remake. In this case, the respect isn't necessarily towards the original material. Instead, it's respect towards the fans that has made My Little Pony: Friendship Is Magic a success.****

Next time, an anti-war TV series.

* Although ads for the toys still could not air during the show
** Please hold your squees until after you've read the column. :)
*** The last time I saw such a peripheral demographic was in 1995 with /Sailor Moon/. The general reaction from the older male periphery then was, "What did I watch and why am I still watching?", a reaction seen today with new bronies.
**** You may now squee. :)

January 26, 2012

Why You Shouldn’t Keep Your Projects A Secret

As someone who works with intellectual properties, and someone who knows a lot of people who also work with intellectual properties, I can safely say that a lot of us like to keep our ideas to ourselves.  There is a fear that if your idea is leaked, then there’s a team of coordinated and efficient coding enthusiasts that will take your idea and do it faster than you.  Probably better than you too.  And they all wear sunglasses and matching black leather uniforms with lightning bolts...

Where was I?  Oh, right, the fear of being copied.  This fear has a less-paranoid-but-still-paralyzing twin: the fear of someone coincidentally doing the same thing as you, making you look like the copycat nonetheless.

My advice to you is to fight that fear and show off (or at least talk about) your works in progress.  There are several reasons why this will help you rather than hurt you.

Continue reading "Why You Shouldn’t Keep Your Projects A Secret" »

December 25, 2011

Tales from the Ashcan: Proof Identity Design is Important

Merry Christmas!  Right now, you're probably drinking egg nog, cozying around the TV station playing the picture of the fireplace and beating that cousin you don't like and haven't seen in a while at Call of Duty, so you can ignore this.  For the rest of you who aren't, however (read: me), I've got a new Tales from the Ashcan for you.  This month, we're talking about identity design.

As a graphic designer and typographer, one thing that I've really noticed since my great wide entry into the world of comic publishing is exactly how horrifically bad some of the identity design (aka logos) some people have.  Seriously.  Granted, horrific logo design is something you see on a regular basis - it's everywhere.  But I've noticed that it's exceptionally bad in the realm of comic logos.  Without pointing fingers (because that's bad), I can find you within ten minutes some of the most afterthought (if even that much) series logos out there.  Likewise, aside from our own, I can point out what I think are some of the most incredible ones.  While the former are afterthoughts, the latter have clearly been thought out in terms with the scheme of the story, or are intentionally aping a particular style.  The difference between a monstrosity (you can find one within five minutes by looking at any webcomics aggregator) and something as beautiful as the logos for Woody After Hours or Powernap or Delve into Fantasy are immense.

But as a professional, it's even more important to have the proper identity for your business, regardless of whether or not your business is a comic artist, bookseller, travel agenty or coffee shop.  Why?  Well, it can really hit you hard, and I'll give two examples; the first one now, the second after the jump.

Take, for example, a conversation I had one day with an individual who handed me his business card. It was a simple affair, with black and blue ink and looked very sleek and stylish for a technology company. There was just one problem: the gentleman was in the food services industry, something that the average person would not have known by looking at the card. While his logo and branding needed work, the colors and fonts chosen did even more to confuse potential customers, thus making a simple food producer look like a great tech company (which was not even close to his intent.)  I ended up doing a much warmer and more accessible logo for their business, and their business is doing swimmingly.

But I had another customer who had an even bigger issue, and his I'd like to share with you.

Continue reading "Tales from the Ashcan: Proof Identity Design is Important" »

December 17, 2011

Lost in Translation - Recap 2 - Eclectic Boogaloo

Over the past ten weeks, I've looked at a mix of hits, misses, and cannonball caroms. What can we take away from the morass? Well, again, taking care of the original work plays an important part.  How the Grinch Stole Christmas! is a sterling example of not only having the creator take part in the process but also finding the right people. In contrast, Johnny Mnemonic, shows what happens when the creator is left out of the loop. The former had Dr. Seuss involved at several levels, including producing and lyrics. The latter had an exec take the final product and recut it before sending it out to theatres.

Executive meddling can be an issue. Flash Gordon had producer Dino DiLaurentiis and his wife casting the leads and making deals for cross-promotions that could have torpedoed the movie. However, the director was able to cast for the supporting roles and brought in veterans who could hold their own and make the inexperienced lead look decent at the same time. Coupled with a kick-ass soundtrack by Queen, the movie survives as a cult classic. Sure, not a financial success, but the movie is remembered. Having the right people can save a movie.

As Steve pointed out, sometimes the best thing is finding the right fit for the work.  A Game of Thrones definitely fit best as a TV series over a movie. There is just too much happening that is too important to cut. The build up of the threats and conflicts required the time that a weekly episodic format allows for. Likewise, the weekly format is working for Once Upon a Time, allowing for the mystery of the story to be built properly. As movies, both would lose far too much in the translation.

Sometimes, going from TV pilot to cinematic feature causes problems. Star Trek: The Motion Picture was originally the pilot to a second Star Trek series. However, the decision was made to turn the script into a full-fledged feature film. Unfortunately, this required the script to be extended. Most of the filler came from loving shots of the USS Enterprise, as the camera flew around and over her. Long shots became the order of the day, giving the movie a far slower pace than a pilot would have. Compare Star Trek: TMP to "Encounter at Farpoint", the pilot for Star Trek: The Next Generation. Both are cerebral, but "Farpoint" builds up the action through character interaction and twists while TMP relies more on lengthy approaches in space.

What about works where the creator is either long gone or a corporation? Where the work is part of a larger franchise? For this, I looked at three movies.  Rookie of the Year adapted the game of baseball into a family narrative. The plays on the field were believable; in fact, there have been stranger in the game. The movie was faithful to the sport while telling its story. It is obvious that the writers, the cast, and the crew have been to a ballgame or two. The other two, however... Oi.

G.I. Joe: The Rise of Cobra was, in short, a mess. It had several good scenes tied together with a plot a 3rd grader could find plotholes in. The promise of the opening scene - Cobra's assault on an US Army convoy - provided a glimpse of the potential that was never reached. Meanwhile, Street Fighter: The Legend of Chun Li just really wasn't a Street Fighter movie. What happened? In the case of GI Joe, it looks like the license was available and was used with a quick script that did take into account the characters and groups but, well, forgot about cohesion.  Chun Li, on the other hand, felt like an available script was taken and had the Street Fighter aspects grafted on. Both movies had potential never realized.

And that leaves Dungeons & Dragons. The movie had decent scenes and a decent plot, but completely fell apart during execution. It seemed to be suffering from having the wrong people involved. It missed on what made the game D&D interesting and didn't have many of the game's iconic monsters. Unfortunately, many studios decided that the takeaway was, "Don't make movies off tabletop RPGs".

Overall, again, respect for the creator and the work heads the list of how to make an adaptation successful. Followed, though, is making sure the adaptation is in the right format. The right format can get the work's full impact; the wrong one can mute it or draw out the impact to the point where it's not felt at all.

Next time, year-end round up.

 

December 03, 2011

Lost in Translation 19 - How the Adaptation Made Christmas

The late and long missed Theodore Geisel madse a name for himself in the realm of children's publishing - Dr. Seuss. With an amazing sense and knowledge of the English language, he wrote many books that are still remembered and read today. In 1957, he wrote How the Grinch Stole Christmas!, showing how one person, the titular Grinch, discovered the true meaning of Christmas, the one beyond the superficial lights, presents, and food. Surprisingly (or perhaps not), the story avoided religious overtones, defining Christmas as what comes from inside.

In 1966, Geisel's production company, Cat in the Hat Productions, worked with MGM to adapt the story as a holiday special. The production team included Ted Geisel and veteran Warner Brothers animation director Chuck Jones*. The story was kept as is, with music to help fill the 25 minutes then needed for commercial television. Songs were added, with lyrics by Dr. Seuss and music by Albert Hague**. The main voice was provided by Boris Karloff***, providing a gravitas that isn't expected in a Christmas special. Not listed, but providing the male singing voice for the Grinch's theme is Thurl Ravenscroft****.

To say that How the Grinch Stole Christmas! has become a classic is an understatement. The timelessness of the original story along with Chuck Jones's deft handling of the material and utter care put into the work by the cast and crew. Having Dr. Seuss involved helped greatly, both as lyricist and producer. The animators took the illustrations from the book and brought them to life. Even the practice of animation reuse added, allowing the montage of the Grinch sneaking and stealing through Whoville to add humour and character development. The Grinch is another example of where having a staff that cares about the original helps with adapting. Another lyricist could have not had the ear that Dr. Seuss had for the language and joy of the scenes. Another narrator wouldn't have had the gravitas that Karloff provided. Unlike far too many Christmas specials, the Grinch doesn't depend on sentimentality, which helps it stand out even after forty-five years.

Next time, Cyberpunk hits the big screen

* Many many Bugs Bunny and Road Runner cartoons.

** Who would later be seen in the role of [Shorofsky] in the film and subsequent television adaptation of Fame.

*** Noted for playing Frankenstein's monster in many movies as well as being many more horror films.

**** Also known as Tony the Tiger, voicing the mascot until his death in 2005.

September 03, 2011

Lost in Translation - Number 9: I Am Not an Adaptation!

(Apoloigies for the delay. I messed up the scheduling.)

 

In 1967, Patrick McGoohan produced and starred in one of television's most surreal and thought provoking series. The Prisoner featured the struggles of a former agent, referred to as Number 6, against the masters of the Village, a home for people who knew too much. Throughout the show, the balance between the needs of society and the needs of the individual were brought into contrast, with neither side really getting the upper hand. The Prisoner was conceived originally as a seven episode series, though the network, ITV, wanted more. Eventually, seventeen episodes were produced. The ending, "Fall Out", remains as one of the most discussed endings as fans of The Prisoner try to figure out what it meant.

Given the nature of the series, a remake would be daunting. There have been several attempts. One was a four book graphic novel series from DC, showing the Prisoner as still being in the Village, despite being free to leave. (His response, "Free to stay.") The graphic novels managed to convey some of the surreal essence, but created more questions. Another was a miniseries on AMC in 2009 that took the concept but made makor changes to the plotline.

As mentioned, remaking, rebooting, or adapting The Prisoner and keeping the right tone is difficult. Both sides, the Prisoner and the Village, need to be portrayed as having needs and goals; both sides must make gains and have some sympathy from viewers. Oddly, one TV series managed to do this.

In 1999, the CGI-animation series Reboot took on the challenge. Reboot started in 1994 as a light action-adventure series aimed at pre-teens and young teens. The show took place inside a computer called Mainframe, following the lives of the system's inhabitants. The main cast was Bob, an anti-virus program known as a Guardian, Dot, entrepreneur and later the command.com of the system, Enzo, Dot's little brother, and Frisket, Enzo's pet. These four protected Mainframe from the likes of Megabyte and Hexidecimal, sibling viruses, and their minions (Hack and Slash for Megabyte, SCSI for Hex).

The second season saw more mature writing slip in. New characters were introduced, including AndrAIa, a young game sprite with AI capabilities who slipped out of her game cube. A new threat also came into play, a virus called Daemon. Although Daemon was never shown, her web minions were, trying to invade Mainframe. Through an alliance with Megabyte, Bob was able to turn back the invasion. Once the system was safe, though, Megabyte turned on Mainframe's protector and hurled him into the Web.

After the end of the second season, ABC, the American network airing the show, dropped Reboot. YTV, a Canadian cable network specializing in youth programming, continued to back the series. This allowed Mainframe, the production company, to make a third season that turned darker. Season three was split into four arcs: the first showed young Enzo as he tried to be Mainframe's Guardian and ended with Enzo, AndrAIa, and Frisket leaving Mainframe in a game cube; the second showed the sprites, now compiled up, searching for their way home; the third brought back Bob, sailing with software pirates; and the fourth showed the battle to save Mainframe from Megabyte's predations.

During the first arc, the writers started playing with various parodies, including episode 3.1.3 "Firewall", a 007 parody. However, Episode 3.2.3, "Number 7", was the most daring of the second arc. Normally, in a game, sprites will double click their icon to reboot as part of the game to stop the User from winning. Outside the game, rebooting normally doesn't do anything. In "Number 7", after leaving yet another golf game, Enzo (now calling himself Matrix) and AndrAIa find themselves back in Mainframe. Except, it's not at all as it should be. AndrAIa suggests rebooting, in case Mainframe also was taken up into a game cube. Matrix hesitates, unsure and not wanting to return to being his younger self. They do so; Matrix becomes Megabyte, AndrAIa turns into Hexidecimal, and Frisket becomes SCSI.

At this point, music reminiscent of The Prisoner's starts playing. Matrix tries to figure out what is happening, but slips from time to time into Megabyte's voice, sometimes mid-sentence. He storms into Phong's office in a scene straight from The Prisoner's opening sequence, demanding answers from Bob. However, because Matrix couldn't keep his temper, Bob marks him for filing and deletion. Once again, in a scene taken from The Prisoner's opening sequence, Matrix is picked up like a file card and is taken by robotic arm to a filing cabinet. Matrix escapes by infecting the arm and making it drop him. (And, yes, during this, he did say, "I will not be pushed, filed, briefed, or deleted.") He smashes a vid window and is transported to a dark room, with two binomes (a 1 and a 0) on a teeter-totter with cameras, a jury of masked binomes, and Bob as the judge.

The episode then switched to its own version of "Fall Out", with Matrix trying to defend himself and the jury chanting "Guilty" before the sprite can say anything. Eventually, Matrix lets his temper get hold of himself and he swipes with Megabyte's claws, destroying the scene, leaving just a vid-window that shows his reflection. The Megabyte in the vid-window claims to be what Matrix fears the most, going viral when his code should be defending against viruses. Matrix destroys the vid-window and returns to his current form. Another vid-window appears, again reflecting the sprite. The Matrix in the window claims to be what he is afraid of, what he's become in his travels, older, unrecognizable by his friends and family in Mainframe. Matrix shoots the window, destroying it.

Footsteps are heard. Matrix says, "No, not you." From the shadows steps young Enzo, the original. The young Enzo claims to be what Matrix is afraid of, of what he was, small, weak, what Matrix had to shunt aside to survive in the games. Enzo then uses the classic line, "Be seeing you," complete with the the hand gesture. As he walks away, Rover, the Village's retrieval unit, engulfs Matrix.

The spoof of such a classic TV series could easily have fallen apart. The big risk was that many of the show's viewers would be far too young to know about The Prisoner. However, the writing team ensured that the lack of knowledge wouldn't hinder the plot. The Prisoner was a framework to tell a story about what Matrix feared the most and gave him the impetus to work out what he needed to. The addition of golf metaphors ("How's your back, Nine?") allowed the expected humour to come out despite the seriousness of the plot.

Overall, the parody worked. "Number 7" took the essence of The Prisoner but wasn't straitjacketed by it to tell its own story. Matrix matured, getting a new outlook on his digital life and on his mission.

Next time, stretching five minutes to two hours.

August 22, 2011

Launch or Be Lunch, Day 9 - Crunchtime Continues: Rendering

Okay, can I let you in on a little secret?  Neither Ayne nor I know how to do technical illustration.  What that means is either she or I are trying to draw a helicopter, it tends to look less like a fully armed Apache helicopter and more like a bulbous sausage with a plate above it and snow skis below.  That's not saying that I don't know how to draw, nor does that say anything about Ayne's skills (especially since she's the artist).  What it means is that our skills lie far more in figure drawing, curves vs. lines (or what we here at Megami tend to refer to as "organic" drawing vice the technical "inorganic" drawing).

Okay, now that I've gotten that off my chest, are you ready for the rest?  Neither can anyone else.

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August 21, 2011

Launch or Be Lunch, Day 10 - Crunchtime Begins: Design

Hello and welcome back.  We've finally reached the point where we're 10 days before launch, so things are just a tad busy around here.

 

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August 18, 2011

A Flurry of Yuri

“I kissed a girl and I liked it.” - Katy Perry, and many female fanfic characters.

My recent foray into “My Little Pony” fandom has turned up an awful lot of lesbian romance.*  At first, I thought it was a matter of artistic and writerly bronies who “watch MLP for the plot,” much in the way that yaoi fangirls look to “Axis Powers Hetalia” for it’s “educational content.”  However, there may be more to it than that.

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Launch or Be Lunch, Day 13, - Realism vs. Reality vs. Realization vs. Real Estate? (Quick, Come Up With Another Word!)

As we discussed yesterday, research is the key to getting everything right - or at least plausible - in your works.  But in all that, there's a question that should really be asked.

Why?

Or rather, does everything need to be true and accurate in all details?  Yes, it helps to know that the point end of the sword is not the part that you hold, and that the moon is not made of green cheese.  But what it if was?  What if ol' Luna were composed of Swiss? (sorry, couldn't come up with a gouda enough variety).  What if there was air in space?  What if we just threw the book out?

And, of course, it goes without saying that some things just don't mesh well in a realistic setting.

Continue reading "Launch or Be Lunch, Day 13, - Realism vs. Reality vs. Realization vs. Real Estate? (Quick, Come Up With Another Word!)" »