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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.

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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 07, 2011

Vaporized by Fire

Okay, we know the Kindle Fire is selling like crazy. To absolutely nobody's surprise, it's cutting into iPad sales this Christmas. (What is surprising, though, is that Apple's own MacBook Air is also cutting into iPad sales. So much for all those predictions of the death of the laptop at the hands of the tablet.)

However, at least one analyst says that the Fire is going to get so big, it's going to vaporize other Android tablets. Yes, that is the exact word that Evercore Partners' Robert Cihra used - vaporize. Pretty strong, isn't it? 

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November 01, 2011

Interview With Neal Trotter of Game Zone Recreation

I first met Neal Trotter when I volunteered to speak at Kin-Yoobi con.  Over the years he's extended the range of his ambitions, and has now formed Game Zone Recreation, his own media company.  Mixing game development, animation and game events, and jounalism, Neal is carving out his own destiny.

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October 08, 2011

Lost in Translation 11 - Save Versus Illusion

Lost in Translation 11 - Save Versus Illusion

Several weeks ago, this column looked at Dungeons & Dragons. During the 80s, one of the goals the creators had was creating a D&D movie. Gary Gygax, co-creator of the game, would mention the work being done towards this end in his guest column in Dragon, TSR's role-playing magazine. In 2000, the movie became a reality with Dungeons & Dragons.

The story revolved around two thieves who, while breaking into a wizard's lab to engage in some creative wealth distribution, ran into the mage's apprentice. She managed to stop the thieves; but, while doing so, overheard her master conspiring with the Big Bad of the movie to overthrow the queen. The three escape, running into a dwarf fighter (easily distinguished by his strength, armour, and lack of charisma). The foursome, who quickly become a quintet after a tavern scene, band together to thwart the villain and protect the wizard kingdom by going on a quest, gaining assistance from the elves. Alas, one of the thieves heroically sacrifices himself by fighting the villain's chief henchman (in a very one-sided battle) to let the rest of the party escape.

The main problem with converting a tabletop RPG to a movie is that the core audience may get several steps ahead of the heroes and can point out flaws both obvious and subtle in any plans they make. On top, the core audience will be expecting the story to reflect the in-game physics, the game's rules, accurately.  Dungeons & Dragons tried hard to keep the game's mechanics in place, but rules designed to facilitate role-playing and problem solving don't always match up with the needs of storytelling and narrative flow. This became obvious when the party had to sneak past an eye-conic monster, the Beholder. For those not aware of what the monster is in-game, it is a challenge to medium level player characters (PCs), with eleven eyes, each capable of emitting its own effect ray, including an instant death beam. Assuming that the characters are the same level and taking an early scene where the mage cast a lightning bolt (a 3rd-level spell), the party is roughly around level five or six. (Higher, and the wizard would have tossed a more dangerous spell. Lower, and the wizard couldn't have cast the lightning bolt.) Five characters of fifth or sixth level would have been badly injured during a fight with just one Beholder. But, narratively, the monster has to be bypassed. The solution - an old trick; toss a rock past the guarding Beholder to make it zip off to go look. The patrolling Beholder was there to show how powerful the villain was, not to be fought, but the effect was the equivalent of the Dungeon Master (DM) realizing that he upped the difficulty too high and gave the PCs a chance to avoid getting killed when the quest barely began.

Related to the game mechanics is the setting. Technically, D&D can be used for any setting the DM creates. However, over the years, both TSR, the original publisher, and Wizard of the Coast, the company that bought the D&D property when TSR folded, have released various settings for the game, including Greyhawk (created by Gary Gygax for the original white box D&D), the Forgotten Realms (created by Ed Greenwood as his home campaign's setting), Krynn (created by Margaret Weis and Tracy Hickman for the Dragonlance novels), Dark Sun (a post-apocalyptic setting that started PCs at third level because of the lethality), and Spelljammer (D&D in space!). Choosing any one of these settings would have added familiarity to D&D players watching the movie (though not necessarily the general audience). The decision, though, was to create a new setting, one where wizards ruled, with no ties to any of the existing settings. There may have been a plan to release a setting to go along with the movie, though no such product was ever produced outside a few articles in Dragon.

Casting turned into another issue with the movie. The main character was played by Justin Whalin, whose previous work was the role of the replacement Jimmy Olson on Lois & Clark: The New Adventures of Superman. He turned in a solid performance, though the script toyed with him multiclassing. His sidekick Snails was played by Marlon Wayans, and his death brought the wrong feeling to the audience. ("Yay, he's gone!" is not the emotion a director wants from an audience when a character important to the hero dies.) The wizard apprentice was played by Zoe McLellan, who also turned in a solid performance. The main villain was played by Jeremy Irons, who seemed to know just what sort of movie he was in and chewed the scenery. (He may have been channelling Raul Julia during filming.) The supporting cast did what they could for the most part, with Tom Baker (the fourth Doctor) playing an elven elder cleric. However, Thora Birch... Wooden is a good word. Whether it was from not having experience acting to a green screen or having problems with her wardrobe (her shoes looked difficult to move around in), her acting was stiff, reminicent of a high school play.

Did the movie succeed? Not really. Between some of the casting, the lack of familiar setting, and the difficulty of replicating game mechanics* and the necessity of game play to a different format caused several problems that couldn't be overcome. The cast all seemed to be in a different style of movie, from epic fantasy to fantasy comedy to B-movie serial. The early CGI effects were noticeable and could detract from the action. It's hard to tell if the people involved cared; there were attempts at bringing out iconic elements of the game and Gary Gygax had a cameo. Overall, the movie fell flat. A direct-to-DVD sequel that came out in the Oughties resolved many of the problems, though had a low budget to add a new issue.

(Anecdata time. I showed the movie on DVD to a friend who happily watched bad movies and MST3K and owned a copy of the Hong Kong live-action Dragonball movie with the reusable grenande. He couldn't get through it; the movie didn't fall into the so-bad-it's-good range he preferred.)

Next time, a reboot train to the stars.

* This isn't to say that all game mechanics aren't realistic. Avalon Hill's James Bond: 007 RPG reflected the action in the movies well and still holds up with Casino Royale and Quantum of Solace. Other RPG designers have worked to have their mechanics reflect their subject (as the Buffy the Vampire Slayer RPG did successfully). D&D, however, evolved from tabletop wargaming and still has artifacts from its heritage.

October 01, 2011

Beyond The Loading Screen: September

I’m getting rid of the usual headings because I’ve managed to combine everything.  My role in the YA project, the TV show, and the company are all tied to making the game now, so that’s what I’ve been doing.

It’s nice to have a single thing on which to focus, as I feel many of my past failures were due to overextending my time and resources.  That said, it was great to make that mistake, because I got to experience the behind-the-scenes of many different types of projects.  I may not have anything tangible to show for my efforts, but I learned a lot, and now I have a chance to channel that knowledge into one awesome product.

My one drawback is I still underestimate how much work goes into making something.  Especially with technology, it is difficult to tell how long something will take.  Programming is basically deductive reasoning, so it sounds like it shouldn’t take longer than solving a logic puzzle.  However, something as simple as a syntax error or a missing semicolon can steal hours of problem-solving time.  Also remember that I am making this game completely on my own.  If I get stuck, there’s no one to help me.  I need to remember that people are programmers as full-time jobs for a reason.  It takes forever to make something.

That said, I will make my goal from now until the end of the year to be to finish the game.  I’m keeping my focus.  Having spent September working on this game, I have a better sense of how long it will take to finish.  This isn’t the sort of thing that happens in just one month. 

Lesson learned: Pace yourself.  You’re in it for the long run.

Goal for October: Finish the art, navigation, and minigames that will be part of the game.

September 29, 2011

Pottermore Review

After the books and after the movies, the Harry Potter series is undergoing a third incarnation.  Pottermore is an interactive reading experience with a touch of a gaming aspect to it.

First, I’ve got to say kudos to those who took the risk to make it.  Pottermore is a new thing.  It’s not the Harry Potter version of Facebook, nor is it a Harry Potter MMORPG, nor a Harry Potter-fied anything.  This is new, and it is an interesting experiment.  That said, I can’t see it working again with a different series.  Too much of Pottermore is coasting on the popularity of the books/movies, and in my opinion, this type of website would not have been worth it for another series.  I believe that Harry Potter lends itself to an immersive experience because of the incredibly detailed worldbuilding JK Rowling has done.  Equally popular stories with less worldbuilding, such as “Twilight” or “The DaVinci Code,” would have fallen flat in this format.
Takeaway: You can only rely on hype if you’ve already got something that’s earned its hype.  You can only invite the audience into your world if you've made an impressive world for them.

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September 15, 2011

What Fandom Has Given Me

This is the week of Speak Out With Your Geek Out, a time of celebrating fandom.  Because I am an active member of many fandoms, I couldn’t pick just one.  Therefore, I’m writing to you about all that my various fandoms have done for me.

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August 31, 2011

Beyond The Loading Screen: August

Whoa, September first is tomorrow?  I've got to rush to King's Cross station to be at Platform 9 3/4 before 11 tomorrow morning.  But first, a review of the past month.

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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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