We were very disappointed by Terra Nova; we got through the first hour but bailed shortly after. It bothered me that I didn't actually like any of the charactes. It bothered me more that the main character looks like he's going to be a cop; of course, it's a TV show, every TV show has to be about someone who solves crimes. It bothered me most that they're sending a colony of people from a ruined Earth to a pristine, Cretaceous Earth... and the script made that seem banal, ugly and tedious. I was not once surprised by something that happened. None of the characters were interesting, or seemed like they'd reward further watching. Nothing about the Terra Novan society surprised me. Nothing about the science surprised me. There was just nothing new in the show, after an hour.
I want my SF to surprise me. Wah.
Writing for games, TV and movies (with forays into life and political theatre)...
Thursday, September 29, 2011
Sunday, September 25, 2011
Choices in games
I'm working on my MIGS talk, N+1 Screenwriting Tips for Game Writers. The part I'm working on is about allowing players to make choices that have consequences, particularly to the ending of the game.
The obvious recent example here is HEAVY RAIN, where your success or failure on missions leads you to a bunch of different possible outcomes. But I'm not a huge fan of HEAVY RAIN, which, as I am not the only person to have remarked, can seem more like a "choose your own adventure" than a game with excellent gameplay.
In DEUS EX: HUMAN REVOLUTION you can save or fail to save certain characters, and you can decide how to play (stealthy, non-stealthy pacifist, typically homicidal game hero). But the story really doesn't change except at the very end when you can choose one of four buttons to press to decide your values.
What are some emotionally powerful choices that you've been able to make in games that affected the outcome?
The obvious recent example here is HEAVY RAIN, where your success or failure on missions leads you to a bunch of different possible outcomes. But I'm not a huge fan of HEAVY RAIN, which, as I am not the only person to have remarked, can seem more like a "choose your own adventure" than a game with excellent gameplay.
In DEUS EX: HUMAN REVOLUTION you can save or fail to save certain characters, and you can decide how to play (stealthy, non-stealthy pacifist, typically homicidal game hero). But the story really doesn't change except at the very end when you can choose one of four buttons to press to decide your values.
What are some emotionally powerful choices that you've been able to make in games that affected the outcome?
Friday, September 23, 2011
Chapters reading October 22
(I'm also screening my five minute teen vampire sex comedy, YOU ARE SO UNDEAD, at Toronto After Dark, that night at 9:30 pm!)
Tuesday, September 20, 2011
Question and Answers
As I observed to a young colleague just now: when you ask your boss a question, try to always include a plausible answer. If your boss gets in the habit of saying, "Yes, do that," you will find yourself in a position of responsibility, and possibly even authority, that much faster.
After Dark
If you have not seen YOU ARE SO UNDEAD yet, we're screening at the Toronto After Dark Festival, at 9:45, Saturday, October 22nd.
We will also be at the New York International Children's Film Festival. Which kinda troubles me...
We will also be at the New York International Children's Film Festival. Which kinda troubles me...
In Appreciation of THE GOOD WIFE
We finally got our DVDs of THE GOOD WIFE and we've been watching steadily. Just finished S1 disk 3 last night. What a deftly written show. You almost wouldn't think it was on broadcast. I love a TV show that's written for an audience who's ready to pay attention. Nothing is said twice, and many things aren't completely said.
Of course, it's inevitable that it's essentially a detective show. These days, you can have any kind of hero on TV, so long as they solve crimes. You can have a lawyer show or a doctor show, so long as they solve mysteries.
There's almost a template for a high quality broadcast show. A TV show wants to delve into its characters, and that means story arcs. But viewers want to be able to tune into any one episode and get 45 minutes of entertainment. How do you square the circle? The way VERONICA MARS did. Every episode has an episodic A story that entirely begins and ends over the course of the episode. It has an interpersonal B story that gets resolved by the end of the episode, too, but is part of a longer dramatic arc. And there are a few beats allocated to the show's uberplot -- in this case, the political and legal battles of Alicia's husband.
Within that template, the show is subtle. Alicia Florrick is intentionally hard to read. Does she want her husband back? She doesn't seem too sure. She'll defend him against an outsider but will barely give him a smile when they're alone. What Alicia and the other characters leave unsaid is at least as important as what they say.
Nice work.
Of course, it's inevitable that it's essentially a detective show. These days, you can have any kind of hero on TV, so long as they solve crimes. You can have a lawyer show or a doctor show, so long as they solve mysteries.
There's almost a template for a high quality broadcast show. A TV show wants to delve into its characters, and that means story arcs. But viewers want to be able to tune into any one episode and get 45 minutes of entertainment. How do you square the circle? The way VERONICA MARS did. Every episode has an episodic A story that entirely begins and ends over the course of the episode. It has an interpersonal B story that gets resolved by the end of the episode, too, but is part of a longer dramatic arc. And there are a few beats allocated to the show's uberplot -- in this case, the political and legal battles of Alicia's husband.
Within that template, the show is subtle. Alicia Florrick is intentionally hard to read. Does she want her husband back? She doesn't seem too sure. She'll defend him against an outsider but will barely give him a smile when they're alone. What Alicia and the other characters leave unsaid is at least as important as what they say.
Nice work.
Monday, September 19, 2011
2nd Time Through
Weird. My first time playing through DEUS EX: HUMAN REVOLUTION, it felt too hard, especially the bosses. It took me five hours (!) to beat the first boss on easy, and I didn't even try on the second. I turned her over to Hunter. I kept getting into shooting matches with squads of guards, and I'm a terrible shot.
Now on my second playthrough, on hard, it's almost too easy. I've learned how the guards' AI's work. They never look around corners. My character has 7 seconds of invisibility, which is enough to go almost anywhere safely, and with a few candy bars he can stretch that to 21 seconds. So now I never get into shooting matches. My character has learned the Importance of Not Being Seen. And that means the nasty shooty robots never even come out of their closets. Playing as a stealthy pacifist is so easy, I'm almost considering stopping playing.
(If I were designing a Give Me Deus Ex hardness setting, I'd just have the guards walk around a little more randomly. Or walk past the corner instead of just short of the corner. As is, the setting only makes guards harder to kill. Which, if you're never killing them, is irrelevant.)
Now here's the weird thing. Even though the game isn't, strictly, a challenge, I still have the urge to keep playing. It feels mildly rewarding to keep beating the guards, even though it's not hard. I like winning the little hacking minigame. Partly it's that I'm enjoying the world more -- actually reading all the e-books scattered everywhere, and paying attention to all the corporate politics. But most of it is, I think, just my lizard brain enjoying all the random rewards.
So I'm torn between quitting the game, and playing right now, in the middle of the day.
I recognize that as addictive behavior, so instead of procrastinating by playing a video game, I am procrastinating in a slightly more productive (and much less time-consuming) way by blogging. The thing about addictions is that the feel more like need than fun. Am I really enjoying DE3 right now, or do I just hunger to play it? I can't actually tell how much I'm looking forward to it, versus how much easier it would be to fall into the game than try to get my 5-10 pages today.
At least I'm not this guy...
Now on my second playthrough, on hard, it's almost too easy. I've learned how the guards' AI's work. They never look around corners. My character has 7 seconds of invisibility, which is enough to go almost anywhere safely, and with a few candy bars he can stretch that to 21 seconds. So now I never get into shooting matches. My character has learned the Importance of Not Being Seen. And that means the nasty shooty robots never even come out of their closets. Playing as a stealthy pacifist is so easy, I'm almost considering stopping playing.
(If I were designing a Give Me Deus Ex hardness setting, I'd just have the guards walk around a little more randomly. Or walk past the corner instead of just short of the corner. As is, the setting only makes guards harder to kill. Which, if you're never killing them, is irrelevant.)
Now here's the weird thing. Even though the game isn't, strictly, a challenge, I still have the urge to keep playing. It feels mildly rewarding to keep beating the guards, even though it's not hard. I like winning the little hacking minigame. Partly it's that I'm enjoying the world more -- actually reading all the e-books scattered everywhere, and paying attention to all the corporate politics. But most of it is, I think, just my lizard brain enjoying all the random rewards.
So I'm torn between quitting the game, and playing right now, in the middle of the day.
I recognize that as addictive behavior, so instead of procrastinating by playing a video game, I am procrastinating in a slightly more productive (and much less time-consuming) way by blogging. The thing about addictions is that the feel more like need than fun. Am I really enjoying DE3 right now, or do I just hunger to play it? I can't actually tell how much I'm looking forward to it, versus how much easier it would be to fall into the game than try to get my 5-10 pages today.
At least I'm not this guy...
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