Tuesday, May 21, 2013

Waro no take

So, I have absolutely no idea what makes a film worthy of screening at Cannes. Your market badge entitles you to a certain number of red carpet screenings. There's no special hijinks involved, you just have to sign onto the website with your badge number at the exact time a given screening goes up for grabs, and spend your points, and if you're online in, say, the first 7 minutes, you'll probably get a shiny holograph end ticket.

So, I'm here in Cannes, with my tuxedo and all; no way I'm not going up that red carpet at least once, right?

Thing is, most of the films selected for red carpet screenings sound not fun at all. I can't remember the premise of ONLY GOD FORGIVES, but you can guess it's not a Kate Hudson vehicle. And my old UCLA classmate Alexander Payne has a movie about a son traveling with his father, who has dementia. It's the tragic sequel to AS GOOD AS IT GETS; I think it's called IT'S ALL DOWNHILL FROM HERE. Okay, that last sentence I made up. But you get the idea.

So WARO NO TAKE (STRAW SHIELD) is about a team of cops tasked with bringing a giggling psychopath child rapist/murderer 1200km across Japan to Tokyo. Obstacle: a multibillionaire whose granddaughter he murdered has offered a billion yen to whoever takes the guy out. So potentially, anyone they meet could be an assassin. And many of them are. And cops have been bought. And as teammates die over the course of the mission, they themselves will begin to question why good cops are dying to preserve a giggling child murderer who is destined for the noose anyway.

So, this sounds like a good premise for a John Woo movie, right? And, therefore, exactly the sort of movie that gets programmed at Fantasia, and not at Cannes. I mean, it's got good guys and bad guys, and a plot, right?

Goes to show, I have no idea what gets something programmed at Cannes. The movie is exactly as cheesy and on-the-nose as it sounds. Linear narrative, lots of yelling, looooooots of expository dialog, fair amount of blood. And at least five conversations among the teammates about, "why don't we just shoot him and take the money, instead of letting good cops die to preserve the life of a scumbag" (the actual word used in the subtitles). Until I was asking myself, "yeah, why don't you?"

The answer is, apparently, that honor and duty are important to Japanese people. I know, right. Who knew?

And then, tacked-on happy ending.

The only thing I can figure is, a cheesy cop story with a heavy-handed theme is okay for Cannes so long as it is Not Actually Fun.

Bear in mind, of course, any number of my friends saw the movie and liked it. So there you go.

An odd thing about the red carpet is that they will not actually let you exit the theatre via the red carpet. You have to get on line to exit the Palais. And that takes some time. No idea why, but the French do not seem to be too good at managing crowds. The other day I was in the worst river of human traffic I've ever been in, just trying to get up the Croisette to the Scandinavia Terrace. The cops blocked the street to traffic, prioritizing cars. So there you go. 

Monday, May 20, 2013

Cannes

Today is my second real day at Cannes. Saturday I was only semi-coherent, at least to myself, on only about three hours of sleep on the plane, followed by one of the most harrowing descents I've ever been in, second only to landing in Palm Desert many years ago.

And the rest of the day, wandering around in the pounding rain.

It's odd being a writer-director at the Cannes market, or indeed at any market. Film markets are about you, but they're not really for you. Markets are for producers to sell to distributors, and for distribs to sell to buyers. So I keep having conversations that end with, "we'll that sounds really interesting. Let me know when you have a few more pieces in place."

So, oddly, I'm hanging out with the other Canadians. It is, after all, good to get to meet the up-and-coming talent. And it is always good to let old friends know what else you're up to.

One odd thing about screening your short at a market is that very few buyers or producers are likely to come to your screening -- they'd have to sit through nine other shorts. But it gives you an excuse to hand people the postcard with your poster on it, and direct them to your online screener.  So your actual presence, or your film's actual screening, is just the tip of the iceberg.

The rest of it is just walking around the festival looking at the posters -- it's an education in what people worldwide want to see.

Such as AVALANCHE  SHARKS.

Another Version

In another version of the story, three were offered the same choice. Achilles chose glory and death, Homer chose to sing of others' glory, and the third, whose name is not recorded, became the ancestor of most of the human race.

Friday, May 17, 2013

Brothers and Sisters

About to head off to Cannes. Coming up with names for a new project.

How awesome is this? The Baby Name Voyager now lists the most common sibling names for a given baby name.

So, for example, Chelsea's brothers are usually Andrew, Blake, Caleb, Christopher, Jacob, James, Justin, Kevin, Michael, Tyler and Zachary.

Her sisters are usually Alyssa, Amanda, Ashley, Brittany, Chloe, Courtney, Hannah, Jessica, Lauren, Megan, Nicole, Olivia, Samantha and Sara.

Try it for really obscure names. Fun!

Sunday, May 12, 2013

This has nothing to do with screenwriting but...

...it is too good not to pass on.
The anthropologist Gregory Bateson used to tell a story:
New College, Oxford, is of rather late foundation, hence the name. It was founded around the late 14th century. It has, like other colleges, a great dining hall with big oak beams across the top, yes? These might be two feet square, forty-five feet long.
A century ago, I am told, some busy entomologist went up into the roof of the dining hall with a penknife and poked at the beams and found that they were full of beetles. This was reported to the College Council, who met in some dismay, because where would they get beams of that caliber nowadays?
One of the Junior Fellows stuck his neck out and suggested that there might be on College lands some oak. These colleges are endowed with pieces of land scattered across the country. So they called in the College Forester, who of course had not been near the college itself for some years, and asked him about oaks.
And he pulled his forelock and said, "Well sirs, we was wonderin' when you'd be askin'."
Upon further inquiry it was discovered that when the College was founded, a grove of oaks had been planted to replace the beams in the dining hall when they became beetly, because oak beams always become beetly in the end. This plan had been passed down from one Forester to the next for six hundred years. "You don't cut them oaks. Them's for the College Hall."
That's the way to run a culture.

From How Buildings Learn by Stewart Brand.

I remember seeing a table in Colonial Williamsburg with incredibly wide planks. It had to have been cut from a pine tree at least two feet thick. And this table used these planks, not because they were convenient, which they weren't, but because it was illegal for the colonists to cut down trees that big, because they were reserved for masts for the British Navy. So the table was someone's way of thumbing his nose at the redcoats.

I guess there are some stories that just don't fit in a movie.

Friday, May 10, 2013

My Singing Monsters

Meanwhile, I've been playing a bit of My Singing Monsters on iPad. (I heard about it watching the Canadian Video Awards. Congrats, Nels Anderson! Mark of the Ninja is a great game.) Remind me never to play another free-to-play game again. I would happily have paid ten bucks for this initially adorable game, where you grow an economy of bakeries and decorations so you can breed happy singing monsters. But it's free to play. Which means that as soon as it gets interesting, the game design's goal becomes sucking you into paying cash to keep it interesting. Everything becomes incredibly slow and tedious to do -- you have to leave the game alone for hours, Farmville-style, and then come back to it again and again.

Which means you are not actually playing the game. And it gets more and more tedious and chore-like as you go on.

Sure, I could pay the ten dollars anyway, and get a bit more game play. But I have a feeling that ten dollars would run out pretty fast, leaving me feeling cheated.

Free-to-play is a pox upon the land. Argh.

Bioshock Infinite

I played through BIOSHOCK INFINITE. Once again Irrational Games has created a really fresh and clever and convincing world, with a freaky and surprising narrative. This time, instead of an Ayn Randian dystopia under the sea, it's a racist apartheid state floating in the clouds around 1912. With a film noir anti-hero trying to complete a dubious mission that gets more complex as things go along. And you can jump on these "sky-lines" and zip around the clouds at high speed, which is pretty awesome.

Most of the game you're with Elizabeth, the feisty heroine, who you are initially trying to rescue from her captors -- except that you are rescuing her in order to deliver her to some guys you owe gambling debts to. I did a MIGS talk a few years ago about how games need flawed characters, because flaws are what make us care about characters. I liked that in BI, I care about my hero because he's kind of a rat, and I'm hoping he'll redeem himself. And I care about Elizabeth because she didn't always help me, and didn't even always like me. She's not always the helpful sidekick. She can be very helpful, but she has a will of her own.

The slaughtering is a bit tougher to take than the first two Bioshocks. In those, you're primarily slaughtering "splicers," deranged zombie-like people who are no longer really human. In this one, you're primarily slaughtering cops, guards and soldiers. You know, ordinary guys with jobs. It bugged me a little that this is one of those games where the hero's goal -- in this case, clear a gambling debt -- is so completely out of proportion to his means -- kill hundreds of people who have nothing to do with the debt. If he's that badass a dude, couldn't he have just killed the dude he owed the money to?

It seems unfortunate to me that with all the effort Irrational put into this world, the only way you can interact with it is to kill people. An FPS should have lots of ways to kill d00dz, yes. But I think it's more interesting if there are other interactions you can have with NPCs, and I prefer if there's at least some opportunities not to kill some people.

What I regretted most about the game is how linear the flow is, and how free of consequences. It's not sandboxy at all. You're sent on your basic scavenger hunt: find the gunsmith. What, he's not here? Find him there. What, he has no tools? Find his tools. There aren't a lot of different ways to play the game, except for which weapons you wield and how you use magic, er, "vigors". I'm into the epilog, and there are maybe three or four permanent choices I can remember. (Throw the baseball at the couple or not; which pendant Elizabeth gets; whether to draw first on the shifty teller; euthanize an NPC or not.) The consequences for most of them seem trivial, from what I can tell from articles and forums. Considering the mammoth amount of resources that went into this game, it's a shame that there are so few decisions to make beyond which ways to slaughter NPCs. Considering the budget of a AAA game, these days, there ought to be room for at least one real moral choice.

Of course it's possible that there was an intention to make these choices more meaningful, and that got triaged out as the game moved toward completion. I suspect a lot of teams talk about putting consequence in their games, but in the end they figure they absolutely must get the gameplay and the environment polished and working, whereas the game doesn't absolutely NEED consequence, so out it goes. I've seen that happen. It's a shame our industry is so secretive, because we could learn more from our mistakes if it weren't.

So, all in all, it's a good game when I feel the urge to kill some dudes at the end of a day. And it's a beautiful game. And the world is truly original and convincing. And the story gets reasonably mind-blowing in the finale. But for me, it missed its chance to be a great game. It's just very hard to have your main character's moral choices carry emotional weight when the game makes those choices for you. So for me, the game mostly left me cold.

I remain convinced that injecting real choice into a game like this, if done cleverly, could add no more than 5%-10% to the production cost, while leaving the player with a much deeper emotional commitment to the ending. (I mean, even at the very end ... do you accept baptism, or not? Do you become one, or the other? And that wouldn't require much programming at all.)

And now I'm wondering -- would PAPO & YO have been even more powerful if you had a choice in the end?