Sunday, March 19, 2017

Eeyore Was Not Just Any Donkey

I'm playing a couple of new games, and they have amazing gameplay. But something's missing for me with their characters.

Now, granted, you can have a pretty good game without strong characterization. A game can be superfun without it. But it can't make you care about the characters. It can't move you.

I have a long-running beef about many fantasy and SF and historical games. Characters are defined primarily by their situations.

Say, for example, you're an outcast. Members of the Tribe are mean to you. The character you play is, naturally, spunky, and doesn't let the meanies get her down.

But suppose you were a Jew in 1930s Germany, or a Muslim or a trans person in South Carolina now. You do not fit in; some people are mean to you.

But they are mean to different degrees and in different ways. Some will mock you. Some will hit you. Some will pretend you don't exist, because they're not fundamentally mean and they're embarrassed about it.

Some will be mean if other people are around, but nice to you if other people are not.

We expect characters from the 20th and 21st centuries to be people with personalities. Their attitudes are colored by their situation; they're taught to react to you a certain way. But some people are angry and just looking for someone to take it out on. For some, duty is important and they might hurt you but only because they think they're supposed to; it's not personal. People are different.

I miss that in a lot of fantasy and historical and sf games.

I can't wait for the cave man game where you meet a Neanderthal, and he's a bit of a joker, but actually, you realize, actually kind of an asshole.

People also have their own stories going on. I can't wait till I'm playing a game and I meet a member of the Other Tribe, and she's really upset about something that just happened (like she just broke up with her boyfriend) and meeting me is not the most important thing in her day, I'm just a weird happenstance.

In A. A. Milne's Winnie the Pooh, the animals are people. When you meet Eeyore, he's a self-pitying mope. In fact, he is such a specific self-pitying mope that I feel positive that, if I'd gone to a garden party at A. A. Milne's house, I'd have been able to figure out which of his friends A. A. was making fun of.

So if there are three kids from the Tribe harassing the playing in a prehistoric or post-Apocalyptic game, then maybe one of them is really intent on hurting you, and obviously angry at your very existence. But a second kid is trying to pull him away because she was enjoying the game they were playing and you're nothing to her. And another is obvious upset at what the first one is doing, but doesn't want to rock the boat.

Just because you're writing historical or pre-historic characters doesn't mean you can't write people. Modern homo sapiens — meaning humans who you could dress up and put in the subway and they'd look completely normal — have been around for at least a hundred thousand years. A hundred thousand years ago they probably believed the mountain was a god and the stream was a god too and so forth. But don't tell me that some of them weren't really nice people, and some of them were jerks, and some of them you had to catch on a good day, and some of them were egotistical. Some of them wanted to be chief of the tribe, and some just wanted to get with the ladies or the men, and some were no use for anything but okay in a pinch, and some were smart and clever and useless in a fight.

And I guarantee you some would not listen to anybody, and some could make you feel good when you fell on your face, and some just made you feel stupid, and the kids didn't listen to their elders as much as the elders wanted, because people have been complaining about that at least since the invention of writing.

(Seriously, we have texts from the Romans and even the ancient Egyptians saying, basically, "Kids these days, amirite?")

When you're writing aliens, other species, people from other times and places, try writing them like specific people that you know. Write them so specifically that your friends will recognize them. Give them the flaws of the people you're basing them on.

And then, and only then, put on the pointy ears.

Then they'll really create a reality. Then I'll really care.

Monday, March 13, 2017

Assorted Questions

Would you be willing to read what I have done so far and, in addition, give me some advice about getting it in the hands of a producer?
I used to do that, for a fee, but I don't do that any more, except for friends.
Certainly, if you assist me, I would not mind at all sharing proceeds with you.
What you are looking for is an agent. An agent finds a producer to pay you, and takes 10%.
I am working to get the synopsis for my screenplay exactly right. It took me a month to get the perfect log line.
Good! Most people don't spend enough time on their hook. They just charge ahead and write the script. Then they write the query letter. I've critiqued query letters in the past, for a fee, and about half the time, as I'm trying to improve the query, I can easily think of a better concept. Of course by then the script is written and nobody wants to rip up their script and write a better one.

Professionals do it all the time. They don't want to, but they do.
You will see that I am an accomplished writer. In fact, my mantra is that I steadfastly refuse to start a sentence with 'the', a habit left over from the promise of at least a grade of 75% in English Literature if a student submitted material exclusively without ever starting a sentence with 'the'.
The fuck???

Sunday, March 12, 2017

Q. I show a female cop near the beginning of my script, but she doesn't speak.

As I start Act II, I introduce an old women, who is really the cop, in makeup prosthetics to look like an old woman.

Do I tell the reader that the cop and the old woman are one and the same? Or do I let the reader know when everyone else finds out?

A friend of mine says “the director and the crew need to know right away.”
A. They will, but you’re not writing a shooting script. You’re writing a selling script. A selling script should read the way you want the audience to experience the movie.

Later on, should your script go into production, you’ll make everything clear; but in a selling script, secrets should remain secrets until they’re revealed.

You can, if you want, write something like “We’ll see her again,” to let us know to pay attention to this particular cop; it’s the equivalent of the camera dwelling on this particular cop for just long enough that we know we should remember her later.

Actually, why doesn't she speak? What's the point of introducing her at all if we're not going to notice her?

Another question: is she the main character? If so, maybe we should know she's in disguise. If the main character knows critical things we don't know, it alienates us from him or her. You can do it, but we won't identify with him or her as much.

Friday, March 03, 2017

We Happy Few - Update - Meat Boy

We have now, finally, at the last minute, got everything recorded for this sprint, including at least seven little old ladies for Hoard House. Guess how many actors? Have a listen when the update comes and tell me how many you think there are.

As I mentioned last week, I did a massive casting session for a character named Ed MacMillan, affectionately known around the office as Meat Boy. (Obviously he is in no way an homage to anyone associated with the game Super Meat Boy.)

I found an amazing actor, Joe Sims, who has won all sorts of awards for his radio work.

(I didn’t know he’d won awards until we cast him. I generally ignore CVs when I’m casting voices. It takes much less time to listen to a voice reel and decide whether the actor is inhabiting the roles he plays.)

Joe will break your heart, I hope, as Meat Boy. He’s also assorted bookies, bobbies, lads and soldiers. We had fun.

In other news, affordances.

Affordances is a fancy word for “things look like you’re supposed to use them a certain way.” I read a great book by Don Norman called The Design of Everyday Things. It’s about doors that you can’t figure out whether to push or pull on them, and how to design things so they’re intuitive. It’s actually super helpful for game design. You might dig it.

Well, we put some phone booths in the game, because, you know, iconic. Can’t have Britain without red telephone boxes.

But then you guys said, “We want to pick up the phones and hear something.”

So we put some voices on the phone. And a baseball game between the Dublin Dukes and the New York Yankees.

But then you guys said, “There’s voices, but there’s no gameplay.” Gosh, you people are demanding.

So Lisa and I came up with a story and some gameplay for the phone booths. It won’t be in this update, but maybe it will be in the next. So I hope y’all feel the love.

Friday, February 24, 2017

We Happy Few Update - Casting Challenges

I was not satisfied with what we were able to do with one particular character in a recording session with an otherwise wonderful voice actor. Our voice actor is very good at accents, but this is a fairly hard role — a developmentally disabled adult who has to break your heart.

So I fired off a casting call to the UK.

Saying “developmentally disabled character” to the entire pool of agents in the UK is a little bit of waving a red flag in front of the Running of the Bulls. Playing disabled is an artistic challenge, so it shows your acting chops. The clip will almost certainly go on your reel. I got 80 submissions in about three hours late on a Thursday afternoon.

So I got to wade through 80 submissions. One weird thing about voice character submissions is the headshots. They send me headshots. Why would I care about headshots? I don’t care what the actor looks like. All right, it’s nice that Alex Wyndham could actually pass for Arthur if we did the movie, but he could look like Shirley Temple for all I care. When we do the recording sessions, we don’t have the camera on, so I literally do not know what half of my actors look like.

I winnow those 80 submissions to 9 I’d like to hear from; plus I go through my last casting call and ping the agents whose clients were great but not right for those roles. The actors will record an MP3, and a dozen actors will come down to three or four. I’ll audition those guys on the phone.

The lucky actor — by “lucky” I mean “probably spent a decade or two painstakingly learning how to turn his talent into craft” — then gets to record this one particular part for about fifteen minutes, plus a bunch of other stuff for forty-five minutes. And the scene will play for about a minute and a half in the game.

It is a ridiculous amount of work for a role you’re going to see on screen in the first playthrough for 90 seconds. This is why recording voice actors is expensive even for short recordings - you’re not paying for 15 minutes of work, you’re paying for the lifetime of experience that is needed to deliver a great 15 minutes of work.

But if those two minutes break your heart, then they add meaning to the hour or two of gameplay following that encounter. They show us a side of Arthur we wouldn’t know without them. So you care.

I mean, that’s the point of the narrative, after all: to make you care.

So that’s why I was up till midnight on a Thursday.

The rest of the team's update here.

Monday, February 20, 2017

Thursday, February 16, 2017

Money Not Where Mouth Is?

Q. I'm a novelist who is expanding my career to include screenwriting.

I've gotten many views on Inktip. One producer contacted me to ask if I would add an angel to to script, turn it into a feature film script and then tone it down to family friendly.

I asked if we could chat by phone. We had a good rapport and I enjoyed hearing her ideas. I developed a new synopsis, tweaked it after several email exchanges until she said that she loved it.

I waited a few days. Then I emailed to ask what she would like to do next. I had asked her about her budget earlier and she didn't want to discuss money.
Warning, Will Robinson. Danger, danger. A producer who does not want to discuss money at this point is almost certainly wasting your time. Real producers understand that they have to pay money to get what they want creatively. Indeed, that is literally the job description of a producer. Producers find money in order to move their creative projects forward.

A producer that won't put money down either doesn't believe in the project, not really, or they don't have the ability to bring money, in which case, flee.
After 25 years writing for major publishers, I've never been told not to ask about money. She just emailed me to ask me about the changes to the script. I haven't added those changes to the script because the changes are major, would certainly surprise the readers who followed the book series, and I'm not sure I want to write a screenplay with no budget in mind. I've never worked gratis.

Should I write a screenplay for her without knowing the budget, or if she has the funds to pay me?
That would be "no."

She has, at this point, read a script, made notes, and read a synopsis. She's invested, at most, two hours in your project. You've probably invested several days to a week.

It costs nothing for a producer to say, "Hey, this would be great if it were set in a PT boat in the South Pacific in 1943." It costs you time to rewrite. At the end of all that time, the producer can say, "Y'know what... never mind." You're stuck with a version of your script that you don't necessarily believe in.

If someone gives you notes that make your script better, there's nothing wrong with taking those notes. Even if the producer doesn't want the script afterwards, you still have a better script.

"Put not your trust in princes," as the Bible says. Assume that some portion of whatever a producer says is optimism, and another portion is fairy tales. The money is proof that the producer is taking your project seriously, and is a serious producer.

(By the way, no, you don't ask about money. Your agent does. That is literally her job description.)

Saturday, February 04, 2017

Where to Put the Monkeys, or, Third Act Action Sequences

Lisa's rebreaking the story for a script she's rewriting. She's been wracking her brain on the third act action sequences. The monkeys never seem to be in the right place.

Last night I suggested she think about "what is your hero's greatest fear? The action sequence is where she confronts and surmounts it."

She sort of lit up and disappeared into her writer's brain, and this morning told me, "I've got the whole thing."

It's not about the monkeys. It's never about the monkeys.

A great third act action sequence is, of course, your biggest spectacle. In a great script, it is also where the hero completes his or her dramatic journey. Luke Skywalker's run at the Death Star is not really about where the X-wings go. It is about Luke surrendering to the Force and taking the path to becoming a Jedi like his father.

There are plenty of movies where the third act action sequence is not about the hero achieving his or her destiny, or completing his or her journey. The action is about the hero accomplishing his external goal. However, they are less satisfying, I find, than movies in which the action sequence is not only the physical resolution, but the dramatic resolution.

What does your hero have to do in order to complete his or her journey?

Actually, this is true of all action sequences, in the broadest sense. A sex scene should never be about the sex (unless you're writing a porno, obviously). A sex scene should be a dialog scene without words, where the characters are using sex to express their feelings about each other. They each want something, there's tension, will they get it? Yes, they do. Or no, they don't.

(It's critical to any scene, including a sex scene, or any other kind of action scene, that they won't get what they want.)

Ideally, a gun battle in a John Woo movie, a duet in an opera, a pas de deux in a ballet, can and should have a dramatic question at its heart.

Or, for that matter, a boss battle in a video game, though it may be some time before we realize this.

The reason I have this particular tool in my writer's toolkit is that John Rogers wrote about this in some detail a dozen years ago. He phrases it like this:
Don't write action scenes. Write suspense scenes that require action to resolve.

That is excellent advice any time, but particularly excellent advice for your finale.