Sunday, July 13, 2014

iOS

I've been playing a couple of neat iOS games.

UsTwo's Monument Valley is a beautiful puzzle platformer inspired by the works of M. C. Escher. The world is full of impossible 3D objects; you can rotate and slide some bits of them. The clever idea is that if something looks like you can walk across it, then you can walk across it. So if something is impassible at one angle, you turn it until it looks passible. And then it is.

For example, you need to get the princess up to that button there (SPOILER):




Which means you'll have to get her on top of that yellow totem. But how? She can't climb.


But suppose you put the totem there. It's just a trick of perspective that the top of the totem looks like it's level with that pillar on the left there.


So it's snap to get on the totem now...




And then you can get to the button. 



















Crazy, huh?

It's also beautiful in a minimalist way. Lisa, who never plays games, tried a level, and decided she better not continue, or she'd fall into it.

It is a short experience -- maybe 3 hours? And there's not a lot of replayability. But for $3.99, it's terrific.

Meanwhile, DragonBox has a new game. They did a lovely job with DragonBox Algebra, which teaches your five-year-old to do algebra. Elements is teaching my 10-year-old to solve geometric proofs. How do you prove that square is square?



Both of these games try to do one thing, and do it super well. They are fun and elegant at the same time.

It's funny, but though I'm a narrative designer, I don't necessarily need a story. Elegant gameplay does it for me, too.

Even if you don't have a kid, you might dig these. If you have a kid, I think you'll definitely dig these.

Wednesday, July 09, 2014

Mauricio Fernandes Interviews Me

Friend of the Blog Mauricio Fernandes interviewed me for his blog. Since he translated me into Portuguese, I reprint it here, in English.

Oh, by the way, sorry about the World Cup, Mauricio...

Q. If you could pick just one, what would it be: Character, Plot or Theme? (an unfair question, but it is good to know the focus of the writer)

Of course a great movie has all of them, but: plot. You can have a successful movie without a theme. (What was the theme of HARD DAY’S NIGHT? Unless it was, “Aren’t the Beatles fun?”) You can have a hit movie without strong characters (TRANSFORMERS). You can't have a successful movie without a plot. Except in France.

By "successful movie," I mean butts in seats, not critical success.

I’m sure people can come up with counter-examples. I prefer to use the word “story” rather than “plot.” Story includes the main character(s). You need a story. (Except in France.) I start from the story, and work my way into the characters. I think most pro screenwriters do, too.

Q. An American or Canadian movie to be read, re-read and studied.

I'd cite ALL THAT JAZZ and ANNIE HALL. Both of them tell difficult, complex stories, yet you're never lost, and you always have an emotional reaction to what's going on.

Q. A foreign movie to be read, re-read and studied.

DAY FOR NIGHT made me want to go into the film business. However, I was 20, and I figured I was too old. Seven years later, I went into the film business.

Q. For you, writing a scene, what´s the most frequent thing to arise: an image, a dialog or an action? In your opinion, is there a hierarchy?

I'm more structural. Who wants what? Why can't they get it? Why should I care? (= David Mamet’s crystallization of the 3 questions of drama.)

I try to figure out what the characters are trying to get from each other, and why they won't give each other what the other person wants.

I write the scene long, and then I trim down to the minimum. Get in late, get out early. Leave'em wanting more.

Q. What were the maximum number of drafts that you wrote for a screenplay? What was the problem with it?

"Drafts" is kind of a meaningless concept on a computer. Writers talk about doing a "pass," but sometimes I just do a surgical intervention to address a specific note. I might only look at the scenes involving a certain character. Is that a "draft"?

I consider all drafts a first draft. Except the shooting draft. I mean, suppose you've done 20 drafts, and then you realize the main character should be a woman? Or the hero is really a villain? Do you not do the change because you have a 20th draft? Of course not. You have to always be willing to throw out as much of the script as you have to in order to make it better. Sometimes you have to write 20 drafts in order to realize that you have a horrible structural flaw.

And by "structure," I don't mean act structure -- I mean story structure. A story is

(a) a character we care about (b) with an opportunity, problem or goal (c) who faces obstacles, an antagonist and/or his or her own personal flaw (d) who has something to lose (jeopardy) (e) and something to gain (stakes).

Any time you realize how you can strengthen one of those, it's time for a new draft. Or pass. Or whatever.

I rewrote a script of mine from 2006, when I optioned it to Cirrus, to 2013, when they finally decided not to do it. How many drafts? Who cares?

On the other hand my total intervention on BON COP / BAD COP was five weeks. I came in on the end of pre-production, and shortly after I rewrote it, they shot it.

Q. When you have a writer´s block, what do you do?

I think professional writers don't have the luxury of writer's block. Do cabinetmakers have "cabinetmaker's block"? Screenwriters are craftspeople, not "artistes." (Except, possibly, Charlie Kaufman.)

Shakespeare was writing to deadline, for a rep company. He had to put in stuff for his actors to do. The Gravedigger is probably in Hamlet so he’d have something for Will Kemp to play. Turned out pretty good.

About 40% of the way into any script, I usually hit The Sucky Point. That's when everything sucks. I don’t stop writing. I keep writing until I have a script, and then go back and look at it. It's never as sucky as I thought, and I can start trimming and restructuring, which is less nerve wracking since I'm almost always making the script better.

However, pro writers use tools. For example, one tool is to go back to the structure. What is the opportunity, problem or goal? How can I put the hero in a situation where his flaw gets in his way?

Sometimes when a script isn't working I take the whole thing back down to index cards and rebreak the story.

Or take it back to the one-line pitch. What goods do I have to deliver? What's a scene the audience really wants to see, given the one-line pitch?

Whenever Raymond Chandler didn't know what to write next, he had someone bust in the door with a gun. Then he'd figure out who the guy was and why he was there.

Q. Do you have someone who reads what you write before everyone and in whose opinion you trust? If yes, who´s it and why did you choose him (or her)?

My wife is a writer. I chose her because I have been madly in love with her since we were kids. However, she is also a superb writer. She has a very different perspective on the world, and she is also a very different writer. She has more of a talent for coming up with weird and fresh new things, while I'm more Structure Guy. We discuss almost everything and read almost everything the other person does, regardless whose name is on the script.

My first wife wasn't a writer, but she had a lot of input on everything I've done.

I had a co-creator and writing partner on NAKED JOSH, my TV show. She, too, was better at coming up with ideas and maybe I was better at judging and shaping them. It was a good creative relationship and a nightmarish interpersonal relationship. At its worst, a writing partnership can be like a toxic marriage, without the sex.

Q. Do you have the habit of doing research? In what consists your research?

I don't usually do a lot of research, except when my story provokes me to go look something up. However, I read a lot, so I'm already carrying around huge amounts of utterly useless information which sometimes turns out to be useful. For example, I’ve been carrying around the formula for bronze for decades, and finally got to put it in something I was writing.

Q. How many time (weeks, months, years) do you take to have a final draft of a screenplay? If depends on the screenplay, please give me one example.

How long is a piece of string?

The only thing I can put a time limit on is the amount of time it takes to write a first draft feature screenplay. That's usually about three weeks. But the outline takes as long as it takes, and the rewriting takes as long as it takes. The best answer I can give you is: much, much longer than you think when you're writing it the first time.

However, there's a lot of fallow time in there. I wrote KIKI WILDER from 2006 to 2013, but that was only one of dozens of scripts, pitches, outlines, treatments, and games that I wrote in there. You learn a lot when you look at something you haven't seen in months.

I don't recommend rewriting only one thing endlessly. Write something, go write something else, come back to the first thing. Your first idea may not be your best. I hear about people who've been writing the same script for years, and I can't understand that impulse. Is that the only thing you have to say? Really?

As an exercise, take a script you've been writing for a while, put it on the shelf, don't look at it, and one month later, rewrite the outline from memory. Compare. The new version will be better: more streamlined, more memorable. That's because anything that wasn't memorable, you don't remember.

Q. What are the best traits for a screenwriter? And the worst?

The best trait for a screenwriter is the inability to go more than a few days without writing. For most of us, it's a jones. An addiction. I just don't like myself if I'm not writing something. Writers write. If someone says they "want to write, but just don't have a lot of time for it," I’m not sure they’re a writer.

The worst trait is the inability to finish. You have to finish things.

Q. What´s the best "school" for a screenwriter? What was your "school"?

Showbiz. I don't recommend school. I recommend writing stuff and getting it out there. You need feedback from people in the biz.

Writing groups are good.

I haven't had a really great writing teacher for me. I've had teachers who were terrific writers, at least one of them Oscar-nominated, but I haven't had terrifically enlightening writing teachers. Maybe they were good for other students, I don’t know.

However, I did learn a hell of a lot about writing from an editing teacher, Oscar-nominated Richard Marks, and from an acting teacher, Joanne Baron. And from an African-American Studies professor at Yale, Robert Farris Thompson. I would say you learn the most from people in adjacent disciplines.

Q. If you could cite just one book about screenwriting, what will it be?

Well, that's a gimme, since I wrote one! CRAFTY SCREENWRITING: WRITING MOVIES THAT GET MADE!










































































































Tuesday, June 24, 2014

Story =/ Narrative?

FAR CRY 3 has a spectacular case of what Clint Hocking calls "ludo-narrative dissonance." That's a fancy phrase for when the gameplay is at odds with the story. The story is about a callow college boy who is out to save his friends, who have been kidnapped by bandits. The gameplay is about destroying bandit camps so you can clear out more territory and get better weapons, and hunting wild animals so you can upgrade your ammo pouches.

The gameplay is really tight and the bandit camps become puzzles: how do you knock off the maximum number of bandits without alerting them to their danger? The problem is that you are in no hurry to liberate your friends. In fact, you do the story missions last. That way, you'll be maximally geared up when you do them. To heck with your friends! They'll still be there when you get to them, right?

 In Mass Effect 3, I recall, the LND got so extreme that I realized that whenever the game told me that a given mission to save the galaxy from the Reapers was super-urgent, that meant I should absolutely not do that mission until I'd done all the sidequests. Many of the sidequests went away the moment you did the story mission.

 In this Game Informer interview, Mark Thompson, the Narrative Director, says they're going to try to sync up the player's motivation with the player character's motivation. Sounds like a good idea, eh?

In related news, Tom Abernathy and Richard Rouse III made some good points in their GDC talk "Death to Three Act Structure". Their point is that game players experience story differently than movie watches. They remember characters and moments better than they remember plot:
MS User Researcher Deborah Hendersen did a study a couple of years ago that might help to answer that question. She discovered that players really hardly remember the specific plots of the games they play. When asked “tell me the plot of your favorite game” players were unable to talk at length or with much accuracy. However, they were *very* able to recall the plots of movies and TV shows they loved.
And, of course, in open world games, it's not really possible to tell a three act story -- you have no idea in what order the player will encounter your narrative material.

So, focus on great characters and great moments.

The more I know about story, the more I realize that it isn't everything.

Both the interview and the GDC talk are worth checking out. 

Friday, June 20, 2014

Do Not Do This

Q. I am trying to get in touch with Bill Prady and it appears from some Google searches you know him.

I have 6 scripts attached for The Big Bang Theory. They would be 6 of the best episodes ever, and the one entitled [snip] will win an Emmy for Mrs. Cuoco. I implore you to just start reading it, it encompasses everything the Big Bang Theory is about.

I realize you folks hear this a lot, but Chuck and Bill really needs to see these. I have a lot more where those came from and many more ideas.

Wow, so many things wrong with this email!

One, do not send attachments to someone who hasn't asked for them. No one practicing good Internet hygiene will open them.

Two, do not send attachments to someone who hasn't asked for them. It is extremely rude. Ask if someone wants to read your spec, then send if they say it's okay. They might ask you to sign a release. They might not read other people's material. I do not read the material of strangers unless they sign a release and pay me for an evaluation. It's not my job. I'm a writer, not an agent or a producer. I occasionally read scripts of writer friends of mine.

(See, "No, I Will Not Read Your F#@%ing Script" by Josh Olson for only some of the many reasons why.)

Three, Bill Prady does not want to read your Big Bang Theory scripts. Bill Prady has an office full of writers generating Big Bang Theory scripts, based on conversations he's had with them about the specific needs of the show. You, on the outside, do not know what these are. Your scripts will read spectacularly wrong to him, no matter how close you think they are.

If your scripts are really excellent, then send the best one to an agent. If she likes it, she'll ask for a spec of a different show, or possibly a spec pilot. No one wants to read more than one script from a show from you. If she likes your two scripts, she might be able to get you work on another half hour sitcom.

Star Treg:TNG famously bought spec scripts from the Cloud, but I've never heard of another show doing that.

Four, just because I wrote up a talk that Bill Prady gave a few years ago, that makes you think I'm on a script-giving basis with him? Oh, if only. I would indeed give him a script I thought was amazing. My own. My wife's. If I thought he was receptive to more than that, I might give him the occasional script by a friend I think is really funny. I might give him one every, oh, five years. You don't want to wear out your welcome. Generally you get one shot.

A friend of ours from high school, for example, is a big deal agent in a specific market niche. We have never sent him a script, because we didn't have anything we thought was perfect for him. We did not want to waste his time. (As luck would have it, he noticed she'd won her second Writer's Guild Award this year, and emailed her.)

Five, never send someone a whole bunch of scripts. What if they read the worst one first? Send the best one. If they want to read more, trust me, they will ask.

How do you know I even watch Big Bang Theory? How would I know if your spec was good or bad? If you asked me to critique your BBT scripts, I would have to refuse, because I don't know the show well enough to judge them.

Six, no one wants to read your spec script without a release. You know why? Because if we were ever to read your script, and didn't have a release from you, and later on we wrote a script that you, for some reason, thought was full of your stolen ideas, then you might sue. You would almost certainly lose the suit, but it would still cost a month and $5,000 to get the lawsuit thrown out of court. I would rather spend that money on Zinfandel.

So I did not open your attachments, and I have deleted your email.

Good luck, eh?

Saturday, June 14, 2014

"Do What You Love, and the Money Will Follow"

One of the standard bits of advice that the successful give to the aspiring is "write for yourself, and the money will follow." (Well, except for these guys.) It's a specific case of the broader platitude "Do what you love, and the money will follow."

It's wonderful advice for the successful to follow. Pretty much every breakout success happened because someone believed the world needed something only he or she had -- a personal computer, a better way to index the Web, a story to tell.

And for many people, it is excellent advice. Me, for example. I never really considered the odds against becoming a pro screenwriter. I just kept at it until I could support myself. (And I never had to be completely indifferent to the market; people encouraged me all along the way.) Took longer than I had planned, but now I look at my high school classmates who are doctors and lawyers and bankers, and a lot of them are trying to get out of their business. A friend of mine who's a surgeon is trying to put together a singing and acting career. On a larger scale, while I've made a good living (and sometimes a great one) for, let's say, 14 out of the past 15 years, so many of the businesses that were supposed to be safe turned out to be much sketchier. Who ever thought you could bust your butt for years to become partner at your law firm and then the partners could fire you in a downturn?

The problem with this bit of advice is that you almost never hear from the failures. For everyone who follows their bliss and makes it big -- or makes a living at it, at least -- there are uncounted numbers who follow their bliss and fail horribly. 

I get emails from people who have written all thirteen scripts for the first season of their TV series. Unfortunately, they have no credits, and that's not how you make a TV series. 

The truth is, "follow your bliss, and the money will follow ... if your bliss happens to be something that everyone turns out to want." 

See, the problem is, when Matt Weiner writes MAD MEN or Marc Cherry specs DESPERATE HOUSEWIVES or Sylvester Stallone turns down $100,000 for ROCKY after he's had to sell his dog -- they have something that, in retrospect, the market wanted. What they loved and believed in, other people came to love and believe in, too.

I bet, as well, that a lot of people told Stallone he had a pretty amazing script. And people worked with Marc Cherry to help him make his spec amazing. And Stephen King's wife encouraged him to keep writing, and rescued the manuscript of CARRIE from the fireplace. 

"Follow your bliss" is not a blueprint for monomania. The truth is, nobody succeeds alone. Creating something good and new is a tug-of-war between listening to yourself and listening to everybody else. 

I'm sure Marc Cherry had nine other ideas he would have loved to write in addition to DESPERATE HOUSEWIVES. But he had a sense that DH would make it. I'm sure Matt Weiner has a folder full of ideas crazier than MAD MEN. Even Sylvester Stallone had another idea -- about a troubled vet in a small town with a mean sheriff -- that didn't get picked up till he was a star.

It is true that you have to write what you love. If you're not loving what you're writing, probably no one else will like it either. (Unless you're a neurotic genius who never likes their own work, but it's really good anyway. But that's rarer than you might think.) If you're bored, the audience will be, too. And life is too short to write stuff you're bored by. Why go through the trouble of being a writer if you're bored? I've never turned in something I hated. 

But I have sometimes had to figure out what I loved about a project. Most pro writers rarely turn down work. That doesn't mean we're whores or hacks. It means we have a talent for finding what we truly love in the material we're hired to work on. 

That's what I do when I consult on story: I try to find what I love in the other guy's work, and help him or her carve it out of what is ordinary and stale. It's not my job to say, "Well, I woulda done it this way." 

(And, by the way, "hack" isn't the insult you might think it is, not among pro writers. I think most of us respect the ability to hack it out -- to turn in something that's at least shootable, on time, regardless of whether the Muse is taking our calls.)

But you have to learn how to listen. As Rabbi Hillel said, "If I am not for me, who am I? If I am not for other people, what am I?"

Saturday, June 07, 2014

I Like a Cheese Knife

I have a strange brain. Scansion sets me off. Today I saw a cheese knife at the Atwater market, and immediately an old pop song popped into my head. See if you can figure out what it was. It went something like, "I like a cheese knife, I like to boogie..."

This happens all the time. Every time I see the phrase "Philadelphia cheese steak," I hear a song by Elton John. With slightly different lyrics.

Philadelphia cheese steak, I luh, uh, uv you, yes I do.

I suppose this is what comes of writing poetry in high school. Or possibly this is why I wrote poetry in high school.

Monday, May 26, 2014

How I Know I'm In the Right Business....

Whitney:  "Did you see that video I sent you a link to?"

Me:  "Er, no. I, uh, might have played, like, 24 hours of Crusader Kings 2 this weekend."

Whitney:  "Good for you, man!"

Wednesday, May 14, 2014

Cryface

The other observation I had watching HUNGER GAMES:  CATCHING FIRE was that women make much more interesting action heroes than, say, men. Why:


Women are allowed to be really upset. They can still shoot the bad guys full of arrows. Katniss Everdeen spends a lot of time being really really upset. And then she shoots some people full of arrows, and then she blows a lot of stuff up.

Women heroes can kick bad guys in the balls. They can be really, really effective spies. But, then:


I mean, theoretically, guy action heroes could have feelings. But most of them are all, yippee kay yay, mother f***ers:


I much prefer writing female action heroes, frankly. More interesting for me as a writer.

It's not like this in every culture. The French Canadian show 19-2 has cops who talk about their feelings. 

But, in English, it seems like it is very unmanly to have feelings, unless your buddy has just had his head blown off, in which it's okay, so long as you then go into a rage and make them pay.

So, there you go.