Friday, October 24, 2014

Sometimes You Don't Need a Critique

I want to send one of my stories (6 page of containing outline, show summary, story headlines, characters directions and derivations, show themes that lead the entire series ) a "Tv concept idea" contest in L.A. 

I get some script consulting about it such as " it will be not a bad idea for TV " from a reputable blogger .He says that the core idea is interesting and the concept has some potential for future episodes, but the only thing is my language barrier . 

I know my english as a second language will not be sufficient to write in english like an american fellow even I know all about TV show business ; ... Would you suggest me to get another idea from another guy of business or stick the consulting and suggestions of him ? at least before sanding my outline for the contest. 
I am also work for TV time to time in my country, I know everybody says lots of things, usually of non sense to make money esp. in this business. 
I want to learn what is the criteria to have "story by" credits, especially on tv. ...
Realistically, the only way for someone to sell a TV concept if English is not his or her first language is to make the series in his own language and then sell the format. For example, the Israeli series PRISONERS OF WAR (חטופים) became HOMELAND; the Israeli series בטיפול‎ (IN THERAPY) which became IN TREATMENT and a dozen other series in different languages; the Dutch series BIG BROTHER which became a metastatized cancer afflicting the entire television medium.

If a paid evaluator says "This will not be a bad idea for TV," I think they are maybe taking your money. That's about the smallest possible thing someone can say about a TV concept. On the rare occasions I read something that really could work, I say, "I think this really has a shot."

(Though generally when I'm evaluating other people's material, I don't say whether it's good or bad; I generally say how to make it better. I don't think it's helpful to say, "This stinks." If you want me to tell you if it's good or bad, you have to ask. The truthful answer, however, is usually, "It's not good now. If you do everything I tell you, and do it well, then I think you have a shot.")

The criterion for getting a guaranteed "Story By" credit in the US under WGA rules is to have written the first draft of the pilot. ("Story by" is the irreducible minimum credit for the original writer.) If you're not a native English speaker, or Vladimir Nabokov, the odds are they won't let you write any draft of the pilot; and they won't read your spec pilot, either. However if you write the pilot in your native language, and sell the format, then you can negotiate something like a "Based on the series PRISONERS OF WAR created by Gideon Rafi."


Monday, October 06, 2014

Is This You?

So, Compulsion Games will soon be hiring a community manager. This is a full-time contract job in our Montreal office keeping up with the people who play (or might play) our games. That means writing back to gamers when they have questions, posting on forums, responding to posts on forums, tweeting and generally making us look awesome. It's about engaging with our community to better understand what they think and feel about our games and help us make better ones. 

There will be some dealing with the game media. There might theoretically be a bit of game writing, if you are so inclined, but that's not the priority. 

The ideal person is witty and irrepressible. S/he plays a lot of video games and likes to talk about them. S/he probably reads the game press (Kotaku, RPS, etc.) S/he understands social media. We're not looking for a degree in marketing, but we would be impressed by your clever and provocative Twitter feed and your mob of followers. 

Compulsion is an indie game company of about a dozen really dedicated developers. Our previous game, Contrast, was a PS4 launch title, passes the Bechdel test, and is shortlisted for 10 Canadian Video Game Awards. Our new game may blow your mind.

If you think you might be the right person for this, email my buddy Sam Abbott at jobs@compulsiongames.com.



Saturday, October 04, 2014

You Don't Climb a Mountain

A reader writes:

Q. I'm wondering how fast I should write screenplays if I want to be successful. I want to hit that sweet spot. I understand that pieces of string come in varying lengths. My first took me two months, my second took me two weeks, and my third has taken me two months already and I'm only on page 19. It's probably just a bad story idea and I should probably move on, but I know that in TV writing you are forced to do things you don't want to do. 
I've got several non-starters like this. If I were to force myself to finish any one of them, do you think the material would come out best if I went with a fast (2 week), medium (1.5 month), or slow (>3 month) speed for the first first draft? By "best" I of course mean most sellable. I understand that you offer no guarantees, etc. You have advised to plan for a better story in advance, but I do indeed feel pressured to tell a certain (original) story a certain way and would like to just plow through it, I'm just unsure of the speed guidelines.

Every writer is different. Robert Towne takes a year to write a script. I have no idea how he manages to spend a year on a single script. I'm assuming a lot of golf is involved. I usually write a feature first draft in about 24 days. I spend time conceptualizing and outlining, then I write the first draft pretty fast, and then rewriting takes however long it takes. Years, sometimes, with long gaps in between while producers look for money or I wait for perspective.

Both my wife and I find that having a completed script makes rewriting much easier and less stressful. She calls her first draft the "vomit" draft because she just wants to get it out of her system, and it doesn't look pretty.

Joss Whedon writes all the fun scenes first, then writes the scenes that connect them.

If you're on page 19 after two months, something is wrong with your outline. Go back to index cards, or better, go back to telling your story out loud.

The amount of time you spend on a first draft has nothing to do with how sellable the script is. The script is sellable if it has a great hook and good implementation. The hook is in the outline, and the implementation is in the first draft, and the second, and the third, and so on.

The key is that you don't climb a mountain. You take one step up. Then another step up.

You don't write a script. You write an outline. Then you write pages. By pages, I mean scenes. You only write one scene at a time. 

Look at the scene you're writing. Who wants what? Why does the other person not want to give it to him? What does the first person say or do to try to get it? What does the second person want? Why won't the first person give it to her? What does she say and do to try to get it?

If you can answer those questions, you ought to be able to write the scene. If you can't answer these questions, there's why you're hung up on page 19. 

Sometimes the reason you can't write the scene is that it's boring and doesn't need to be in the movie. Skip it and see if you miss it. Maybe you're telling it wrong. Maybe find another way to present the story elements in the scene. Try writing the scene as a silent movie. Try writing the scene as a phone conversation. Try writing the scene as a scene from a novel. Try having one character refuse to talk. Rewrite the scene as the couple arguing while they're at a cocktail party. Try having the scene happen offscreen and we only find out about it in a conversation with third parties. Try writing the scene with a different outcome than you expected and see if that feels more truthful. Rewrite the scene as all subtext, with everyone saying exactly what's on their minds. Now rewrite with no one saying any subtext at all -- they're refusing to talk about what they mean and want, and talking about anything but.

Get some actor friends to do an improv based on the scene. If you don't have actor friends, do it with your own friends. If you don't have friends, take each person's part and see what they say.

Why does that scene need to exist? How does it move the plot forward? How does it reveal character? A scene should ideally do both. If it's sagging, it's probably either not moving the plot forward, or you've written it so that the characters are saying and doing the things any normal people would say and do, rather than things only those characters could say or do.

I'm a big believer in finishing scripts even if they feel like they suck. Around page 40, they almost always do feel like they suck. But I would never write a script without writing a solid outline first. That's like getting in the car and driving without a destination. You think you're going to wind up some place you never expected, but you usually end up at the supermarket.

Good luck!

Alex

Monday, September 22, 2014

Format Question

Let's suppose two characters are talking. We go in close on their hands. One character speaks.

Is that line of dialog O.S. (offscreen) to make clear that we're not seeing her talk?

  • SALLY (V.O.)
  • (holding out the ring)
  • Take it. Please.
Or not, because at least part of her is on screen?

  • SALLY
  • (holding out the ring)
  • Take it. Please.
How would you format this, fellow pro monkeys?

UPDATE:

Yeah, yeah, I know. We're not supposed to put in camera direction in scripts.

However, in this case, I'm the narrative director of a video game, and I'm writing a cut-scene that will be pre-rendered. (It'll be generated in the game engine and then treated in various ways.) We need to know how much facial animation we'll have to do, which means I need to write in the camera direction so we can determine whose face is on screen, and for how long. There isn't going to actually be a director as such -- just a narrative director and an animator (plus a game designer and a concept artist, and several programmers and environmental artists).

In a movie script, it occurs to me that (O.S.) is the wrong way to go because a sloppy production manager might think the actor doesn't need to be there.


Thursday, September 18, 2014

Handy Writer Tool #33: Color Thesaurus

Ingrid Sundberg has posted a nifty color thesaurus on her Wordpress blog. Here are her colors of red:

ῥοδο-δάκτυλος Ἠώς? Find it here.
Handy, huh?

There are a few misspellings, and a few colors readers might not recognize (admiral blue?). But most of these are quite accessible.

Also handy if you're reading YA novels and you're not quite sure what "teal" looks like. Or if you run across this:

A tl; dr
tl; dr
Check it out.

Sunday, September 14, 2014

Two Games Writers Should Play

I've noted before how valuable it is for writers to play poker. Not anything to do with writing, but everything to do with learning how to negotiate. Poker is all about negotiation. Or, negotiation is all about how you play your hand. You can bluff. You can semi-bluff. You can call a bluff. You have to guess what the other guy's reaction to your bet will be.

Tonight, we played Cards Against Humanity. It's a fun game about trigger warnings. (It's billed as "the party game for horrible people.)

One player picks a black card with a phrase ("What ended my last relationship?"). Each other player throws down one of their ten cards to try to come up with the funniest way to fill in the blank. Say one player throws out "unfathomable stupidity." Another might play "kamikaze pilots." A third might play, "Nazis."

So you have to exercise your comedy muscle. And, since you only have ten cards at once, you have to find the clever juxtaposition. "Nazis" is the horrible, funny answer to lots of black cards, though probably not to "Daddy, why is Mommy crying?" So you don't want to use it until you've found a really clever context.

Generally, true connections are not that funny. ("Why is Mommy crying?" "Nazis." Not that funny. "Why is Mommy crying?" "BATMAN!!!" Better.) Better are weird, trangressive connections. But the funniest are weirdly true, transgressive connections. ("What ended my last relationship?" "The Underground Railway.")

This is great practice for writing comedy.

Also, it's a lot of fun.

I wasn't actually playing with fellow writers this time. So I can't guarantee that it's actually fun to play with fellow writers. They are bound to be really funny, but they might take it really seriously. First one to leave the room sobbing hysterically has to buy the whisky next time, I guess.

Saturday, September 13, 2014

D-Box and 3D

We saw GUARDIANS OF THE GALAXY, which was an odd combination of mild goofy humor and an epic save-the-galaxy story. It was in 3D and D-Box. D-Box gives you a seat that vibrates and tilts according to what's going on onscreen.

I've never been a fan of 3D. I feel it doesn't add anything to the experience. I perceive 2D films as 3D. There are a slew of clues aside from stereo perception. Perspective, obviously. Plus objects not in focus are behind or in front of the object in focus. Plus, cinematographers love to slightly fog the atmosphere, so you can always gauge how far something is.

Sound, obviously, added to the film experience in a huge way. Color added important information. 3D adds no information.

But D-Box adds proprioception. As the spaceship arcs in for a landing, your seat actually tilts. When stuff goes boom, your seat vibrates. It's a little bit like being in a 3D motion simulator at a theme park, except much less extreme, of course.

D-Box costs more. In our theatre it added $10 per ticket. And, clever boys, they only fire up the seats you bought tickets for, so no one can sit in a D-Box seat and get the D-Box experience without shelling out.

Lisa thought it was definitely worth it. One of our ongoing questions is, what does seeing a movie in a theater add to the experience? Why shouldn't we just wait for the Blu-Ray? I suspect the main reason the studios keep pushing 3D out there is it's much harder to pirate, and most people don't have 3D on their TV's. D-Box is another reason to go to the theater, and it's currently impossible to pirate.

I doubt I'll be rushing out to see the next D-Box movie. D-Box doesn't make up for a ridiculous rollercoaster plot. I'd rather see a movie with a great story and great dialog. I'd rather see THE AVENGERS in 2D than GUARDIANS in 3D D-Box. But it's worth checking out.

Saturday, September 06, 2014

Dominion

Is it fair to review the first five minutes of a TV show? Well, why not?

We had high hopes for DOMINION. It looked cool. And: angels. I haven't seen much in the way of scary angels. Not since the excellent 1995 Christopher Walken B-movie THE PROPHECY, I think. ("You have become evil. And evil is mine.")

Unlike werewolves, vampires and zombies, angels are not seriously overexposed in movies. And there is so much you can do with angel mythology. Full disclosure:  I developed an angel TV series for several years for The Movie Network. I wrote four episodes, I had springboards for nine more, I was in no danger of running out of cool stuff you could do with angels.

So we turn on SyFy's DOMINION series and ... angels are basically flying zombies. In the teaser, the hero (I'm assuming he's the hero -- he looks a lot like Matt Damon) shoots one in the head, drives off, gets attacked by another, plays patty-cake with it, and then it's shot out of the sky by a computerized anti-aircraft gun.

If you can shoot an angel in the head and kill it, I'm going to say, it's a flying zombie.

I haven't seen LEGION, on which DOMINION was based. But I bet the writers had lots of ideas on interesting directions to take the series, even if the movie was this dumb. After all, the reboot of BATTLESTAR GALACTICA was a zillion times better than the original. And the original BUFFY: THE VAMPIRE SLAYER movie was nowhere near as interesting as the first ten minutes of the TV pilot.

But I can't help thinking the network wanted another WALKING DEAD. So:  flying zombies.

Of course, maybe it gets better. Maybe it gets a lot better. Maybe I should watch episode two. Sometimes pilots are the worst episode of a show, because they get too much input, and there are two many notes asking for everything to be made crystal clear.

But when a series about angels has nothing interesting to add to angel canon... I'm not going to watch it.

There are series that find their legs, or their wings. 30 ROCK didn't really hit its stride until episode 8 or so. If the show had stayed at the level of the pilot, I wouldn't have been a devotee. We really need a phrase that's the reverse of jumping the shark...