Thursday, January 22, 2015

Another Age Question

Q. In the FAQ section of your site, you mention that it can be a little more difficult for older people to break into TV writing. I just turned 29-years old and am considering going into television writing. I know I am probably at a disadvantage compared to, say, people fresh out of college who are looking to break into TV writing. 
My question to you is this: How much of a disadvantage, if any, is my age? I'm still willing to "rise through the ranks" and take on W.A. and P.A. jobs before becoming a Staff Writer and working my way up. But I know those types of jobs typically go to early- to mid-twenty somethings.
It depends what you've been doing for the past nine years. I started writing TV specs in my thirties and didn't get a TV episode on the air till my late thirties. On the other hand, I had a feature film credit, and a couple dozen feature specs, and I'd worked in indie features for years. If you started breaking into TV writing from being a TV agent, likewise, then 29 is not old at all.

Or, if you are Don Draper, it's not unreasonable, either.

If you were actually a soldier, cop, trauma ward surgeon, lawyer, or rich dilettante who solves crimes for the police, then you could parlay that into being the baby writer who actually knows something about the procedural world.

If you were, on the other hand, an accountant, then you would be, yes, a bit behind. But 29 is not outrageously old, if you're willing to pay the dues and work the ridiculous hours. I continue to think that the real issue for aging writers is not actual prejudice, but an unwillingness to eat all the crap sandwiches you have to eat to break in, or even stay, in the biz. (If you're successful, you get more bread to spread the crap on, which makes the sandwiches much tastier.)

There are also areas of TV where older people are more welcome. Kids' programming, ironically, is a haven for older writers, because they have kids.

But 29, for a writer? Not horribly old. (For an actor, 29 is horribly old. All things being equal, do not attempt to start an acting career at 29.)

Wednesday, January 21, 2015

Putting Your Logline in Neon Lights on the Internet: Good Idea or Not?

Have you ever considered the possibility that print shops, email sites, the WGA/WGC, coverage services, et cetera, even the copyright office, steal non-copyrightable ideas? I recently joined Zoetrope Virtual Studio and realized that people just put their (albeit bad) screenplays up for everybody to read. If I wanted to, I could write ripoffs of these unproduced screenplays and get off scot-free. Likewise, agents can share ideas with their (other) clients, managers (especially the ones who are producers) can just steal stuff. Hell, what if an agent or a development executive or producer is also a screenwriter? It's not unheard of for production companies to do this, but what about other parties? All you need is a logline. Dinosaurs fight Nazis on the moon. Now you can write that screenplay and I can't complain about it.
I don't think print shops steal scripts. (What's a print shop, Grandpa?) I would be stunned to hear that the WGC or WGA registration services, or, Lord knows, the Library of Congress steal scripts. I would be stunned to hear they even read them. And there's no percentage in an agent stealing a script when he could just offer to represent it; and a producer won't steal a script when the writer would probably be only too happy to option it for a buck.

But writers? Especially non pro writers?

I have often wondered about sites like Zoetrope, where bazillions of nonpro writers post their loglines, and read other people's loglines. If you've got a really great hook, the only thing keeping other writers from stealing your hook is the knowledge that you've already written the script, so they're at least six months behind you. Is that enough? Usually it is. But if they have access to your script and find out that you've done, in their opinion, a really terrible job delivering the goods on our hook, they could poach it.

When I was teaching a writing seminar, I came across a script with a brilliant title and hook, but which I felt didn't deliver the goods on the concept. At all.

I'm not a thief, so I optioned the script and got some producers to hire me to rewrite it. But what if I had read the script on an online forum where there was no evidence that I'd read it? What if I dumped the title and wrote another script, with an entirely different plot that, I felt, delivered the goods? Legally, I would be free and clear. You can't copyright a hook.

Later on, the guy refused to re-option the script, so while I got paid for my rewrite, the project is dead. So I paid a price for being honest.

I've never posted my loglines on a site. And I recommend you pitch your script idea to anyone but fellow writers. It's too easy for a writer to "forget" where they got the idea.

However, I think non-pro writers generally have much more anxiety about their ideas being poached than pro writers. If you have a really great idea, odds are, no one is going to steal it; you're going to have to ram it down people's throats. It's all very well and good to think up "snakes! on a plane!" But then you have to deliver the goods. That is, as we say in computer science, non-trivial. A great hook is worth money, but only if you figure out how to deliver the goods on it.

What I was suggesting about agents is that maybe one of them represents Joe Bigshot and Joe Schmo sends the agent a really great hook. If it's the agent's policy to reject any and all queries from schmos, then the agent can tell Joe Bigshot the hook and have him write it.
I am pretty sure this doesn't happen. First of all, you won't be submitting your script to Joe Bigshot's agent; or if you do, he won't read it. He doesn't want to rep a "baby writer." Secondly, Joe Bigshot doesn't want to write your script. Assuming he's not busy with paid assignments, he's got a backlog of ideas he thinks are wonderful. It would be rare indeed to find a pro writer who not only would be willing to steal an idea, but who also likes your idea better than his own.

Wednesday, January 07, 2015

I was named to be a stuntman, Elwood.

It turns out that people named Elwood are, per capita, disproportionately farmers. Also, Mavis. If you're Mavis, you're probably drawn to the field, relative to if you were, say, Mitzi, in which case long rows of numbers might appeal. Stuntmen are disproportionately named Alex.

I love having my prejudices confirmed.

(Of course, farmers and stuntment are more likely to be named Mike, or John, than Elwood or Alex. It's just that Elwoods tend in the farmerly direction.)



Careful about using this in a screenplay -- these names are, after all, stereotypical. You can, of course, use it to subtly play against type. Elwood could turn out to be a blues musician. There is a fairly well known Adele who is not an accountant.

But you can name someone Mitzi, knowing that the name will carry a certain amount of baggage. I like to use ethnic names to suggest that minor characters are ethnic without having to say they're ethnic. If I name someone Dr. Takata, I don't have to say he's Japanese. (Nor does the casting director have to cast someone Japanese. On Charlie Jade, "Karl Lubinsky" was a Black actor, Tyrone Benskin.) So along those lines, if I name someone Mitzi, it puts some nuances in the reader's head without my having to say she's an accountant, or from New York, or has probably been to some bar mitzvahs in her life.

Good writing is about packing details into a few words, so any website that helps you do that is useful.

Sunday, January 04, 2015

Follow your fish, or, a justification

About five, six years ago I started to get into videogame writing. It seemed really fun — you get to play in much bigger sandboxes —  and video games were getting to have better and better stories, and Montreal's a big gaming hub. Oh, and, it's getting harder and harder to set up a feature film these days.

Lisa was very encouraging, pointing out that I have a degree in computer science, and that can't hurt. And I had a summer job for two summers programming for an educational computer game company on a 128K IBM. (Yes, that's "K." Some of the newer computers had as much as 256K of RAM, if you can imagine that!)

It wasn't until I'd been working in the business for a while that I put together just how much of my life I've been playing and even designing games. I was a D&D fan at 15, and drew lots of dungeons in my spare time, when I wasn't playing cardboard-chips-and-dice wargames. I was in a live-action role-playing group in LA in the '90's, and I even wrote a one-night LARP that came off pretty well, I thought. I just hadn't been writing or designing games on a computer

One of the nice things about being a writer is that you get to use all sorts of odd experiences — the odder the better, really. At the time, spending a month writing a LARP about the evening before the battle of Camlann seemed like a huge waste of time. Fun, yes, of course, but time I could have spent writing something useful. A novel, or something. It turns out to have been preparation for my narrative design career. 

In the game I'm writing now, moreover, I get to use all sorts of odd bits of history and cultural trivia that seemed kind of useless but fun at the time. ( The execution of Admiral Robert Byng pour encourager les autres! The expression, "Don't be a big girl's blouse"!) 

Point is, some of us have a voice in the back of our heads telling us not to waste time. Do useful stuff. Write, and if you're not writing, read or watch stuff that is relevant to your writing. (I certainly do. Your mileage may vary. Contents may have settled. Objects in the mirror are closer than they appear.) If you're a TV writer, there's no point in reading a history of the War of the Roses, unless you think you might one day get a gig writing on The Tudors. 

But over a long career, a lot of that wasted time becomes brain fodder. Grist for the mill. It comes back to haunt you, in useful ways. 

In other words, don't be afraid to do fun and useless things.

Which is why it's totally a good thing that I somehow spent 290 hours in the last two months playing Europa Universalis IV. Right, Lisa?

Monday, December 08, 2014

Framing the Cops

... or rather, framing the cops-and-grand-juries issue.

(This is a post about political story-telling. If you only want to read about screenwriting, please skip it.)

It has come to everyone's attention that cops are killing a lot of black men. The Black community has been up in arms about this for years. (And their arms have been up. "Don't shoot, it's just a wallet!") Lately, though, a lot of white folks have noticed.

On most days that end in the letter "y," the right wing is not particularly interested in what black people are upset about. But now it's upset about this, too. Glenn Beck and George W. Bush find the Eric Garner non-indictment unfathomable.

I wonder if this is an opportunity for protestors to reframe the issue. It is statistically true that cops kill black men in disproportionate numbers. But there's another fundamental issue here, one that even white people who don't care about black people can get behind. Cops don't get indicted for killing people. Not even when a cop jumps on a non-violent guy selling loose cigarettes, puts him in a chokehold, and suffocates him, on video.

I don't think this is a racism issue. Yes, Staten Island is pro-cop. But, as FiveThirtyEight points out:
Former New York state Chief Judge Sol Wachtler famously remarked that a prosecutor could persuade a grand jury to “indict a ham sandwich.” The data suggests he was barely exaggerating: According to the Bureau of Justice Statistics, U.S. attorneys prosecuted 162,000 federal cases in 2010, the most recent year for which we have data. Grand juries declined to return an indictment in 11 of them.
Comparable figures for cops:  80 out of 81 grand juries did not bring an indictment.

Is this racism? Maybe there's racism in there, but I think the phenomenon is way too consistent to be racism.

I think the problem is that prosecutors are on the same team as cops. Cops bring in perps; prosecutors indict them. What prosecutor wants to incur the resentment of a police department he has to work with every day? Much easier to go before the jury, allow the cop to testify, don't cross-examine him or the exculpatory witnesses, cross-examine only the witnesses who testify that he did something wrong, don't say the public deserves to see this go to trial, and just ask the grand jury to vaguely "do the right thing." If the prosecutor doesn't want an indictment, the grand jury is not going to bring one in.

We need special prosecutors for cops, like we used to have for Presidents. The Special Prosecutor law passed after Watergate made clear that the US Attorney General could not be relied on to prosecute his boss, the US President, who could fire him at will. Police forces have Internal Affairs cops, who do nothing but investigate bad cops, because ordinary detectives are not going to investigate their buddies.

I think we need special prosecutors who are called in when a cop needs prosecuting. Prosecutors who do not, on a daily basis, work with that police department. It doesn't need to be a full-time job; they could be called in from another city in the same state.

Instituting a law like this wouldn't stop police racism. But it would allow police at least to be held accountable when they kill people.

Framing the issue this way would bring in the majority. Obviously, Black people are exercised about racism, but white people typically aren't, or only theoretically so. White people tend not to see a lot of racism going on, or downplay its effects. White people are not that upset about cops pulling over people for Driving While Black.

But framed as a police state issue, this could get a lot more traction.

The reason I bring this up in this blog is that how you frame an issue is a story-telling question. What story do you want to tell?

If the story is "cops are killing black men," then it's a Black issue. Some white people will get upset about it. But maybe not enough.

If the story is "cops are killing people and prosecutors won't indict them," then it's a universal issue. Everyone is scared of cops. I'm scared of cops. Not because I'm a lawbreaker, but because they might think I am, and they've got guns and permission to use them. They are the embodiment of the state monopoly on violence.

Also, it's easier to insist that a justice department hire one special prosecutor than that they attempt to hire cops according to racial quotas, even assuming that would reduce police killings of unarmed civilians.

Obviously, it's up to Black civil rights protestors to decide what story they want to tell. But the more their story works on white fears of government oppression, I think, the more traction they'll get. 

Thursday, December 04, 2014

Writing into the Void

Let's say I've written 20 originals and 22 adaptations, yet despite all statistics, I still can't find a WGA/WGC signatory agent. What's wrong with me? What am I doing wrong? I am not this person, but it's interesting to think about. Is it a lack of a hook or an interesting concept? A lack of lucid thought? A need for more proteins in the diet? What?
If someone wrote to me to say they are this person, I'd ask:

a. Do your scripts all have strong, fresh hooks? When you recount said hooks to friends/strangers, do they say "I would totally watch that," or do they just smile vaguely?

b. Do they have strong stories? (A compelling main character; an opportunity/problem/goal; obstacles/antagonist/flaws; stakes; jeopardy)

c. Do they have fun roles for actors to play?

d. When you pitch their stories to people, do people seem interested all the way through?

e. Do they fit into an established genre? Do they fit into a section of a video store or Netflix? Or are they all arthouse?

f. Are you approaching agents at your own level? I.e. there's no point for a baby writer to hit up CAA.

g. Do you live within driving distance of LA or New York? It is hard to get representation if you don't.
However, if these are features we're talking about, then it should not be impossible -- after all, the agent is selling the script, not you.

 I mean, one possibility is you can't write worth a damn. However, even if you can't write worth a damn, if you've written 20 original scripts with strong stories, you ought to have an agent. If the story is good, and the hook is good, a badly written script will still sell.

 I'm not sure what to do with the "adaptations" part of this question. Do you have the rights to the material you're adapting? Is the material (or at least the author) you're adapting already really successful? The answer needs to be "yes" to both. If you don't have the rights, the script is unproduceable. If the material is not successful, then who wants to produce an adaptation of it? Unless the author is famous -- e.g. you have the rights to a long-lost Philip K. Dick short story, or an unpublished Stephen King manuscript.

 There is no set number of scripts you have to write before you get an agent. But most pro writers get one pretty soon. I had one for my third script, looong before I was making a living writing.

If you are writing and writing and not getting an agent, then I would say maybe you are not learning enough from your writing. Either you're not seeking out good feedback, or you're not taking the feedback to heart. Practice only makes perfect if it is mindful practice.

I would also suggest writing in a different medium. Maybe screenplays are not your forte? Why do you ask?

Saturday, November 29, 2014

Women in the Game Industry, and Unicorns

If you go to a game convention, and even more to at a game awards show, the ratio of men to women is appalling, a sea of men punctuated by a few women.

It's peculiar, because no one I know actually wants the game industry to be so ridiculously masculine. (Not to say no one wants it; only no one I know.) Everyone thinks, in the abstract, that it would be good to have women environmental artists and animators and programmers and designers. However, it's rare to find a company that is more than 15% women. The games industry is as much of a meritocracy as any creative field can be. People hire the people they think are best, and the people they think are best tend overwhelmingly to be men. No one is willing to hire a less-good programmer or a less-good environmental artist simply because she's a woman.

On Contrast we had two women on a team of ten: our concept artist and our animator. Now we have two women, our concept artist and our lead programmer. At one point we had a woman environmental artist. In almost any other field, that would be considered a sexist workspace. In games, we're considered fairly pro-women. (It helps that our last game starred two women, and passed the Bechdel test.)

How did this come about? The conventional wisdom is that when games started, you had to be a programmer. People like Jordan Mechner made their own games, which meant they had to be programmer, graphic artist, animator and storyteller; but above, all, programmer.
The thing was, there were vanishingly few women programmers. In my Intro Comp Sci class at Yale -- the one required for the major -- we had 60 students, of which three were women.

Why was that? Because in most universities, you were expected to already know how to program if you wanted to take a programming class. That meant either that you happened to have a great computer lab at school (as Bill Gates did), or you had a personal computer. But personal computers, such as the TRS-80 (affectionately known as the Trash-80), were marketed to boys.

So girls arrived in Comp Sci 221 and all the boys already knew how to program, and they were left behind. And then they didn't go on to make games.

What's mysterious to me is: why did women continue to drop out of computer science?
Personal computers really hit around 1985. Oddly, that's when there were the most women computer science majors. There are now many fewer, as a percentage -- even though pretty much every middle class kid has access to a computer, and the Internet does not ask whether you're a girl or a boy.

Is it that games is, outside my happy little indie company, a truly sexist, female-hostile world? Or is it just passively hostile, bro-culture? Or is it that until recently most games were built for 14 year old boys, and girls didn't come into the business to make games because no one was making games for them?

At MIGS this year, Manveer Heir gave a passionate speech about needing more women and minorities in games. Our game designer, said, "Okay, I agree, but what am I supposed to do about it?" He's a white bro dude. The best answers I could come up with is: (a) Go out of our way to find great women candidates for jobs, and then hire the best person. (b) Make games that women dig, which will inspire women to join the industry.

No one's going to hire someone who's less good, just because they're a woman. But I think it's legit to look a little harder to find women candidates. And it's just good business to make sure your games reach both halves of the human race.

What do you think?










Tuesday, November 25, 2014

Elan Mastai's Notes on Getting Notes

  1. What if they’re right?
  2. What’s the problem behind the problem?
  3. Is there a short-term solution with long-term benefits?

  4. Everyone has a motivation. What’s theirs?
  5. Is it a disagreement about the script or miscommunication between me and them?
  6. Did I express this as clearly as possible?
  7. Don’t expect anyone to know the script as well as I do. That’s my job.
  8. Are they seeing the big picture? Take them through the falling dominos.

  9. What can change? What can’t?
  10. Am I standing up for myself or just being defensive?
"I found this scrawled in a notebook. A list I wrote of ten things to remember that I made while waiting to go into a notes session with some studio executives and my producer. Shared in case it helps anyone in some way..."