Who does what


The Executive Producer, Producer, Director, Director of Photography and Screenwriter of a typical Steven Spielberg movie.

berkeley314567 writes:

I’m hoping you can help me with some basic movie industry knowledge. In discussions of movies, how they’re made, individual roles, etc., I’m constantly asked who really does what. For example, does it really matter that the executive producer of “Big Success” also produced “New Film?” Is it really a stamp of quality? I’ve tried to figure it out, but not being part of the business it’s still a little murky. So here’s my basic understanding:free stats

Executive Producer – Provides the money, has final say on several matters.
Producer – Deals with day to day operational matters.
Screenwriter(s) – Provides the foundational material.
Director of Photography/Cinematographer – Creates the look of the film, including angles of shots, lighting, coloring
Director – Oversees individual takes, tries to get actors to deliver a performance that meets his ‘vision,’ decides when to move on to next scene.
Key Grip – Makes sure nothing moves that isn’t supposed to.
Best Boy Grip – No friggin’ clue.

So, assuming that I’m (mostly) right about the above job roles, what happens when someone like Spielberg or Cameron steps up to the helm? Do they just get more of the credit? Do they take on multiple roles? How accurate is it to say that Spielberg’s success is due in large part to good script selection, like Tom Hanks?

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Dark Knight footnote

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55seddel writes: "Will you speak to why [The Dark Knight] is a melodrama and not a tragedy?"

A melodrama is a drama where "good" and "bad" are easily distinguished (the name comes from how, when the original melodramas were staged, the band played a cue so that the audience would know who was good and who was bad), events are fantastical and emotions are heightened well beyond real life. The Dark Knight fits all those descriptions quite well — the good are good, the bad literally walk around with big distinguishing marks on them, the action is unrealistic (although grounded in a well-realized "reality") and the emotions — both on screen and in the audience — are greatly heightened. One of the acts even climaxes with a damsel tied to a big friggin’ bomb as the hero races to her rescue. In a traditional Victorian melodrama, the damsel is tied to the railroad tracks and the hero is the Mountie who always gets there in time. The Dark Knight plays this scenario out almost to a T — except that its hero races to the wrong address and the damsel gets vaporized.

A tragedy is, simply put, a story where the protagonist, trying to do good, causes his own downfall. Hamlet thinks identifying and killing his father’s murderer will set everything straight in Denmark, and instead he winds up getting everyone killed and losing the kingdom to an invading horde. And The Dark Knight certainly contains elements of tragedy, no doubt about it. One could find parallels to Bruce Wayne in Timon of Athens or Titus Andronicus, great leaders who boldly step forward to improve the life of their city, only to find in the end they’ve made everything much, much worse. And, like Oedipus, Bruce Wayne seeks to discover the source of the plague on his city, only to find that it is himself.

But to call The Dark Knight a tragedy is to overlook all the other things it does so well — it’s a great superhero movie (a genre melodramatic by nature), a great thriller, a great crime drama, and a not-bad detective movie. It is all those things on a very sophisticated level, so much so that it doesn’t quite have the time to develop a true air of tragedy. Better to appreciate it for what it is — an exceptionally intelligent, incredibly dense, impeccably crafted action thriller that smartly addresses its audience in a way its genre never has before, and raises the "comic book movie" to an entirely new level of excellence.

(Many thanks to faithful reader The Editor.)

The Dark Knight part 1


all stills swiped from film_stills .free stats

berkeley314567 asks:

"I wonder if you’re more interested in the structure than the actual content of the script?"

In a screenplay, there is no difference between structure and content, "actual" or otherwise. A screenplay is a collection of scenes devised in a certain way placed in a certain order to achieve a desired dramatic effect. In the same way that "character" is nothing but habitual action, the "actual content" of a screenplay is nothing but the scenes that fill its pages and the order in which they’re placed. To say "I like the screenplay’s structure but I don’t like its content" is to say "I like that guy but I don’t like the things he does."

David Mamet once said that the only question in an audience’s head during a movie should be "What happens next?" The screenwriter’s job is to keep the audience interested in the story. When the screenwriter does his job well, the audience gets sucked into the story and experiences the thrill of drama. When he does his job very well, the thrill of the experience is so powerful that the audience comes back again and again, even though they know how the story turns out. Spectacle may amaze and movie stars may charm, but if the screenwriter has not done his job well, the movie will still turn out bad and the audience will stay home. The Dark Knight engages the audience on a level unseen in movies lately, and does so while employing a number of bold innovations, which I will discuss as we move forward.

Read more…spoiler alert

Movies and DVDs

noskilz writes:

"Do you think the rapid turnaround from theater to dvd is a problem? One of my friends refers to theatrical releases as "trailers for the dvd" and I usually don’t worry about catching a film at the theater unless it’s the sort of thing likely to benefit from a gigantic screen and sound system."

 

I think the rapid turnaround from theater to DVD is a problem — but apparently not for the corporations that own the movie studios.free stats

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Screenwriting 101: adaptations

samedietc asks:

"Do you have a theory/working principle about adaptations?"free stats

Funny you should ask; I’ve recently reversed myself somewhat on the subject of adaptations. I used to feel that producers were willfully obtuse, that they labor diligently to purchase the rights to popular works and then, for no good reason, fundamentally change the nature of the piece out of sheer ego or sheer perversity. I felt that, if you’re going to go to the trouble of purchasing the rights to a book or play or comic or video game or bumper sticker or whatever you’ve spent your hard-earned money on, you might as well stay as true as possible to the source material — I felt that there had to be a reason why the original is popular, and the movie had to address that or else it would fail.

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Screenwriting 101: a tale of two beginnings

With regards to yesterday’s animated discussion of prologues:free stats

I was in my local video store the other day. I found a copy of Oliver Stone’s 2004 bio-pic Alexander for $3. My wife is a sucker for ancient Greek history and I’m a sucker for biographical drama and I said “that’s my price!” and snapped it up. I took it home, put it in the machine, and what do you know? It starts with an elaborate prologue! About the history of ancient Greece!

Now Stone understands that this is complicated stuff and that the audience isn’t likely to know about any of it. He also knows that having a bunch of words against a black screen isn’t going to help.

So instead, he goes in the exact opposite direction with equally disastrous results. First, there is an elaborate death scene where we see someone, we’re guessing Alexander (although Stone does not show us his face) dying, having not made an important decision of some sort. Everyone around the bed pleads with the dying man as strong winds blow outside and the dying man stares wildly and flails his hands and then expires. Before we have any idea what the hell that was all about, Stone then jumps forward 40 years, after Alexander’s empire has collapsed, and there’s Anthony Hopkins in a toga on a balcony near the harbor at Alexandria (we can tell it’s Alexandria because we can see the Lighthouse of Alexandria in the background) telling a scribe the story of Alexander, but not about the mysterious death scene we just watched. We’re still waiting to find out what was going on during the death scene and Hopkins is giving us a history lesson.

Now, Stone doesn’t want to give us a history lesson so he renders the dialogue through Hopkins’s character, a guy who apparently worked alongside Alexander, although we don’t know how or in what manner. Hopkins speaks of Alexander with great love, so we get that Alexander was apparently loved, but the rest of it is still just a history lesson about a bunch of people we haven’t met yet. Hopkins wanders around his back porch overlooking the harbor, and the porch is covered with Greek statuary that Hopkins fondles as he walks past. We’re supposed to be taking notes on his history lesson, but instead we’re wondering who Hopkins is and why he’s telling us all this and why he’s got a back porch covered with statuary.

After he’s wandered around his back porch for a while, Hopkins then heads inside, where there is what looks to be an Alexander Museum in his living room. There are more statues, and elaborate displays and maps and mosaics. Hopkins launches into some serious history here gesturing to this statue and that map, telling us all the same things we would have read in the text-on-black version, but instead of understanding the information we’re more lost than ever, because we’re still wondering what the death scene was all about and then we’re wondering who Hopkins is supposed to be (since he’s obviously not the elderly Alexander) and we’re wondering why he’s telling someone the story of Alexander and we’re wondering why he’s walking around his Alexander Museum gesturing to things that the guy he’s talking to already knows about. We’re now about ten minutes into the movie and we’re still waiting for it to start.

Then, just as we’re catching up to whatever the heck Anthony Hopkins is talking about, we jump back in time and now Alexander is alive and well and he’s in a tent somewhere in a desert just before a big battle of some kind against some Persians, and he’s making battle plans with his team of generals. And we think “Finally! The movie’s starting!” But no. Instead of getting some drama, we get yet another history lesson, as Alexander tells his generals all about the upcoming battle and how they’re going to win it. We don’t know where we are, why we’re fighting, who anyone in the tent is or what is at stake, we’re just getting Alexander lecturing his generals on strategy.  

yesterday mentioned the “As you know, Bob” problem in narratives, and that’s what this scene is, one big long “As you know, Bob” scene. Except it’s worse, because there’s, like, six of them, and their names aren’t Bob, they’re Ptolemy and Hephaistion and Cassander and Antigonus. So you’ve got Alexander walking around the map room pointing at things and saying things like “As you know, Antigonus, you are my most trusted warrior…” These lines are there so that the Greek scholars in the house can nod in understanding and say “Aha, so that’s Antigonus, got it…” but the rest of us are just burdened with more and more information we have no idea what to do with. The scene is supposed to help us understand the big battle scene we’re about to see, but it does the opposite. Because we’re still wondering about the death scene and who Anthony Hopkins was and why he has an Alexander Museum in his living room and who all these people in the tent are supposed to be and the movie is already 15 or 20 minutes along.

We finally head out into the big battle scene, and it is very big indeed — enormous, sprawling, ridiculously elaborate. It is, in fact, so elaborate that each section of the army gets its own title card so we know where we are in the battle. Unfortunately, we’re still not following any of it because we couldn’t follow the strategy session in the tent earlier. So now there’s a hugely chaotic battle sequence featuring tens of thousands of extras in period battle gear, but we don’t know what the objective is or who they are really or what they’re fighting for or why any of this is important.

Compare this to the opening of Saving Private Ryan.

Saving Private Ryan opens with an old man in a military cemetery in France with his family. One shot of one French flag tells us we’re in France. The old man comes to a field of gravestones and collapses in tears. There is no dialogue, no museum, no scrolling text, no narrator telling us about the history of World War II, no newsreel catchingus up to the story so far, no history lesson, no room of generals discussing strategy and reminding each other of things they already know. There is an old man who is grief-stricken at the sight of a field of gravestones and that’s it.

Then, we cut to the past, where an army captain is on a boat with a bunch of other soldiers and is about to storm a beach. We think the captain is the younger version of the old man at the cemetery (the narrative, it turns out, hinges on this deliberate misdirect). The men on the boat are terrified and nauseous and the captain’s hands are shaking. A title card tells us that it’s June 6. 1944 and that we’re at Omaha Beach. It doesn’t say that it’s D-Day, an important turning point in World War II, nothing tells us who the soldiers are fighting, or why this beach is important — and it doesn’t matter. What matters is the simple physical predicament of the protagonist. The captain in the boat has a bunch of men in his charge and it’s his job to get them up the beach and kill the enemy. And that’s it. He gives no speech about the glories of freedom or the evils of Nazism, the information he gives them is technical and sparse. The tension is palpable, the concerns are immediate and physical, not historical and philosophical. Then, the front of the boat drops down and half the men in the boat are slaughtered by sniper fire, and the ensuing 25 minutes of insane, mind-shattering carnage go on to become the greatest battle sequence ever shot and one of the great opening sequences of all time. We still don’t know who anybody is (except that the captain is Tom Hanks and we like Tom Hanks), there is no dialogue where the captain says to a soldier “As you know, Billy, you are my most accurate sniper…” The captain and his team that we will follow through the rest of the movie are revealed solely by their actions.

Oliver Stone sincerely thought he was doing us a favor by giving us all this complicated information about the history of Alexander before we ever got a look at the guy, and he thought he was demonstrating his generosity and good will toward the audience by dramatising the exposition instead of just putting some text up on the screen. But instead he shot his movie in the foot before it even got started, he drew the exposition out to painful lengths and made us more confused than ever. We don’t learn anything from Stone’s prologue, our minds check out after the first minute and by the tenth minute we’ve forgotten why we came to see the movie. Spielberg knew that none of that matters — cinema is about the here and now, the simple physical predicament of the protagonist.

UPDATE:

 points out in the comments that Alexander and Saving Private Ryan describe two different historical scenarios, one of which the audience might be expected to be familiar with, the other not so much.  I will go further: the two movies belong to two different genres — Alexander is a biographical drama and Saving Private Ryan is a war movie — and so perhaps should not be judged side by side.  Fair enough, let’s compare an apple to an apple.  Alexander begins with its elaborate history lesson and Schindler’s List begins with its protagonist getting dressed for a night on the town — again, little historical context (we know only that Jews are being concentrated into cities), no scroll of text, no narrator telling us who these people are, just the immediate physical concerns of the protagonist — he’s getting dressed up for a night on the town — we never even see his face! — and his ensemble is complete when he places his Nazi pin on his lapel.  The sequence that follows — Schindler impressing the local Nazi officers at the nightclub — lays out the information we need to know about Schindler and nothing else.  The result is that for the first 20 minutes of Schindler we lean forward, wanting to know more about the protagonist and what he’s after, whereas the first 20 minutes of Alexander make us lean back, wanting to get out of this classroom.

some more thoughts on video games and their relation to other media

My son Sam (6) is a natural-born movie buff, and that is a good thing. His younger sister, Kit (5), not so much. Sam wants to know how movies are made, how effects (both narrative and special) are achieved, how “they get it to look that way.” Kit is attracted to characters.

I’ve tried to carefully manage my kids’ exposure to movies, not so much to keep them ignorant of subversive material but to present a canon: Star Wars movies are good, Barbie movies are not. Justice League is good, The Wiggles is not. Pixar is exceptionally good, other studios require a more project-by-project assessment. The purposed end result of this cultural editing is that, when they become old enough to choose their own entertainment, they will be able to recognize quality over crap. I also want them to have an understanding of movie history and be able to appreciate older movies (like, you know, Raiders of the Lost Ark).

(My wife, who is a children’s librarian, takes care of the books.)

(And while I’ve stopped, let me just add that, by and large, our kids have developed very good taste. Left to their own devices, they have chosen Wonder Pets, Spongebob Squarepants, Jimmy Neutron and Fairly Oddparents as their televisual entertainment, all of which are pretty good shows.)

Here’s the thing: as we move into the 21st century, an idea is, increasingly, no longer being conceived of as “a book” or “a movie” or even “a TV show.” Instead, an idea is a piece of “intellectual property” that can begin as almost anything and is not deemed worthy of widespread distribution by major media outlets unless it can be a movie, preferably a series of movies, a TV show, a video game, a website, a children’s book, a theme-park ride, a line of toys, a brand of furniture, a clothing label and a school of architecture.

This has been happening, of course, since the beginning of time. I’m sure that soon after a caveman drewa picture of a mammoth hunt on a cave wall, another caveman copied the images and printed them up on cheap t-shirts. The rule seems to be, it doesn’t matter what the origins of the idea are, if an idea is worthy it will eventually find its proper expression and that expression will dominate the public’s understanding of the idea.

An example: Gone With The Wind was a huge bestselling novel when David O. Selznick decided to turn it into the most popular movie of all time. But how many people who went to see the movie had also read the book? One in five? One in ten? And in the ensuing 70 years, of all the untold millions of people who have watched Gone With The Wind, how many have read the book? One in a hundred? One in a thousand? Say “Gone With The Wind” to people, and the image that comes to mind is not this but this. The same could be said for Jaws, The Godfather, the James Bond series, Mary Poppins and The Bourne Identity. They were popular books before they were movies, but the movies made were so definitive that it’s hard to imagine someone reading the books and not seeing the movie playing in their head while they read. The movie adaptations have supplanted the source material in the minds of the public.

Superheroes present another interesting aspect of the adaptation question. Superman, for instance, was a huge hit right out of the box on comic-book racks, but the radio show was also a huge hit, and many aspects of the character, including the “faster than a speeding bullet” line, were written for the radio show, not the comic book. The Max Fleischer cartoons lent more aspects to the character, then the George Reeves TV show, on and on, until one would be hard-pressed to find the “original” Superman — is Superman, in the minds of the public, a comic book, a daily strip, a radio show, a series of animated shorts, a live-action serial, a TV show or a movie series? When the average person thinks of “Superman,” do they see Joe Shuster’s squinty-eyed drawing, or George Reeves, or Chris Reeve, or Brandon Routh, or one of the other dozens of Supermen who been drawn by various DC artists down through the decades? A similar question arises with Batman. At the word “Batman,” do you see Bob Kane’s Batman, or Neil Adams’s, or maybe Jim Lee’s? Do you see Adam West, Michael Keaton, Christian Bale? (And how many people think of George Clooney? I mean as Batman?)

About a year ago, I showed Sam Star Wars and he became an instant fan. And almost immediately he was able to play the Lego Star Wars video game. And after a hundred or so hours of playing the Lego Star Wars video game, he would watch one of the Star Wars movies again and find himself in an occasional state of mild cognitive dissonance because, well, the movie diverged from what he knew from the video game. On some level he understands that Star Wars was a series of movies “first” and that the video game sprang from the movies, but at the same time he doesn’t necessarily accept the movies as the “official” version of the story.

And Kit? Forget it. She’s too young to grasp the video game and she’s gotten her Star Wars history piecemeal and out of order. She’s watched Sam play the video game quite a bit more than she’s watched any of the movies, and as far as I can tell, she sees no reason to differentiate between the two. They’re the same characters, presented differently, with different “looks” to them, but I honestly couldn’t tell you if, when I say “Darth Vader” Kit sees this or this.

I’m not really fearful that Star Wars will be supplanted in the public’s imagination by its video-game spinoffs (or James Bond, or The Godfather), but I dare say that, at some point in the future there will be some movie that works okay in its own right but works like a motherfucker as a video game. And the title will then be remembered that way. And I think that event will come to pass, honestly, before the opposite happens. That is, I think that the gaming business will develop a video game that presents a better expression of an idea than the original movie sooner than Hollywood will figure out how to make a half-way decent movie out of a video game.

Take Doom, for instance. Great game, and seemingly made for cinematic adaptation. A foolproof conceit — a man alone in a terrifying scenario, a kind of I Am Legend in space. When I first played Doom back in the late Cretaceous Period, I heard they were planning a movie starring Arnold Schwarzeneggar and my heart raced with the enormous possibilities of such a movie. But the eventual movie of Doom, starring the better-than-Schwarzeneggar-ever-was The Rock, was a dramatic non-starter — it utterly failed to establish its own identity as a property — that is, to take the idea of Doom and make it its own. It got across none of the game’s visceral terror and it added a bunch of crap on top of it that had nothing to do with anything. And I would say the same for Mortal Kombat, Tomb Raider, Street Fighter, Resident Evil and, yes, even Super Mario Bros. So while Half-Life is a great game, by any standard (I just played it again — ten years later it still kicks ass), the only thing Hollywood could hope to do with Half-Life is shorten it and give it slightly better production values.

In other words, weep not for the troubled Halo project — it’s just going to be a bad movie of a great game. But keep an eye on, say, Juno, the Video Game.

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Story structure: it’s not just for movies anymore

It is 1995 and I have purchased my first PC.

A friend of mine tells me about this game Doom that is the wildest, scariest, freakiest, most addictive thing he has ever encountered. I happen across a free shareware version of the game at Staples and think “What the heck, I’ll try it.”

The next 24 hours or so are a blur. I’m aware afterward that my arms hurt from working the keys so frantically for such an extended period of time, but otherwise it’s just me and the game.

Part of the appeal of Doom is that there is no apparent story: you are, apparently, something called a “space marine,” and at the beginning of the game you find yourself, unannounced and without a guide, in the middle of some kind of research facility somewhere on Mars. There are rooms and hallways and staircases, but every place looks the same and nothing makes any sense. There are unexpected rivers of toxic wastes running through rooms, and stacks of exploding oil drums everywhere. You have no idea what’s going on, you only know that monsters, zombies, imps, demons and other unholy creatures are trying to kill you. You’re all alone, everything is your enemy. At any moment, walls might slide open to reveal more horrible creatures, or they will just appear out of nowhere in a sparkling green blob. Levels have no perceivable design difference or goal — each one is just a series of rooms you move through with escalating confrontations with monsters and at the end of one you find a specific room and push a button and that takes you, somehow, to the next level. There are trick walls and hidden surprises and secret weapons. If you are supposed to be some kind of soldier, you’re operating without a battle plan, without backup, without comrades and without a rendezvous point. There is no object to your adventure but to get through it and there is no point to the game except to scare the crap out of you and make you keep playing it. All this is set to a cheesy, tinny, insistent music soundtrack that is as silly as it is effective.

Shortly thereafter, the folks who made Doom also make Quake, a game where you play, um, some kind of soldier, again trapped in some kind of weird science-fiction world where hideous, stomach-turning monsters wait for you within ingeniously-designed castles and laboratories and whatnot. Quake is somewhat more imaginative than Doom, features monsters ranging from angry knights to exploding blobs of blue protoplasm, has weapons like a nailgun and some kind of lightning-shooting thing, and a dense, suffocating score by Trent Reznor. Again, you’re given no explanation as to who you are or why any of this is happening. Again, you’re on your own, abandoned, left to figure things out for yourself. Instead of getting to a room with a button, you move from “slipgate” to “slipgate,” a kind of teleportation pad that takes you to the next level. Somewhere in there it’s mentioned that this “slipgate” technology is the key to the whole situation: some military scientists (I think) have developed this teleportation device to transport equipment from place to place and in the process have accidentally opened a portal to another dimension.

And time goes on, and Doom and Quake have many, many sequels and spinoffs and ripoffs and imitations and I enjoy playing a lot of them.

Then along comes Half-Life. It’s only a few years later (1998) but it feels like a hugestep forward in gaming. After five minutes of Half-Life, Doom and Quake and their progeny feel crude, silly and pointless. In Half-Life, you fight your way through recognizable spaces with specific purposes, offices and hallways and research labs. The creatures you’re fighting are just as horrifying as those in Doom or Quake, but there is an unnerving psychology to them — they don’t merely attack, they think and scheme, lay traps and panic. You have friends and allies, clear goals and specific, logical destinations and a complex motivation.

Half-Life is hugely involving, much more so than the earlier games, a whole world to get lost in, and I am playing it for two weeks before I realize that it has, essentially, the exact same plot as Doom. You’re on Earth, sure, and you’re a scientist instead of a soldier, but otherwise the games are the same — hideous monsters appear out of nowhere because, yes, scientists have developed a teleporter that has accidentally created a portal into another dimension.

I am dumbfounded — the two games are conceptually the same to the point of copyright infringement, but feel completely different. How has Half-Life managed to do this?

The difference, it will not surprise readers of this journal, is story structure. In Half-Life, you’re not an anonymous grunt, you’re a specific person with a specific purpose. You’re not in some formless, pointless structure, you’re in a detailed, recognizable space, one you can relate to, a place with filing cabinets and worn linoleum tiles and a dropped ceiling and soda machines and telephones. This makes the monsters more disorienting and terrifying — they seem to be as frightened of you as you are of them, the difference being that they shoot lightning out of their hands to defend themselves.

You work your way through the thrilling, terrifying, underground, Area-51-type research lab known as Black Mesa with only one goal in mind — get upstairs. You are repeatedly told that your only hope for survival is to get to the surface. The drive to move ever upward becomes paramount, and the suffocating sense of being trapped in an underground complex with these horrible creatures becomes unbearable.

Finally you reach a freight elevator that will take you to the surface. Marines are there to rescue you — hooray! You made it! The game is over!

Except it’s not. No, it turns out that the marines aren’t there to rescue you, they’re there to kill you — they’re there to kill everything in Black Mesa. And they may not look as scary as the monsters from the other dimension, but they’re twice as smart and they don’t get confused.

And you realize — the difference between Doom and Half-Life is that Half-Life has a genuine plot, an ever-unfolding mystery that gets weirder and more frightening as the game goes on. Doom is a great game, but Half-Life is a great narrative. It’s like a movie and you’re in it, influencing the plot and at the center of the action. There’s a sense of unspooling narrative that simply isn’t present in Doom, and every time it seems like the drama cannot escalate any further, it does, in frightening and unexpected ways. The other characters have differing personalities, the fights have different structures and brilliant choreography.

You fight marines and monsters on the surface and through the labyrinthine passageways of Black Mesa, and finally you come to the secret of the catastrophe, the teleporter complex that started it all. For the second time, just when you think the game is ending, it takes another unthinkable twist — you must now go through the teleporter, alone and unarmed, to the alternate dimension to destroy whatever intelligence is sending the monsters through. Youthink this might be a single “boss” level, but no, it turns out it’s a whole new world that goes on for another whole third of the game. And you realize that Half-Life has, in fact, a classic three-act structure. Act I is “get to the surface, help is on the way” Act II is “help is your enemy, you’re on your own,” Act III is “stop running and face the evil.” The “twists” are a-line action-movie caliber, and there’s even an end-of-Act-II “low point” where you realize you have to leave your dangerous-but-recognizable world to fight monsters in an alien landscape with its own rules and physics.

I walk around in a daze after playing Half-Life and I realize I’m living through the birth of a new medium. Just as movies began as novelties shown before “real” entertainment, or as nickel entertainments in amusement arcades, well, that describes the early days of gaming as well. Movies went from Train Arriving at a Station to The Great Train Robbery in twelve years and from the 15-minute Great Train Robbery to the maximum-opus Birth of a Nation in seven. Gaming started with Pong and Pac-Man in the 70s and got to Doom in the 90s, then Half-Life a mere four years later. If Half-Life is the Birth of a Nation of gaming, that means that the Gone With the Wind of gaming is still in our future, and the Godfather of gaming as well.

Young screenwriters take note: you may be working for the wrong medium.  Apply your storytelling skills effectively to the medium of gaming and the world will appear at your doorstep.

As for me, my gaming education pretty much ends here.  I’ve played the staggering Half-Life 2 and Doom 3 and Quake 4, but I don’t own an Xbox or Playstation or even a Gameboy.  I suppose as my children age that situation will change.  I invite my gaming readers to educate me in my future choices.

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Screenwriting 101: Making the Scene with the Beats

  writes:

“I love reading your blog, Mr. Todd Alcott, and learning about storytelling for the sake of increasing my enjoyment of movies. But I get pretty lost when you start talking about beats. Beats are probably a very obvious concept for writers, like but could you please explain for media consumers like myself what beats are and how to identify them in a story.”

Beats are simply self-contained sections of a narrative, like steps rising up a flight of stairs. The narrative climbs up these beats until it reaches the landing, and that’s the act climax.

You don’t call them scenes because a beat can be made up of many scenes, and sometimes there can be more than one beat in a scene. They’re like sequences, but “sequence” generally refers to the finished filmic product, not to the script itself and usually refers to a larger narrative concept.

“Daniel Plainview mines for silver” would be a “beat” from the first act of There Will Be Blood. That “beat” is made up of several “scenes”: Plainview hacks at the walls of his mine, Plainview crouches by the fire, Plainview sets a dynamite charge, Plainview hoists his materials up from the mine as the dynamite goes off, Plainview falls in the hole, Plainview wakes up in pain, Plainview examines the rocks around him, finds silver. Those are all scenes, serving the beat “Daniel Plainview mines for silver.”

Now then: scenes are also made up of beats. The opening beat of Jaws, “Chrissie Watkins gets eaten by a shark,” is made up of several scenes, and those scenes are made up of beats. The very first scene, “Kids around the campfire,” has three beats: kids play guitars and smoke pot, one of the boys smiles at Chrissie, Chrissie gets up and runs away, and the boy follows. The following scene, “Chrissie leads the boy across the beach,” is made up of a few beats as Chrissie takes off her clothes and the boy gets increasing excited about the encounter to come, ending with Chrissie diving into the surf and the boy collapsing on the beach. The next scene, “Chrissie gets eaten,” is made up of separate beats of Chrissie being attacked while the boy lolls drunkenly on the beach.hitcounter

Screenwriting 101: mixing genres

 writes:

“I was fixin to write an animated western/film noir/horror film. Could you do a short blog about how to fuse genres? I am in a quagmire about what to keep and what to discard in my screenplay.”

I don’t know of any hard and fast rules about mixing genres, but I can point you toward two directors who do it well: Ridley Scott and Alfred Hitchcock. Scott loves to fuse genres: sci-fi and horror, sci-fi and noir, western and chick-flick. He takes elements from each genre and smushes them together so well that it feels completely natural and something new and exciting happens. Hitchcock, on the other hand, loves to upend his audience’s expectations by starting out a movie in one genre and then switching it half-way through. Psycho starts as a melodrama about a woman in trouble and out of nowhere becomes a horror thriller, The Birds starts as a screwball comedy and out of nowhere becomes a horror thriller. Often, great new paradigms emerge from fusing genres, like Barry Sonnenfeld’s Men in Black. And sometimes you get a clumsy misfire like Barry Sonnenfeld’s Wild Wild West.

It’s funny that you’re writing a western/noir/horror film, because I was once involved in the development of just such a project once — at least the western/horror part anyway. What I did was sit down and watch a ton of westerns and a ton of horror movies (well, monster movies really) and kept track of the beats that best exemplified their genres: the wide-open spaces of the westerns, the dark, claustrophobic interiors of the monster movies, the black-hat/white-hat morality of the westerns, the dark underbelly of the monster movies, etc, and tried to think of ways to combine them. How would monsters work in the harsh glare of the western’s sun? Could I turn the conventions of the western to my advantage? Hitchcock found terror in a cornfield for North by Northwest, could I find it on a dusty desert plateau? Is the monster’s desire rooted in the conflict between the white men and the Indians? And so forth.

I don’t know how you work noir into that — three genres is a lot to work with. Plus, you have to deal with the general lack of imagination you find in Hollywood executives. Fusing two genres makes them feel smart, fusing three is liable to make them say “I don’t get it.”

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