Dear Warner Bros: You got Superman so wrong.

My hopes for an amazing, uplifting Superman movie have been sucker-punched by “Man of Steel”.

It’s really disappointing to say that too, because I’ve considered myself a Superman fan ever since the 1978 Christopher Reeves movie. I think I was hoping for a kind of mythical, spiritual reboot from this new movie franchise. (Is that too emo of me?)

[Spoiler alert: I give up a few key points from the movie’s plot. STOP READING NOW if you don’t want to be disappointed.]

Continue reading “Dear Warner Bros: You got Superman so wrong.”

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Amazon Studios & Bootstrapping Original Content

What does it mean when the major online retailer of books and movies is getting into the content production business? It’s more industry convergence that proves that “content is king”, even when it’s crowdsourced…

I think that Amazon is doing a kind of Zeroes2Heroes approach to getting original content, but on a bigger, Amazon scale: promises of “options”, coupled with free (but strings attached, I think) tools like their Storyteller storyboarding app and online network.

 

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On Creativity: Bruce Mau’s “Incomplete Manifesto for Growth”

I first read this piece from designer Bruce Mau about a dozen years ago. It’s still good to read these words from time to time, and take them as a personal challenge…

Incomplete Manifesto for Growth (brucemaudesign.com)

“This design manifesto was first written by Bruce Mau in 1998, articulating his beliefs, strategies, and motivations. The manifesto outlines BMD’s design process…”

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On Research: Joseph Campbell and The Hero’s Journey

I’ve only ever read snippets of Joseph Campbell’s books on heroes and heroic tales and myths, so I never expected to find influences in his works. Yet, the influence is there. Many other writers and film-makers *have* studied Campbell (not the least of them being George Lucas). So, in being a fan of modern epics like “Star Wars” and “Lord of the Rings”, it follows that I must have subconsciously absorbed and recycled some similar ideas and themes when writing my own little book, “Owe Nothing“.


Joseph Campbell’s Monomyth (Hero With A Thousand Faces)

The standard path of the mythological adventure of the hero is a magnification of the formula represented in the rites of passage: separation–initiation–return: which might be named the nuclear unit of the monomyth. Stages of the hero’s journey:

1. Birth: Fabulous circumstances surrounding conception, birth, and childhood establish the hero’s pedigree, and often constitute their own monomyth cycle.

2. Call to Adventure: The hero is called to adventure by some external event or messenger. The Hero may accept the call willingly or reluctantly.

3. Helpers/Amulet: During the early stages of the journey, the hero will often receive aid from a protective figure. This supernatural helper can take a wide variety of forms, such as a wizard, and old man, a dwarf, a crone, or a fairy godmother. The helper commonly gives the hero a protective amulet or weapon for the journey.

4. Crossing the Threshold: Upon reaching the threshold of adventure, the hero must undergo some sort of ordeal in order to pass from the everyday world into the world of adventure. This trial may be as painless as entering a dark cave or as violent as being swallowed up by a whale. The important feature is the contrast between the familiar world of light and the dark, unknown world of adventure.

5. Tests: The hero travels through the dream-like world of adventure where he must undergo a series of tests. These trials are often violent encounters with monsters, sorcerers, warriors, or forces of nature. Each successful test further proves the hero’s ability and advances the journey toward its climax.

6. Helpers: The hero is often accompanied on the journey by a helper who assists in the series of tests and generally serves as a loyal companion. Alternately, the hero may encounter a supernatural helper in the world of adventure who fulfills this function.

7. Climax/The Final Battle: This is the critical moment in the hero’s journey in which there is often a final battle with a monster, wizard, or warrior which facilitates the particular resolution of the adventure.

8. Flight: After accomplishing the mission, the hero must return to the threshold of adventure and prepare for a return to the everyday world. If the hero has angered the opposing forces by stealing the elixir or killing a powerful monster, the return may take the form of a hasty flight. If the hero has been given the elixir freely, the flight may be a benign stage of the journey.

9. Return: The hero again crosses the threshold of adventure and returns to the everyday world of daylight. The return usually takes the form of an awakening, rebirth, resurrection, or a simple emergence from a cave or forest. Sometimes the hero is pulled out of the adventure world by a force from the daylight world.

10. Elixir: The object, knowledge, or blessing that the hero acquired during the adventure is now put to use in the everyday world. Often it has a restorative or healing function, but it also serves to define the hero’s role in the society.

11. Home: The hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.

 

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On Connecting to those worlds out there…

In a recreation centre basement, a middle-aged man feels that old anxiety – the anxiety of having to speak in front of a group of strangers. The address he must make now is especially poignant. He clears his throat and swallows the fat dry lump that had formed there.

He pictures a room filled with men and women, some older than him, many younger. He closes his eyes and sees row after row of folding metal chairs, each physically supporting a soul not unlike his. It’s just like an Al-Anon meeting, except that he really can’t see his audience very well until individuals make themselves known by responding. He feels like he’s standing in a dimly-lit room full of cardboard cutouts.

“My name is John, and I’m addicted to the Internet.”

Instead of a verbal welcome from his audience, he receives a chorus of invisible mouse clicks from unseen hands. Supportive audience members register “likes” and RTs, or vote their approval by forwarding his statement onward to their own circles of friends.

The reaction of the group is organic and almost immediate, but it’s far from natural. But this is the way many of us share our personalities with each other nowadays.


Recently, we suffered a power outage in my part of East Vancouver. It affected almost 8000 citizens for kilometres all around us. There was that funny buzz or “thump” and everything suddenly went pitch black. After a few moments of disorientation and cursing, we got some candles lit and phoned the local power utility to get an ETA for when they’ve have power restored. Once we had an idea of a timeframe established, we sat down at the kitchen table and ate a few cookies by candlelight.

What struck me was how very quiet it was without the constant background hum of our building’s ventilation system, electrical power supplies, elevator motors, or the buzz of fluorescent lighting. All those little mechanical noises become the background noise of one’s life. We get used to never hearing the absolute silence of a powerless town.

I also noticed that the sky outside was a lot brighter than I’d realized. With all the streetlights off, my eyes quickly adjusted to the relatively light early evening sky. The electric lamps that we power on to help us see at night seem to make the night sky look much darker than it is, so we become dependent upon them.

Even though I live in a condominium surrounded by a couple hundred other occupants, I would only recognize a handful of them by sight, and only a few of them in the dark. We live in physical proximity, but also in relatively anonymity. By comparison, I can identify most of the personalities who associate with me online, and I know how and why we are connected.

It was only a few moments before I began to feel bored, “jonesing” for information. With no AC, there could be no radio, but I found immense satisfaction and relief in the fact that I could tether my laptop to my smartphone to get Internet access. This allowed me to go to the power utility’s web site and see a Google map of the areas affected by the blackout, and a revised estimate of when power might be restored. Twitter and Facebook provided echoes of what other citizens were experiencing, in real-time.


The Internet and social media kind of serve to connect my mind to others in a personal way. It surprised me how much I missed having access ti the Internet for real-time news updates, and to social media for that weird invisible community.

It’s the same feeling of fascination I get when I get a headache and realize it’s because I haven’t had a coffee yet. My body is telling me I’m dependent upon that thing.

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On Creativity: Multiple Media and a Billion Artists

Once in a while, an artist will inspire me, and make me appreciate connections to other artists, from the current time, or from a relatively distant point in the past.

Once in a while, an artist will inspire me, and make me appreciate connections to other artists, from the current time, or from a relatively distant point in the past.

Maybe a singer-songwriter like Adele or Beck will say something extremely poignant to me through their music. The same with film-makers like P.T. Anderson, Michel Gondry, or Quentin Tarantino, through their movies.

But even more so, the farther back in time I go: Orson Welles speaks to me strongly.  Buster Keaton makes me cheer for the little guy, and Fritz Lang and Murnau make me wonder what happens in the darker corners of our minds. Illustrators and graphical storytellers like Will Eisner, Jack Kirby and Stan Lee feel like uncles. Their lines are like well-known handwriting that evokes a familiar voice in my head. Steinbeck made me anguish for the poor and desperate working families. Charles Dickens made me love the charity, trust and loyalty of dear David Copperfield.

Some of the stories were recorded decades ago, and some well over a century ago, but they are alive in real-time whenever I experience them again.

I think that the human mind must truly not care a thing about timeliness, or temporal sequence. There is just now.

And now, we all have the capability to dream, to create, to defend our values, and to reach out to each other through our art. The insanely fast, relentless growth and spread of digital communications technology allows us to bring our minds and hearts together in time and space with an immediacy that we’ve never before known.

Of course, there’s a lot of crap and idiocy out there online and in realspace, but in the midst of it, a billion potential artistic voices are trying to call out to each other.

 

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On Creativity: Inspired by Orson Welles

Orson Welles
Once in a while, when one feels they are in a bit of a creative slump (I suppose “downturn” is the fashionable term for it nowadays), it helps to be reminded of some of the great artists whose work has inspired me in the past. I have recently become inspired (again) by Orson Welles.

I’ve had a few artistic heroes. In terms of a modern creators (particularly multidisciplinary ones who work in film, direction, and radio), Orson Welles looms largest in my mind.

I associate him most strongly with black and white film and with things like film noir, compelling photography, autobiographical themes, and moments of explosive energy. His life and personal drives were lived very much in the public eye, and his art seems deeply infused with his personality, ego, and psychology.

Today, I read a statement that described Orson Welles as a renaissance man of the 20th century:

Innovative film and theater director, radio producer, actor, writer, painter, narrator, and magician, Orson Welles (1915–1985) was the last true Renaissance man of the twentieth century. From such great radio works as “War of the Worlds” to his cinematic masterpieces Citizen Kane, The Magnificent Ambersons, Othello, Macbeth, Touch of Evil, and Chimes at Midnight, Welles was a master storyteller, as expansive as he was enigmatic.

I agree -he was a true renaissance man.

Here are a few links about Orson Welles that I’ve recently enjoyed:

Great Directors: Orson Welles:
http://www.sensesofcinema.com/2003/great-directors/welles/

Orson Welles – Genius Without Compromise:
http://www.squidoo.com/orson-welles-hollywood-genius-

Orson Welles (Wikipedia):
http://en.wikipedia.org/wiki/Orson_Welles

“Me and Orson Welles”:
http://en.wikipedia.org/wiki/Me_and_Orson_Welles

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Enigmatic Memes: Bathroom Grafitti I Have Known

Bathroom wall graffiti gives a glimpse of the way people think: it is drect, anonymous and comes with little sense of responsibility, similar to how most people’s backyards tell us how the homeowner truly lives.

Bathroom wall scribbles hardly qualify as art or creative writing, but I can think of some that is more creative than others.

Back in 1985, when I was a first-year student at the Emily Carr College of Art, the men’s room in the Foundation Department had some enigmatic and interesting graffiti. Above one of the urinals, written in tiny letters in the grout between the tiles, were three words, a little zen riddle which puzzled me in the back of my mind. Weeks later, for some reason I can’t recall, me and a few classmates were standing in the hallway at lunch hour, discussing bathroom grafitti. Shaun Hayes-Holgate only had to say the words “Toast or Pockets?” and we all knew what he meant, and exactly where we all, er, stood.

Gossip also went ’round about a long exchange between a student and one of our instructors, which apparently became fairly heated, to the point of using very blunt expletives. The instructor in question was known for writing copious notes on sheets of paper on his classroom walls using a brush pen, which gave his writing a distinctive calligraphic style. Apparently, the instructor’s brush pen was equally effective on drywall and may have given him away. So much for an author’s anonymity.

By comparison, I found the bathroom grafitti at UBC rather disappointing. In the men’s room in the Student Union Building at Western Canada’s largest, most prestigious University, I half expected some sort of first-year philosophy course scrawled across the tiles. Instead, it was the same sort of racist, homophobic ranting and cartoon genitalia that you’d find on the walls of any high school. So much for higher education. (My wife, defending her Alma Mater, declared that these were just first-year students.)

Today, 25 years later, Emily Carr seems to have kept some of its off-beat, enigmatic flavour, but overall, I find that my old school seems so much more mainstreamed and packaged than it was back in my day. Certainly, the quality of bathroom discourse seems to have degraded. Maybe students and teachers have their meaningful exchanges in Twitter and Facebook nowadays. All I know is that today, over the toilet in the Emily Carr Foundation men’s room was scribbled “Kelsey Grammar, bitches!” to which someone had replied “Hell yeah!”

Perhaps devolution is real, or perhaps I expect too much from post-secondary education.

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On Research: How did it ever get done before the Internet?

How the hell did writers ever do research in the days before the Internet? A lot of cultural and technological development took place to get us where we are today.

I’m not exactly a digital native – I remember the days before Twitter, Facebook, LinkedIn and Google. I remember the days before the web, and email. I remember using a 2400 baud modem to log into local Bulletin Board Systems located on private desktop PCs all over town, just to stay abreast of local chatter.

Back in high school, I remember that we were taught how to use the card catalogue to look up books by their call numbers. It seemed to take a long time and a lot of searching to find one or two 20 year-old books, and then, more searching in each volume to find the information you were looking for in the first place. I just cannot imagine how much time and effort a writer would have to take in order to do research for a book, back in the days before the Internet.

The difference in time and effort spent on research today is like the difference between walking somewhere and teleporting there.

Finding Informed Opinions

When I need to make requests of various experts, but I don’t know to whom I should make my queries, I can just bleat a tweet out into the twitterverse, or send a few quick emails. Within 24 hours (maybe just an hour or three) I will have at least a couple of useful leads. Answers.com and other “Ask an Expert” sites are all over the web too. People will bid to answer your esoteric questions for relatively cheap rates. And, there are also a boatload of free message boards where amateur experts, aficionados and historians share information on a multitude of topics. No phone calls, letter writing or travel required.

Consult that Encyclopedia Britannica

When I’m looking for third-party researched data on general topics – like the kind of information I’d look for in an encyclopedia – I just go to Wikipedia, and if necessary, corroborate the information with other online sources.

Go There and Research Stuff in Person

Thanks to Google, Bing and others, I can get street-level and bird’s eye views of many places on the planet. This can go a long way towards informing any descriptions that I’d want to add to a story.

Of course, no street photography can give you the sounds, smells, temperature and tactile impressions that come from live human experience. By the time we manage to virtualize those sensations, we’ll be in the era of virtual travel, and reading textual descriptions will be largely irrelevant.

How Will Narrative Change?

At the point in our future where virtual environments become predominant, I think that narrative – the “story” – will be something that you as the reader/participant construct in your mind as you experience the writer’s virtual world. In that scenario, the writer will be a facilitator – a guide – and you will be the one creating your own narrative as you take your own steps through the story.

This is similar in evolution to how the hyperlink changed the idea of informational linking between books. Back in the pre-Internet days, a footnote in one book would refer to a passage in a different book, and to experience that second book, you’d have to go find it and read it. Hyperlinks transport your mind from the body of one book to the body of the next book with nothing more than a mouse click.

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From Rockstars to Sleuths: Has 3D Game Storytelling Matured?

Have gaming and interactive storytelling finally matured to a new level? This is the impression I’m left with after reading reviews and watching clips from Rockstar/Team Bondi’s impressive new game, “L.A. Noire”.

Granted, I’m no gamer. Hell, I’m practically a neophyte. In the last year, I’ve probably spent more time playing Bejewelled and Angry Birds on my Palm Pre than I have playing any 3D first-person shooter on any platform in the past ten years. Remember Doom, Jedi Knight? I played those a fair bit, back in the nineties. I also spent hours exploring Second Life. That’s about as immersed as I ever got. Good times, but a bit meager compared to active gamers, but that’s pretty much my gamer cred.

Convergence of Pulp Fiction, Cinema and Gaming

Seeing a game that looks like a cross between an animated Raymond Chandler novel and the movie L.A. Confidential really piqued my curiosity. I think that the nature of the content – the hard-boiled detective genre and the quality of presentation – is what has drawn my attention to L.A. Noire. I love social realist authors like John Steinbeck and I’ve been reading classic hard-boiled detective fiction for years too.

From golden-age masters like Dashiell Hammett and Raymond Chandler, and cold-war veterans like Ian Fleming, John D. McDonald, and John LeCarre, through to modern crime writers like Elmore Leonard and Ian Rankin – the crime fiction genre is still alive and well in the written word. TV has, of course, made it even more prevalent. Is there anyone in the western world who hasn’t watched an episode of “Law and Order” on TV by now? I doubt it.

I’m probably the new audience that the game creators were hoping to attract, along with the folks who already play 3D games. I think that L.A. Noire is definitely a “crossover” game – an attempt to draw readers and cinema-goers into gaming. From a marketing perspective, the ads I’ve seen for L.A. Noire definitely emphasize the action-adventure aspect, showing lots of gun-play and violence, obviously aimed at existing gamers who are still at the core of its potential market.

However, the “How-to” videos I’ve seen of L.A. Noire remind me of the behind-the-scenes extras you’d get on a special edition DVD of your favourite movie. Here, production values, innovation and name-brand performers are all promoted and explained, which adds a new level of credibility. Overall, L.A. Noire and its marketing and promotion seem to have a very strong cinematic feel.

A More Mature Approach?

If 3D gaming were a coin with GTA on one side, Noire could be the other side, opposite in goals and attitude. In Noire, you play a cop fighting corruption and lawlessness, instead of embracing it as in GTA. The major emphasis of Noire seems to be on strategy, deduction, and observation, and not just action, although it still has a good deal of that. The soundtrack is different too, made up of period jazz and swing music that probably wouldn’t appeal to many younger gamers. Overall, it feels like this is a gaming experience that was designed as a cinematic period piece, for a more patient, mature audience.

From the promo clips and walk-throughs that I’ve seen so far, there also seems to be a higher-level of artistic maturity and (IMHO) name-brand performance involved in L.A. Noire than in previous Rockstar games, like GTA. (Set me straight if I’m wrong about that, GTA players. You know better than me.)

The creators of L.A. Noire say that the ability to use your emotional intelligence is a major factor in succeeding in this game. Because of the effectiveness with which characters in L.A. Noire portray realistic facial expressions and body motion, you can actually decide if a character is lying to you or is telling the truth based upon their facial ticks, dodgy eyes, or body language.

Aren’t these all emotional intelligence and empathetic skills? I remember reading about how the military would use 3D gaming platforms to develop combat training scenarios for young soldiers? Are sensitivity, social skills and good judgement now the skills that gamers will require to win? Can games now help a gamer develop those skills? I find that possibility totally fascinating.

Similar to how comic books shrugged off their childish associations from the 1940s to evolve into complex, challenging graphic novels written for a college crowd, 3D gaming may be evolving closer to cinema. At least in the case of  L.A. Noire, 3D gaming seems to be growing up.

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