Showing posts with label writing for the screen and stage. Show all posts
Showing posts with label writing for the screen and stage. Show all posts

Monday, January 31, 2011

Choose-your-own-adventure: an essay for writers and readers alike



Recently I’ve really been itching to do some writing, and have done “some.” My 7yr old little brother just started reading in the last year or so, and while I was the biggest proponent for comics as a tool for children’s literacy it just didn’t stick as I had planned it would – like me, he was just “reading the pictures,” I’ve even read various places that for those who do read the words many completely skip the captions all together – so there was a stigma against using them or relying on them in comics. But what did grab his attention, and held on tight, were the choose-our-own-adventure (CYOA) or pick-a-path books. I soon became vicariously obsessed with them for about a week straight, even venturing to create my own, and learned a lot in the process.

I got him Disney’s recent Prince of Persia and he loved it. So I immediately went to the used book store and started getting all the ones I could, never spending more than a dollar or two per book. And eventually becoming so intrigued I drew out a “plot chart” for my own story, which I found incredibly fun and exciting - while the few people I tested it on/read it to found it cliché and predictable at best.

Basically the whole hook of the different books are the concept – “space vampires,” “playoff champion” etc. Because that sets up all your possible variables, and defines everything about your reader’s predictions about the story while the individual decisions usually rely on the same tropes as all the others creating “once you’ve read one, you’ve read them all” and causing a kind of “genre buffet” when choosing one, which may be worth it for library checkouts but makes it difficult to spend money on.

After researching more I found most of them are written by an author named R.A. Montgomery, and that they were all the rage before computers were able to randomize simple events and introduce variables the reader didn’t have to pick (such as in the original Carmen San Diego, to change where Carmen was hiding) and this improved the experience of returned playing/reading, which I must say in CYOA books is difficult at best because the only way you care about the story is if you have some investment in the decisions you make, the second time around you’re doing just the opposite. The books are written in second-person “you go to the lake and find a dead body” which is great because it puts you in the shoes of the main character.

Some of the better illustrators for the books even take this a step further by either not showing or only showing from the back, the main character – but it’s rather difficult since he/she is the only one the book can talk about and any images immediately identify a gender, which alienates half of the potential readers’ identification with the main character – assuming that the books are written equally for boys and girls, which they are usually not. My wife mentioned that she thought doing a petty-romance version would interest girls, like the romance comics of the 70’s found an audience with them. But how far can you go with romance for the age group they’re aimed at - or any genre for the matter? You basically have to skirt around any real dangers and situations because of very type of book you’re writing.

One of the major limitations, which I found researching and reading them is that for any given path there is not usually a fulfilling narrative arc – as far as the “three act structure:” Beginning, middle and end. It usually ends up feeling like one-thing-after-another until it’s over – which usually results in your death. And plot devices like foreshadowing of events, or even repercussions for your decisions are either: 1) virtually non-existent or may become non-existent depending on the choices you made or 2) occur directly after your decision, since most of the storylines usually end up crossing back towards the end – if you live to see it – such as: the story where maybe you “didn’t take the blue pill” must now conclude on the same page as if you had, so the mention or consequence of must be left out entirely to generalized enough to share page space between stories.

The last disadvantage I found was that everything mentioned must be through one character’s eyes – the book cannot cut to a scene taking place on the other side of the world that the character doesn’t know about, so subplots and characters really serve no purpose or get any screen time unless they directly affect the main character, as opposed to just running parallel to the main story.

I think they are funner to write then read which seems to bee the conceit of the format. If not only a headache to keep track of, they take the pressure off the writer of trying to choose between where he wants the story to go and puts the pressure into making as many of those situations as possible and usually writing both. Each plot point is usually a page or less in length and has a decision or ending at the bottom, unless it is a linking page by which the author lays out basically the extent of whatever differences may be in your story before you link back up with a main one – basically one extended page split between two for economy of space. As I mentioned they usually include illustrations and run about 150 dime-novel or smaller pages long.

I have seen they now have the Dungeons and Dragon’s interactive DVD “Scourge of Worlds,” and some websites even offer organizational tools and web space for user-written adventures that you can simply click your way through. Furthermore there’s even a microcosm-of-a-microcosm of people who play “mud connector” a text-based command-line-driven internet game, which makes even the most hardcore D&D fans look incredibly sociable. There are also, more currently, some “Anything can happen… Whatever you want” or similar books, for older readers and usually run about 4-5 times longer in page length. I suppose Dungeons and Dragons, and similar games, are a version of this medium for a somewhat older audience, but the books themselves fall victim to the strengths of other genres – in games: having more choices and randomization, and in books: having the ability to be an “omniscient viewer” and learn more than your character, a key to suspense versus surprise.

So they end up being a sort of novelty niche-genre/medium, a guilty pleasure for most (if at all), and for those excited about books that read like video games, and don’t mind the thin plots they may offer a bridge for children away from video games/tv/computer and into the world of reading and literacy – even if they aren’t the destination.

Check out this link for a cool roll over version of a cyoa story map.

Sunday, March 1, 2009

Prof's advice

Its critique time and I've been hearing a lot about my work recently and I figured I'd post some of it.

Writing for the screen and stage
I wrote a period piece for Robin and was one of three people to have it on time (two weeks ago) but he stopped the reading after the first few pages and told me he would read it himself, and that it “just wasn’t working” so I waited over the weekend to see what he thought, once he read it all. But I got it back, with no specific comments and it had, not a grade but an R –for “revise.” I asked him about it and for some direction after class but he said he didn’t know what I could do to fix it, I mentioned the possibility of writing an entirely new script, and I did, in two-days. And he liked it better, however it was a more stereo-typical work, for my writing, thematically, and the dialog and subject material for the previous work, the period piece, was a vast jump and very ballsey, I thought. But it didn’t seem to matter.

Senior Project
Though he says differently, the outlook of Maelstrom actually being a completed book or even issue is about as solid as my partner's word. I've done two issue's worth of pencils (25pgs total), 3 issues of breakdowns, 8 (soon to be 16) pages of inks and two issue's worth of scripts, not to mention outlining issue-by-issue the plot of the whole mini-series. And on his part, he doesn't like the pages he did and plans to redo them, period. So I'm looking at them as a learning experience, artistically and professionally. This whole roommate situation, which he was a part of, and this whole last few months has really shown me how flaky people can be. Even Bryan has mentioned that "maybe once this thing is all over, you may say hay I don’t need that James guy” and I have kept my story fairly self contained, except for the ending. So you could read it as a hospital-drama but the whole intrigue for me was adding story to balance James’ craziness so that readers could have both and then constantly being able to cross-cut between the two, so you could build tension/anticipation quickly just as any good story does (prominent examples where they’ve come out and said they use this are the original Star-Wars trilogy and the TV-Show Lost). I did enjoy writing my story however and could actually see myself writing soaps or something but I love writing episodically because that’s enough of a structure and it’s fun to play to its strengths.
Artistically, though, Bryan has mentioned that my style, that realism that I have is “very unforgiving” and where some artists, because of their style, could draw a blob with some hot dogs hanging off in any direction and we would be non the wiser, when you try to draw a realistic hand (and it seems to be hands specifically that he has a problem with), people know what their hands do and do not look like so they spot it in a second, just like backgrounds. So I need to find out how to address this, if its going more stylized or just working on drawing more and drawing from life more considering except for backgrounds (and even then rarely) I don’t really use reference, especially for poses. Though I will use more for these next spider-man pages in…(seg-way)

Superhero
I've been trying to figure out how to and actually drawing "hot comic book girls" all quarter, as they had been "man-ish" before, and these last pages for spider-man will be drawing the black cat, and the same pages Tom did for submissions with Hanna to Marvel (by the way I found an ergonomic chair, just like Hanna, or other professional comic book artists who sit at the drawing board for as long as he does a day, to help my back) so we'll see how they compare. "Shame-less" is the word Lyle used to describe them, but conceited to making similar decisions when doing his pages. I'm really excited about them and really only have the splash page totally the way I want it, so I'm taking tomorrow to map-out and start on the pencils, that I'll finish Tuesday before class (when they are due).
He also mentioned sending packets out and emphasizes that I needed to meet with Axel and Bob, from Marvel and DC, respectively, at Editor's day. He said there is "something old and something new" about my style, but regardless there is an "undeniable energy" about my work, so he thinks someone will snatch me up fairly soon. So I'm really going to try and polish these Spider-man pages so I can send them out and be proud of them.
He mentioned previous students who had opportunities with these guys and blew it by not keeping true to their word and being relentless with their pursuit of the goals; Going to New York if they ask to see you and sending packets every month. He also mentioned something about there being hostels for people in my situation that aren't too expensive and that was news to me since the absolute cheapest place we found last time was $80 a night, which wouldn't be too bad for a night or two but who knows how long I may have to be there before getting something. So he's going to push me to get there, because he thinks I can do it and soon. I've given myself 5 years to break in and make a decent living at comics, to the point I don't have to have a side-job. That is an extremely tight deadline considering most artists don't get their big break for 10-15 years. I'll be there to see that as long as I can make due in the meantime, meaning, taking on whatever work comes along and looking for it, endlessly.