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Cannon fodder

June 15, 2007 Geek Alert, Rave

I’ve previously written about my little [World of Warcraft problem](http://johnaugust.com/archives/2007/seven-things-warcraft), which cost me a summer. My latest, greatest productivity killer is called Tower Defense.

towerIt’s not one game really, but rather a genre of videogames in which the objective is to place and upgrade a series of automated kill-bots (towers) in order to obliterate wave after wave of bad guys (creeps). The latest incarnations are all Flash-based, which is uniquely insidious. Normal videogames can be wiped from your hard drive; these games are always just a click away in your browser.

The best Tower Defense games are made by [Paul and Dave](http://blog.casualcollective.com/), who recently quit their “day” jobs to devote themselves to ruining productivity on a full-time basis. Vector TD is free for the cost of a Orbit gum commercial, and is fairly classic, with a series of maps that constrict the creeps’ path (and limit tower placement). Desktop TD is a good example of the “mazing” or “freeform” variety: on a blank field, you use towers to herd and direct the creeps to their death. It’s [crazily popular](http://gigaom.com/2007/05/27/desktop-tower-defense/) because it offers the illusion of optimization. It seems like there should be one ideal map, which keeps you playing and testing — and going back to the discussion boards. But any small change in the underlying variables would ruin the winning strategy.

The genre isn’t new by any means. [Starcraft](http://en.wikipedia.org/wiki/StarCraft) introduced the Protoss Cannon — generally the cheesiest way to win any fight — while [Warcraft III](http://en.wikipedia.org/wiki/Warcraft_III)’s development system led to a lot of good Tower Defense games. Flash Element Tower Defense is probably the closest incarnation.

Why do I bring up Tower Defense, other than to derail other screenwriters’ productivity?

Well, it occurred to me, “What would the movie version of Tower Defense be like?” Is it a castle siege movie? An Aliens movie? A zombie thriller? And then it struck me.

It’s [300](http://www.imdb.com/title/tt0416449/).

You have wave after wave of differently-styled Persians channeled through a narrow opening, no consideration to their lives. You have the towering Spartans, who simply defend their position and watch the bodies (literally) pile up. Just like in Tower Defense, the big worry is whether there will be a leak. From the beginning, you know eventually the defense will fail. The creeps will win; it’s just a matter of when.

This isn’t a slam on the movie, really. 300 knew what it was doing, and did it admirably. But watching it, I kind of felt like the guy invited over to check out the latest Xbox game on the big screen, only to find his friends unwilling to give up the controllers. It was still exciting, but not quite the experience I’d wanted.

In terms of videogame addiction, Tower Defense is a lot less dangerous than WoW. For starters, there’s a “pause” button, so it’s possible to answer the phone. It’s also short. A game is five or ten minutes. The open-endedness of WoW is what’s cost people their careers. Tower Defense is like a twitchy Mine Sweeper, or Sudoku without the false sense of being good for you. It’s a time suck, though, which is part of why I’m writing about it. Having explained it, I probably won’t want to play it as much.

Probably.

(**Update March 2011:** Many dead links pruned.)

Changes while directing

June 12, 2007 Directors, Projects, QandA, The Nines, Words on the page

questionmarkWhen you were directing The Nines, did you find that you wanted to change some of the action and dialogue because it didn’t come across in production the way you thought it would when you wrote it. And, if you changed things, was it because you were maybe hypercritical of your own work and saw problems where nobody else would or did you consider making changes just because you could (being the writer and everything)?

— Dennis Feeney

The action changed somewhat, based on the geography at hand. For instance, there’s a scene in Part Three where a family is coming back to a parked car. As scripted, there was a certain sequence for who would be where for what line of dialogue, but once you have real actors, real dolly movements and real reflections to contend with, that all changes. And that’s after storyboarding, during which some of those things were already decided.

In terms of dialogue, I didn’t find myself changing that many lines. We’d had the luxury of some rehearsal, so if there was a line that an actor really had a difficult time landing, I could change that ahead of time.

Once we started production, I really saw myself as a the director, not the writer. If something wasn’t working, my instinct was to look at changes in the performances or the camera movement rather than the words. Indeed, the few times I did go back in to writer-mode was when I saw unanticipated opportunities. During a confrontation between Hope Davis and Melissa McCarthy, I added this line…

SARAH

He’s an actor. If no one’s watching him, he doesn’t really exist.

…which ends up being fairly important to the scene (and, ultimately, the movie). Yet I added it at six in the morning on the day of shooting, based largely on something I overheard the actors talking about between takes. That kind of serendipity is what made my dual roles rewarding.

Interview up at cecil vortex

June 8, 2007 Meta, QandA, Resources, Writing Process

I have a very long (and hopefully interesting) interview about creativity up at [cecil vortex](http://cecilvortex.com/). While there’s a lot of material in it I’ve written about previously, this interview is a pretty good primer on my brain and work habits.

CV: How do you use your day-to-day life to feed your writing?

JA: When I was writing for my first TV show I found that I was sorting through life with a filter: what could be “in” the show and what would stay “out.” If I heard a song on the radio that I liked, I was mentally putting it into the bin for the show. If someone said something interesting — or something boring but in a particularly interesting way — I would literally stop to write it down.

That was probably necessary for the show, but I don’t think it’s particularly helpful for real-world sanity. I began living a large part of my life inside the show. That break from reality ultimately became one of the main story points of The Nines — what are a creator’s responsibilities to his creations? At what point was I allowed to walk away from the universe I’d created and get back to my real life?

I think I’m healthier now. I certainly always have my ears open for interesting phrases, but I don’t feel like I’m in constant collection mode.

You can check out the full thing [here](http://cecilvortex.com/swath/2007/06/07/an_interview_with_john_august.html).

Trailer competition update

June 5, 2007 Challenge, Follow Up, Projects, The Nines

beeThanks to [many readers](http://johnaugust.com/archives/2007/hive-mind-trailer#comments), I think there’s a pretty clear game plan emerging for how to do [The Nines Trailer Challenge](http://johnaugust.com/archives/2007/hive-mind-trailer). Several people have offered specific help, both advice and hosting. Bless you. Your email addresses have been duly noted for future follow-up.

Here are the questions I asked, and the answers I got.

1. What’s the best video format for sending out the trailer footage?
====

For good quality, DV or Motion JPEG are platform-agnostic choices that will end up in solid web video. I’m meeting with the editor tomorrow to start figuring out just how big the files would end up being.

Some participants will want smaller files for an easier download experience. MPEG-4 is super-compressed, but can be up-rezzed acceptably. It will never look as good as the DV footage, but that’s a trade-off that some people will accept.

There are other possible formats, but at a certain point, the paradox of choice kicks in. Offering the footage in six flavors could actually make it less useful, increasing confusion and limiting torrent seeds.

2. One clip, or many?
====

Almost everyone felt that separate clips in a .zipped file would make life simpler. Some readers suggested distributing project files for Final Cut or Avid. My gut is that a folder of clips is pretty much just waiting to be dropped into a bin, so there’s no great advantage in creating separate templates for FCP or Avid (or whatever editing system you chose to use).

We’ll also include portions of Alex Wurman’s musical score, perhaps as a separate download. Using the “official” music won’t be a requirement.

3. Should it be a competition? If there’s a competition, how long of a deadline?
====

Across the board, yes on a competition. A week would be enough time; adding in a second weekend might be even better. At this point, the start of August is looking like a possibility, but the exact dates are TBD. The prize would be bragging rights, and inclusion on the DVD if we can clear rights issues.

4. What’s the best way to get the footage out there? Torrent? Download?
====

A torrent is pretty much a must for the big (DV) file. With good initial seeding, a clear start date, and fair practices on everybody’s part (i.e. keep seeding), it should work out. But I’d still like more information and examples of people who’ve done this thing successfully.

In terms of traditional downloading, generous offers of bandwidth should help with getting the smaller files distributed — and possibly setting up the initial torrents.

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