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Notes on the state of the industry

February 27, 2009 Film Industry, Follow Up, QandA, WGA

My assistant Matt went to the [WGA panel last night](http://johnaugust.com/archives/2009/script-to-greenlight-panel), and took notes for readers who couldn’t make it.

All panelists agree that the business is shrinking. Development slates are being cut in half. According to J.C. Spink, that means half the (400m?) dollars usually being paid out to writers and a much tougher market for selling. Studios walk away from deals much more easily than they used to.

Yes, but movies are doing well, right? Box office receipts are on the up and up.

True, but the motherships (Time Warner/GE etc.) suck out that revenue and use it to prop up other flagging sectors. So that money doesn’t go back into development or the pockets of writers. Also, Navid McIlhargey notes that while theatrical has made a comeback, DVD sales have dropped by roughly 30%. That means four things:

1. The financial models studios look at before greenlighting a picture are skewed. (Depending on various factors, DVD revenue used to be equal to or greater than domestic theatrical revenue.) The projections for break-even are falling short on movies that might have been easily greenlit a few years ago. One way to counter that is by exploiting the international marketplace, which translates to more big action, (male) star-driven movies.

2. Development gets shafted. David Beaubaire warns that you only get one shot at getting a movie through the system. If a script is passed up for greenlight that isn’t ready or doesn’t have a crystal clear idea for the marketing department to sell, that’s the end of the line. No going back into the development cycle for reworking.

3. Pre-branded material still rules the game. Amusement park rides, board games (CLUE), comic books will continue to win out over original material. Spink joked that they’re working up a treatment for STAIRMASTER, just because it’s a known entity. Hensleigh relayed (venomously) having to option a graphic novel similar to an idea he developed separately because, “The fucking idiots need a pre-branded thing to look at.” Spink doesn’t see an end to this until the financial system breaks down. It’s working too well.

4. Marketing is getting more involved in development. This fact sets writer Jonathan Hensleigh (THE ROCK, ARMAGGEDON) on fire. “Scripts can die a death of a thousand cuts when marketing starts giving notes,” Hensleigh warns, noting that it’s bad enough to deal with notes from ten young development execs at a time.

McIlhargy has run scripts by his marketing department for notes or approval before passing it up to his bosses because their input is so critical.

What does this all mean to the writer with hopes of getting a studio movie made?
=====

Concept is king. Write Big Ideas, well executed.

The executives were eager to argue that Hollywood’s not entirely a dehumanized assembly line, regurgitating and repackaging ideas.

Beaubaire believes that just because you’re reworking ideas from the past doesn’t mean it can’t be fresh, good and entertaining. In order for a movie to go forward, “I have to love the script,” Beaubaire says, adding that it must contain a “universally relatable idea” with better-than-stock characters.

Derek Dauchy requires a connection with the material before he tries to make a movie of it. He needs to feel there’s a good reason to make that movie, to put it out into the world.

McIlhargey cautions that with so many other options, there has to be a sense of immediacy behind making that movie at that time. There’s plenty of good material. Immediacy is, “The number one thing we look at before we pass it up.”

Advice for aspiring writers
====

__J.C. Spink:__ Writers have to be talented, collaborative and better at one thing. “Do one thing that distinguishes you.” Sadly, you’re “better off being the mediocre writer who’s good in a room” than the great writer who has a tough time coming out of their shell. Because of the Hollywood information “matrix,” if your script is good and marketable it will find the light of day. Competitions, the Nicholl excepted, are useless. There’s too many to keep track of. Successful people fail more than they succeed.

__David Beaubaire:__ As good as a script is, decision makers aren’t reading scripts. His job is to make sure they understand it and want to make it. His name isn’t on the movies, he does this because he loves movies and wants to make the best, most successful ones he possible can. In that process, no one is out to get the writer. Don’t worry about studio politics or what’s hot. Worry about delivering what you would want to see. Making movies is a game, but it’s golf not tennis.

__Navid McIlhargey:__ Before you write, ask yourself if this is a movie you would pay good money to see. Will it hold a release date? Then write with conviction.

__Derek Dauchy:__ If you can pitch and understand it as a title, it’s gigantic. If you can sell it with a logline, great. If you need a paragraph, you’re in trouble.

__Jonathan Hensleigh:__ You are the most important person in the process. Creation of fictional worlds is the engine room of this industry. Of course, no one will treat you like you’re the most important person. Once you’ve given all your blood to a project and they show you the door to bring on another writer, walk away without bitterness. (He was bitter about other writers coming onto THE ROCK but admits now that Aaron Sorkin and the rest improved a bunch of scenes).

Q&A
=====

1. Should writers do unpaid rewrites and polishes before handing in a script to the studio? Across the board, yes. Every panelist, especially Hensleigh, noted that writers have to ignore WGA rules and do as much work as needed to get the script in shape.

2. Does the success of SLUMDOG MILLIONAIRE change anyone’s viewpoint about what audiences want to see? Across the board, no. Every year Fox Searchlight does a great job marketing a small movie. It’s what they do; we’re in a different business.

3. Is making a short and putting it on Youtube a waste of time? Across the board, yes. Don’t do it. Write something good instead.

4. Biggest turnoffs when reading new material? Across the board: lack of original concept.

Keep in mind this is an all-male panel of big Hollywood studio filmmakers. Consider other viewpoints before dumping all ideas that aren’t as commercial as THE B TEAM.

If film studios developed videogames

June 17, 2008 Film Industry, Videogames

puzzle farterTo: FILE
From: Studio Development Group
Date: June 16, 2008
RE: PUZZLE FARTER, 6/2/08 draft

We think [this draft](http://puzzlefarter.com/) 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.

1. DEVELOPING THE CHARACTER ARC
——————————————
We’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.

Let’s consider PRETTY WOMAN as a template: Puzzle Farter is trying to navigate a world in which he doesn’t fit in, but in trying to understand it, reveals its absurdities. (And falls in love. See note #4.)

In this spirt, we’d like to consider adding an event (an “Inciting Incident”) early in the story, explaining how Puzzle Farter entered this world.

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.

2. KEEPING PUZZLE FARTER PROACTIVE
———————————————
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 — and for his decisions to have a deeper resonance in the story.

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’d also like to see a mission-based interface which would allow the character to explore on his own. (The “sandbox” model.)

Also, we’d like a system for keeping track of gold points.

3. CLARIFYING OBJECTIVES
——————————-
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’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.)

Let’s consider adding a Fish Sister, who is kidnapped in the prologue. This would go a long way towards strengthening our Villain Plot.

4. LOVE INTEREST
———————
Puzzle Farter needs a love interest, someone who can match him toot for toot. We think Rachel McAdams would be perfect.

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

5. MULTIPLAYER
——————–
The game needs to be multiplayer. We should also discuss making it a MMORPG.

6. RATING AND CONTENT
——————————
To appeal to families, we need to be sensitive to content concerns. Let’s replace the farting with something less offensive.

How to explain quantum mechanics

March 10, 2008 How-To, Words on the page

One of the more common challenges faced by a screenwriter is how to explain a difficult concept that’s important to your plot. For instance, in Jurassic Park, we need to understand how the dinosaurs came to be living on that island, so that when they start running amok, we’ll feel like we’re grounded in some sense of reality.

I haven’t read Michael Crichton’s novel for Jurassic Park, but if it’s anything like his others, I suspect he spent five or more pages detailing the cloning process in exhaustive detail. You can get away with that in a book. If a reader becomes bored, she can skim ahead a few paragraphs until the story begins again. But the movie viewer is hostage, ((More specifically, someone watching a movie in a theater is hostage. On video, there’s nothing to stop a viewer from zipping ahead during dull explanations.)) forced to endure whatever information is presented, whether interesting or not.

Since the boring bits of a movie are generally the first things to get trimmed out in an edit, these crucial explanatory moments are likely to get dropped unless they’re written extremely carefully, in the (often misguided) theory that no information is better than boring information. So let’s look at some Best Practices when explaining something in a script.

Keep it short. No, even shorter than that.
—-
As the writer, you may know exactly how the Thessalactan Grid enables transdimensional travel, and why there’s a 34-second delay before the Quantifier engages. I’m sure it’s fascinating and well-reasoned. But the audience doesn’t care. Or, more precisely, the audience doesn’t need to care, because all that really matters to them is how the hero is going to get off the space station before it blows up.

HERO

How does it work?

SCIENTIST WOMAN

It creates a well in time-space that bends…

HERO

WHICH BUTTON DO I PUSH?!

Give them a guide…
—-
While the cliché of a wise old man (think Obi-Wan or Gandalf) is rightly avoided, ((One of the appeals of the Captain Marvel mythology is that the first thing Billy Batson’s wizardly mentor does is die.)) there are smart ways to use a supporting character as explainer-of-things.

For starters, make sure the character has a function beyond exposition. The Day After Tomorrow was frustrating on many levels, but I liked that Dennis Quaid was both hero and explainer. (You could say the same about Jeff Goldblum in just about every movie.) A villain is another classic choice: since he knows what he’s trying to do, he’ll likely have a concise way of explaining it. Just avoid mustache-twirling, and “before I kill you, let me just explain…”

When possible, let the hero pursue the Answer Man, rather than vice-versa. Nothing screams exposition more than a character showing up simply to explain something. If getting an answer is an explicit goal for your hero, we at least have a sense of forward progress.

…or just let the characters figure it out for themselves
—-
No one teaches Spider-Man how to use his powers. A large chunk of the first movie is spent watching Peter Parker explore his strength and web-shooting prowess. Similarly — but less successfully — the hero of Jumper finds he’s able to teleport, and receives no training or guidance until quite late in the movie. ((The lack of any instructor or context-setting becomes a real problem once the villains are introduced. Poor Samuel L. Jackson is forced to announce his motivations, but they’re so nonsensical that we’re forced to conclude he’s either (a) lying or (b) bat-shit crazy.))

If characters need to learn something for themselves, try to build situations that are both organic and progressive: you want to build upon simple, relatable discoveries. A great recent example is the videogame Portal (from the Orange Box), in which the player has to learn how to control a physics-defying device. While there’s a disembodied voice who seems to be offering guidance, she’s actually just a comedic menace. The real learning comes from carefully-designed levels, each with a specific (but unstated) teaching objective. ((The game is worth it just for the developer commentary. And the cake.))

In screenplay terms, this means letting the characters experiment. The first Narnia movie would have played very differently if the children had landed in the snowy woods without any sense of how to get back; the quest to return home would have felt obligatory. By letting them cross back and forth, the movie silently sets up its rule system, and lets the story chart a different path.

Take away the questions
—-
Often, the best way to answer questions is to remove them from consideration. For instance, the make-believe science of precognition in Minority Report raised a huge number of causality issues, which you could easily spend the whole movie trying to address.

But it was meant to be a thriller, not a head-scratcher, so I added a scene in which a skeptic (Witwer) catches a glass ball just as it rolls off a table.

KNOTT

Why did you catch that?

WITWER

Because it was going to fall.

FLETCHER

You’re certain?

WITWER

Yes.

JAD

But it didn’t fall. You caught it.

Witwer smiles a little, starting to catch on.

JAD (CONT’D)

The fact that you prevented it from happening doesn’t change the fact that it was going to happen.

WITWER

It’s the same with the murders.

FLETCHER

The precogs are showing us what’s going to happen unless we stop it.

Like time travel, foreknowledge of the future is always going to involve paradoxes and gotchas. But by showing it as something visual and physical, we’ve preempted endless questions about the physics and ethics of their legal system. While we’ll learn more about how it works (by meeting the precogs), the ontological overhead has been reduced to a ball rolling across a table.

It’s like…
—-
Such similes and metaphors can be a screenwriter’s best friends. How do you explain a margin call? “It’s like you’ve been buying stock with a credit card, and suddenly you have to pay the bill.” How are you going to catch the subatomic weapon? “Picture a net, but made of magnetic waves.” Does a clone have a soul? “Absolutely. It’s an identical twin, just born later.” Or, “No. It’s like a bad photocopy.”

Roll tape
—-
Speaking of clones, in David Koepp’s script for Jurassic Park, he packaged all the how-we-did-it information in an animated film strip. In Dodgeball, the rules of the game are established in a black-and-white educational film about the history of the sport. And in Lost, the Dharma Initiative’s training films provide both crucial information (“keep entering the code”) and intriguing clues about what’s really going on.

Obviously, it’s not always possible or appropriate for your characters to stop what they’re doing to watch a film. But if it makes sense in context, it’s worth considering. Just keep it entertaining, and brief.

“Entertaining and brief” is good advice no matter which method you choose for presenting difficult information. Done artfully, the reader should never sense that he’s being told anything. It was just story. To that end, avoid scenes which could be summarized, “Hero learns…” That’s a tip-off that your character is listening rather seeking, observing rather than participating. “Discovering” is an action. So are “confronting,” “exploring,” and “testing.” Put your characters to work, and the audience will never realize they’re getting an explanation.

Good advice from agents

May 28, 2005 Film Industry, First Person

first person
Reader and fellow screenwriter-blogger [David Anaxagoras](http://www.davidanaxagoras.com) is taking a class from the estimable [Mike Werb](http://imdb.com/name/nm0921209/maindetails), who recently brought in David Lubliner and Ken Friemann of the William Morris Agency to talk about agents, managers, and the business of representation.

Mr. Anaxagoras was generous enough to share his [notes](http://www.davidanaxagoras.com/2005/05/24/agent-qa/) from class. Since “How Do I Get an Agent” is my number-one most avoided question to answer on this site, I thought I’d take this chance to comment upon some generally excellent advice:

Ken stressed that you should get as many pair of eyes to look at your script as you can, and that the eyes you want are in LA — so move out to LA. Search out managers, lawyers, assistants, creative execs, young directors — anyone who might have a connection and can pass your script along.

Two good points rolled into one. First, never be afraid of showing your work. Put it in the hands of everyone you meet, no matter what their job in the industry. Even these readers aren’t in a position to help you at the moment, one day they will be. Or they’ll know somebody who knows somebody.

Second, move to L.A. Yes, technically it’s possible to become a working screenwriter while living in Boise, but it isn’t likely. L.A. is film what Nashville is to country-western music. You just can’t avoid that.

Often, a good script will not sell. That’s the norm. New writers will get meetings off their script, and should look at it as an opportunity to open doors and build relationships.

I’d amend that to say “most good scripts will not sell.” Don’t look at screenwriting as a lottery ticket. You’re trying to build a career that will last decades. Building relationships with people who love your writing is much more important than a six-figure sale.

New screenwriters should expect to sign up with junior agents. In fact, Ken says it is imperative to sign up with a junior agent. Find someone who is passionate about you and your work and who has a vested interest in advancing your career — and thus their own. An established agent with high-powered clients has little at stake in your ultimate success or failure. Find someone you can grow with.

Yes. You want to grow up with an agent. An agent in his mid-40’s with top-tier clients isn’t going to hustle for you the same way a junior agent in her early 20’s will. More importantly, that agent won’t be having drinks with all the junior execs around town — the guys who oughta be reading your script.

Writers are often asked “what else do you have” in meetings. Ken recommends writers stick to the same genre or something similar until they are established. It’s just too much for Hollywood people to wrap their head around a romantic comedy, a period drama, and a horror pitch all in a short space of time. Remain relatable and help the agent to help you. Earn the right to write different.

Don’t worry about being pigeon-holed until you actually have a career. My first two paid jobs were adapting kids’ books, so I got sent a lot of other kids’ books. It was annoying. But I was working, which is a lot.

Ken let us know that a screenplay has a short window of opportunity once it goes out, and that if it doesn’t sell, writers need to learn to let go and move on. They can’t live off the hope of that one script forever. Instead, they need to keep producing new material. Keep writing — don’t sit around and wait for the sale or the next assignment.

Amen. This is very hard advice to take, because you’ve no doubt poured your heart and soul into those 120 unsold pages. Hopefully, you’ll get great meetings off that script. But don’t expect that one day someone will say, “Hey, we should really buy this old script that’s been sitting on the shelf.” From experience, I can tell you that it doesn’t happen.

You can read David’s whole recap in [part one](http://www.davidanaxagoras.com/2005/05/24/agent-qa/) and [part two](http://www.davidanaxagoras.com/2005/05/24/agent-qa-part-2-full-throttle/).

[Tom Smith on How I Got My Agent](http://johnaugust.com/archives/2003/tom-smith-on-how-i-got-my-agent)
[David Steinberg on How I Got My Agent](http://johnaugust.com/archives/2003/david-steinberg-on-how-i-got-my-agent)

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