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Showing posts with label television. Show all posts
Showing posts with label television. Show all posts

Friday, 17 March 2017

Syfy ho hum

Too many science fiction series are just westerns. A colony of plucky miners is threatened by the hired thugs of evil businessmen. Outlaws ride into town (or land on the planet) bringing danger to the settlers. Somebody wants to drive the railroad/stargate through a peaceful backwater, riding roughshod over the rights of its lawful inhabitants. And then the magnificent six or seven show up to fix it all in a blaze of gunfire.

They were peddling these exact formulae eighty years ago and I've seen SF television shows and B-movies that add almost nothing to it. The weapons fire photons not bullets, but otherwise it's all been done many times before. Even the dialogue sounds like a Gunsmoke repeat.

Why this is a waste: the future offers so many fascinating new stories to tell - just look at Black Mirror, District 9, Blade Runner, Ex Machina. Technology, alien contact, and space travel throw up new opportunities, new perils, and new moral conflicts. If writers stretch their imaginations they can find those stories. Or they can indolently retread a western or a monster movie remembered fondly from their youth.

Have networks decided that SF geeks are content just as long as there's a spaceship in the frame? Don't those viewers care about startling concepts that stretch the imagination? Don't they want drama with compelling characters rather than leather-styled ciphers? Because TV networks are lazy when it comes to SF. They'll continue to fob us off with repurposed western and crime scripts unless we demand great science fiction every time.

Friday, 24 June 2016

Even gorillas gotta start small

Photo copyright Lalo Pangue; Attribution-NonCommercial-ShareAlike 2.0 Generic

Developing a show for television can be a rabbit hole experience. Leo Hartas and I spent a year working on a show called Carnival Park. Why was it called that? Because the producers liked the name. Well, of course they did; they picked it. Three production companies were involved – in Britain, Spain and Norway – and they were pleased as punch that Carnival Park sounds similar to Carnaval Parque sounds similar to Karneval Park. In meetings, somebody would say the name and that was often the only time that all the producers could prick up their ears and smile at each other in mutual recognition

So Leo and I had to fit a story and characters around a title. In television parlance, at least among writers, the technical term for that is arse about face. Yet it keeps on happening. Producers acquire a property – or, very often, simply imagine they have acquired a property. Writers, being a biddable tribe of fellows devoted to developing TV shows on a non-profit basis, then go along with the producers in the hope that the whole process will end in a commission.

That commission seldom happens. And the reason it seldom happens is because the producers have led the creative process. If you end up hired (that should be “hired” in inverted commas, by the way) as a writer on a TV show, tear up whatever they give you and create your own vision. It may not get made, but it’ll have a lot better chance. And, crucially, you might stay sane.

One example of a show concept I worked on briefly. Some producers felt that they had some claim to the King Kong IP. Now that one, let me tell you, is a real tangled web. Between Universal, RKO and the estate of producer Merian C Cooper, there was a bit of a ding-dong over King Kong that went on for years, nay decades. The final legal ruling? It’s simply too tedious to go into. I’d rather be shot off the top of the Empire State Building. If you are interested then (a) may the ape god help you and (b) here are the full wearying details on Wiki.

Where was I? Oh yes, notwithstanding all of those earlier court battles over the rights, these producers believed they had found a loophole or something that would allow them to create a "King Kong Junior" television show and/or videogame for kids. Maybe they intended to change the character’s name, though the treatment I knocked up indicates that at the time they briefed me they had no fear of a court battle with either NBC Universal (who would have had a case) or the Cooper estate (who wouldn’t).

What is even more astonishing is that this is only one of three "junior King Kong" projects (one a movie, one a game) that I've been roped into by different groups of producers over the years. It's one of those concepts - others are any famous literary character as a vampire or vampire hunter, or any famous historical character plus zombies - that keep churning around in entertainment industries whose corporate crushing of real inspiration and open access to bullshit artists have left them repeatedly scraping the same place in the bottom of the same barrel.

For curiosity’s sake, then – as this is a TV show that has literally no hope of ever getting made, other than by NBC themselves – here is that treatment. The show's title? Yeah… Not my idea. Don’t shoot me, I’m just the keyboard monkey.

KID KONG

Doesn’t matter where you live in the world. Or when. Don’t let anybody tell you that being a 15-year-old kid is easy.

Take TABU. He’s keen, clever and wants to know about everything. Most of all, he longs to know what lies beyond the massive stockade doors and high rock walls that separate the coast of his Pacific home from the island’s mysterious interior.

“No one knows. Don’t ask!” his teacher, the village shaman HORANGI tells him.

“It’s dangerous. Keep out!” warns his mom, MAHINA.

“Get lost, freak!” say the other kids.

Tabu is the odd one out among the island’s kids. He has the problem of being short-sighted in a time and a culture that has never discovered glasses. He can’t join in the ball game because he's barely able to see his hand in front of his face. He blurts out secrets without realizing who he’s talking to. Squinting up at the white peak in the centre of the island, he reckons “it looks like a skull” - but everyone else just thinks that’s just Tabu with his head in the clouds as usual.

Tabu’s dad, LANI, used to be the local sports hero – he could dive deeper, row faster and throw a spear further than any other man on the island. That’s until a busted leg put him on the sidelines of life. He’s more disappointed at himself than at his son, but he has no idea how to bridge the gap between them. Tabu's mom was once the local beauty, the aloha version of prom queen, but in twenty years she’s gone from drop-dead gorgeous to a danger to shipping. Even Horangi is careful not to get on the wrong side of Mahina.

As for Tabu’s kid sisters, HIKA and HOKA – he thinks of them like a pair of chattering monkeys whose sole aim is to drive him up a palm tree. He sometimes almost wishes they’d get sacrificed to the god Kong who lives on the other side of that wall. (Not that anybody gets sacrificed anymore. That was all in the bad old days. But it’s a threat Horangi still uses to keep folks in line.)

Tabu has one thing going for him. He’s like a dolphin in the water, slicing through the waves, diving down to pick up pearls from the sea bed. Nobody is a better swimmer. And on his fifteenth birthday, at the annual flower festival, he reckons he’ll get a chance to prove it.

Except… OROTO the school bully gets all the trophies. And he doesn’t want to be shown up by a kid who can’t tell a stone crab from a coconut at twenty paces. So Oroto talks Horangi into holding a qualifying round. The swimmers have to identify various threats like jellyfish, shark fins, and so on. As the pictures are held up, it’s all a blur to poor Tabu. He’s sent packing without even having dipped a toe in the sea.

He’s furious. He never got a chance to show what he could do. The injustice almost makes him choke. Ashamed of his tears, he hides out in his hut far from the feast. As night falls after the contest and Oroto gets all the prizes and garlands, Tabu listens to the merriment and has never felt so low. He thinks he’s alone there till he notices his dad, sitting out on the veranda staring at the moon.

Tabu’s dad knows about unfairness. He went from hero to zero overnight when he injured his leg. Reminiscing over long-faded glories, he tells Tabu about the night he climbed over the stockade wall. Like Tabu, in those days Lani had a thirst to find out for himself about whatever was forbidden.

“You went to the interior? What did you find?” Tabu asks him.

“I don’t know. Coming back I fell from the wall. That was how I broke my leg. Never played the ball game again. Never been much of a hunter since then, or much of anything except a drunk I guess. I was in a fever three days and they say I was raving about all kinds of crazy stuff.”

“What kind of stuff?”

“Only Horangi knows. He sat up with me in the medicine hut and he’s not telling. But your mother – she was there when they found me, and she took my pack home. And these are the things I brought out of the interior with me, son. They’re yours now.”

Lani takes three things out of an old box under the bed. There’s a scrap of stiff paper, glossy on one side. Tabu has never seen a photo. “It’s such a lifelike picture!” he says, peering at it. The image shows a baby with a streak of white in her black hair.

There’s also a little metal frame with two circular bits of glass in it. Tabu notices how it concentrates the firelight into pinpoints on the wall behind him. He lifts it to his eyes – and everything snaps into focus. He hooks the frame over his ears and gasps as he sees the stars for the first time. A million tiny jewels like fireflies across the universe. “I can see you, pop. I can see everything. It’s so sharp!”

And then there’s the third item. It’s hard and white and it’s as big as a mango pit. “What’s this?”

Lani dips his hand in a pot and brings out something small. He puts it into Tabu’s hand. A milk tooth. “Remember when you were a little kid and you’d wiggle those loose?”

Tabu compares it with the big white object. It’s a tooth as well – but what a tooth! Tabu holds it up beside his jaw. “Whatever animal this came from, I could get my whole head in its mouth.”

Lani sees Tabu look up towards the huge wooden gates that seal off the interior of the island. “Don’t go there, son,” he says, rubbing his aching leg. “You don’t want to end up like me.”

Well, that’s it right there. That's the choice in life, isn't it. Do you stay where it’s boring and safe, or do you go looking for everything that’s good and bad and in-between? Every generation, every one of us has to make that choice for themselves. To Tabu, it’s no dilemma at all. Life in the village holds nothing for him. And thanks to the spectacles, he can see clearly now.

That night, Tabu packs up a kit bag and climbs over the stockade wall. His adventure is about to begin.

On the far side of the island lives a teenage girl with a white streak through her jet black hair. Poppea (POPPY, to you) is like a fairytale princess living in a tall half-timbered cottage that stands on a rock a few hundred yards out from the shore. It’s the sort of home you’d expect to find in a quaint European village with cobbled streets rather than on a tropical Pacific island. How did it get there? In fact it was built from the wreckage of the Prospero, a ship that was wrecked here over a decade ago.

Poppy’s mother is ALTAIRA ADAMS, the Prospero’s captain, who came to the island years ago in search of a mysterious flower said to hold the secret of eternal youth. Yep, Altaira is a bit of a mad scientist if you want the truth. She’s been so obsessed with her quest that she’s hardly noticed her daughter growing up.

Left to run wild, Poppy soon took to going off for days at a time. And she has made a friend. A big, hulking, loyal friend called KONG, who at this tender age is still “only” about twelve feet tall.

But Poppy has never seen another human being of her own age. So you can just imagine the mixture of fascination, wariness, excitement and jealousy that arises when these three come together: Tabu, Poppy and Kong.

As the series progresses, our heroes discover more about the island and the fabulous wildlife that inhabits the interior. Studying the native myths, Poppy’s mother believes the island was originally a huge meteor that fell thousands of years ago, capping an erupting volcano. The heat of the lava reacted with the strange extraterrestrial rock. The remarkable soil of the island possesses strange properties that has caused life to thrive and mutate, leading to the incredible flora and fauna that lives there now. She scoffs at Tabu’s belief that the island spirit watches over them – yet she can’t deny that in her expeditions to the interior in search of the immortality flower, she has had some pretty uncanny experiences.

And now the scene is set for a series of fast-paced fantasy-pulp adventures. Many seek the source of eternal youth – can our heroes protect their island paradise? Horangi suspects Tabu of breaking the sacred rules – can he avoid being branded a heretic? In the dark heart of the island, prehistoric monsters reign supreme – can Kong look after his human friends as their thirst for exploration takes them into danger? And when armed hunters come from the outside world to trap Kong – what can Tabu and Poppy do to save him?

Friday, 20 November 2015

Vivian Stanshall and the Telstars


‘We need a writer for an animated TV show. It’s from a concept by Viv Stanshall – ’

I was off like a shot. Viv Stanshall? The Bonzos. Do Not Adjust Your Set. Sir Henry Rawlinson and Cumberpatch the gardener – not to mention Old Scrotum the wrinkled retainer. Work on something cooked up in that great rambling, fecund greenhouse of a mind? You bet.

Well, even the best of us fires a blank from time to time. Viv’s “concept” was of a bunch of kid tadpoles living in a canal. The leader’s name was Walthamstow. That was the first red flag. It was where Viv grew up, but dammit, I don’t call any of my characters Stoke Poges, do I? The first gag in the script was a pun on Henry Ford’s comment that “history is bunk”. In a show for 7-10 year olds. A writer, they said they needed? I had to explain I’m not qualified to administer the Last Rites.

Other characters in the original pitch were Taddy Boy, complete with frock coat and Chris Isaak quiff, and a frog called the Wise Old One. Along with the name of Walthamstow’s gang (the Telstars) that rather stamped an expiry date on the whole package. There was also a Scottish tadpole who wore a Tam O’Shanter and always carried tartan bagpipes. Let’s not even, as they say. To help sell all this there was an animatic for which the production company had somehow managed to rope in Stephen Fry and Neil Innes. (Innes isn’t too big a surprise, admittedly, being Viv’s old mucker and therefore bound to do it for Old Times’ Sake, but what Fry was thinking I don’t know.)

The guys at the production company were excited because they had shown the animatic to a BBC exec and he had expressed a flicker of amusement. I wasn’t there, but I’m familiar with those Matrix-like halls and I’m willing to hazard that it was really just a hiccup after a long lunch. Encouraged as they were by this apparent evidence of approval, the production company nonetheless realized that the whole thing needed to be torn down, sown with salt, and rebuilt in pristine materials.

‘That name Walthamstow…’

‘Yeah. No. That’s shit, obviously. You can get rid of that.’

‘So what do we have to keep?’

‘Well, it’s got to be called Tadpoles.’

That’s what you want in a brief – ie, it actually was. I had just finished working at Elixir Studios, so I was familiar with the canals of Camden Town and liked the idea of dropping an edgy feeling of urban clamour and detritus into the canal – a development that I don’t believe Viv would have objected to.

As it often helps to have a writing partner when you want to spin up the levels of energy needed for comedy and/or animation, I roped in a friend of mine. (She is quite well-known these days, though wasn’t back then, and as I haven’t sought her permission to talk about this, I’ll be a gentleman and leave her name out of it.) We knocked out a script (this is one of several versions) after first changing all the characters:
TADPOLES Aquatis Personae

Finzer – aka (only to himself) "The Finz". Desperately wants to be cool, so the fact he's a tadpole AND a kid really gets him down.

Bino – Finzer's cousin. An albino tad; big and tough (for a tadpole).

Izzy – a wannabe tad. Don't call him a newt to his face.

K8 – pronounced "Kate". She’s sweet on Finzer, although she's in heavy duty denial about that.

Sprat – brainier than the rest and boy does he like them to know it. Sprat is a fish and, brainy as he is, he still can't figure out how come he and Finzer are half-brothers...

Dad Pole – dumb as ditchwater, but doesn't realize it.

Massy – Dad Pole’s girlfriend; the mother-figure of Finzer's household.

Mrs Todpuddle – the gang’s teacher. The longest suffering tadpole in the canal.

Spikey – the local bully/menace. He’s a mean-eyed fish and he’d like to eat you, but not before he’s sold you a dodgy timeshare in the Norfolk Broads. Think Arthur Daley at 78 rpm.

The Frogs – three grand old figures who are only glimpsed at the water’s edge, turned half away in profile like brooding Easter Island statues. Everyone thinks the Frogs are enormously wise and the source of all good fortune, but they never speak to tadpoles and might very well not even know they exist.


What came of Tadpoles? I’m not sure. I was busy with Leo Hartas preparing our comic strip Mirabilis: Year of Wonders to appear in The DFC, as well as developing book concepts with Jamie Thomson such as the Dark Lord series. Meanwhile, my Tadpoles writing partner had projects of her own. And the production company that hired us went out of business with the new animatic only half-finished. So, shrug. You get a lot of things like this to work on if you’re a freelance writer, usually for no money up front, and most of them deserve to be deep sixed. It’s not like it was a project very dear to my heart. The only regret is that it would have been nice to do something in memory of Viv Stanshall. Maybe this show, though, would have done him no favours.

Wednesday, 15 July 2015

Thunderbirds are go

Everything's on Kickstarter these days. They had one to build a Death Star. Some bloke raised $55,000 to make potato salad. At any given time there are a gazillion campaigns for some combination of zombies, steampunk and Sherlock Holmes. You already know that Jamie and I licensed a KS to create a new Fabled Lands book. There was even a whip round to pay off the Greek national debt, until backers cottoned on that there's a reason the Germans aren't rushing to break open any more piggy banks in that cause. Although that last one was on Indiegogo, not Kickstarter. Same difference.

And now: "Calling International Rescue..." Film-maker Stephen La Rivière has had the rather splendid idea of taking some 1960s audio-only Thunderbirds adventures starring the original cast and using those as the voice track for some new short movies.

We're not talking about your bland, soulless, Uncanny Valley CGI malarkey here. Oh no. This will be puppets. This will be proper models. This will be glorious big explosions. In short, ladies and gentlemen: this will be Supermarionation. Anything can happen in the next half hour. Oh, that's -- well, you get my point.

You can back the campaign here. It's already hit its first target, so that's one adventure ("The Abominable Snowman") in the can. The stretch goals are to do two more, "The Stately Home Robberies" and "Introducing Thunderbirds", which is the prequel episode in which Lady Penelope meets the Tracy family for the first time. Huh, and I thought she and Jeff were old flames from way back. I guess that's the slashfic of my 8-year-old imagination.

Wednesday, 17 June 2015

Lies, damned lies, and British newspapers


Last month on my own blog I discussed an example of bone-idle British journalism at its worst - and its worst is very bad indeed. In this case, the newspaper in question had apparently got a school leaver to précis a piece from a rival paper, adding her own interpretation of the original article in between quoted extracts.

The original piece, which appeared in the Telegraph, was by Lord Rees, the Astronomer Royal. The rip-off version, which appeared in the Daily Mail, managed to completely reverse the meaning of what he was saying. If the misinterpretation was wilful, then it was a disgrace; if it was the result of stupidity or carelessness then it was a shambles.

Well, Mr Bond, the first time is happenstance. But this week anybody unfortunate enough to look at the Daily Mail will have seen an even more odious example of its descent from journalism into propaganda, in the form of an attack on the BBC that is clearly designed to pave the way for the UK government to reduce or abolish the licence fee. Naturally the very thought of that has the Mail flapping its wings like an excited harpy, as (along with 90% of Britain's often foreign-owned and extremely partisan press) it hates the idea of an independent, publicly funded media entity with a remit to be unbiassed and informative in its reporting.

Here are the facts. The Mail article fails to mention that £270m of the licence fee was taken to support Welsh language channel S4C and a slate of government projects including broadband rollout and local television. By the Mail's calculations, programme costs don't included edit suites, newsrooms, and (especially dear to my heart) story development, and yet without those there would be no programmes. The Mail claims that the BBC "pumps money" into its commercial arm, BBC Worldwide. In fact the two are obliged by charter to conduct business at arm's length; BBC Worldwide receives no share of the licence fee and generates money (for instance by sale of BBC programmes to other countries) that feeds back into programme-making in the UK.

The bottom line is that, completely contrary to the Mail's assertions, 90% of BBC spending is on content, distribution and related support costs. And that figure is independently verified, as the Mail must surely be aware.

This is only the latest blast in a long propaganda campaign that the Mail has been running with the apparent aim of stirring its readership into a state of high dudgeon against the BBC. For example, there was this 2008 report about how BBC "wasted" £45,000 ($70,000) on a party to promote the TV show Merlin. Yet that's a perfectly reasonable cost of doing business, and it paid off. Merlin has now sold to over 180 countries, netting over £100 million in revenue for the BBC on an outlay from the licence fee of less than £40 million. Bearing in mind that the primary purpose of the BBC is to create programmes for the British public, and that turning a profit is a secondary concern, I'd say that was a pretty good return on investment. But not in the eyes of the Mail, whose proprietor has opted for non-domicile status and is a contributor to the Conservative Party, who for years have been trying to chip away at the BBC's popularity - which, I'd venture to say, is considerably higher among the general public than that of either Lord Rothermere or the Tories.

If the UK electorate is gulled by propaganda like this into allowing politicians to scrap the licence fee, the BBC will be severely weakened and we will have lost a vital source of objective reporting and high-quality programmes that are the envy of the world. All to make nasty little rags like the Mail better able to serve their paymasters. So wherever you live in the world, next time you come across a news piece that is striving so desperately to convince you of something, remember to ask yourself: cui bono?

Friday, 9 January 2015

Reflections on Black Mirror



In role-playing, storytelling interests me not as the exercise of craft but as something that emerges organically and unpredictably from the whole group. The referee ("Dungeon Master" in some circles) has no business foisting his or her own plot on everyone else. But in most forms of interactive fiction, from gamebooks to videogames, you have to design at least some of the story elements in advance. The gamebook author or game designer needs to be aware of what fiction can be at its very best. In that spirit, here's an example of some very clever writing by Charlie Brooker from his disturbing SF series Black Mirror, a worthy modern successor to the classic BBC anthology series Out Of The Unknown.

In an early scene in “Be Right Back”, the opening episode of season two, Ash and his wife Martha are moving into the house where he grew up. Ash tweets a photo of himself as a kid and Martha comments that it’s sweet. He tells her that it was taken on the first family trip after his brother died. They went to a safari park and “there were monkeys all over the car and nobody said anything.” The smile in the photo was fake, he says, but Martha says that doesn’t matter; his mother didn’t know that, and that’s why she kept the picture on display. That leads Ash on to talking about how his mother took down all his brother’s photos when he died. And the same with his father – “They all went up” (to the attic).

I'll come back to what's so good about that scene, but first let's look at how Brooker handles the nuts and bolts of plot development. This is going to get spoilery, by the way, so go and watch the episode first. Ash is killed in a car accident. Martha is told about a service that helps people to deal with grief by giving them a simulated version of the deceased to talk to. The simulation is based on all records the dead person left – social media, emails, blogs and so on.

A lot of that will have been in the publicity copy for the episode. It would be hard to come to it without already knowing that it's about a wife who deals with her husband's death by getting an AI simulation of him. So how does the writer get us to go along with that without just seeming to go through the motions? The base-level technique is always resistance; if the character resists, the viewer is forced to root for the change. So, naturally, when first told about the service she refuses to listen. Her friend signs her up and she gets an email from “Ash”, which she immediately deletes. But Brooker is too good a writer to let resistance carry us through on its own...

Martha discovers she’s pregnant and, unable to reach her sister, she logs on just to tell “him” the news. She finds that consoling enough to agree to talk to him on the phone after uploading private emails and other documents to help round out the simulation.

Leaving the surgery after an ultrasound scan, she drops her phone while playing the baby’s heartbeat to the Ash AI. Of course the AI is in the cloud, but the broken phone scratches open that raw wound of grief. When she gets home and can speak to him again, she agrees to move “to the next level” – an android body into which Ash’s simulated personality is downloaded.

Notice how each step in this progression is tied to the secondary plot development: Martha’s pregnancy. Without that, we’d just go cycling through the stages of the relationship from text to speech to physical body. Even with token resistance from Martha, that would feel like jumping through inevitable hoops. But the even more predictable progression of the pregnancy grounds the current of expectation, so that the consequent development of the relationship with the Ash AI (right up to a kind of home birth in the bath, incidentally, to get the android started) feels uncontrived.


Back to the first scene. A great scene is always loaded with meaning, and this one achieves a number of things with subtlety, economy and clarity. First and most obviously, it shows us that Ash is very active online; he’s barely in the house before he’s tweeting the photo. But that’s just a plot set-up for later. More importantly, the scene introduces the theme of how to deal with grief. “Nobody said anything,” and the photos that were packed away in the attic. From which it’s clear that denial is regarded as unhealthy, and the drama that follows will explore the diametric opposite: keeping the deceased in your life.

There’s also a story seed planted here. Does it matter that young Ash’s smile was faked for his parent’s sake? Martha thinks not, and she’s about to have a relationship with an android who is faking its whole identity for her sake.

Finally, the scene foreshadows the very end of the story, where we come back after the birth of Martha’s daughter to find out what she has done with the Ash android. He’s in the attic, just like those photos.

Monday, 1 July 2013

Mean genes - part 1

“It’s harnessing nerd power to create television content!” said the guy at the BBC.

Inward sigh of relief. At last, I thought. Pitching anything to the BBC can involve so many meetings you feel like you’re trapped in the afterlife arrivals hall from A Matter of Life and Death. That’s what the first BBC exec I encountered had told me: “You’ll go to a lot of meetings.” He said it like his spirit was broken. More than a dozen meetings later, I was getting to know how he felt. I’d tried explaining this particular concept (Conquerors, by the way – be patient, we’re coming to it) two or three times to an assistant producer. But this new guy was the Big Swinger, just back from his hols with a tan and a breezy attitude, and he got it right out of the gate.

“This is so refreshing,” I may have said. At which point the soundtrack would have carried a portentous note, the kind of musical sting Hans Zimmer loves to write.

Conquerors was the main reason I’d drifted across from games into television. I had the idea originally about five years earlier, while working at Eidos on Warrior Kings. After reading Richard Dawkins’s book Climbing Mount Improbable, I told Ian Livingstone my idea: “You create a stable of gladiatorial monsters. You have to breed, feed and train them, then you pick teams to go up against other players’ teams. What we’ll do, we’ll put the monster creation part free on all Eidos game disks – ”

Ah, you spotted the blunder. It was 1996 and I said “free”. Short of matching wits with a Sicilian, what could be worse?

As I thought about Conquerors, I realized it was more than a game. See, in order to render the battles nicely (quite an issue on mid-nineties PCs) I planned it that you wouldn’t control your team online. The training part was like a regular hands-on game, but once you herded your team off to fight some monsters from Argentina you just had to sit back and wait – and hope they’d learned the tactical lessons you’d taught them. Yes, they only had simple AI and would sometimes do some dumb things, but so would the other guy’s monsters.

Then it struck me. You didn’t have to have a monster in the fight to enjoy this game. It was also a spectator sport. And, because the battles were run on our servers and rendered out in rich 3D, we could edit that into broadcast-quality TV minutes.

It had to be teams, of course. If you pitted single monsters against each other it just became virtual Robot Wars. The qualities required for victory would then become trivial. Kind of like modern heavyweight boxing. The tactical element is needed because physical attributes plus behaviour is what makes for interesting outcomes.

I don’t think I ever got around to explaining that part. If you’re familiar with BBC pitching, you’ll know that the pattern is, first, those endless meetings I mentioned, the long hell of trying to break through indifference, incomprehension and bureaucracy. Then the moment it catches – the guy in the room who gets it, who likes it, who asks you to send over all the details of design, development and costs.

And it's about this time they lose your phone number...

Oh well, Conquerors is still there waiting. Not only could I do it better now, I could bypass the broadcasters and games publishers and BBC Worldwide and just take the whole thing to market via the App Store.

Tomorrow we’ll take a look at the design document. It’s over fifteen years old, remember, so I’d make some changes if I did it now. Still looks pretty innovative, though, if I do say so myself.

Sunday, 26 February 2012

A fiend in need

It's this week. The second Dirk Lloyd book, A Fiend in Need, goes on sale on Thursday. In the first volume, which was picked as a Sunday Times book of the week, the Dark Lord of the Iron Tower of Despair, the Nameless One, the World Burner (etc, etc, you get the picture) was banished to our world in the body of a 13-year-old kid. That first book, Dark Lord: The Early Years, ended with a ritual that was supposed to return Dirk to his realm, but the ritual went wrong and sent his sort-of Goth girlfriend, Sooz, in his place.

So now Sooz is stranded in the Darklands, where the White Wizard Hasdruban (so good he's bad, if you see what I mean) has been subjugating the last of the Dark Lord's valiant (though evil) forces. It's up to Sooz to take Dirk's place and lead the resistance while Dirk and his friend Christopher try to find a way to get through from modern-day Earth to help her.

I reckon this book is the best thing Jamie has ever written. There isn't a single page that won't have you laughing out loud and gasping in amazement at his wacky imagination. It's one of those kids' books that appeal to the kid in all of us, so certainly for grown-ups too. And as a bonus it's filled with brilliantly mad pictures by Freya Hartas, daughter of Leo.

And, just to add to the unstoppable juggernaut that is the Dirk Lloyd bandwagon, NBC have commissioned mega-talented comedy writer Iain Hollands to pen the pilot for the Dirk TV show. Iain's first original drama, Beaver Falls, transmitted on E4 and it has already been recommissioned for a second season. Iain is also writing Kool Aid and Apocalypse Slough, two original projects for Working Title Television. (I was born in Slough so I know that one will work. No need to bring on the apocalypse there.)

Thursday, 15 April 2010

Scales that glisten in the bark of trees



Not many people know this, but Russ Nicholson had a perfectly respectable career drawing strips for girls' weekly comics like Jackie before he became one of Britain's leading imagineers of fantasy, SF and horror. I came across these sample pages he did based on a New Knights of Camelot television script - a script slightly adapted here for the page, incidentally, because you can't leave as much to the actors when they're just drawings on a page.