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Archive for the ‘Analysis’ Category

The Future Is Tremors

Posted by Steven Savage on June 27, 2010

Originally published at Fan To Pro.

Know what I think we need more of in media?

Shows
like Tremors.

You may remember that series – based on the series
of deliberate-B-monster-movies-with-heart, it ran on Sci-Fi channel
before their name change.  It was an episodic series with some
continuing arcs about the people living in a small town that happened to
be infested with odd creatures, and their lives and stories dealing
with them.  It was charming, funny, and quite clever.

It was also
a great model of synergy that I think more companies, authors, and
media people need to look at.

First, it took a cult property with a following and made something
out of it.  Tremors is a charming film (and the other sequels have their
moments).  You knew you'd have an audience.

Secondly, it
extended the mythos of the series as a continuing series.  No reboot, no
restart, no unrelated stores like too many spinoffs and novel series. 
It continued the tales of the story and of the main character, lovable
survivalist Burt Gummer.  It enhanced your enjoyment of the other
properties.

Third, it actually made an effort to be a good show -
it didn't sit on it's laurels.  It got a good cast, good writing, good
guest stars, and made in short, an actual good TV series.  I still
remember a few scenes that actually choked me up – and others that made
me laugh.

Fourth, it was fun.  Seriously fun.  It didn't feel
fake or contrived because apparently some of the people on staff
realized it should be fun – just like the crazy film that started it
all.

So I think instead of remakes and prequels and adaptions,
maybe it's time for media producers (IE some of you reading this) to
think about extension.  Take a property that you can monetize, and
extend it with a series – it doesn't even have to be TV, it could be
comics or novels.  Tie it together in one continuity (since fans love
continuity), and have fun with it.

You make money.  The fans have
fun.  The people doing the work get paid.  I call that win-win.

You
also don't end up competing with past media as you do with a remake,
you don't go for flash-in-the-pan and do half an effort.  You make a
real effort to do something, and avoid the temptation to just "get it
done and over."

Go on.  Firefly got Comics.  Tremors got a TV
series.  What's the next series?  Go do it!

- Steven

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Superheroes and the Unlimited Power

Posted by Steven Savage on February 16, 2010

Originally posted here at Fan To Pro.

Why Superheroes?

They're in our movies.  Every few years there's a rush of superhero films (and apparently a big rush as of this writing).

They're
on television.  We've been having superhero stories for quite a few
years now.  We've also had "superheroesque" shows like Buffy and
Supernatural, which are superhero stories with other trappings.

They're in games, despite the fact that superhero games have a dismal history with a few shining gems.

They are, of course, in comics.  Comics may expand their themes in North America, but it keeps coming back to superheroes.

So, why superheroes?  Why are they everywhere, and even when they fade, why do they come back?

Read the rest of this entry »

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We’re all publisher’s now

Posted by Steven Savage on December 9, 2009

Originally posted here at Fan-To Pro.

Almost anything we progeeks are into can be
considered a form of publishing.  Knowing this is important to our
careers.

That
may sound strange when your interest doesn't come out as a book or a
magazine, so stick with me here as I take a look at just what
publishing is.

Read the rest of this entry »

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Geek Victory has a downside . . .

Posted by Steven Savage on December 6, 2009

Originally posted at Fan-To-Pro.

As I noted last week,
geek is good, fan is fab, and the nerds have won.  Doctor Who is back, 
the Trek franchise is invigorated, anime is hip, video games are
everywhere.

Now, however, I'd like to look at the dark side of the Great Geek Victory.

How
do companies, writers, publishers, programmers, etc. deal with the
broad, new audience for things geeky, nerdy, technical, and cool?

My
concern is that the hipness of nerddom is going to actually reduce
experimentation.  The broader audiences have certain expectations,
wishes, and interests.  These audiences also bring in a lot of cash.

The end result?  Despite geekiness being everywhere, I'm concerned
that too many authors, publishers, companies, etc. are going to play it
safe to maintain their new broader audiences.

I've often
complained of fantasy RPGs having a standard pseudo-European/Toklein
setting.  But now with games being big business is that so expected
that companies are less likely to experiment, since the "same old same
old" brings in these bigger audiences?

Just go take a look at bookshelves and see how we were up to our armpits in vampire romance before latecomer New Moon.

We've
got classic superheroes coming to the screens, but can they evolve and
grow, or will it be the same old same old because they're geek icons? 
Will we be eternally remaking Batman every decade or two?

So I'm
very happy my people have won.  But I'm worried the victory has been
because a narrow spectrum of geekdom is viewed as successful, so it can
become it's own kind of stagnation because people won't want to take
chances.

As for us progeeks, well, we can keep aware of these
trends and look for ways to break stereotypes (profitably).  But first
and foremost, be aware – you may be in for a career where you can do
what you love, but doing the same old same old as you make the same
stories, video games, etc.

- Steven

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Appreciating the artist

Posted by Steven Savage on December 4, 2009

Originally posted here at Fan-To-Pro.

Let's talk artists.  No, not in the negative. 
In fact, I actually think artists get too little respect and too much
B.S. from people.  So, that's the subject.

Artists could use more respect.


If there's a geeky profession I see dissed too often it's artists. 
They're impractacal, or they're posers, or they're not doing "real"
jobs, or they're unoriginal – and of course they're just stupid because
they are in a job that won't make them rich.

You get the idea.  Artists can use more respect.

Go into a bookstore.  See all those book covers?  Artists made them.

Like comics and manga – artists.

Video games?  Artists design characters, textures, models, and more.

Like animation – well, duh, that's a given.

Think
how much of your environment has been jazzed up by artists, from
paintings to sculpture, to just clever use of good carpet and the right
furniture.

Artists do a lot.  If anything I think we take them for granted since their work is everywhere.  We get used to it.

There
are also very successful artists.  We just don't always know their
names unless they have some prominent work.  We don't think about the
person who decorated the hotel lobby, we don't read the credits for
texture design in our video games, we don't think more than five
seconds about the book cover that drew our attention.  They're working
away and we forget about them – but they're there working hard and
paying the bills and being successful.

So you know what?  If
you're an artist or know one, the next time someone disses an artist or
doesn't appreciate them, set them straight.

- Steve

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Go Farther: The next (big?) thing

Posted by Steven Savage on September 14, 2009

Originally Posted at Fan To Pro.

Hoping to be the next JK Rowling, George Lucas, Gene Roddenberry, Gary Gygax, etc.?

I'm
concerned in the wake of Harry Potter, and to a lesser extent Twilight,
there's going to be efforts to duplicate the success of the same – with
dismal results.  I already see people accused of being derivative of
Stephanie Myer when they clearly weren't.  I see a lot of imitators of
the above people, and little of the passion.

So what are people waiting for?  What's the next big thing (or small thing that feels big)  What does it need?

Synergy.  Three kinds in fact.

Read the rest of this entry »

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BIG post on freeness

Posted by Steven Savage on July 14, 2009

Originally posted at Fan To Pro.  Very long, very ranty, but as it relates to business models, I figured some of my regulars, who are considering creative businesses, may be interested.

Right now on the internet there's a lot of discussion on the book
"Free", a book exploring, well, the impact of freeness (and the
internet's way of delivering it) on business models.  I've not read it
yet, I probably should, if only to know where I'm going to fall on what
appears to be a lot of inevitable arguments.

The discussions have
made me speculate on the future of media – because media is a
repository of geeky jobs.  Comics, books, reviews, games, etc.  What
does free mean to us in such industries – or those of us who want to go
into them.  I will attempt to keep my thoughts somewhat above the level
of "ramble".

So imagine you're going online to provide some media
- a game, a comic, an online novel delivered in snippets, etc.  You're
going to do free because Free gets attention and there's a lot of
competition.  Here's what I think it means for you, the professional
geek

Read the rest of this entry »

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Science fiction and thoughts

Posted by Steven Savage on July 11, 2009

I just finished watching the Torchwood miniseries (no spoilers, but I was quite impressed), and it had me thinking on just what science-fiction is.

One of the issues of the last few decades is science-fiction is often conflated with action-adventure.  I would argue this is really a case of science-ficiton settings and elements being used in an action-adventure story (the new Trek movie is a case in point).  Science fiction itself, soft and hard, often revolves around the idea of SPECULATION, when its used as more than windowdressing.

It's a case of what if, usually centered around technology and/or time-driven changes.  What if we meet aliens, travel faster than light, invent this, wait 1000 years, etc.

Science Fiction is a "what if" centered around technology and change.  I'd like to see more of that hard and soft (I often feel it's being left to the hard science fiction).

- Steve, aka X

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Geeky Jobs are HARD

Posted by Steven Savage on July 9, 2009

Cross-posted at Fan To Pro.

I was thinking
over my last column on why more people don't have geeky jobs. 
Something that came to mind that people often forget, and that I left
out because I was focusing on personal traits, is this.

Geeky Jobs are HARD.

Want to be a pro writer?  Prepare to either make one kick-ass
series, build a fantastic reputation, or write on everything under the
sun – and then you still have to promote yourself and need some luck.

Videogames? 
Welcome to odd hours, technical challenges you can't imagine from
outside, unpredictable sales, and dealing with widespread outsourcing, dependencies, and other oddities.

Voice Acting?  It's considered one of the hardest acting professions to get into by those I know.

Animation? 
Limited opportunities, limited geographic opportunities, and the need
to have a killer portfolio, killer connections, and both.

An ALL of these?  You need to network, build skills, produce product, and face long hours and challenges.

I could go on, but I'm restraining myself.  Geeky jobs are HARD.

Geeky
jobs produce cool things – great software, fun manga, incredible
movies, and so forth.  The thing is these things come from a lot of
effort, knowledge, and some luck.  The thing that makes geeky jobs so
intriguing – the sheer awesomeness of what you deal with – is why
they're also so hard.  Awesomeness takes effort.

I usually find that those interested in geeky jobs are not assuming such jobs will be easy.  Instead they make three mistakes.

The
first mistake is underestimating the challenges faced.  It's easy to
know something will be hard in the abstract – it's quite another to
appreciate how hard it actually is.  Worse, you usually don't know
until you go and do it – and learn the hard way.  Good research can
cope with this, as can good experience – talking to others,
internships, etc.

The second is being wrong about the kinds of
challenges faced.  As I've harped on before, your ability to do the
core work (draw, act, program, etc.) is only part of a larger skillset
(people skills, organization, research, etc.).  Good research can help
you here – know what you'll be facing.

The third mistake is
thinking there's ever a point where you achieve some geek career
nirvana and can coast.  Sure it happens to some people (or they make a
ton of money), but that's rare, and frankly I expect it will get rarer
in the decade to come.  Careers rarely go on autopilot unless you're
lucky, well-placed, and well-organized – and with the changing world
economy, my guess is that's a factor as well.  Again knowledge and
research helps, as does finding ways to do what you LIKE so you don't
keep looking for the day you can flip the off switch on your work.

Geeky jobs are worth it.  They are fulfilling.  But they're work.  Coolness requires effort.

If
you do it right, you'll make the effort part of your life, you'll enjoy
it, get into it.  Even if you work 80 hour weeks, you won't care
because it'll be what you care about.  That's where Geeky jobs rule -
because you care, because others care, and because it's cool, even when
it's a lot of work.

- Steve, aka X

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A bit of something from fan-to-pro and some thoughts.

Posted by Steven Savage on July 4, 2009

Networking for geeky types – how to get into it and make it fun.

Since I meet a lot of pros and hopeful pros here, this is another thing I wanted to share – tips on Networking for progeeks.

A lot of you who use this site are potential professionals or professionals, and very seriously networking – connecting with and maintaining connections with people – is invaluable for life AND your career.  It's really seriously one of the most important things you can do for jobs, friends, and your own sanity.

The problem to me really is that Networking has been considered a "business thing" because, well, the term is used in business a lot, and discussed prominently.  But really it's a life thing.  We need to connect with and keep up with people.

- Steve, aka X

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