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Archive for the ‘General’ Category

Fandom, Gatekeepers, and Careers

Posted by Steven Savage on January 17, 2010

Originally published here, at Fan To Pro.

Being the old geek that I am, I've seen fandom
change over the decades (yes, decades).  I remember the 'zine days
leading to the internet revolution.  I remember when Doctor Who was
obscure as opposed to a sex symbol.  I remember the comics revolution -
and the comics bust.

Yes, I've seen a lot.  And I'm old – in fact having seen all of this probably makes me feel even older.

One thing that didn't change was the idea of the profan.  The core of "profan" thought that didn't change was the idea that:

  1. Your fandom expressed what you were interested in.
  2. Your fandom acted as a kind of practice/networking activity. 
    Fanfic trained authors, fanart trained artists, zine-writing helped you
    with publishing, webmastery trained technical skills, etc.
  3. Eventually you made it to do what you liked for a living.

It's a simple – and simplistic – model, but I think it reflects a
basic mindset of fandom as awareness and practice that led to something
else.

The problem was the transition between B and C.  If you
wanted to make video games you had to hook up with a game company.  If
you wanted to do comics you needed to get hired by a comics company or
found one (a risky proposition).  If you wanted to be a writer, you
needed an agent.  If you wanted to be in film you had to work your way
up – or you had to make a shot at the small, indie film.

The problem was the gatekeepers.

They're going away.

You
can self-publish a comic easily.  You can self-publish a book easily. 
DLC and cheap development tools means faster delivery of video games
and a new indie market.  You can podcast your ideas across the world. 
Your website or blog can be the main point of a multi-faceted
business.  Lulu.com may seem revolutionary now, but at this rate in ten
years I could see a "make your own" manga studio that lets you design
characters and scenes with no art skills – and if you haven't explored
how cheap digital effects are, do so.

This of course is
something I consider a good thing.  More people can get more quality
materials out, from books to art, faster.  Yes, people can distribute
lousy stuff, but there's plenty of lousy "professional" stuff.  I'd
rather have more people take a crack at writing, acting, reporting,
what have you than less.

But this changes steps B and C.  It's made me wonder how it can change fandom.

If
you want to be the next J.R.R. Tolkein you don't need to wait to get
publishes.  You can do it yourself, do a website, and spend time
building traffic and reputation.

If you want to be a video game developer you can go indie with some friends and make the next Braid – and from there who knows?

If
you want to make a film, just take a look at what people are doing on
the internet.  If nothing else you may do something low-budget that
gets you noticed.

If you're a fan who wants to go pro or
partially pro, that phase between practice and success is going away. 
With that happening, why not make the "practice" phase professional or
semi-professional anyway?  Why not put out a few original short stories
instead of fanfic?  Why not start a podcast now to build your pundit
career?

I can't say if this is good or bad.  Personally I want
to encourage more people to try their hands at doing what they like.  I
can say that I see a great change is possible in the profan lifestyle -
one where fandom is a starting point and a point of support, but less a
place to develop for some people (an artist may do fanart
professionally, but a writer would obviously go do original properties).

Where
does this leave fandom?  Well, much the same, but I see more people
trying professional activities earlier.  I also see fandom becoming
even more valuable as a networking and self-promotion tool as people's
priorities shift.  That could be good – or become annoying as some
people promote themselves over having fun with their friends.

It's all theory.  We shall see . . .

- Steven

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The Importance of Worldbuilding

Posted by Steven Savage on December 22, 2009

Originally posted at Fan To Pro.

If you're a fan, geek, otaku, what have you
there's a good chance you're into SOMETHING that has a well defined
world. It could be the World of Warcraft, it could be the Trekverse,
Middle-Earth, what have you.  You could have several properties you
like.

You
may even work on them.  Perhaps you write fiction, make MMO's, etc. 
You may be crafting the setting for a multi-part RPG right now, or
designing the starships for a futuristic combat game with a detailed
timeline.

Worldbuilding is very important to us geeks, and even more important to the fictions and worlds we build.

Ever wonder why?


This is a question that has obsessed me for awhile because I am a
person who gets deeply into worldbuilding.  I like a setting, a good
setting, and often argue that a setting is truly the main character of
any story.  At the time I am writing this, I am enjoying Dragon Age:
Origins, which has a very well-crafted setting, and recently finished
Brutal Legend, which attempts to realize a fantasy world based on Heavy
Metal album covers and mythology.  (For those of you reading this years
later, Brutal Legend is a TIm Schaffer game, which probably doesn't
surprise you).

Why does world building draw us so?  I think it's
important to answer that question, both for our own self-understanding,
but also for the fact many of us work in areas of fiction and maybe we
want to know WHY.

REASON ONE: Comprehensibility
Worldbuilding
means that you have a setting that makes sense (at least in its own
way).  This is very important to being able to make the fictional world
accessible.  If there are rules, histories, etc. as you learn them it
makes the setting make sense.

Thus there are certain terms that
do not change (or if they do you know why) that people can learn. 
There are histories that do not change (unless there is a great
revelation).  People can get what's going on.

I think a part of worldbuilding is actually the comfort of a comprehensible world, so one can enjoy the stories in it

REASON TWO: Context
A
detailed worldsetting also is meaningful.  It is not just that it makes
sense and is comprehensible – it's that the elements we know of in the
world hang together to provide meaning to events, characters, terms
etc. in a way that makes it understandable.

Thus a term
character use has a rich history related to the world's history.  A
starship's voyage turns out to be complicated by politics involving a
well-known alien race.  The elements of the world combine to give each
other meaning.

Context is the partner of Comprehensibility.  There is not just meaning, there is deep, related meaning.

REASON THREE: It's fun to play with
Worldbuilding that is consistent and has context also, frankly, is fun to play with.

It
invites speculation – because we have the tools and context to
speculate with.  We can read books and guess at what's happening
because we get the world.  We can act within an RPG
having an idea of what actions our results will have.  We can dream up fanfic or speculate.

Good worldbuilding involves us.

REASON FOUR: It allows for communication with others
Having
a setting that is comprehensible, has context, and is just interesting
it then becomes fun to discuss, play in, or otherwise interact with
others concerning the setting in question.

The social aspect of
worldbuilding is extremely important to the long-term survivability of
the property.  Having a setting that people like, relate to, and get
means they can enjoy it with each other.  They can discuss their
favorite characters, speculate on the setting, and so on because of the
amount of worldbuilding being done.  In short they can discuss the
setting and its elements with confidence, with common ground, and
enjoyably because of the effort made.

REASON FIVE: It is commitment
Perhaps
the most missed part of worldbuilding's importance is that good
worldbuilding represents a commitment on the part of the creators.  You
get the feeling what you like is going to be around for awhile and are
safe making a personal, emotional, and financial commitment to the
property.

This I feel is important.

You know Star Wars is
not going away.  Nor is Lord of the Rings.  I get the impression Dragon
Age: Origins will spawn sequels in the same interesting setting.

You can make a commitment as people care about the world.

Conclusion:
Worldbuilding
is important to many of us, and it's important to understand why: it is
about Comprehensibility, Context, the enjoyment of play, the
shareability, and the commitment.  Those elements come together in good
worldbuilding to make something that can stand the test of time.

- Steven Savage

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Latest Contest Entries

Posted by Steven Savage on December 2, 2009

And here we go – a few more entries!

As For new generators, still not sure what’s next. I’m thinking of something simple after the last complex one – I was thinking a fashion generator to make things like “Gothic Cowboy” and “Cyberpunk Businessman”.


- Steve

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So after Japan what’s the next country to affect NA culture?

Posted by Steven Savage on November 30, 2009

Some thoughts for you from fan to pro.  I know a lot of folks visiting here are anime fans, but I've wondered what the next country to affect the US's culture will be.

More here.

Otherwise recovering from a busy holiday and debating on the next generator.  The contest goes a bit slow – but I need to update it . . .

- Steve

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