Wednesday, December 21, 2005

Restarting the Limit, Professionalism & the End of the World

I've restarted work on (hopefully) the final draft of The Limit. So far, there are 3 main problems: that the setup's too long - it feels puffy, repetitive, boring; there's also a subplot that I've recently introduced that's destroying the script's momentum; and last, the ending has too much exposition in it & not quite enough emotion. Overall, the script's a little too long - 115 pages where I think it should be 90-100 at most.

On the other hand, I really enjoyed reading it. The story has a dread & tension to it that I found riviting, and finally the third act is starting to play the way I've always wanted it to. So, there's a bit of work ahead of me if I'm going to finish this before New Years, but I do think it's possible. This thing could have stopped dominating my life within the next 10 days.

**

I invoiced my first script editing client last night. Ah, professionalism. So satisfying.

With that in mind, here's a link to a synopsis of Robert McKee's book on script-writing, Story. Saves me the work of doing it myself.

**

And the world is ending. Read about the death of virtual world Asheron's Call 2 in Wired, and the melancholy that's settled over the players/customer there. Sample quotes from Clive Thompson's article:

What struck me immediately was how creepy the world had become. "Being in-game is like walking around a ghost town," I was warned by Amy Gilson, a 31-year-old from Philomath, Oregon. "You can almost see the tumbleweeds pass you by."

But I couldn't get past the sense of existential emptiness. At one point, a non-player character assigned me a quest of killing all the burrowing beasts in a nearby canyon, to save her town. I'm like, save the town? Lady, the whole damn world is about to end!

Now as the final days click down, the last denizens of Asheron's Call 2 are wrestling with a question that historically faces all displaced peoples: Where next? Thorn says many in his guild have emigrated to World of Warcraft, a game that is now so hugely popular -- and so overcrowded, with migrants fleeing to other games -- that it has become a virtual version of 19th-century America: A hallowed land of opportunity, where everyone can have fresh start.

Filed in:
Post a Comment