over the last three years, here are the totals. In the Lead Actress category, 12 out of 15 nominees have done nudity during their careers (80%). All three winners have done career nudity. (Since 2006 was a sweep, it doesn't matter who the winner is.) But only 5 out of 15 (33%) did a nude scene as part of the nominated performance. In the Supporting actress category, 10 out of 15 nominees have done career nudity (67%). One of three winners has done career nudity (33%). And 5 out of 15 (33%) did a nude scene as part of the nominated performance.
Monday, February 27, 2006
Nude Oscar Actresses
Adaptation
"Adaptation's a profound process. Figure out how to thrive in this world."
Just rewatching one of my favourite movies. What's this, the fifth time? And I'm beginning to understand the overall conflict of the film. It's the struggle between what we are and what we want to be. The struggle to adapt to the world as it is.
How is this illustrated? Almost every scene in the A-plot (Charlie vs. himself) is Charlie constantly self-sabotaging his ideal life. Examples: "I could write this scene" vs. "I could have another muffin"; "I could stay out with Amelia & kiss her" vs. "I have to go home and brood about the script."
It's the conflict between just one person and the implication of what his life could be. And I think this interpretation's supported by having Donald as the counter-point to Charlie, effortlessly achieving everything Charlie can't.
Susan Orlean represents one part of Charlie's ideal life - the effortless writer. But she too desires an ideal life that her repression prevents her from achieving; she "longs to feel passionate about something" and so she too is in conflict with herself. John Laroche is her counterpoint- a man who knows how to adapt, dropping passions when they're no longer useful & picking up new ones.
Characters in conflict with something that's almost entirely implied via subtext. I like it.
Sunday, February 26, 2006
Failed Dates (No. 407)
Me: You know, this'll obviously not work out long term.
Her: ... Why?
Me: Well, your first name's Nikki.
<She stares at me.>
Me: If we got married, you'd be Nikki Hickey.
Her: Why did you even bother ringing me up then?
<Mockery of date continues for another 32 minutes.>
Friday, February 24, 2006
Where am I?
This week I got a job at the Ministry of Women's Affairs (starts on Monday) and I'm now looking for a flat with as much of the rest of my time as I can spare.
And just a few minutes ago, my speech recognition software started going hay-wire. According to Brewer's, 'haywire' is an American phrase probably arising "from the difficulty of handling the coils of wire used for binding bundles of hay, which easily became entagled and unmanageable is handled unskilfully." That's a concept that lacks application to my day-to-day life. Might be time to look for a new turn-of-phrase.
Online, I've been enjoying reading Jane Espenson's blog - she has much fame from her writing credits on Buffy, Gilmore Girls and many other shows. 90% of her entries deal with the practicalities of writing for TV. The rest centre around what she had for lunch.
And on Kung Fu Monkey, John Rogers - co-writer of The Core, which I really enjoyed on Monday night (and see his defence of its scientific accuracy here) - is breaking down the process of being a freelancer and writing a episode for TV. The show in question is the still in development Eureka, about a small town composed entirely of super-geniuses.
More later, as I get the chance.
Thursday, February 16, 2006
Sad to go, Glad to be home
It was the best holiday ever.
Great for my family, great for me.
Highlights and a more detailed report should follow, but for now:
Shrek 4-D
Snorkelling above a coral reef
Asking Shiralee to dance after sneaking in to the VIP lounge of a wet-tshirt competition
The Wedding
Dad
The Obliteration Room
The Girl at Mind Games
Learning first hand about the good & bad of having a global culture
Seeing Wellington at night
Family.
Tuesday, February 07, 2006
See ya real soon!
There is much to blog about, but it'll have to wait.
Saturday, February 04, 2006
The Limit - Done for now
Now all I have to do is work on my website & get ready for Australia.
Oh, and as I said, I'll be looking for a flat when I get back (for around March 3). So if anyone knows anyone who's looking for a tidy, reliable, pretty quiet flatmate for the city or the inner suburbs ... well, that's me!
Friday, February 03, 2006
Lost - something that bugs me
Now I like Lost and what the writers are doing - but part of it's appeal is that it originally seemed to centre on ordinary people, trying to survive. The beginning of the special certainly reinforced this. These are normal airline passengers, it stated, who through extraordinary circumstances are forced to learn more about each other and rely on each other. I've said before that I think this was the basis of Lost's initial appeal. Its universality; it's "what would I do in that situation?"
However, where that theory breaks down is that the main characters are a paraplegic mystic, a possibly psychic child, a drug addict from a famous rock band and a wanted criminal. And all of them seemed to be bound together by forces of fate or science that are greater than themselves.
Yes, this is good series design - it gives you lots of nice personal stories to play out over the island & (again) lets you contrast to people were before and after the crash. But it's certainly not 'universal'.
And I believe a good show could be made out of characters who are just ordinary people, possessing no particular soap opera conflicts to begin with - and the drama would come simply from watching them react sensibly to incredibly difficult situations. In fact, our brainstorming group is working just such a show at the moment.
*I think this is something that Chris pointed out to me many months ago, but I've only just noticed it for myself.
Thursday, February 02, 2006
The Limit - Home Stretch
After this, a short break to organise stuff for my sister’s wedding and the flat, then a sweep through the script to tidy up descriptions and format dialogue.
One mechanical thing I found useful on this draft was to put the script feedback into ‘endnote’ format, so that all the potential edits are together on one page. I put each Endnote under the Scene Heading, so it’s very clear what needs to be worked on.
Contacted readers yesterday. Good response so far. Also started working on letters to producers. Very excited.
Monday, January 30, 2006
Looking for a flat - while writing
**
I enjoyed Brainlord last Wednesday. We started developing a TV series set in (if I have my history right) pre-colonial NZ. Its working title is Hellhole – and it’s all about the demythologising.
**
More stuff is happening, but I’ve got to get back to the writing now. However, I will be looking for a flat when I get back from Australia in mid-Feb … so, it’s going to be a busy next couple of months.
Thursday, January 26, 2006
Dirty Virgins and restarting the script
Them's that played the game with me, feel free to comment here or there about the night.
In other news, I've been cruising on a post-Kapcon buzz for about 4 days, checking out lots of blogs and posting muchly. That has to stop now. I've got to focus on this next draft of The Limit (for at least the next week).
Wednesday, January 25, 2006
If you played Lucky Jones ...
The thread is here. Alternatively, just comment here.
Kapcon 2
1) Play a hard core, grim in tone series of missions.
2) Our Tuesday night group should play three or four or five game-nights in a row of our ongoing Inspectres Wellington game. Let’s see what this puppy can do.
Then it was time to wrap up and hang out with Gino while we looked at all the amazing costumes. I thought Debz’ dress was awesome, while the Invisible Man seemed like the biggest crowd pleaser. I also regreat not seeing Nick Pitt in his Puck-horns.
I thought might get a good night sleep by not going to the LARP, and but instead Helen and Sean came round and we had a great time hanging out, drinking wine. I decided to get up early and do my prep – but it all went horribly wrong & I ended up having to sprint to the convention in order to make it to the morning presentations.
The second session of Lucky Jones turned into American Pie-meets-24. We had sleazy sex comedy coupled with an increasingly serious work situation that eventually involved the FBI and terrorists. We only got through one episode that session - and it was during those 3 hours that I finally started to get some understanding of what was and wasn't working with my game.
Things that surprised me:
- Lucky Jones is so much about the ephemeral moments of comedy. The system seems to encourage players to make jokes, introduce zany characters or one-liners & then to move on.
- There is an intuitive continuity to episodes - even while timelines were being stretched hard, they never broke. For instance, one player had a plot set over one night while another player's plot spanned a couple of weeks. Through judicious flashbacks and weavings, everything seemed to make sense. In fact, when things got quite tricky to connect, the whole table got together and collaborated to figure out a way to make it work.
- There was a fantastic moment when someone broke the PG-rating we were (implicitly) creating, another person yelled "Cut!", there was a little bit of discussion as if we were on the set of the sitcom while it was being shot and then I yelled "Take 2 " and we were back in the game.
- Even though the rules were a bit broken, I'm now convinced there's a really fun game in here.
There's an AP thread about it at the Forge.
In terms of rewrites, I found the second session extremely valuable. During that first game, I was just trying to wrap my head around presenting the rules and then watching it play. In the second session I was able to step back & ask myself questions about what was working or not. In fact, about halfway through that session, gameplay kind of disintegrated for a while as we actually analysed the process & pacing that Lucky Jones was creating.
Biggest discoveries:
The game takes too long to play. Ideally, I'd like there to be two episodes in a session with the first episode coming in somewhere between 45 to 90 minutes. Right now it's more like two to three hours. Restructuring the way you swap between tracks should go a long way to fixing that.
However, I have also discovered that there could be a long-term reward cycle (in the form of Penalties) operating in the game. Penalties are earned by failing to get what you want by the end of an episode. If I adjust how Penalties are used, so that you can either use it on yourself (giving yourself a slight disadvantage) or pass it to another person (giving yourself a slight advantage), then I think this will create a Fruitful Void.
That's the first time I've ever been able to sense what a Fruitful Void would feel like, so I'm quite excited! Basically, I think that being able to trade Penalties between players will force them to ask the implicit question "What sort of family are we?" Are they a group of individuals who'll crap on the people around them for some medium-term gain or will they suck it in and make sacrifices for each other?
I like that.
… Next Post: Universalis, a conversation with Morgue and Mike, prizegiving.
Monday, January 23, 2006
RPG - My Big Weekend
Thursday, January 19, 2006
The Limit - reading with fresh eyes
Just taken my first look at this draft of The Limit. My overall impression is that the script's a great read now. Really fast. Pacing seems about right. And I was continually interested. I had a couple of plot issues, but that’s about it. I've got a meeting about it with AB tomorrow, where I'll bring up a few specifics:
I don’t think the first 15 pages quite set up the story or the characters – it needs a little room to breathe after the trial & a little more focus on the Peter/Taine relationship.
First half is pretty effective, with some nicely shocking moments. Second half of Act 2 seems a little samey. Most of the subtler emotional changes need to be communicated more clearly. But I was getting a little punchy from reading at that point.
(It's odd. That second half used to be the unequivocal highlight of the script; now it seems weaker than the new material. I hope that's a good sign.)
I have a weird feeling, thinking about the script now. A feeling like, for the first time with the Limit, I'm not that sure what edits I'd like to make to it. I've had that feeling before - with other scripts - and it's usually indicated that further tinkering tips the story over the edge and starts to break it.
It's also weird to me that to me the film will be quite slow and deliberate with lots of breathing space, whereas the script tends to read like two deformed hillbilly truants attacking you relentlessly with sledgehammers. That might turn out to be a problem, too.
Wednesday, January 18, 2006
Sorting out goals
I'd been ignoring a whole bunch of important stuff.
Lucky Jones is ready
Also, My Name is Earl starts tonight. Who could resist a lead character called Earl Hickey?
Behind the Scenes of our Buffy game
The link is here.
Tuesday, January 17, 2006
Some more graphic novel reading
Invincible - neat plainly told superhero fun. I love Kirkman's zombie epic "The Walking Dead" (volumes 1 & 2 available in the library) and I'll be checking out the other three Invincible graphic novels real soon.
Animal Man - It's a Grant Morrison comic that goes meta. It also examines some of the same themes as The Filth, but in a more simplistic and ultimately more moving way.
A couple of game reviews
The Neverhood - it's a claymation puzzle game. Loved it.
Hapland 2 - still working on it. You can play it for free, here.
Tiger Woods Golf 2003 - would you believe me if I told you that a golfing simulator was riveting? Well it is. And the depths of its challenging gameplay are hidden at first glance. It appears to simply be a 'whack the ball around the course' game. But playing in Career Mode, where you take a golfer from his first $10 amateur match all the way up to the PGA tour gives you a lot of variety in the types of matches you play, taking on challenges from other golfers & having to plot the best way around course before you play a match there. It's so detailed it's almost like work, but still - best game I played on holiday.