My inklewriter story still isn't out of development. I have the concept in mind and ended up doing a bunch of research into CYOA interactive paths and player choice in narrative (I played 999, which was insanely awesome, and The Walking Dead Episode 1, which I thought was both better than the TV show but not fun enough to get me to play more episodes), so I feel like I'm in pretty good shape as far as understanding what makes interactive stories successful. But the writing itself has been basically nonexistent. I'm mainly stating the obvious, but choice should matter a lot, and there should be incentive for going back and getting all the endings...
This game is the cat's pajamas. |
I did develop a few other ideas simultaneously. One by myself, which I'd describe at this early stage as a "realist Hayao Miyazaki epic", and another during an extended lockdown session with Alex, my zany writer/director pal. We spent 3 days bunkered up pitching ideas and spinning stories until we burned out upon realizing just how insanely hard it is to generate something original. Twice we thought we had zeroed in on something great only to find that both concepts had been done already...
On the non-movie front, my younger brother and I have been working on a new web series, which may or may not see the light of day but has been a lot of fun to collaborate on, and led to an 8-hour Halo 4 campaign co-op extravaganza (research!!!) the likes of which we hadn't seen since our days spent jamming on toy lightsabers.
As far as BOOM goes... we submitted to SXSW (we didn't get into Sundance :-/) and sent our edit out for one final round of critical feedback, which was incredibly helpful but also tremendously daunting. Ryan and I have one final month to slay our demons and claim Gladiator-style victory. We're feeling juiced up and inspired. The key now is to fearlessly manage all 10,000 variables in play while focusing the story even further in order to make our argument more emotional and coherent. Happy to say there was no better training for making a movie than my years spent playing high stakes poker!
So no new goals for December--for now I'll continue plugging away at all these projects (and The Micros! Viva Chase Berger!), and aim to get more ravishing blog posts up more often. A few ideas I've got percolating: "the 7 Skills of Poker"; "Lessons Learned in Making Our First Feature Film: "; "Favorite Fictional Character Relationships"; "Action-Adventure Movie Analyses."
Rungood, readers...
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