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The Riverdale Cast Is Ready to Graduate
The Riverdale Cast Is Ready to Graduate
Riverdale has gone in so many directions since it started. What did you think it was going to be?Petsch: A way to get me out of my restaurant hosting job. Charles Melton: I was a dog walker and working a Chinese takeout when I did my chemistry read with KJ and Cole for season two.In season one, Reggie was played by Ross Butler, who left to continue his role on Netflix’s 13 Reasons Why. Lili Reinhart: I had just signed a lease by myself in L.A., and I was terrified because I couldn’t afford it. This was my second time moving there to try and make it work, and I had no money and no job. I remember after my final audition, I was on the phone with my mom and told her it was the first time ever in an audition process that I felt like I truly was okay and at peace with whatever the outcome was: “I gave them my version of what this character is, take it or leave it.” That night, I found out I got it.
Casey Cott: I don’t think people understand how Riverdale works. Very quickly, before you start shooting an episode — we’re talking two days — you get the script. And sometimes you don’t even have a script. You just get an email that says, “You have a recording session.” And if you’re really lucky, you get a text from Roberto that says, “Hey, we should sing this song.” Mendes: If there’s one thing that show taught us, it’s how to wing it.
Reinhart: I think it’s important to acknowledge that our show is made fun of a lot. People see clips taken out of contextBy 2019, “Riverdale Cringe” videos had become a genre online, be they TikTok reactions to particularly funny lines of dialogue or YouTube compilations of strange moments from the show. and are like, What? I thought this was about teenagers. And we thought so as well—in season one. But it’s really not been easy to feel that you’re the butt of a joke. We all want to be actors; we’re passionate about what we do. So when the absurdity of our show became a talking point, it was difficult. It is What the fuck? That’s the whole point. When we’re doing our table reads and something ridiculous happens, Roberto is laughing because he understands the absurdity and the campiness.
If you want to watch a teen show where there’s just a bunch of kids in a high school dealing with relationship drama, there’s a lot out there. Sprouse: Go watch Euphoria. Mendes:  But Roberto didn’t want to do that. I think he wanted something that was more outlandish. Sprouse: That’s the natural life cycle of a cult program. North America is the only part of the world that raises vocal opposition to the absurdity of the show. England, which has a more dry, sort of crass, sarcastic sense of humor, loves it and gets it. We find a huge audience in France that has a fascination with classic Americana. Mendes: And don’t forget Brazil! All the show’s fan accounts. We’ve done so much that anytime we get a new script or go into a new project, it’s like, I’ve done a version of this on Riverdale.
Petsch: Does anyone remember when I had my whole-ass own church in season five? I think my favorite line is “I am Cheryl Blossom, queen of the bees!” And by “favorite,” I mean that’s the only time I ever texted Roberto and said, “Please, please, please, don’t make me say this.” I had to shake honeycombs at my mother to banish her.
Mendes: I had this long line, and I remember I was like, “I fucking hate this!” I couldn’t get it, and it was so complicated, but now it’s my little party trick. Sprouse: Say it, Cami. Petsch: Say it, girl. Mendes: “Word of my exploits serving Nick his comeuppance has seeped into the demimonde of mobsters and molls my father used to associate with.” [Everyone cheers and applauds.]
·vulture.com·
The Riverdale Cast Is Ready to Graduate
Who needs film critics when studios can be sure influencers will praise their films?
Who needs film critics when studios can be sure influencers will praise their films?
Critiques the current state of film criticism, arguing that studios are manipulating the narrative by using influencers and free tickets to control reviews and devaluing the role of knowledgeable critics. The article suggests that audiences still crave thoughtful films and good criticism, and that both Barbie and Oppenheimer are examples of films that have inspired good writing.
·theguardian.com·
Who needs film critics when studios can be sure influencers will praise their films?
no. 154 - What's going on with TV?
no. 154 - What's going on with TV?
There’s a fatal near-sightedness to the script: It may be possible to puzzle out the characters’ motivations in any given scene, but there’s no guarantee those motives will continue into the next one, and in fact they probably won’t. This lends the show an overall incoherence. There are sharp, funny, and even poignant moments, and it’s certainly beautifully shot, but it’s so impressed with the sheer abundance of its own ideas that it fails to commit to a genuine artistic perspective. Instead, it’s pure provocation. The show wants to shock viewers with its violent imagery and moral ambiguity, but provocation without perspective is just spectacle.
we have And Just Like That, a show whose first failure is its name. While the second season is currently dropping week by week without too much fanfare, the first season garnered almost as much attention as The Idol. Everyone was wondering how HBO could possibly reanimate the glittering albeit “problematic“ New York of Sex and the City in 2021, and they were right to wonder. The overly self-conscious reboot has been ridiculed mercilessly for trying to right the wrongs of the original series with a heavy hand—and at huge narrative costs: jammed-in “diversity” in the style of high-school science textbook covers, story lines that seem constructed solely to demonstrate the characters’ awareness of social issues. A friend recently described it to me as “Sesame Street for adults,” which made me laugh. (Of course I continue to watch.)
To describe the plot of And Just Like That would be impossible, because there are anywhere between six and 10 subplots happening at any given time. This is an almost poetic consequence of the creators trying to say too much—and please too many people—at once. A peek: Carrie’s husband has died (trauma plot), she’s navigating the world of podcasts (age plot) and pronouns (pride plot), grappling with her willingness to say vagina on air (sex plot), developing a friendship with Seema, her girlboss Indian real estate agent (new friend-of-color plot—each original cast member gets one), whose Birkin was just stolen (tough-on-crime plot?). This covers about 1% of it and leaves me with no time to introduce the other eight main characters. Whatever sense of curiosity and spirit propelled the original series is revived here only in rare glimpses. The rest is reheated Twitter discourse.
Both The Idol and And Just Like That are fueled by internet-sourced neuroticism. Each is overly focused on audience reception as it manifests online, only with different aims: one hopes to shock, the other to appease. These goals aren’t surprising—they merely demonstrate the inevitable result of mistaking a marketing strategy for an artistic one.
·haleynahman.substack.com·
no. 154 - What's going on with TV?
Phoebe Waller-Bridge’s Great ‘Indiana Jones’ Adventure
Phoebe Waller-Bridge’s Great ‘Indiana Jones’ Adventure
Maybe we’ll get to a point where the novelty will be that a human being wrote something: This person proved that they were in a box away from any A.I. when they wrote this thing
as writers and creators, you want people to watch your show, so if you can make something look and sound like something else that people already want to watch, then you might be able to convince a producer that it will have legs. But I discovered through doing “Fleabag” that you have to write something that is more dangerous, more honest, more unusual and more provocative — especially if it’s going to go into a pool with a million other things. Honing the uniqueness of whatever you do is your best chance. I know I’m saying that having just signed up to do “Tomb Raider,” which has an audience already, and I know that’s what Amazon wants, and Amazon made this unbelievable deal8 8 In 2019, Variety reported about Waller-Bridge’s development deal with Amazon Studios, that “sources say the deal is worth around $20 million a year.” with me. I care so much about delivering for them. Being able to do that dangerous, naughty, transgressive stuff in the heart of something that is very valuable to them in terms of I.P. satisfies both of those things, but the discipline for me is to not just give them the “Tomb Raider” they think they want, but to give them something else.
People are going to interpret everything I do as my feelings on contemporary womanhood because I’m a contemporary woman. I don’t want to escape that part of me. I can see how I’ve gone into masculine roles with Bond and “Indiana Jones,” but those worlds are the ones that always intrigued me. The high-stakes action world appeals to me, whether it’s masculine or feminine. I like the urgency of it and the idea of being able to write a female character in a world like that.
It’s a window into your psychology: You want to be a pleaser and do the assignment well, but what you actually want to do is something riskier. Oh, my gosh. That’s exactly what it is. But the best thing is when you satisfy both. The journey there can be quite [laughs] — I love the feeling of having done what’s been asked, but I hate the feeling of pleasing.
I think that with Bond there is something dangerous, transgressive and incendiary about that character, and it’s the same with Indy. He completely revolutionized the action hero, which Harrison1 1 Harrison Ford, of course, who has said “Indiana Jones and the Dial of Destiny” will be his last go-round with Indy’s famous whip and fedora. is dead set against him being described as, but there was something that broke the form. We accept them now as the biggest franchises, but in the kernel of these characters is something naughty and dangerous. They were the rascals of their time, and I feel like Villanelle and Fleabag are rascals.2 2 Villanelle is the name of the assassin character, played by Jodie Comer, in “Killing Eve.” “Fleabag,” for those who haven’t seen it, is that show’s title character, played by Waller-Bridge. The show earned six Emmy Awards and 11 nominations for its second season. So it was less like, “I want to go do this big movie,” and more, “I want to play in the sand pit with these rascals.” That’s one way of looking at it.
I couldn’t write anything that I felt didn’t have that deeper element sincerely at the heart of it, and that writer is with me everywhere I go. It’s ever-present: What does this mean? Because I’m obsessed with having an audience be moved.6 6 Waller-Bridge said the most recent things that moved her were the TV series “Dead Ringers,” a concert by the singer Christine Bovill in which she performed Edith Piaf songs and a revival of “Guys and Dolls” at the Bridge Theater in London. I was moved when I read the script, and I was moved when I heard Jim7 7 James Mangold, the director of “Dial of Destiny.” He is the first director other than Steven Spielberg to direct an “Indiana Jones” movie. and Harrison and Kathy talk about it. I mean, I wasn’t in tears on the floor, but I felt that tingle of, this has got some human stuff going on. But the day-to-day? Some of the days were superfun, and we did look really cool. But the proper actors don’t want to just look cool. They want to make you cry while looking cool.
·nytimes.com·
Phoebe Waller-Bridge’s Great ‘Indiana Jones’ Adventure
Grammy Chief Harvey Mason Clarifies New AI Rule: We’re Not Giving an Award to a Computer
Grammy Chief Harvey Mason Clarifies New AI Rule: We’re Not Giving an Award to a Computer
The full wording of the ruling follows: The GRAMMY Award recognizes creative excellence. Only human creators are eligible to be submitted for consideration for, nominated for, or win a GRAMMY Award. A work that contains no human authorship is not eligible in any Categories. A work that features elements of A.I. material (i.e., material generated by the use of artificial intelligence technology) is eligible in applicable Categories; however: (1) the human authorship component of the work submitted must be meaningful and more than de minimis; (2) such human authorship component must be relevant to the Category in which such work is entered (e.g., if the work is submitted in a songwriting Category, there must be meaningful and more than de minimis human authorship in respect of the music and/or lyrics; if the work is submitted in a performance Category, there must be meaningful and more than de minimis human authorship in respect of the performance); and (3) the author(s) of any A.I. material incorporated into the work are not eligible to be nominees or GRAMMY recipients insofar as their contribution to the portion of the work that consists of such A.I material is concerned. De minimis is defined as lacking significance or importance; so minor as to merit disregard.
the human portion of the of the composition, or the performance, is the only portion that can be awarded or considered for a Grammy Award. So if an AI modeling system or app built a track — ‘wrote’ lyrics and a melody — that would not be eligible for a composition award. But if a human writes a track and AI is used to voice-model, or create a new voice, or use somebody else’s voice, the performance would not be eligible, but the writing of the track and the lyric or top line would be absolutely eligible for an award.”
·variety.com·
Grammy Chief Harvey Mason Clarifies New AI Rule: We’re Not Giving an Award to a Computer
After “Barbie,” Mattel Is Raiding Its Entire Toybox
After “Barbie,” Mattel Is Raiding Its Entire Toybox
Just as Marvel had gone from ailing comic-book publisher to Hollywood behemoth, the toymaker could leverage its intellectual property at the multiplex. Kreiz told me, “My thesis was that we needed to transition from being a toy-manufacturing company, making items, to an I.P. company, managing franchises.”
She told me, “There are people who adore Barbie, people who hate Barbie—but the bottom line is everyone knows Barbie.” She wanted a film adaptation to confront those “sharp edges, ” but when she met with Kreiz she led with her desire to take the brand seriously.
Kreiz, meanwhile, hired a veteran of Miramax, Robbie Brenner, to head up the newly minted Mattel Films. Her first task: assemble a team of development executives to rummage through Mattel’s toy chest and identify I.P. that could be fodder for Hollywood studios. Mattel would help match properties with writers, actors, and directors; studios would provide all the funding. The brands, and audiences’ familiarity with them, were their own form of currency. Brenner told me, “In the world we’re living in, I.P. is king. Pre-awareness is so important.”
Jeremy Barber, an agent at U.T.A. who represents Gerwig and Baumbach, is close with Brenner, so he could be blunt. “Are you crazy?” he told her. “You should’ve come into this office and thanked me when Greta and Noah showed up to write a fucking Barbie movie!”
Barber told me that Mattel had figured out how to “engage with filmmakers in a friendly way.” Gerwig, meanwhile, was looking to move beyond the small-scale dramas she was known for. “Greta and I have been very consciously constructing a career,” Barber explained. “Her ambition is to be not the biggest woman director but a big studio director. And Barbie was a piece of I.P. that was resonant to her.”
Although Barber was pleased with the “Barbie” partnership, he was clear-eyed about its implications. “Is it a great thing that our great creative actors and filmmakers live in a world where you can only take giant swings around consumer content and mass-produced products?” he said. “I don’t know. But it is the business. So, if that’s what people will consume, then let’s make it more interesting, more complicated.”
The future of moviegoing now seems increasingly tenuous, and studios have leaned on pre-awareness as a means of drawing people to theatres: a nostalgia play like “Hot Wheels” is seen as a safer bet than an original concept. The box office has borne this out: the ten highest-grossing films of 2022 were all reboots or sequels. Disney’s much derided strategy of remaking “Aladdin” and other animated classics as live-action spectacles has largely paid off; by contrast, Pixar’s recent attempt at an original story, “Elemental,” bombed.
The mandate for audience recognition has pushed artists to take increasingly desperate measures—including scrounging up plotlines from popular snacks. Eva Longoria recently directed the Cheetos dramedy “Flamin’ Hot”; Jerry Seinfeld is at work on “Unfrosted: The Pop-Tart Story.”
creating “a story where there hadn’t been a story” felt like solving “an intellectual Rubik’s Cube.”
Whereas Scott’s “Monopoly” was shamed into nonexistence, advance screenings of “Barbie,” billed as “blowout parties,” are selling out. Nevertheless, the film’s slogan—“If you love Barbie, this movie is for you. If you hate Barbie, this movie is for you”—is indicative of the tightrope it has to walk. “Barbie” is somehow simultaneously a critique of corporate feminism, a love letter to a doll that has been a lightning rod for more than half a century, and a sendup of the company that actively participated in the adaptation.
When Robbie’s character ventures beyond Barbie Land, Gerwig explained, the film’s visual language also changes: “The way the camera moves and the way it feels is different once we’re in the real world.”
Mattel was sometimes uneasy with Gerwig’s interest in the brand’s missteps. In 1964, the company released a doll named Allan, whose packaging marketed him as “Ken’s buddy,” with the tagline “All of Ken’s clothes fit him!” Allan was soon pulled from shelves. When Gerwig learned about him, she found the ad copy both sad and amusing. In “Barbie,” Allan is played by Michael Cera, and much is made of the fact that his relationship to Ken is his main identifying feature. The company, Gerwig remembered, required some convincing: “There was just an e-mail that went around where they said, ‘Do you have to remind people that this was on the box?’ ”
Gerwig told me, “Barbie seems so monolithic, and there’s a quality where it just seems as if she was inevitable, and she’s always existed. I think all the dead ends are a reminder that they were just trying stuff out.” Although she understood why Mattel wanted “to protect Barbie,” she felt that “dealing with all the strangeness of it is a way of honoring it.”
A rival, Kenner, was having runaway success with “Star Wars” action figures, and Mattel scrambled to launch a science-fantasy saga of its own. Play-testing had revealed that young boys fixated on the notion of “power,” and that a muscle-bound hero was more appealing than the slighter action figures of the era. This intelligence yielded He-Man and the Masters of the Universe. When a retailer pointed out that kids would have no idea who these characters were—even then, pre-awareness was a consideration—Mattel hastily produced comic books that explained their backstories.
Brenner sat at the head of a long table while her right hand, Kevin McKeon, provided updates on various projects. His descriptions sometimes sounded like a Hollywood version of Mad Libs. A screenwriter, he informed the group, was at work on an American Girl script that would be “ ‘Booksmart’ meets ‘Bill & Ted.’ ” Jimmy Warden, the screenwriter of “Cocaine Bear,” had devised a horror-comedy about the Magic 8 Ball.
McKeon seemed most excited by Kaluuya’s Barney project, which would be “surrealistic”; he compared the concept to the work of Charlie Kaufman and Spike Jonze. “We’re leaning into the millennial angst of the property rather than fine-tuning this for kids,” he said. “It’s really a play for adults. Not that it’s R-rated, but it’ll focus on some of the trials and tribulations of being thirtysomething, growing up with Barney—just the level of disenchantment within the generation.” He told me later that he’d sold it to prospective partners as an “A24-type” film: “It would be so daring of us, and really underscore that we’re here to make art.”
Talk turned to a few recent pitches that had surprised the team. “Somebody just asked me about Bass Fishin’, which is, like, a toy fishing rod,” Bassin said. The pitch was for an “intense sports drama about this cheating scandal in competitive fishing”—an attempt, it seemed to me, to Trojan-horse a story that the writer actually wanted to tell into a conceit that might be green-lighted.
Gerwig’s “Barbie,” for all its gentle mockery of Mattel, has already paid dividends for the company. A fifty-dollar doll resembling Robbie as she appears in the film, unveiled in June, has sold out; so has a seventy-five-dollar model of Stereotypical Barbie’s pink Corvette.
·newyorker.com·
After “Barbie,” Mattel Is Raiding Its Entire Toybox
USC Annenberg film study examines stereotypes of aging Americans
USC Annenberg film study examines stereotypes of aging Americans
people aged 60 and over lead active social lives and value internal, psychological strengths. Aging Americans use technology: 84 percent of respondents report that they use the internet to read news, social network sites or other information on a weekly basis, despite only 29.1 percent of on-screen characters engaging with technology. On screen, one third of seniors pursue interests in hobbies and 38.5 percent attend events, while in reality, they are more than two times as likely to engage socially with friends or relatives on a weekly or monthly basis. The top five traits respondents rated as most important to aging successfully were self-reliance, awareness, honesty, resilience and safety. In film, seniors are rarely depicted as the masters of their own stories or destinies.
Yolangel Hernandez Suarez, vice president and chief medical officer of care delivery at Humana said: “As a health care company, we’re committed to helping aging Americans defy stereotypes and take steps to achieve their best health. That’s why it’s important to note that, according to our findings, seniors who report being optimistic about the aging process also report better health. As a boomer myself, I can tell you that being optimistic about my future helps me make healthier choices every day.”
·news.usc.edu·
USC Annenberg film study examines stereotypes of aging Americans
Senior citizens are ‘an endangered species’ in Hollywood
Senior citizens are ‘an endangered species’ in Hollywood
There are clear gaps between the way Hollywood sees older people and the way they see themselves. Humana, the health and wellness company, surveyed 2,000 people 60 and older about whether they felt they were depicted accurately in movies and, explained Dr. Yolangel Hernandez Suarez, “the answer was a resounding no. They thought themselves to be more healthy in mind and body, more connected, and more savvy than they were portrayed in film.”
52.6 percent of the movies that featured senior characters also included comments that the researchers interpreted as ageist. Many of those comments were spoken by other characters to older people, but in a number of movies, older characters made self-deprecating or diminishing comments about their own age.
·washingtonpost.com·
Senior citizens are ‘an endangered species’ in Hollywood
How the 'Barbie' Movie Came to Life
How the 'Barbie' Movie Came to Life
If you are wondering whether Barbie is a satire of a toy company’s capitalist ambitions, a searing indictment of the current fraught state of gender relations, a heartwarming if occasionally clichéd tribute to girl power, or a musical spectacle filled with earworms from Nicki Minaj and Dua Lipa, the answer is yes. All of the above. And then some.
Gerwig still can’t seem to believe she got away with making this version. “This movie is a goddamn miracle,” she says. She calls it a “surprising spicy margarita.” By the time you realize the salted rim has cayenne mixed in, it’s too late. “You can already taste the sweetness and you sort of go with the spice.”
Every single actor I spoke to cited Gerwig and the sharp script as the reason they joined the film. “I knew this was not going to shy away from the parts of Barbie that are more interesting but potentially a little bit more fraught,” says Hari Nef, who plays a doctor Barbie. “The contemporary history of feminism and body positivity—there are questions of how Barbie can fit into all of that.”
At one point Richard Dickson, COO and president of Mattel, says he took a flight to the London set to argue with Gerwig and Robbie over a particular scene, which he felt was off-brand. Dickson dials up his natural boyish exuberance, imitating himself righteously marching off the plane to meet them. But Gerwig and Robbie performed the scene for him and changed his mind. “When you look on the page, the nuance isn’t there, the delivery isn’t there,” explains Robbie.
Robbie had laid the groundwork for this with Mattel’s CEO when she met with him in 2018 in the hopes that LuckyChap could take on the Barbie project. “In that very first meeting, we impressed upon Ynon we are going to honor the legacy of your brand, but if we don’t acknowledge certain things—if we don’t say it, someone else is going to say it,” she says. “So you might as well be a part of that conversation.”
“The most important transition was from being a toy-manufacturing company that was making items to becoming an IP company that is managing franchises,” he says. It’s a particularly prescient strategy at a moment when superhero fatigue has set in and studios are desperate to find new intellectual property with a built-in fan base—from Super Mario Bros. to Dungeons & Dragons.
Issa Rae, 38, who plays President Barbie, argues that the entire point of the film is to portray a world in which there isn’t a singular ideal. “My worry was that it was going to feel too white feminist-y, but I think that it’s self-aware,” she says. “Barbie Land is perfect, right? It represents perfection. So if perfection is just a bunch of white Barbies, I don’t know that anybody can get on board with that.”
Still, in an interview for this story, Brenner called Gerwig’s film “not a feminist movie,” a sentiment echoed by other Mattel executives I spoke with. It was a striking contrast to my interpretation of the film and conversations with many of the actors, who used that term unprompted to describe the script. When I relay Mattel’s words to Robbie, she raises an eyebrow. “Who said that?” she asks then sighs. “It’s not that it is or it isn’t. It’s a movie. It’s a movie that’s got so much in it.” The bigger point, Robbie impresses upon me, is “we’re in on the joke. This isn’t a Barbie puff piece.”
Gerwig’s team built an entire neighborhood made up of Dream Houses that were missing walls. The actors had to be secured by wires so they wouldn’t topple off the second floors. The skies and clouds in the background were hand-painted to render a playroom-like quality, as was much of the rest of the set.
But McKinnon, 39, watched her sister and friends play with the dolls: they cut Barbie’s hair, drew on her face, and even set her on fire. She theorizes, “They were externalizing how they felt, and they felt different.” So when Gerwig offered McKinnon the role of Weird Barbie, a doll that’s been played with a little too aggressively in the real world, she jumped at the chance. McKinnon was impressed by the way the script dealt with girls’ complicated attachments to the doll. “It comments honestly about the positive and negative feelings,” she says. “It’s an incisive cultural critique.”
“We’re looking to create movies that become cultural events,” Kreiz says, and to do that Mattel needs visionaries to produce something more intriguing than a toy ad. “If you can excite filmmakers like Greta and Noah to embrace the opportunity and have creative freedom, you can have a real impact.”
·time.com·
How the 'Barbie' Movie Came to Life
The 'moment has arrived' for digital creators. And they're here for it.
The 'moment has arrived' for digital creators. And they're here for it.
VidCon has “gone from weirdos to entrepreneurs.”Young people have increasingly turned to online video for entertainment. During the pandemic lockdown in 2020, digital content on platforms like YouTube and TikTok dominated, which experts at VidCon said helped propel digital media as a serious form of entertainment.
Digital-first talent are the power players today
It really drove people into watching creators, not as a hobby thing but as another linear option,” said Joe Gagliese, CEO of Viral Nation, an influencer marketing and talent management company.
creators are no longer just using social media as a jumping off point for bigger stardom. Instead, online content is the end goal. Over the years, content creation has become a serious and feasible career option for many.
Hecox said that toward the end of his and Padilla’s initial partnership, they gave priority to production quality in a way their audience didn’t like.“We had strayed too far away from digital and we started looking more like TV, and I think people didn’t connect with that,” Hecox said.
People connecting more with the self-produced aesthetic, deprioritizing production value leading to better viewer connection… is it because it’s non-fiction?
Instead of stretching themselves thin to fit a traditional mold, they've redirected their focus to their roots and what fans liked the best.
·nbcnews.com·
The 'moment has arrived' for digital creators. And they're here for it.
Liking the "Right Things"
Liking the "Right Things"
What better way to show how good your taste is in movies than to talk about how much you didn't like that popular movie that everyone seems to be like? What better way to show that you have good taste in music than ripping on top 40 hits?The more toxic version of this is finding people who like something you think is lame and telling them why what they like is actually bad. "Oh, you liked this thing? Here's why it's actually bad. You're welcome." The goal, I guess, is to make that person actually go, "you're right, I thought I got joy out of this, but maybe I shouldn't have."As I've gotten older, the more I've recognized that when it comes to art especially, there's upside to enjoying something, and very little upside to disliking something. My "credibility" doesn't hang on me liking the right things. What I really want is to enjoy as many things as possible because that means I'll spend more of my time being happy.That's not to say that I think everything is good. I go into everything wanting to enjoy myself, but sometimes I just don't, and that's okay. My movie review thread is full of films that I just didn't enjoy. Sure, it's more fun to write negative reviews, but I'm still bummed that I didn't have a good experience, and I'm jealous of people who did enjoy their time.
·birchtree.me·
Liking the "Right Things"
Tears of the Kingdom’s bridge physics are impressive - Polygon
Tears of the Kingdom’s bridge physics are impressive - Polygon
“There is a problem within the games industry where we don’t value institutional knowledge,” Moon said. “Companies will prioritize bringing someone from outside rather than keeping their junior or mid-level developers and training them up. We are shooting ourselves in the foot by not valuing that institutional knowledge. You can really see it in Tears of the Kingdom. It’s an advancement of what made Breath of the Wild special.”
·polygon.com·
Tears of the Kingdom’s bridge physics are impressive - Polygon
Writers On Set | Not a Blog
Writers On Set | Not a Blog
I wrote five scripts during my season and a half on TZ, and I was deeply involved in every aspect of every one of them.   I did not just write my script, turn it in, and go away.   I sat in on the casting sessions.   I worked with the directors.   I was present at the table reads.   “The Last Defender of Camelot” was the first of my scripts to go into production, and I was on set every day.   I watched the stuntmen rehearse the climactic sword fight (in the lobby of the ST ELSEWHERE set, as it turned out), and I was present when they shot that scene and someone zigged when he should have zagged and a stuntman’s nose was cut off… a visceral lesson as to the kind of thing that can go wrong.   With Phil and Jim and Harvey Frand (our line producer, another great guy who taught me a lot), I watched dailies every day.    After the episode was in the can, I sat in on some post-production, and watched the editors work their magic.   I learned from them too.
Streamers and shortened seasons have blown the ladder to splinters.   The way it works now, a show gets put in development, the showrunner assembles a “mini-room,” made up of a couple of senior writers and a couple newcomers, they meet for a month or two, beat out the season, break down the episodes, go off and write scripts, reassemble, get notes, give notes, rewrite, rinse and repeat… and finally turn into the scripts.   And show is greenlit (or not, some shows never get past the room) and sent into production.  The showrunner and his second, maybe his second and his third, take it from there.   The writer producers.   The ones who already know all the things that I learned on TWILIGHT ZONE. The junior writers?  They’re not there.   Once they delivered their scripts and did a revision of two, they were paid, sent home, their salary ended.   They are off looking for another gig.
In many cases they won’t be asked to set even when the episodes they wrote are being filmed.   (They may be ALLOWED on set, if the showrunner and execs are cool with that, but only as a visitor, with no authority, no role.   And no pay, of course.   They may even be told they are not allowed to speak to the actors).
One of the things the AMPTP put forward in their last offer to the WGA is that some writers might be brought onto sets as unpaid interns, to “shadow” and “observe.”   Even that will not be an absolute right.   Maybe they will be let in, maybe not.   These are the people who wrote the stories being filmed, who created the characters, who wrote the words the actors are saying.   I was WAY more than that in 1985, and so was every other staff writer in television at the time.
Mini-rooms are abominations, and the refusal of the AMPTP to pay writers to stay with their shows through production — as part of the JOB, for which they need to be paid, not as a tourist —  is not only wrong, it is incredibly short sighted.   If the Story Editors of 2023 are not allowed to get any production experience, where do the studios think the Showrunners of 2033 are going to come from?
·georgerrmartin.com·
Writers On Set | Not a Blog
The Meaning of the Super Bowl - The American Interest
The Meaning of the Super Bowl - The American Interest
Games—sports—are a form of mass entertainment. They differ from the other principal form of mass entertainment, scripted drama, in three ways that help to account for their appeal. They are spontaneous. Unlike in films and theatrical productions, the outcome is not known in advance: No one bets on the outcome of a play or movie. They are authentic: Unlike film stars, athletes really are doing what audiences see them doing. And games are coherent. Unlike so much of life they have a beginning, middle, and end, with a plot line and a conclusion that can be easily understood.
·the-american-interest.com·
The Meaning of the Super Bowl - The American Interest
Studio Branding in the Streaming Wars
Studio Branding in the Streaming Wars
The race for the streamers to configure themselves as full-service production, distribution, and exhibition outlets has intensified the need for each to articulate a more specific brand identity.
What we are seeing with the streaming wars is not the emergence of a cluster of copy-cat services, with everyone trying to do everything, but the beginnings of a legible strategy to carve up the mediascape and compete for peoples’ waking hours.
Netflix’s penchant for character-centered stories with a three-act structure, as well as high production values (an average of $20–$50-plus million for award contenders), resonates with the “quality” features of the Classical era.
rom early on, Netflix cultivated a liberal public image, which has propelled its investment in social documentary and also driven some of its inclusivity initiatives and collaborations with global auteurs and showrunners of color, such as Alfonso Cuarón, Ava DuVernay, Spike Lee, and Justin Simien.
Quibi as short for “Quick Bites.” In turn, the promos wouldn’t so much emphasize “the what” of the programming as the interest and convenience of being able to watch it while waiting, commuting, or just taking a break. However, this unit of prospective viewing time lies uncomfortably between the ultra-brief TikTok video and the half-hour sitcom.
Peacock’s central obstacle moving forward will be convincing would-be subscribers that the things they loved about linear broadcast and cable TV are worth the investment.
One of the most intriguing and revealing of metaphors, however, isn’t so much related to war as celestial coexistence of streamer-planets within the “universe.” Certainly, the term resonates with key franchises, such as the “Marvel Cinematic Universe,” and the bevvy of intricate stories that such an expansive environment makes possible. This language stakes a claim for the totality of media — that there are no other kinds of moving images beyond what exists on, or what can be imagined for, these select platforms.
·lareviewofbooks.org·
Studio Branding in the Streaming Wars
Why That Shocking Succession Moment Happened Off Screen
Why That Shocking Succession Moment Happened Off Screen
And there’s some toothy poignancy to the fact that the Roy children spend what will turn out to be their final moments with their father taunting him for his inability to apologize, and that his last words to them as a group are “I love you, but you are not serious people.”
No amount of money or power or connections can undo what has already happened, nor give Logan Roy’s children one more chance to set things right with their late father. Their grief and shock at the sudden loss seems compounded by the sudden-onset realization that their relationship with their father will now always be what it is in that moment. There will be no more fixing, no further rounds of negotiation. The deal is done.
·slate.com·
Why That Shocking Succession Moment Happened Off Screen
‘Succession’s Brian Cox On Tonight’s Fatal Episode, Keeping Secrets, The Sh*tstorm To Come & Why Jesse Armstrong Needed To Move On
‘Succession’s Brian Cox On Tonight’s Fatal Episode, Keeping Secrets, The Sh*tstorm To Come & Why Jesse Armstrong Needed To Move On
You know, somebody said, would you ever want to play Donald Trump, I may have told you this before, and I said, well, no. Because I think it’s such a bad script, the Donald Trump script. But then I look at Donald Trump, and I think, God, he’s so lost. He’s just a lost individual, and he’s so full of shit, and the reason he’s full of shit is that he’s an abused child. He’s really an abused child, Donald Trump. A tragic figure. Even though a lot of these very right-wing individuals are repellant, ironically, from the actor’s point of view, when the actor gets into the skin of these guys, you begin to understand where they’re coming from.
·deadline.com·
‘Succession’s Brian Cox On Tonight’s Fatal Episode, Keeping Secrets, The Sh*tstorm To Come & Why Jesse Armstrong Needed To Move On
Inside Amazon Studios: Big Swings Hampered by Confusion and Frustration
Inside Amazon Studios: Big Swings Hampered by Confusion and Frustration
numerous sources say they cannot discern what kind of material Salke and head of television Vernon Sanders want to make. A showrunner with ample experience at the studio says, “There’s no vision for what an Amazon Prime show is. You can’t say, ‘They stand for this kind of storytelling.’ It’s completely random what they make and how they make it.” Another showrunner with multiple series at Amazon finds it baffling that the streamer hasn’t had more success: Amazon has “more money than God,” this person says. “If they wanted to produce unbelievable television, they certainly have the resources to do it.”
·hollywoodreporter.com·
Inside Amazon Studios: Big Swings Hampered by Confusion and Frustration
And Now Let’s Review …
And Now Let’s Review …
I’m not a fan of modern fandom. This isn’t only because I’ve been swarmed on Twitter by angry devotees of Marvel and DC and (more recently) “Top Gun: Maverick” and “Everything Everywhere All at Once.” It’s more that the behavior of these social media hordes represents an anti-democratic, anti-intellectual mind-set that is harmful to the cause of art and antithetical to the spirit of movies. Fan culture is rooted in conformity, obedience, group identity and mob behavior, and its rise mirrors and models the spread of intolerant, authoritarian, aggressive tendencies in our politics and our communal life.
I will always love being at the movies: the tense anticipation in a darkening theater, the rapt attention and gasping surprise as a the story unfolds, and the tingly silence that follows the final shot, right before the cheers — and the arguments — start.
·nytimes.com·
And Now Let’s Review …
Transcript: Ezra Klein Interviews C. Thi Nguyen
Transcript: Ezra Klein Interviews C. Thi Nguyen
point systems often don’t measure what we want to measure. They artificially simplify or distort our values. Our goals are messy. They’re strange and complex and multifaceted, but then they are collapsed down to scoring systems. And the thing that can happen here is we lose sight of what we wanted and we begin to want what the point system wants
We are being changed by point systems and structures that we’re not taught to see, that often have incentives and logics that are hidden from us
when you quantify in an institution— and I want to stress here, this is not about quantification in any circumstance, right— this is about quantification in bureaucracies and institutions— what you do is you kind of take really context-sensitive nuanced information that requires a lot of background to understand and then you carve out all of the subtle nuance and all the weird little information that needs a lot of shared context to understand.
So in order to make that information travel well, I need to create this neat little informational packet where I strip off all of the weird context-sensitive stuff and just create something simple. In this case, I rank each student inside a pre-established spectrum— F to A. And that information, right, is totally comprehensible to anyone. It aggregates easily. Everyone collects it in the same way. It’s been standardized. It mounts up.So if you have large-scale bureaucracies that need to be organized and function coherently, then you need these kind of simple, nuance-free packets of information. And I think that’s one of the reasons we’ve seen this constant rise of simplified metrical analysis.
He says, large-scale states can only see the kinds of information they can process. And the kinds of information they can process are things like this— standardized, quantified information.So he thinks that only the parts of the world that are legible to the state, that are put in the terms a state can understand, that’s the only kind of thing the state can process, act on, and see. And so the state wants to transform the world into the kinds of things it can work on. The state can’t see my individual feedback about my students, about you know, what they need for their emotional arc. It can see the letter grade average of the university.
This is scary. The drive toward quantitativeness gives states an incentive to flatten life and remove hard-to-quantify context and nuance from domains. This also makes me think about [[Kill Math]], which proposes that the conceptual limits of math come from its long history, whose tools “extend and limit our ability to conceive the world.”
If our taste and our values and our interests are varying and wide, and plural and rich, the state can’t see that. The state can’t get a handle on my bizarre taste in the tabletop role-playing games.
one thing I like about analytics is that outside of the context of simply argue about the flaws of analytics, not having them allows you to bullshit yourself a lot. Allows you to bullshit yourself about whether or not people are reading you, what you’re really doing here, are you serving an audience. But then having them allows you to stop seeing anything they can’t measure.
Fitbit can capture steps but it can’t capture your joy and ecstasy and physical emotion. If I exercise and I don’t use any objective measures, then I could just be fooling myself. But if I become obsessed with objective measures, then I’m not going to exercise for any of the things that fall outside those objective measures, like the aesthetic joy of movement.
you can track anything. But at some point, the tracking becomes the point.
People who write about games as an art form, as something special, really get super excited by two kinds of games. One are games like Romero’s game “Train,” because it’s so obviously meaningful and ethically potent. And they get really excited about games that tell stories in ways that are familiar to us from movies and novels.
I’m actually a little worried that this kind of focus loses for us something that’s really special about games. It pushes us towards the kind of games that are familiar to us. Those of us that care about art and have read about the theory of fiction or the— that kind of thing we can recognize. Things like the beauty of a really good puzzle game, or the beauty of rock climbing, or the beauty of chess— those are more alien and that’s the thing that I want to understand.
every art form is a crystallization of some common sense experience. That the visual arts are the crystallization of seeing. That music is a crystallization of hearing. And you argue that games are the crystallization of doing.
when you’re playing a game, you’re trying to get some end state. Like if you’re running a marathon, you’re trying to get to a particular point in space. But we don’t actually care about being at that point in space in and of itself, or we would take the easy way. We would take a lift, take an Uber, take a shortcut.
what makes games special is not just that they create a world or an environment, but that the game designer tells you what abilities you have and what obstacles you’ll face, but most importantly, what goals you’ll have. So the punchline in the book is that games are the art form that works in the medium of agency itself.
What the game designer is doing is creating an alternate self for you, an alternate agent, describing the skeleton of that agent, saying here are the abilities you have, here’s what you’re going to care about.
In the same way that I think we understand some of the art forms as making our senses more acute and our perception of the world more sensitive, games can do that for the way we see the goals and means we adopt in the course of a day.
The thing that was in philosophy that was so delightful and pleasurable quickly and now I have to struggle for four years to get another interesting epiphany. “Baba Is You” is just like epiphany after epiphany after epiphany. You play it for 20 minutes. You solve a level. You had another epiphany. It takes that pleasure and it extracts it and concentrates it.
In the world, our goals and our abilities and the world— a lot of the times they don’t align. You do what you want. And to get what you want, you have to do something incredibly boring and repetitive. Or you face problems that are way beyond you.But in games, because the game designer manipulates what you want to do and the abilities and the obstacles, the game designer can create harmonious action. They can create these possibilities where you’re— what you need to do— the obstacles you face and your abilities just match perfectly. So this is the weird sense in which I feel like games are like an existential balm for the horror of life. A lot of life is you don’t fit. You have to do things. And it sucks and it’s horrible and it’s boring.And in games, for once in your life, you know exactly what you’re doing and you know exactly that you can do it. And then you have just the right amount of ability to do it. It’s a feeling of concentrated, crystallized action. For me, solving puzzles, or balancing over in a rock climb, or seeing a trap ahead in chess, this is ecstasy. And it’s an ecstasy I get once in a while in my non-game life. But game designers have sculpted these little action universes so that we can step into them and just have this ecstasy over and over again.
they are taking what reality is, which is we are constantly opting into these different systems with incentives, and structures, and our skills, and they have to match the means to get to a goal, and distilling that down to a small core.
I think the most important thing about games is the way they manipulate our agency. The way we enter into this alternate self. And that’s I think where you can see the greatest power of games and their greatest danger. The greatest power of games is that you can explore this landscape of different agencies. The greatest danger of games is that you can get sucked into this experience of just craving and wanting to be in a clear, crisp and gentle universe where you know exactly what to do and exactly how well it’s measured.
So when you play chess, you get really sucked into this kind of agency where you are thinking ahead and calculating linearly. When you play diplomacy, you get sucked into this agency where you’re constantly thinking about how you can lie to people and misrepresent yourself. And when you play rock climbing, you get sucked into an agency where all your powers are about balance and fine precision and motion.
the body of games is a kind of library of agencies. The real promise of games, if you take them seriously, is that by playing a ton of them, you can traverse all the different possibilities of agency
The
The biggest danger that I’m worried about for games is if you spend your life playing games, you’ll expect that value systems will be crisp, clear, well-defined, and quantified. And then you leave games, you’ll start looking around for— I don’t know— things to do, or institutions to be a part of, or jobs to do where the outcomes are clear, crystallized, quantified, and shared between people. I’m worried about getting stuck in the world of maximizing your clicks or Wall Street finance just because you have an expectation that what it is to act in the world is to act for clear externally well-defined points.
What might be true is if you spend all your time in point-scoring environments, you will become used to life being about scoring points. And you will begin to adopt that approach and begin to adopt those values without even realizing it. You’ll become habituated. The game will change you. That is a second principle I want to put out here— that games change us.
“Twitter shapes our goals for discourse by making conversation something like a game. Twitter scores our conversation. And it does so not in terms of our own particular and rich purposes for communication, but in terms of its own preloaded, painfully-thin metrics— likes, retweets, and follower counts. And if we take up Twitter’s invitation and internalize those evaluations, we’ll be thinning out and simplifying our own goals for communication.”
This is what I see happening with SEO-spammy feeling twitter threats that seem overly concerned with maximizing engagement and promotion. Or tweet threads that are giving advice on how to make tweet threads.
you can care about all kinds of things going on on Twitter. You can care about having fun. You can care about connecting with a few people. You can care about getting knowledge. You can care about getting understanding. You can care about connecting.But those things aren’t measured by Twitter. What Twitter measures is who clicked like, who clicked retweet, who clicked follow. And what you might think is, oh, because people click like, then that’s just a good proxy for all these other values. They’re only going click like if you actually successfully communicated something. But clicking like is a really narrow information capture.
So I think if you look at what a lot of people in politics and media think they’re doing on Twitter, they are writing things that on their face are meant to be persuasive. A gloss on a news article. A tweet about democracy, or single payer health care, or how Joe Biden is bad, or whatever it might be. But that tweet is then attached to a scoring system that has nothing to do with whether or not you are persuasive to the people you need to convince. It’s whether or not that tweet is applauded by the people who already like you.
These little worlds where every mechanism is something you can internalize, and you can make a plan that encompasses every single mechanism the game has and it all fits.
When you read people who are excited about a conspiracy theory— like the flat earth conspiracy theory— one of the things they say over and over again is they felt so disempowered before the conspiracy theory. And once they became a flat-earther, or something like this, they felt empowered. And the reason, I think, is the conspiracy theories fit inside your head. They’re the right size for you just like games are the right size for you to take some kind of action.
If you believe in a conspiracy theory, now you have total intellectual agency. You don’t have to trust other people. You don’t have to do this awkward weird thing of trusting somebody and trusting who they trust and then trusting all the million things— people they trust. You can think everything through yourself and then come to a conclusion using this engine that’s so powerful that lets you explain anything.
Games are exciting when they test us and they put us right at the limit of our abilities. And then we push through and then we can make it. The games are beautiful when our whole practical self fits the challenge.
So if you expect someone to make a game out of intellectual life, you shouldn’t expect them to make something so complicated that you have to do this horrible trusting thing. And you shouldn’t expect them to make it easy. You should expect them to make it so challenging that it really fully engages people. But it’s just the right size, so if they fight hard, they can actually find explanation for everything.
This is a good framework for any kind of art or theme making, including in films. It’s a similar satisfaction when I watch a film and find that I can pattern or system match in a way that makes the whole movie make perfect sense.
one of the difficult things about being alive during, as you put it, the great endarkenment, is we are all choosing which explanations to believe, built to some degree on structures of social trust, not a first person verification. We can’t verify a lot of what we believe we know about the world.
how do you develop a sensitivity— not a cynicism and maybe not even always a skepticism, but just first a sensitivity to being able to see all the different game-like scored, simplifying systems that you’ve adopted and all of the values they are pushing you towards? How do you develop game mindfulness?
I’m trying to develop the same kind of instinct in belief systems. Someone hands you a belief system and you’re like, oh, this feels so good. That’s— and then you have to pause and be like, wait, is this designed just to make me feel good? So the short answer is I’m now suspicious of pleasure, which I hate.
thinking about games shows me two possibilities that are like two flip sides of the same coin. And the richness of games is when temporary hyper-focus on a goal opens up all this rich, sculpted, interesting activity, all these amazing movements, or decisions, or calculations that are just lovely. That’s the promise of games.AdvertisementContinue reading the main storyAnd the danger of games and the game-like attitude is when we hyper-focus on that goal and we forget about all the other stuff that could happen along the way. And we just narrowly see the goal. And like, games for me are good when you engage in a duality of experience of them. You spend some time buried and trying to win, but you realize that winning isn’t the point. And then you step back and you see, oh my god, the process of doing it was so rich and so lovely.And games are toxic for me when we just get hyper-narrowed on the point system and we never think about the larger outcome of the point system. We never think about what our life is like or what the activity is like under that point system. We never think about what follows from it. The big worry with the impact of highly gamified external systems is it encourages us not to step into a game and step back from it and think about the richness of the activity and whether it was worth it. What I’m worried about is those cases when the point system blocks out everything else from your universe and you don’t see any of the other stuff.
·nytimes.com·
Transcript: Ezra Klein Interviews C. Thi Nguyen
We’re Already Living in the Metaverse - The Atlantic
We’re Already Living in the Metaverse - The Atlantic
the metaverse has leaped from science fiction and into our lives. Microsoft, Alibaba, and ByteDance, the parent company of TikTok, have all made significant investments in virtual and augmented reality. Their approaches vary, but their goal is the same: to transform entertainment from something we choose, channel by channel or stream by stream or feed by feed, into something we inhabit.
Dwell in this environment long enough, and it becomes difficult to process the facts of the world through anything except entertainment. We’ve become so accustomed to its heightened atmosphere that the plain old real version of things starts to seem dull by comparison. A weather app recently sent me a push notification offering to tell me about “interesting storms.” I didn’t know I needed my storms to be interesting. Or consider an email I received from TurboTax. It informed me, cheerily, that “we’ve pulled together this year’s best tax moments and created your own personalized tax story.” Here was the entertainment imperative at its most absurd: Even my Form 1040 comes with a highlight reel.
Such examples may seem trivial, harmless—brands being brands. But each invitation to be entertained reinforces an impulse: to seek diversion whenever possible, to avoid tedium at all costs, to privilege the dramatized version of events over the actual one. To live in the metaverse is to expect that life should play out as it does on our screens. And the stakes are anything but trivial. In the metaverse, it is not shocking but entirely fitting that a game-show host and Twitter personality would become president of the United States.
the language of television has come to saturate the way Americans talk about the world around us. People who are deluded, we say, have “lost the plot”; people who have become pariahs have been “canceled.” In earlier ages, people attributed their circumstances to the will of gods and the whims of fate; we attribute ours to the artistic choices of “the writers” and lament that we may be living through America’s final season.
Comparing the tides of digital entertainment culture to the will of gods is a compelling #theme or parallel
The rise of these hyperreal TV shows coincides with the decline of the institutions that report on the world as it is. The semi-fictions stake their claims while journalism flails.
what Susman called “personality”: charm, likability, the talent to entertain. “The social role demanded of all in the new Culture of Personality was that of a performer,” Susman wrote. “Every American was to become a performing self.”That demand remains. Now, though, the value is not merely interpersonal charm, but the ability to broadcast it to mass audiences. Social media has truly made each of us a performing self. “All the world’s a stage” was once a metaphor; today, it’s a dull description of life in the metaverse
This goes well with [[On the Internet, We’re Always Famous The New Yorker]]
A person, simply trying to get from one place to another, is transformed into a reluctant star of a movie she didn’t know she was in. The dynamics are simple, and stark. The people on our screens look like characters, so we begin to treat them like characters. And characters are, ultimately, expendable; their purpose is to serve the story. When their service is no longer required, they can be written off the show.
The efforts to hold the instigators of the insurrection to account have likewise unfolded as entertainment. “Opinion: January 6 Hearings Could Be a Real-Life Summer Blockbuster,” read a CNN headline in May—the unstated corollary being that if the hearings failed at the box office, they would fail at their purpose. (“Lol no one is watching this,” the account of the Republican members of the House Judiciary Committee tweeted as the hearings were airing, attempting to suggest such a failure.)
In his 1985 book, Amusing Ourselves to Death, the critic Neil Postman described a nation that was losing itself to entertainment. What Newton Minow had called “a vast wasteland” in 1961 had, by the Reagan era, led to what Postman diagnosed as a “vast descent into triviality.” Postman saw a public that confused authority with celebrity, assessing politicians, religious leaders, and educators according not to their wisdom, but to their ability to entertain. He feared that the confusion would continue. He worried that the distinction that informed all others—fact or fiction—would be obliterated in the haze.
Studying societies held in the sway of totalitarian dictators—the very real dystopias of the mid-20th century—Arendt concluded that the ideal subjects of such rule are not the committed believers in the cause. They are instead the people who come to believe in everything and nothing at all: people for whom the distinction between fact and fiction no longer exists.
A republic requires citizens; entertainment requires only an audience.
In a functioning society, “I’m a real person” goes without saying. In ours, it is a desperate plea.
Be transported by our entertainment but not bound by it.
·archive.is·
We’re Already Living in the Metaverse - The Atlantic
The Empty Sentiment of The Last of Us
The Empty Sentiment of The Last of Us
One of the most engaging aspects in the storytelling of The Last of Us is that, because Joel dictates how you move forward in the game, you’re implicated in his increasingly gray decision-making. On TV, the viewer is primed to be sympathetic toward a main character, so there’s not the same level of friction as experienced by the gamer. Story lines that feel alive as an active participant in the game instead feel hackneyed on television. Watching The Last of Us, I wanted to pick it up and shake it free from its preconceptions about what it has to do in order to be faithful to its source material and what it wants to do in order to be taken seriously as television. As a series, it says nothing new in either case.
·vulture.com·
The Empty Sentiment of The Last of Us
How Panic got into video games with Campo Santo
How Panic got into video games with Campo Santo
So when ex-Telltale Games designer and writer Sean Vanaman announced last month that the first game from Campo Santo, his new video game development studio, was "being both backed by and made in collaboration with the stupendous, stupidly-successful Mac utility software-cum-design studio slash app/t-shirt/engineering company Panic Inc. from Portland, Oregon," it wasn't expected, but it wasn't exactly surprising, either. It was, instead, the logical conclusion of years-long friendships and suddenly aligning desires.
"There's a weird confluence of things that have crisscrossed," he said. "One is that we're lucky in that Panic is the kind of company that has never been defined by a limited mission statement, or 'We're the network tool guys' or anything like that. I mean, we made a really popular mp3 player. Then we kind of fell into network tools and utilities, but we've always done goofy stuff like our icon changer and these shirts and all that other stuff. "I kind of love that we can build stuff, and the best reaction that we can get when we do a curveball like this is, 'That's totally weird, but also that totally makes sense for Panic.'"
"To me," Sasser said, "when you have actually good people who are more interested in making awesome things than obsessing over the business side of things or trying to squeeze every ounce of everything from everybody, then that stuff just goes easy. It's just fun. The feeling that you're left with is just excitement.
·polygon.com·
How Panic got into video games with Campo Santo