Category Archives: Gregory D. Little

Gregory D. Little

Thanks For Being Adaptable

Another November is in the books, a weirdly warm one where I live, with leaves still on many trees. It’s been a great month of posts here at Fictorians. When I selected the theme, I didn’t come close to guessing the variety of topics on display. But that’s always the case when you work with such a great group of writers! My thanks to everyone who contributed posts. In particular, I want to thank our guest posters for the month: Ken Hoover, R.R. Virdi, Gama Ray Martinez, Ramón Terrell and Aubrie Nixon. I hope to see each of you back providing more great content for us in a future month!

I’d also like to single out outgoing Fictorians President Kristin Luna for praise and thanks as she finishes out her term of office and returns to the ranks of the membership. She’s done a fantastic job steering a course for us this year, keeping us on-track and growing as a blog. Anytime I needed someone to bounce an idea off of or a piece of advice, she was there to lend an ear.

Lastly and most importantly, I want to thank all the readers who dropped by for a visit each day, particularly with so many other matters clamoring for your attention this month, such as NaNoWriMo and, well, other things.

Now I’ll turn matters over to Kevin Ikenberry, who will be taking the reins in December for his Year in Review. Happy December, all!

The White Whale of Adaptations – A Blockbuster Video Game Movie

Roger Ebert (may he rest in peace) famously contended that video games are not art.  He acknowledged that video games could contain art within themselves, but that they, as a whole, did not constitute art. The reason? The end -user of a video game, namely the player, had too much control over what did and didn’t happen. True art, Mr. Ebert contended, was something that could only be experienced by the end-user, never directed or controlled.

Now, I know plenty of gamers who would love to challenge Mr. Ebert’s assertion, myself included. But in at least one respect video games have lagged behind “story-based” art such as books, television, and films themselves. Despite three decades of in-home gaming, there has yet to be a video game adapted into a movie that is both critically and commercially successful.

Now, as any gamer and movie-goer can tell you, this is not for lack of trying. From 2001’s Tomb Raider to 2016’s Warcraft, Hollywood is littered with video game movies that were critical failures, commercial failures, or more often, both. This despite video gaming as an industry projected to make $82 billion (with a “b”) in revenue in 2017. Put simply, the intersection between moviegoers and video gamers must be huge. There is a ton of money to be made if this pairing can be made successfully.

So why haven’t we had that breakthrough film adapting a video game yet?

In actuality, I believe there are several difficulties in adapting video game into passive viewer experiences. From most to least obvious, I’ll discuss them below.

  1. Many people like playing video games. Significantly fewer like watching someone else play them. Repetitive action by the player with slight variations makes up a majority of most video games’ run-time. For the gamer, this is usually fun if the game is well-designed, because they are in control. For a passive observer, not so much. So the first step of any attempt to adapt a game into a successful and artful film is to figure out which parts of the game have to get stripped out. You’ve got to compress the game to a two-hour run-time without boring people to tears OR losing the feel of what you are trying to adapt. The Last of Us is a beautiful and wrenching story of love and loss in the twilight of humankind, but a film version would still need to find the balance between just-enough and too-much stabbing of fungal-zombies.
  2. Story continues to be secondary in many games. Now this only makes sense. The goal of a game is to provide the player with an enjoyable interactive experience. Telling them a story is generally secondary. While some people (me again) will almost always prefer a game with a well-written story (and there are plenty of those now), many are just looking for an escapist good time with endless replay value and the chance to pretend-kill their friends online. With some notable exceptions, most video games did not expend much effort on a meaningful story until relatively recently (and even now, many still don’t bother). This doesn’t mean that games can’t be adapted into quality films, but it does narrow the field of possible candidates quite a bit. But surely a movie based on the board game Battleship can be green-lit, Hollywood can do better in the video game adaptation department.
  3. Video games are waiting for their champion. This one came to me after Sam Raimi successfully adapted Spider Man into a successful and critically acclaimed movie. At around the same time, Peter Jackson knocked it out of the park with the Lord of the Rings trilogy, which Frank Morin will be discussing later in the month as Evan Braun tackles his more complicated The Hobbit trilogy of films. What did these two filmmakers have in common? They were both huge fans of the subject matter they were adapting. And that’s what the coming breakthrough video game movie is going to need, a talented director who grew up loving video games and has a special one close to their heart that they are going to make into a film if it kills them. The problem with video games (as opposed to classic fantasy or comic books) is that the medium hasn’t been around long enough for those directors to really come of age. But do the math with me. It’s been just over thirty years (ugh) since the Nintendo Entertainment System took the home-gaming world by storm. An entire generation of directors who grew up playing video games is just entering the height of their careers. All it’s going to take is the right pairing of director and project.

And that’s where we’re going to wrap things up. Make no mistake, the time of the video game blockbuster film that wows critics is coming, and it’s coming soon. And there are so many games to choose from. The Last of Us has a more emotionally moving story than most movies I’ve seen. With the revivals of both Star Wars and Star Trek, the Mass Effect universe is just begging for a cinematic franchise. Ditto for Dragon Age. Bioshock: Infinite is the very definition of a game whose mind-bending story of parallel universes is better than its gameplay.

So take heart, fellow gamers who watch with envy as every single comic book character is adapted for film. It won’t be long now.

 

About the Author: Gregory D. LittleHeadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (sometimes during) classes. His first novel, Unwilling Souls, is available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, and the upcoming Dragon Writers Anthology. He lives in Virginia with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.

 

Adaptations Month at Fictorians

Turn on the TV (or Netflix or Amazon Prime or Hulu Plus or whatever) or head over to the local movie theater and there’s one thing you are certain see: adaptations. People complain about it all the time. “Why don’t they release more original material?” But the answer is obvious. Not only is it less work to adapt something than to generate it from scratch, a preexisting story has a built-in audience, guaranteeing that at least some people will plunk down their dollars for (or point their eyeballs at) the movie/show/video game/novelization. No property is too small, provided the audience is believed to exist. If you need proof of that, J.K. Rowling’s Fantastic Beasts and Where to Find Them is going to be a five film franchise! So studios keep looking for new properties to adapt. And the oft-dreaded reboots? They are just adaptations of existing shows or movies, some of which were adaptations themselves to start. Don’t even get me started about the Matryoshka doll of nested adaptations that is The Lego Batman Movie (not to be confused with Lego Batman: The Movie) As for original properties? They often underwhelm, discouraging creators from going down that path in the future.

Like it or not, adaptations are here to stay. But it’s not the end of the world. “There’s nothing original under the sun,” as the saying goes. As we delve into adaptations this month, we’ll see both examples of adaptations done well and discussions on how best to translate a story from one medium to another. It promises to be a very interesting month. So stop on by when you are taking a break from NaNoWriMo, and happy reading!

 

About the Author: Gregory D. LittleHeadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (sometimes during) classes. His first novel, Unwilling Souls, is available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, and the upcoming Dragon Writers Anthology. He lives in Virginia with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.

 

So You’ve Written Yourself Into a Corner…

Every writer has been there. Your plot is humming along. Your protagonist is sidestepping or hurtling every obstacle you throw at them, and they are well on their way to the climactic, final showdown. Suddenly, BAM! You find them squarely in a situation that you can’t see your way out of. You’ve written yourself into a corner.

It’s honestly one of the worst feelings in writing. That awful, “Oh no, how much am I going to have to change to make this work?” feeling of time and effort wasted. It sucks. But take a moment and collect yourself. We’re here to help.

FIrst, take comfort in the fact that every writer has (or will have) experienced this feeling. Those who prefer the “pantsing” style will generally feel the pain far more and probably have developed thick calluses to it, but even the most ardent outliner will have a logical hiccup in their plan every now and then and find themselves having to fight their way back out of it.

There are varying ways to tackle the problem. Which one to apply depends entirely on two factors: how systemic the damage is and the level of the writer’s improvisational skills.

But before I go into specifics, there is one rule you must obey above all when trying to correct the problem of having written yourself into a corner: Use this as an opportunity to make the story better. 

I don’t mean better in the sense of “I had written myself into a corner and now I’ve fixed it.” Go beyond just fixing the problem. Use the fix to illuminate your characters more, or to reveal richer details of your worldbuilding, or to make your plot flow more elegantly. Seeing this as an opportunity serves more purpose than simply resulting in a better story than you had before. It also helps you avoid the psychic toll of feeling as though you’ve wasted a bunch of your time writing into a dead-end. Pull this off, and you’ll be happy you screwed up, because the end result will be that much better.

The first thing you have to do is analyze the problem and the context surrounding it. Are you happy with the book up until this point? Or has the story become more like a beater car, struggling more and more to make headway as it gradually falls apart,  with this dead-end being the final straw?

If things had been just fine up until the dead-end, then you probably don’t have to do all that much to fix it and probably aren’t even reading this for advice. Backtrack as far as needed and make a few changes to foreshadow a solution, or change the scenario entirely into something that works.

But sometimes a dead-end is merely a symptom of a larger problem. You can almost think of it as your subconscious’s way of forcing you to really look and see the larger issues of the story. I’ve run into this before where two hundred pages into a book, I realized that my protagonist’s actions didn’t line up at all with his personality. As Dave Heyman discussed a couple of days ago, I had to tear the story down to the studs and basically start over with a premise and some characters.

Hopefully your problem won’t require such drastic measures. Is your dead-end more character-focused but not something you can easily rewrite? Luckily for you, people are very complex creatures, full of flaws and contradictions. Think about a real person you know well. I’m guessing that most of their personality will angle in a certain direction, but that you’ll have noticed that they have a few weird tics as well that don’t seem to jibe with the rest. This sort of thing is a great way to add richness and complexity to your characters. As long as you foreshadow a character behavior a couple of times in advance, you shouldn’t have any trouble tweaking the character enough to allow for the behavior while not breaking them.

If your dead-end is more centered around logistics or plot mechanics, now’s your chance to showcase the world your character inhabits. Especially if its a science fiction or fantasy story, there are any number of ways to add a cool worldbuilding wrinkle that will enable your character to progress. Just make sure that you backtrack and insert that wrinkle (or hints of it) liberally throughout the early portion of your story, to avoid a deus ex machina situation.

If you’re REALLY lucky, you can find yourself with what I like to call the Sublime Solution. This is where those of us who practice the pantsing style of writing really come into our own. Consider: are there any other loose threads of your story dangling out there, things you put in because they just seemed really cool and now you don’t know what to do with them, so you’re considering marking them as darlings to be killed? Well, not so fast. Because maybe, just maybe, you can find a way to tie one or more of those loose threads into a rope to hoist your character free of their dead end. If you can pull this off, it’s one of the best feelings in writing. I had a situation like that arise while working on Ungrateful God, picking up a thread that had been dangling since early in Unwilling Souls and, well… saying any more would be telling. 🙂

In summary, finding yourself written into a corner is both quite common and no reason to panic. Indeed, if you look at it as an opportunity to strengthen your story the annoyance factor … diminishes. Saying it goes away would be a lie, because it’s annoying every single time. But with experience it gets easier to see it for the backhanded gift that it is.

Because it’s always better for you to find and fix the problem before a reader does.

 

About the Author: Gregory D. LittleHeadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (sometimes during) classes. His first novel, Unwilling Souls, is available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, and the upcoming Dragon Writers Anthology. He lives in Virginia with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.