Friday, February 6, 2015


Black Films 2014 : A Year in Review
Eric T. Elder

 

At a recent Black Writers Conference, actor Jeffery Wright stated that there was no black cinema, because there is no black financing to equal the talent of creators. “What we have to improve on is claiming our own identity our own story and capitalizing”, he said.

I personally would love to see not just more black films but with more diverse subject matter.  It seems like mostly what we see or what gets attention are “slave movies” and “struggle” movies.

It also doesn’t seem like the amount of black film produced each year, is proportionate to the population.  So I decided to check it out. 

The population of the US is %14.2 black which makes up about 45M potential black movie goers.

123 major studio films were released last year and out of them 11 were black.  That puts the number of black films at exactly %8, a bit less than the population. 

There are so many issues besides financing that arise when having a conversation about “Black Cinema”.  What is it? How do you define or distinguish a “black” film?

I’ve decided to take a look at each film this past year that I would consider “Black” based on the following criteria:

·        The lead actor(s) are black and featured prominently in the marketing
·        The writer, director and/or executive producer(s) are black
·        The film deals with “black” issues and/or culture in its theme
·        Amount of screen time with all or mostly black actors
·        Amount of black financing 

The films are listed in order of 2014 release.

 

Ride Along, Blackness Level = 9

A solid comedy starring Kevin Hart and Ice Cube who were featured prominently in the marketing.

It was written and directed by a black filmmaker, Tim Story, and there were at least a few black producers including Ice Cube.

With only a $25M production budget this film had an astounding $41M opening weekend , breaking box office records for January and then went on to gross $134M domestically.

One interesting thing to note is that based on the script this film could have played with the two principals being any race.  There is nothing specific to the story that requires the main actors to be black.  Not dealing with black issues in particular gives the film from a story perspective a crossover opportunity.  The story has a universal theme in which a man wants to prove himself to his overprotective mate’s brother.

The opening weekend demographics show that only half the audience was black, %30 Hispanic and %12 white.  The audience was %57 female and mostly over the age of 25.

 


Tyler Perry Single Mom’s Club, Blackness Level = 8

This comedy/drama stars Nia Long and was written, directed and produced by Tyler Perry who also has a role in the film.

This film was the lowest box office open for a Tyler Perry movie to date with $8M and only earned $15M domestically.

The film scores highly on the blackness scale as Perry has a unique position in Hollywood to be one of the few individuals with the power and resources to write, produce, direct and star in his own films.

  

Brick Mansions, Blackness Level = 3

This action film starred Paul Walker (in one of his final roles), David Belle and the villain was played by the RZA. The two main henchmen to the RZA’s character K2 and Rayzor are also black and played by Gouchy Boy and Ayisha Issa respectively.  There are many other back actors with non-speaking roles playing various thugs and soldiers. There does not seem to be any blacks credited with writing, directing or producing this film.

 The film deals with a few urban themes and has a pretty interesting concept.  Set in the year 2018 crime in the city of Detroit has gotten so bad that the worst section has been walled up, placed under guard, and striped of municipal services.

  

Hercules, Blackness Level = 1

 This fantasy film based on the Greek demi god stars Dwayne “the Rock” Johnson. This film barely makes the list but I think should as Johnson is half black.  I doubt that most of the public identifies him that way but the reality of his heritage remains.  It is extremely rare for a black actor to star in a big budget fantasy film like this one.

There does not seem to be any other black actors, writers, directors or producers associated with this film.


 

Get On Up, Blackness Level = 7

This bio pic about James Brown starred Chadwick Boseman who did a fantastic job here as well as his previous performance as Jackie Robinson in 42 the year before.  This film not only tells the story of one of the most influential black entertainers of our time but also one who spoke out on issues of race and inequality.

There does not seem to be any blacks credited with writing, directing or producing this film.

  

No Good Deed, Blackness Level = 7

This film stars Idris Elba and Taraji P. Henson in what seems to be a small new niche genre “the black thriller”.

Here is another case where the principal actors could have been any race and would not have impacted the story.  As a matter of fact you would usually expect the leads in a film like this to be white.

The budget was only $13M but in the opening weekend the film earned $24M and had a total gross of over $50M.  I think this further proves that casting strong black actors in stories that are not particularly black in theme can attract a more diverse audience and be hugely successful at the box office.

Neither the writer or director were black but both Taraji P. Henson and Idris Elba are credited as producers along with Rob Hardy another black producer.
 

 

The Equalizer, Blackness Level = 4

This film stars Denzel Washington and is significant in that the film is based on a TV property where the lead character was white.  Denzel is one of those few black actors though who I think has “crossed over” and can draw a considerable white audience as well as black and Hispanic. 

The Director Antione Fuqua who has had success partnering with Denzel Washington before with the film Training Day, is also black.  There are however no blacks credited for writing or producing other than Denzel who is credited as an executive producer.

Besides Denzel there are no other significant black characters.  The film also does not deal with any particular black issues and could easily have starred an actor of another race without altering the story which makes perfect sense looking at the source material.

 

Beyond The Lights, Blackness Level = 10

This romance drama stars virtual new comers Gugu Mbatha-Raw and Nate Parker.  The writer and director is black female filmmaker Gina Prince-Bythewood most well known for her film Love & Basketball.

The film did not do huge numbers at the box office but still grossed $14M on a $7M production budget.

Gina Prince-Bythewood issued a public plea over the internet for her film sharing that she had to fight for years to get it made and declaring her commitment to create films that “focus on people of color as real people”.

She goes on to say “I want us to look up on the screen and see ourselves reflected beautifully.”

The producers include Gina’s husband and partner Reggie Rock Blythewood, Stephanie Allain and Amar’e Stoudemire who are also black.

 

Top Five, Blackness Level = 9

This originally independent film by Chris Rock who wrote, starred, directed and financed the film on a reported shoe string budget became the object of a studio bidding war after screening at a film festival ultimately being picked up by Paramount for $12.5M.  This is a highly unusual pathway for a film but one that could be an interesting strategy to get more black films made.

It does deal with some black issues and culture. The title refers to characters in the film comparing their own top 5 list of greatest MCs in Hip Hop.  Although the main theme, a modern day Cinderella story, mixed with an artist trying to get his mojo back, are quite universal.  The film also deals with the issue of addiction as both main characters are recovering alcoholics.

 

Annie, Blackness Level = 6

Annie is an intellectual property which is close to 100 years old.  Originally a comic strip “Little Orphan Annie” which debuted in 1924 and was later a hit Broadway musical in 1977 and then a hit feature film in 1982. 

One remarkable distinguishing factor of this 2014 version is that it stars black actors Quvenzhané Wallis and Jamie Foxx in the lead roles of the characters of Annie and Oliver “Daddy” Warbucks (updated as Will Stacks) which have in every other iteration been white.

Rapper Jay-Z had a huge hit single and album in 1998 entitled “Hard Knock Life” which sampled the most famous song from the 1977 Annie musical.  This was at the time Jay Z’s most successful effort and marked his transition to becoming a cross over artist.  This may have contributed to his decision to partner with Will Smith and his Overbrook Entertainment to produce this new film adaption.

Despite the Sony hack which released the entire film over the internet weeks before it’s official release, opening against the 3rd Hobbit movie and some horrid reviews the film still managed to earn $84M at the box office on a $65M production budget.

  

Selma, Blackness Level = 10

Most of the major players in this historic drama about the genesis of Martin Luther King Jr.’s  march on Washington are black, including star David Oleyowo.  There are also bit parts for Oprah Winfrey who also has a producing credit and Common.  The film is helmed by black female director Ava DuVernay .

An incredibly inspiring film, you don’t get much blacker than this due to the content although the writer and most of the producers are white.

 

I think it’s a very interesting time in the world of black film and am excited to see what happens in 2015  and beyond.

Thursday, September 25, 2014


Master Magician Developer’s Blog 9/17/2014 
 
I’ve been working on a board game for a year and 9 months now called Master Magician.
I’m trying to find balance, stream line and simplify the game.

The most important element is the audience conversion. The player gaining Fans, converting Skeptics and creating a Loyal Fan base.   This is all represented by cubes in the center of the game board.

I’ve had about 12 play tests so far and have made adjustments each time based on player feedback.

Several of the playtests have gone well, with players having fun and wanting to play again. 

The game has not been as fun for me to play as I would like so far but I have seen and experienced flashes of a cool experience.

People unanimously enjoy the theme of being a struggling street performer and working your way up to performing big illusions in theaters.
 
I recently played Colosseum by Wolfgang Kramer and Marcus Lubke.  This was one of my early Euros and I remember liking it quite a bit when it first came out.  After a few plays though I felt the gameplay a bit narrow and restrictive.  I recently played a variant that opened up the bidding so a player could win more than one lot of show elements (instead of just one per round) and everyone could interact simultaneously during trading (as opposed to one at a time with the active player).  These tweaks made the game better I think but still not as enjoyable as some of my favorite more recent games.

I’ve been playing with the idea of matching the Phase structure of Colosseum though.  There are some strong similarities to Colosseum and  Master Magician and of course some elements that are quite different.

I’ve always wanted a more interesting and dynamic mechanic for taking actions in Master Magician.  Perhaps to take an action you must play a card or receive a bonus action.

Another great game that is similar in that you are building elements to play another is Princes of Florence.  I am amazed at how balanced this game is and the great interaction that happens during the bidding phase and the contest of who gets the best work each round.

 

Thursday, May 8, 2014

Dreaming of Dream Palace




Several years ago I had the dream of creating my own casino resort and spa.  Not just any casino though but the casino of the future. It really inspired me and I began to share my dream with others who were usually also inspired.  Then I began to look at the reality of what it would actually take to make my dream a reality. I even changed careers and took a position as a Creative Director at a gaming company so I could learn the casino business through game development.  After not seeing any other real clear action I could take to move my dream forward besides talking about it I after a while stopped doing that.  The inspiration never left me though.


Then a few weeks ago I met with my business mentor and coach and he suggested that I take my big dream and create a small bite size version of it that I could act on right now and a sequence of successive steps that would lead me to the larger goal.


This also reminded me that I had a diagram in my head of all the elements I can see converging that I think are leading up to the inevitability of the Dream Palace and businesses like it.  The rise and gaining popularity of cosplay and live and location games. Augmented reality and other emerging technologies like Oculus Rift.  The frenzy that happens each year at events like Blizz Con, Comic Con and the League of Legends Championships.  The advancement of live interactive attractions like the Wizarding World of Harry Potter at Universal theme parks.  I see all these fantastic elements merging into a next generation entertainment facility, experience and service.




Putting these simple images together sparked a few ideas. One is to start designing a game.  The type of game I’m thinking of is a combination of Location, Augmented , Alternate Reality Games (I’ll call it a LAARG).  I’m choosing a pirate theme and the gameplay will be focused on treasure hunting and ship combat.  My target launch and prototyping location will be my local gaming convention, Strategicon.

A friend of mine asked me to do some consulting on a social app project and this really got me thinking that my project should definitely incorporate a mobile app.  I then started thinking of not only an app that is a standalone game but a game service.  And not just designing games for cons but for malls, public and private parties and live events of all kinds completely customizable to the players needs and desires.

Wednesday, April 3, 2013




Game of Thrones Ascent – Review

 

I’m a pretty big Game of Thrones fan.  I’ve seen all the HBO episodes at least once and am half way through the 4th book A Feats for Crows.  Last year I started looking for a computer game based on the IP and saw that there were 3 in production: Game of Thrones – The Game (console), Game of Thrones : Seven Kingdoms (online MMO) and Game of Thrones : Ascent (online social/Facebook).

 


I rented “the game” for my Xbox 360 and was thoroughly disappointed.  There seemed to be some good story and authentic art design but the gameplay was atrocious particularly the combat system which seemed to be central to the game.
 
 

 

I have not heard any recent news about the MMO from Bigpoint games.  This German developer of free to play online games was flying high a year or so ago starting their expansion into the US market with a MMO based on popular geek IP Battlestar Galactica.  I got into the open beta for BSG online but could not get far beyond an initial tutorial space combat mission.  Since I’ve heard that the developer has run into trouble and laid off a lot of the staff they were building up.  I’m not sure what this ultimately means for Seven Kingdoms but it does not look good.
 
 

 

I was very intrigued when I heard developer Disrupter Beam was at work on a Facebook game based on GoT. There was some description of it being an “anti-social” game and somehow story driven.  I was curious as to how they would accomplish as story driven social MMO on Facebook.

 

I started playing the game on the first day of release.  I enjoyed it right away.  The core gameplay is a mix of choose your own adventure, “farming” resources to upgrade buildings and sending your Sell Swords on adventures.  I began by naming my character, Lord Will Blackfyre and chose an image for him.  After completing a few missions I was able to create my own sigil, a fiery phoenix on a field of black, and swear fealty to one of the 5 main houses of Westeros.  I chose House Stark and my banner flies right alongside of theirs on the main page of my game screen.
 
 

 

Game of Thrones : Ascent has accomplished something that as I fan I have been looking for which is to have the experience of having my own character exist in the world of A Song of Ice and Fire.

 

You are made the lord of a keep, I named mine “Freedom’s Keep”, and given some starting buildings.  You can then upgrade these buildings and use them to craft items.  All of the buildings are perfectly pulled from the source material and make perfect sense.  This building and upgrading also adds to your “Power” score which is I suppose the main goal of the game, become the most powerful Lord or Lady in all of Westeros.


 

Throughout the story you are introduced to your own version of a small council complete with a whisperer, septon, master of coin, a maester and castellan.  Each one councils you from their own point of view as you progress through the very well written if not memorable story.

 

There are some pretty significant bugs in the game and even some things that worked well before and are now broken.  The most bothersome bug for me is that you score Power Points for completing Achievements but some of the early simple achievements I’ve made in the game have not been counted.  I’m not sure this bug is present for all players. The developers though seem very responsive and are constantly making updates.

 

Overall though I would say Game of Thrones Ascent is a very solid game and one of the most impressive I’ve seen on Facebook or for a current popular movie or TV license.  I’m looking forward to continuing to increase my standing in the realm and seeing what happens next.

Monday, May 2, 2011

Battlestar Galactica and Transmedia

I have been hearing for years that Battlestar Galactica was one of the best TV shows perhaps ever made.  I figured it was really good but just never took the time to watch it.  Then at last year’s E3 I saw that the German free to play online gaming company Bigpoint was announcing that their first US product and partnership, with now majority owner NBC Universal (also owner of the SyFy Channel) is producing the free to play browser based MMO of BSG and developing it with the Unity 3D engine (which I’m a huge fan of) to boot.

I got in on the closed beta of the game and saw this as the perfect excuse to get caught up and watch all the episodes of BSG.  Well I’ve been watching at least a few episodes a week now for months and have not been in the slightest bit disappointed. BSG has truly become one of my favorite shows of all time and I still have about 35%-40% of the series left to watch.

So at this year’s GDC I was really excited to see a panel at the Social Games Summit on IP’s & Brands including a talk from one of the BSG MMO Team at Bigpoint, Robert Ollet.  There were four games presented and each speaker explained that on their current project the owners of the brand were a lot more cooperative and offered a lot more freedom than in the past.  One obvious reason for this is that brand holders now have evidence that games particularly online are big business and a way to drive major revenue if done correctly.


It seems the old brick and mortar studios are starting to wake up to the possibilities of transmedia.  It used to be that the movie studio would sell the license to a video game publisher to make the game and then restrict the developer in all sorts of ways creatively.  Also what we would usually get as a result would be a rushed subpar game that would just be a poor representation of whatever went on in the movie.



Mr. Ollet shared that he and his team had access to all of the BSG concept art, even stuff that was never used in the show.  The MMO takes place after the show ends as opposed to trying to replicate the timeline of the show.  This way the players and creators are off in new territory and have the opportunity to contribute to the lore.  This I find very exciting because it truly gives the players the power to contribute to the mythos that they love in a way that has never really been possible before.

Also the game development is informing the new “Blood & Chrome” series that chronicles the story of young Admiral Adama and the first Cylon war which is in production and set to premiere this fall.  As the game develops new ships and Cylon units ( players need ways to distinguish their toaster avatars)  those designs just may find themselves in the show with the story explanation that they got “moth balled” after the first war.



This topic was echoed last week at the LA Game Conference where I heard several speakers share stories pointing to what I see as a new emerging strategy, which is to take a IP or world which is rich enough and develop it as a game, TV show, film, comic books simultaneously and have the creators in each media take a piece of the world or timeline and freely develop their own vision as opposed to each media creator trying to replicate and be constrained by what the others are doing.  I think that this is definitely the way to go.  I do think that someone has to be responsible, most likely the creator for making sure all the pieces fit together, but when they do I think there is a tremendous potential for a greatly satisfying, rewarding and unprecedented experience for both creators and fans.

Monday, March 28, 2011

Pinball & Social Games Response

http://www.insidesocialgames.com/2011/01/24/pinball-and-social-games/

When I saw the title of this article I got really excited.  Being a Game Designer and Producer that has been closely studying and researching the explosive business growth and design potential of social online and casual games, particularly on the Facebook platform, and being in my humble opinion an expert pinball player and gamer in general.

After reading the article, though I appreciate the comparison and agree with some points, I also disagree with others.



The article begins with the premise that “The art of great pinball is not the skill (which tends to put off more people than it attracts) but rather the rewards.”  Although this premise has some merit to it, I think the real art in a quality pinball design is that it can be enjoyed by a novice, and can also on a deeper level by an expert.  Other great examples of this type of game design achievement can be found in No Limit Texas Hold Em Poker and the CCG Magic the Gathering.



As is said of Hold Em by Mike Sexton, WPT Host “It takes a minute to learn, but a lifetime to master.”  It is this type and level of design that I believe will win in the future marketplace of Facebook and other online casual and social games.  This is something I intend to incorporate into my own titles.


The recent hits in the Facebook game space have been very simple “games” with very little if any depth.  I believe it is possible to design games that capture the audience that plays these titles, but also has enough levels to attract and retain more serious gamers like myself, without turning off the core casual players.  One of the most exciting aspects of designing online games is that they can stay in a perpetual Beta phase which allows designers to iterate and design to the desires, preferences and requests of our users.  Also with the access now available to detailed analytics to distinguish player activity, we can more effectively design even, without direct communication with the players by simply watching how they engage with the game.




Great pinball machines are actually not designed with the novice in mind, but for the expert player.  It just so happens that any novice player can walk up to a machine and have a pleasurable experience because the basic mechanics of using the flippers to keep the ball up are so simple and intuitive.  All pinball machines have side chutes and a narrow space in between the flippers for the ball to “drain”. This however is preventable for longer times based on skill, unlike the article suggests.



Expert tactics like physically “nudging” the machine and hitting shots accurately prolong the length of a ball and increase points.  These skills are what separate the novice from the expert.
This is also where the comparison the writer makes between pinball and Facebook games breaks apart.  It’s also where I see the real opportunity in design for future online and social games lies. 

You see the current popular Facebook games do not possess the additional layers of depth which pinball machines have.  A button click is a button click and there is very little opportunity for the player to utilize skill to result in higher rewards.  Most pinball machines have a very complex rewards system based on timing, accuracy and order of particular shots being hit, that most novice players are completely unaware of while playing.  Furthermore these patterns and mechanics are consistent from machine to machine, so once a certain level of mastery is obtained on one machine, it can be carried over to another. 



It becomes clearly evident if you ever watch a novice player versus an expert.  The expert will undoubtedly play each ball longer, and will achieve much higher scores because of the in depth understanding of the mechanics, and knowledge of which shots to hit. They will also likely be more accurate at making those shots.  Also modern pinball machines are designed with flashing lights on the playfield which guide the player as to which shots they should be aiming for, for optimum play.  The novice player will simply be unaware of these designed signals, as they will be fully occupied just trying to keep the ball up.  In addition following the designed sequence of shots does result in the “formal victories” and “big rewards” the writer explains are not possible in these games.



The most common example of this is in the multiball stage.  The multiball stage in pinball is a stage when anywhere from one, up to ( I’ve seen as many as eight balls, in a game like Stern’s 2008 Indiana Jones) are launched onto the playfield and high value “Jackpot” shots are made available.  Most novice players will rarely achieve a multiball stage while playing and if they do, it will likely be by sheer luck.  While expert players are looking to achieve the multiball, because they know it is the pathway to the highest possible scores.  The expert player will also have the ability to at the same time hit the very lucrative “jackpot” shots available in this mode.



The last point Mr. Kelly makes in his article is that “There is no room for an absorbing game like the legend of Zelda at the arcades, the environment of social games restricts their ability to be deep”.  This I completely disagree with.  I think this assumption discounts the intelligence, ability and focus of players wholesale.  I know when I am playing pinball in a loud arcade, it is easy for me to focus on my game, especially when I am actively competing with another opponent and/or having a particularly good ball.

There is nothing that restricts a games ability to be deep, except the designer.  One key or “Secret” to what will make the next generation of great social games is not to design games that are only “quick and simple, obvious and unconcerned about grander ideals”, but that are accessible and appealing to the novice but have enough depth to engage and entertain the expert.

Saturday, March 5, 2011

Game Developers Conference (GDC) 2011

Looking Back

I have been attending the GDC for about 8 years now.  I think my first one was back in 2003.  It is always a very impactful experience.  That first year I was working at the Art Institute of California - Los Angeles located in Santa Monica.  I had been there full time for 2 years and I was the Assistant Academic Director for the Animation program and the new Game program.  I knew I would soon be taking over the Game program and decided to throw myself into the design and process of making games so as best to serve our students.  Every year at GDC there are a series of Summits the first two days.  This year was a Academic Summit.  I remember spending the two days with about 100 or so other educators from all over the world who were there trying to figure out how to create an effective degree program in the study of games.

This was a brand new thing!!  Colleges and universities had not up to this point thought of games as a serious area of academic study, but the demand from incoming students was emerging.  I was astonished that our new program was light years ahead of where most academics were starting.  Some educators were literally taking some mythology courses and some computer science courses and calling it a game program.

Our program was built on top of our Media Arts & Animation program.  We took out some classes and added about 15 or so game specific courses i.e. Level Design, Scripting, Game Design & Gameplay (one of my favorite courses).  The process of animation and games is extremely similar. The main difference being with games the design of interaction.  I had extensive experience in education and animation production at this stage in my career, and I also had a deep love for all kinds of games.  I was greatly prepared for a new opportunity that I could not have predicted.


What I Got This Year

I will likely write several posts on what I got at GDC this year because it was so much.  For me it was the best GDC ever. 

Last year at GDC I made a startling revelation.  I came to the realization that I was not a player as I thought but only a resource to other players. 

It was easy for me to be under the delusion that I was a player because of all the work creating the game programs at Ai, the Game Wizards and Executive Producing all the Game Wizards titles. 

It seemed like up at GDC there were all these folks making multi million dollar deals (these guys are players) and I "should" be one of them.  I was bummed out!

Well this year I have completed my 11 year term of employment with the Ai Santa Monica campus and my span of over 15 year working relationship with the Art Institutes when you count my time at the Philly campus.  It's an amazing feeling to be free!

I can see now that it was a necessary step for me to get clear about what I was (a resource not a player).
This year I was ecstatic at being a resource and really getting what an invaluable resource I am.  I can also see that I am becoming a real player now, but I first had to realize I wasn't yet.

If you do not know what piece you are on the game board and what your functions and abilities are, you greatly reduce your chances of ever winning the game.

I have no hard feelings about my position being eliminated.  I have been planning to leave for years and said months ago that my plan was to complete in January 2011 which is exactly when it happend.  I was actually thrilled when I got the news. 

My relationship with the Art Institutes has provided me a wealth of resources to build from in many different ways and the timing could not be more perfect with all the amazing opportunities that are in front of me now.  As someone said to me I have used my position as a launch pad to propel my career into the stratosphere.  Many of the projects I am developing I can't speak on right now being under NDA, but just wait until you see what comes next!!