The fundamental elements of media making is your dry material, pre-production, production, post-production, editing, finalizing and posting. Dry material could be anything from photography, video footage, audio clips or recordings, or a basic script needed in order to start pre-producing. Pre-production is essential because this is where you can go back and gain more dry material you find needed in order to start producing or story boarding to make sure that the product will all function accordingly. Production is the working process where you are completely and laying out the project in the way that you have structured in the pre-production stage. The production process is where you make crucial changes to the product that you didn’t realize wouldn’t work or have the functionality you had intended. This is where you are making the project you are in efforts to create where you are laying things out in the program or the canvas you are working on.
Koster says in 2012 that, “Immersion is not a core game virtue. It was a style, one that has had an amazing run, and may continue to pop up from time to time the way that we still hear swing music in the occasional pop hit.” Which made me question whether or not the accuracy in that is true, where you look at a game series like Assassin’s Creed or World of Warcraft or the one hit wonder games like Minecraft which are all roleplaying, immersive games that have seen continued success throughout the years. Assassin’s Creed Syndicate is set to be released this year and is planned to be a bang following a poor rating this last year.
While Koster’s argument is that immersion isn’t a core game value, I would argue that with the new generations becoming young adults that they are experiencing their fantasy and dream time within these video games where reading books and enjoying their own personal imagination has become a nerdy hobby for extroverts who are identified in high school as nerds. The issue I see with immersion driven games is that it promotes young people to explore a confined realm as to imagination without limits in a book or in their own work, writing down their imagined world and thoughts.
David Price (2011) reposts a series of 22 “Pixar Rules” that were originally posted on Twitter by a Pixar story artist Emma Coats. The rule that gave me an epiphany was the fourth rule, “Once upon a time there was ___. Every day, ___. One day ___. Because of that, ___. Because of that, ___. Until finally ___.” This rule is really more of a format guideline for story artists but it is basic elements of structuring a good story. Large portions of Pixar productions follow this model and which has proven to be a success, where the newly released Pixar film, ‘Inside Out’, crushed the box offices setting the new record for biggest opening weekend revenue for an original film.
Which made me wonder have other production companies caught on to Pixar’s story format where Pixar has set the standard for the stereotypical story board?
Rule number nine was another that I really enjoyed, because many writers hit a brick wall when attempting to develop their story. Emma Coats suggests in her 9th rule on Twitter that, “When you’re stuck, make a list of what WOULDN’T happen next. Lots of times the material to get you unstuck will show up.” Too frequently writers will find themselves stuck attempting to think about what would sequentially happen next without considering what absolutely wouldn’t happen. I believe that this rule helps any story artist where they can go through a process of elimination figuring out the direction their story needs to go.