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Am I alone in thinking that the shadow on Santa Claus in this Wyeth painting looks a whole hell of a lot like Oogie Boogie?
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Look on my posts, ye mighty, and despair.
And if that wasn't enough...
It's a very specific type of Hero's Journey, the most potent sub-case. It's told over and over again, and it works, over and over again. Dorothy Gale, Buffy Summers, Harry Potter, Charlie Bucket, Luke Skywalker, even Peter Parker, they all fit a very specific pattern. They're living a life, sometimes a fine one, often a troubled one, but certainly one governed by ordinary rules, when suddenly the curtain is pulled back and a whole new world, or a new set of rules of this world, is revealed. And what's more - and this is the important part - in that new world, they are something special. They are The Chosen One.
So here's what I think we need to do if we want to write a sci-fi or a fantasy show and give it appeal way beyond the normal boundaries of sci-fi/fantasy fandom. We need to start with an empty page of notebook paper, write "The Chosen One" across the top and start brainstorming. At least, that's what I plan to do.Damn it, Jane! So, I need to do the precise and stated opposite of what I have been?
The Magnum Space Opus doesn't seem so awful now, does it?
The storm seemed to come out of nowhere. It came at Grace and Connor just when they were at their most vulnerable, out beyond the harbour in the open ocean.
It didn’t give them a chance.
The sky changed colour so fast, it was as if someone had ripped away a sheet of blue wallpaper to reveal a gaping black hole.
Molyneux says he and his crew at Lionhead Studios (now part of Microsoft) take a similar approach to creating games. “Does a painter decide to make art or paint a picture? Does a composer decide to compose a piece of music or make art? Does a film maker want to make a film or art? I think they're more concerned with evoking emotions and creating something meaningful and enduring.
“I set out, especially today, to instill emotions in the people who interact with my games, which are broader and more visual than they have been before,” he explains. “I want players to feel a range of emotions, not just excitement—that is my ambition. If on this basis some critics describe this as artistic, then I will feel like I have succeeded.”