42 is not the answer.

Well.

If you live in the UK, you may have noticed that MPs in the House of Commons have just voted to extend pre-charge detention to 42 days.

42 days. That’s six weeks.

Six weeks, in which you could be locked up in a cell with no idea what you were being accused of.

Six weeks away from your friends and family.

Six weeks away from your job.

And they don’t even have to charge you with a crime.

But hold on, Piers. These are terrorists, right? They’re bad people who want to kill us. What if they can hold out longer than the current 28 day limit?

Well, in one of the most complex counter-terrorism investigations in British history, the evidence obtained to charge the two suspects charged with terrorism was obtained at four and twelve days respectively.

42 days? Hell, that’s nowhere near the edge of even the 28 days that we currently have. (Which, by the way, is roughly four times longer than that any comparable democracy in the world.)

But it’s not just all political posturing, right? The police and MI5 are asking for this change? Well, actually MI5 don’t, the police are split on the issue, and even the supporters of a longer detention period think that the bill in its current form is unworkable.

The bill will now move to the House of Lords, where we expect it to be defeated.

Good.

This is bad law, drafted by a desperate government.

Those behind it deserve nothing but our derision and contempt.

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High Concept

Genius.

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On-swa! On-swa!

I’ve just finished playing Ico.

It’s a game for the PS2 in which you have to escape from a castle – and take your companion with you. The game is beautifully drawn, and instead of music features a soundtrack of ambient sound: the wash of waves on cliffs, gulls crying on the wing.

The light in the castle is from a bright summer sun, washing out the picture, exposing the crumbling stone and cliffs on which the castle is built. If you’ve got a PS2 I highly recommend you pick a copy up.

But what I actually want to talk about is the storytelling in the game, and how it’s different to that in any other medium, and shows just what you can do with writing in a game.

Of necessity, this post is going to contain spoilers.

A little background: You play Ico, a twelve-year-old boy with horns growing from his head. The superstitious villagers where you grew up believe that your deformity brings bad luck to the village – so they take you to a castle and lock you alive in a coffin to die.

Escaping from the coffin, you find a woman in a cage – Yorda. Glowing luminously, Yorda doesn’t seem quite human.

To complete the game, you must escape the castle, taking Yorda with you. Slightly difficult, as she is not as hardy as you – she can’t jump, or climb chains. Most of the game is involved with trying to clear a route that Yorda can take through the castle.

You investigate areas, climb almost sheer cliffs and towers – it’s not a game for the vertiginous – exploring the castle to find a route for Yorda. To get her to follow, you hold her hand as you lead the way, or call to her in your own language: On-swa! On-swa! for her to come and join you.

She can leap small distances if you call her across – and you catch her arm and draw her to safety.

If you leave her alone for too long, creatures made of black smoke will appear, and drag Yorda into the darkness. If this happens – and you can’t get back to her quickly enough to fight them off – the game is over.

Now to the storytelling.

The first reason why Ico stands out is that this isn’t about you. In most games, you fight and win-or-lose. If your character dies, it’s back to a save point and start again.

In Ico, you lose if you can’t protect Yorda. The game is all about saving her – not about you at all.

As you guide Yorda through the castle, you feel protective of her in a way that you don’t in, say, a first-person shooter. If the Master Chief falls in Halo, it’s just: Oh well, better respawn.

What Ico does is introduce a new dynamic to this – you haven’t just lost your own life, you’ve failed to protect Yorda. She’s helpless without you to guide her, and defend her from the darkness.

The emotional connection you build with Yorda is defined by the gameplay itself in every moment that you play – and is thus more emotionally real to you as a player than Master Chief’s connection with the Arbiter, or Jak’s with Daxter.

This emotional thread runs throughout the game – every action you take is about helping a person other than yourself.

There are two major sequences, both towards the end of the game, which build on the emotional connection built between the two of you over the past dozen or so hours.

It seems that you’ve escaped the castle. The bridge to the mainland has been opened and you cross… But then the bridge starts to break apart again.

And Yorda’s on the wrong side, back at the castle.

And the two sides of the bridge are moving apart.

And before I knew what I was doing I’d turned Ico around and ran back to Yorda, because, dammit, she was my responsibility and I was going to look after her, but the bridge is moving apart and there’s no way to make it across but it’s too late to think and you run and you leap….

…and you miss…

…and Yorda reaches down and grabs your arm, saving your life in the same way that you’ve saved hers so many times before.

And the experience is visceral.

The second sequence is at the very end of the game. Yorda’s not well – paralysed and trapped – and the monsters are attacking.

Waves of them. More than you can count. And they keep attacking, three or four at a a time, trying to get to Yorda and you’re swinging your sword, destroying them, trying to protect her, but every time you hit one and it dissolves into insubstantial smoke another two take its place.

And all I could think was this: You’re not going to take my friend.

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The Five Stages of Grief

I’ve moved through Denial and am now onto Anger.

I mean, seriously London, WHAT THE FUCK WERE YOU THINKING?

Did you just suddenly wake up STUPID yesterday?

I am so angry about this, I’m in serious danger of Godwinning myself. Oh no, wait, LONDON’S ALREADY DONE THAT FOR ME.

Right, that’s it London. Just don’t talk to me until I’ve calmed down.

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Letters from America: Introduction

Gah. Haven’t posted a thing on the blog for a couple of weeks. This must stop.

Lest Stuart Perry decide that it’s Karma Payback Time and swing by for a drive-by commenting, I have a new plan.

Reprints.

As popularised by Danny Stack, the plan is a simple one. Should I not have anything interesting to write about, or be stuck behind a rapidly approaching deadline, or just be having too much fun elsewhere to write a full blog post, I’ll reprint stuff I’ve written before.

Odds are that it’ll be new to you though.

I spent most of a year living the dream in Los Angeles. I had some redundancy money, enough to support me comfortably for six months, and had decided that it was time to shit or get off the pot and spend some time trying to make it as a writer.

Having done the sums, I calculated the cost-of-living for LA versus London.

They were the same.

So I got a visa, and off I went.

I took with me the following:

  • A backpack half-filled with clothes and half-filled with screenwriting books
  • A toothbrush
  • My wallet
  • Nothing else

And I had a hostel on Hollywood Boulevard booked for the first week after I arrived.

I was in Los Angeles for most of a year. And every few weeks, I’d email how it was going to whoever had asked to be kept updated.

So, that’s the background. Next time I’m feeling lazy or overworked, expect to see a reprint of the emails I sent instead of an introduction.

Because as a way of not having to write a blog entry, this one would have to be counted as a bit of a failure.

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Suddenly, I feel strangely professional

The first time I’ve ever been interviewed, and it’s out now.

You can read my witterings about how the state of modern SF is affected by the times in which we live in this month’s issue of SciFiNow, available from all good newsagents.

Every time I think about it, I still get slightly surprised.

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Look At Him

Jason Arnopp recently had a showing of his new short film Look At Me. (trailer)

Great fun was had by all. A precursor, no doubt, of greater things to come.

His next task? A feature with a working title of ASK. Director Dan Turner offers a prize to those hardy souls who can guess what it stands for.

And if you don’t look forward to it then Jason and I will hunt you down with our giant floating hands and destroy you while you sleep.

Let’s not make any bones about it.
This is a bona fide threat.

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Oh, the Humanity!

Finally got round to watching Being Human last night.

Well that was rather fucking fine.

You can watch Being Human online here for the next couple of days. After that, you may have to resort to the usual channels.

Like Buffy the Vampire Slayer (“She’s a cheerleader! She slays vampires!”), the setup itself gives no clue as to the goodness within.

You hear: “A Vampire, a Werewolf, and a Ghost share a house,” and you think: “Sitcom.”

This is not a sitcom. This is an accomplished drama, and the story engines are revving mightily.

The clue is in the title: These are people who desperately want (like so many of us) to be normal. And (like so many of us) aren’t.

Solid reviews from The London Paper and The Times.

Now, I don’t know how BBC3 commissioning works. It may be that they have already blown their new drama budget for the year on Phoo Action.

But if you saw Being Human and liked it, there is a petition to get a series commission here.

It would not kill you to visit.

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“There is no nepotism. I hardly ever write for the Guardian.”

You may already have seen the first (and, now, last) part of Max’s travel blog for the Guardian.

Basically, a 19-year-old boy doing a gap year is about to travel to India and Thailand. He’s going to write a blog about it.

Good for him. Thousands of kids his age do just that.

Here’s where it all goes pear-shaped:

Somehow, someway, the Guardian commissions him to put his blog on their website. And a comment-storm arises criticising Max, the media in general, and the Guardian specifically for writing and publishing this.

The writing is, to put it kindly, not the best travel writing ever. But pretty much none of the thousands of other “Here I am in Thailand, wow,” blogs are either.

So, why exactly was Max picked from the crowd to a featured spot on a national newspaper?

It doesn’t take much research on the Internet to find that Max’s dad is, funnily enough, a travel writer. And it’s not a big leap to suspect that nepotism may have played a part.

Whether it did or didn’t is actually irrelevant. The problem here is that no-one at the Guardian thought it might be a problem.

The Guardian’s travel editor, Andy Pietrasik, responded (but, notably, didn’t apologise), saying basically “Yes, he’s not a very good writer, but I thought it was interesting that a 19-year-old was writing for Skins. And I didn’t edit his writing.”

Max’s writing is trite. That’s not an offense in and of itself. My writing here is often trite. I keep a blog, don’t I? Who the fuck wants to read my bizarre witterings?

The fact is that it doesn’t matter in my case, because readership of this blog is self-selecting.

Now, if a respected newspaper such as the Guardian had promoted me as an exciting new talent, who happened to live in London, and I happened to come from a nice middle-class family, and my father happened to be a respected travel journalist, and my first piece happened to be badly written, dull, and about a small well-off subset of London society, and no-one at the Guardian thought that people might wonder why the hell I’d been commissioned then that’s a different story entirely.

So. Max’s blog becomes a minor Internet sensation, and he’s wisely decided to not write any more. Good.

But then we have this story from the Observer, in which we find that Max’s dad was surprised by the outpouring of vitriol. But I believe that his quote from which the title of this article is taken proves that he, too, really hasn’t thought this through.

It’s not a crime to write badly, to be white, to be male, to be middle-class, to live in London, or to have contacts at the Royal Court, Channel 4, and the Guardian.

This is not about Max. It’s not his fault, and I wish him well on his trip.

This is about the editors at the Guardian who damn well should have known better.

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Let’s Make a Deal

The deal summary for the WGA strike can be found here.

It’s not as much as we would have liked. It’s more than the studios would have liked. It’s a deal both sides can live with.

That seems fair to me.

Some of the highlights:

The WGA is recognized as the exclusive bargaining representative for writing for new media

Fairly self-explanatory.

Separated Rights

If a writer creates a show or character for a program premiering in new media, and that character or show is then turned into a TV show, or film, or board game, or action figure, the writer gets money for this.

Internet Residuals

After the initial payment for a programme created for the Internet (which covers 13 or 26 weeks worth of showings, depending on whether the viewer pays for access), writers get money if the programme continues to be available.

Internet Re-use / Distributor’s Gross

For the next two years, casting a programme in a new medium (internet, cellphone, etc) attracts a flat rate. After that, the fee is based on a percentage of the money earned.

What did we lose on?

  • Reality and animation still aren’t covered.
  • The DVD formula (4 cents per DVD sold) stands.

A vote is occurring today and tomorrow to stop striking; within ten days the WGA membership will have voted on whether to accept the contract.

This is a good contract.

The showrunners are already back at work. Everyone else (pending the expected let’s-stop-striking vote) will be back at work on Wednesday.

It’s over.

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