Showing posts with label mass effect 3. Show all posts
Showing posts with label mass effect 3. Show all posts

Sunday, April 1, 2012

Assembling Art

The argument of art has always been not only a conceptual one but one of personal perception of both the product and the practice used to create that product.

A recent story that has brought into question series endings as well as artistic vision has been the whole Bioware/Mass Effect 3 ending that has managed to go from an industry specific topic to national news and even spurred Forbes to begin analyzing the industry. This is really interesting because it is an argument of artistic expression versus respect for the property for fans.

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Many critics and writers, even myself have dedicated significant time to analyzing writing as an artistic expression, an art form. Through comparisons in perspective, similarities in techniques across mediums including photography, film, sculpture and even performance arts, writing is about the art of creation but is that all?

The primary dispute that critics are using to defend the flawed story of Mass Effect 3 and often what many writers also rely on it the idea that it is art. The story is an art and the creator has full artistic license to craft the work however they see fit but this isn't entirely true.

"Many definitions of art have been proposed by philosophers and others who have characterized art in terms of mimesis, expression, communication of emotion, or other values. During the Romantic period, art came to be seen as "a special faculty of the human mind to be classified with religion and science"-Wiki

When an artist creates their piece of work it is what they envisioned and they are ultimately only constricted by how they perceive their own work. This entire process changes when the artist chooses to share their work with others as a career. The work then needs to become commercially viable.

In every artistic medium there are criteria that need to be addressed for the work to be accepted by enough critics and individuals to be a viable work.

What this means in short, a toddler's crayon drawing may be art to their mother but no one is likely to be buying it for thousands of dollars. In writing terms if someone writes a 200,000 word novel with the grammar of an eight-year-old and refuses to address these issues no one will publish it or want to read it.

For all of the artistic intent every work needs an outlet to be viable. In the writing industry, as in photography and film these are publishers. Publishers set criteria for all works because they have a set target market and prospects for those works already that also establish the work's commercial viability. It's an assurance that any work that they accept will be viable for them. If the artist's work does not meet their criteria then it will not be accepted or they will request it is changed to suit their criteria.

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Many budding writers instinctively dispute the need for changes to their work but the publisher is focusing on what is commercially viable. EVERY work is altered for publication. Some publishers require larger changes and more dramatic alterations to the piece to suit their target while other publishers will only refine the work.

When I was editing Nightfall for my publisher their requirements were fairly simple, no profanity and no trademarks. I had no problem dropping the cursing, it opened up the audience for my work but I found more difficulty with trademarks, mostly giving up car models. In the end it was just a matter of edits.

No matter the medium, if an artist wishes their work to be successful then it should be expected there will be changes that need to be met. If the artist resists the recommendations, then they should also expect the criticisms that come with that choice. While the work may be a piece of art it is also a product. If the customers are not happy with the product while the artist defends their work as art then they should know that they will have fewer customers next time.

While we regard writing as an art form, artistic expression in the finest, we should always be wary of claiming it's our artistic license to make certain choices about our work. If we want to succeed as authors we need to accept the criticisms and make the changes that make our works viable, otherwise it's not a career in writing just more unpublished works in our desk.

Monday, March 26, 2012

Assembling Endings

Every narrative, every story has a beginning, middle and end. Through the author's artistic vision for the piece the reader experiences scripted emotions, perceptions and thoughts as the writer intends but there limitations.

A recent story that has brought into question series endings as well as artistic vision has been the whole Bioware/Mass Effect 3 ending that has managed to go from an industry specific topic to national news and even spurred Forbes to begin analyzing the industry. This is really interesting because it is an argument of artistic expression versus respect for the property for fans.

More on artistic vision next time but for right now we'll focus on the concept of the ending.

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The entertainment industry is no stranger to 'bad endings' in movies, tv and writing. Every person can recall a multitude of narratives that failed due to the writer's choice in crafting the ending.

Examining the concept as a whole there are many stories that can succumb to 'bad endings' but are these part of artistic vision or are these elements subject to change? Regardless of whether it's artistic license or something that is open for debate, there are certain elements that need to be considered.

When an author chooses to convey their vision to others they need to consider the threads of each piece and how they flow.

Each element that is introduced in a narrative be it a character, a detail or an event these become elements, threads, of the story that continue forward throughout the piece. The viewer has a unique perception of the story and while the writer can attempt to foresee what those perceptions will be, it is important to note that the audience may focus on elements that may be insignificant to the writer.

Ex. If the writer introduces an engraved handgun that was given to the main character by a brother in the first couple of chapters, the readers will expect it to come into the story as some point before the close. This may be a detail to the author to create a sense of heritage but to the audience it is unconsciously an element that will play a role. This may come as another detail, it may come as the use of the weapon but there will be an aspect of this 'thread' that will return with implications.

Most 'bad endings' are not a result of leaving too many threads loose but frequently the result of Deus Ex Machina or breaking off the threads rather than tying them off.

Deus Ex Machina literally means - "God Out of the Machine." In short this means where the writer creates a perfect solution to the problems that arise in the story. This perfect solution is generally an unexpected abrupt event, character, ability or object that appears out of nowhere.

In some instances Deus Ex does have it's place for writers but for the audience these instances still feel contrived and cheap.

Breaking off threads usually incorporates Deus Ex for the threads or simply creating ways of eliminating the threads without a sense of closure. A number of series rely on this method when the writer wishes to make radical changes to a series. The writer desires to change the car the main character drives? The writer creates a radical scenario where the old car is eliminated and a new one needs to replaces it.

While this may be an applicable means to make changes in a story or series the primary key to using it effectively is in the pacing. If the threads are broken too quickly it will will appear out of place and once more it will cheapen the experience from the audience's perspective.

The final option for a writer to assemble the ending of a piece is for the writer to actually leave some of the threads untied. This is a common practice for writers to leave openings for sequels or other story opportunities.

This approach is used the most frequently to great effect providing the appropriate threads are tied in the conclusion.

Crafting a narrative is a delicate balancing act. The beginning is constructed in such a fashion to hook an audience and introduce all of the threads but the conclusion is the final moments of the piece. The last thoughts the audience will have of the work and the parting impression that will stay with them. If the conclusion doesn't strike the right chords, tie off the right loose ends in an appropriate fashion, the audience will perceive the entire work with that connotation just like the Mass Effect series.
 
 

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