Beleg Cúthalion on 5/6/2007 at 21:24
I have to admit I'm still in a lot of work so I haven't continued reading up till now. :erg: I only mentioned NotR (hey, why not such a nice modern abbrevation?) because of it's general...niveau (we'll be practising now :D ) and because I had heared about its influence on Thief. Yes, the atmosphere is a little...or definitely different, but I guess the "ammount" of atmosphere would be right.
Another little thing, since there's not much use (now) to discuss if a less successful but better movie would do better to the fans (community? our reputation?) than a commercial one. So, the short of it: Why not keep close to the original plot? In fact our only problem would be to put all those little missions into one homogeneous storyline. We have an introduction (basically the one you used, though Garrett's speech sounded a little (
http://en.wikipedia.org/wiki/Sturm_und_Drang) "storm-and-stressy" to me), a dramaturgical climax with Constantine's revelation and finally the denouement with both action (the wrong Eye) and...well...this time it's not emotional like in LotR, but intellectual..at least a little...with the little conversations at the end. In my humble opinion the game provides both a good story without too much cliché and also nice dialogues, ways of storytelling (the famous paper chase) and last but not least humor. I want to repeat: I liked those parts in your writing...[SPOILER]like the scene with Garrett entering the pagan hut and telling the Pagan in something that sounded like a parody of said people's dialect: "Caresieful, she bes magic!" ( not verbally)[/SPOILER]...that was quite subtle and fit as far as possible my image of Garrett. Oh, yes, and we would have all these monsters for the American audience. :D I never really liked them, though, I would not appreciate more than a moving zombie's silhouette or the corpse simply lying on the ground. Well, that's not in my power. I understand your position...so...now someone let me finish this. Ta!
crazy jon on 6/6/2007 at 01:30
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Why not keep close to the original plot?
There are a number of reasons why I think this would not be a good idea:
1) It's already been done.
2) That plot was written for a computer game and thus has very computer game oriented devices.
3) The only people interested in reading the script (or seeing such a film) are people who have already played the game.
4) Creativity is stifled, not to mention originality.
5) It's far too long for a feature film screenplay, even by today's standards.
6) The Thief world is so big diverse why not explore it more deeply? Why retread old ground?
7) I don't think its story is less cliche than my screenplay, if anything it is more.
8) Ditto for substance. It's about swapping a gem in a pagan ritual to stop a devil called the Trickster! How is that an intellectual plot?!
9) I think the Thief world is much more interesting after Garrett's grown a reputation as the "master thief"
That said there is nothing stopping you from taking on such a project yourself. If you feel there is value and interest in such an endeavour, by all means, go for it. However that's a mountain I'm not willing to climb, not only because it's a large investment but also, for the reasons above, in my opinion not a worthwhile one.
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Oh, yes, and we would have all these monsters for the American audience. I never really liked them, though, I would not appreciate more than a moving zombie's silhouette or the corpse simply lying on the ground.
I didn't like fighting them in the game but I loved their presence. Just the fact that the Thief world is inhabited by things like haunts and ghosts, etc. is really cool. It adds the mythological, supernatural and horror sides to it. I used this point of view when writing the screenplay so while the undead don't garner much screen time they play a major role in developing motivation and are referred to in many scenes.
Also I don't think there's anything particularly commercial about the monsters. Sure, they add colour but not at the risk of losing substance. If anything it allows for a larger exploration of how such creatures have thrown a monkeywrench into an already overstressed political/social system. That's why so many people describe George A Romero's films as some of the sharpest social commentary pop cinema has to offer. It's hardly fluff material, so I don't think that simply including zombies should be considered selling out.
mxleader on 6/6/2007 at 03:58
I wouldn't mind reading the script. If It draws me in like the thief missions then I think it would at least have a niche market as a film. Plus I wouldn't mind honing my editing/proof reading skills.
P.S. The down side of a Thief film script is that you can't really post screen shots. :cheeky:
crazy jon on 6/6/2007 at 07:45
Too true!
What's your email address? You can send an email to [email]jon_marck@hotmail.com[/email]
(edit) Here's the next best thing (never mind the formatting):
Sarah bows her head and gathers her thoughts. When she feels refreshed she looks up across the broad, foggy square lit dimly by gas lamps. She sees a short, dumpy figure in a raggedy shawl enter a hazy pool of light at the far end. Leaning on a staff, the old HAG slowly makes her way across the square.
SARAH
What is she doing out here?
Sarah rises and walks quickly in the hag's direction.
SARAH
(to Benny)
Don't go anywhere.
The Hammers at the entrance see what she's doing.
HAMMER #1
Officer? It's not safe to be alone around here at night.
SARAH
(shouting over her back)
Tell me about it!
The Hammer gives up, not wanting to press the issue. After a bit of trotting Sarah reaches the hag. She doesn't say anything at first, content just to walk beside the gnarled figure at her snail's pace, watching her. The hag is bent so far over the staff that it is impossible to see her face. In fact all of her skin is either covered in dirty rags or facing the ground. It's painful just to watch her hobble along, and even more so because we can hear her harsh, jagged breathing. She wouldn't stand half a chance if anything tried to get her, about as long as a twig in a fireplace. Eventually:
SARAH
Are you far from home ma'am? Can I help you back?
No answer.
SARAH
It's too dangerous to be in the old quarter at this hour.
The hag reaches the corner of the building she was passing. She rounds the corner and disappears out of view. Sarah walks to the corner, turns and looks back at the massive cathedral with its tower sticking straight into the sky. She can barely see the door guards in the distance. A withered hand with long, sharp nails shakes its way around the corner to Sarah's back. With superhuman strength it grabs her, pulling her back into the shadows. Sarah is tossed to the shadowy cobblestones, limbs flailing. An arm connects with the staff, knocking it from the hag's hands close to where Sarah has fallen. The hag straightens up, showing she is no old woman (though she might be female and could very possibly have been human at one point). Horns protrude from the forehead, the eyes are black slits, the teeth are sharp and jagged and the skin is yellow and scaly. She draws a vial from somewhere in her clothing and uncorks it, allowing steam to drift from the opening as if it held dry ice. Sarah, a bit hurt from the tumble, scrambles to get out of splashing distance. Before the hag can pour any of the liquid on Sarah a dark figure (Garrett) body-slams her from the side. Now that the hag is knocked over Garrett kicks her in the face. She scampers out of sight. Sarah gets up and looks around but Garrett has disappeared. She bends over and picks up the staff noticing for the first time (it was previously covered by the hag's hand) that its headpiece is a large ruby. Sarah turns to go back to the cathedral but Garrett is now in front of her, blocking her way. He holds out his hand.
GARRETT
The staff.
Sarah stares at the staff for a second, thinking about her options. Her hand slides to the sword tied at her waist.
GARRETT
Too late.
He whips out a blackjack and hits her on the forehead. Sarah loses all perception as lights dance before her. Garrett takes the staff from her. Sarah leans against the wall of a building so she doesn't fall over.
GARRETT
You should get back to your friends.
Beleg Cúthalion on 6/6/2007 at 21:55
Well, this turned out to be...big...
Quote Posted by crazy jon
There are a number of reasons why I think this would not be a good idea:
1) It's already been done.
2) That plot was written for a computer game and thus has very computer game oriented devices.
3) The only people interested in reading the script (or seeing such a film) are people who have already played the game.
I guess people who have never played it do not care about the plot's origin. :rolleyes: I already know that it's a computer game's plot, so take that point from your list. That's waht I meant with turning it into a "homogeneous plot".
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4) Creativity is stifled, not to mention originality.
I guess the task of doing a game-based screenplay requires much more skill and creativity than inventing your own simple story. And what about sequels? Would you want to invent more stories that had to be brought into some accordance with the game?
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5) It's far too long for a feature film screenplay, even by today's standards.
Same answer as to 1-4.
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6) The Thief world is so big diverse why not explore it more deeply? Why retread old ground?
It has never been turned into a movie, right? So where is your old ground then? I don't like all the FMs and fanworks first and foremost - but the original games. And this would be nothing more than a fanwork. By the way this is something I never liked about FMs: They sometimes put Garrett into such a life-changing action that it would have been mentioned in the original game. Or do you think Garrett would say: "Well, Angelwatch is on Tuesday, so let's just break into that mansion, lift the curse of some ghost and explore those gigantic dungeons beneath the house...well...'plot takes place just before the fall of Karrass', doesn't it?"
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7) I don't think its story is less cliche than my screenplay, if anything it is more.
8) Ditto for substance. It's about swapping a gem in a pagan ritual to stop a devil called the Trickster! How is that an intellectual plot?!
Well, in TDP/TMA we have our tiny two factions which are both ambivalent. Pagans want to save nature but try to overcome the City and its comfort and the Hammers try to keep the chaos away but want to crsuh everything that does not really fall into their image of "good/worthy" - and that's the short version of it. I don't know what will happen in your story but untill now it seems the Pagans are the handsome revolutionists and Hammers portray the fanatical steamroller. Another thing was that strange Prince-of-Persia-rooftop-race (I never played that game, by the way...) that, if I'm not wrong, was supposed to show Garretts fantastic climbing abilities. I think that is a phantasm. I cannot remember any mission where Garrett did any semi-supernatural things and climbed houses like Legolas climbed the Oliphaunt. That's cliché for me (though it was still cool with the Elf). One thing I like about Arséne Lupin, another master thief, is that in all books he is pointed out to be taking risks, bluffing and preparing things carefully. But it's not like that he can steal people's underwear without them noticing it. Or climb facades in a few seconds. This demonstration of power seems to me very common in a lot of movies with some "specialised" hero: Fighters come out of any battle without scratches, thieves can take whatever they want from a person or walk through the woods without being heared and Garrett is able to vanish if you're twinkling. It was always my wish to make all these things reliable if they made a movie about TDP. Make Garrett
use possibilities to hide and not just "...vanish(ed) between the houses". Make him walk silently through a room - even if it means this shot to take three minutes because you usually have to move sloooowly to avoid any sounds. And make him take the safe way and not the spectacular one.
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9) I think the Thief world is much more interesting after Garrett's grown a reputation as the "master thief"
Well, judging from all discussions Garrett already has already a few years when TDP starts (remember: he expects the Bafford case is simple).
And finally, some intellectual elements of Thief that just came into my mind:
- City is a place of competing powers that have to be watched and maybe regulated by another secret faction
- philosophy of Keepers: denial of human failures (and results), forced to keep to impartiality, no wrong use of (definitely existing) powers
- ~ Hammers: strict keeping to a code, deep faith and giving away accountability
- ~ Pagans: preparations for a life of obedience, alliance with mosters, bound to nature, acting in the underworld
- differences between nobility, city watch (partly corrupt) and craftsmen, sailors, whatever --> melting pot
- my favourite one: the nutshell idea...giving the feeling that there is nothing outside the City, of course mention Blackbrook and other things, but make everyone bound to this great nasty town without any chance to escape it's tentacles
- for TDP: everyone has his own way to survive in this City: either you get rich and pay for being save or you steal from others without having too much money which means that you remain uneasy, or you join one of the factions by giving up your selfhood
- ~ Garretts fruitless attempt to escape both the Keepers and his fate (OK, that's not too complicated...though I like that Artemus does not say "BUT YOU ARE THE CHOSEN ONE!!!" at the end of TDP)
- there is no truth...just a lot of different views of a fact
And of course one can add a lot more which isn't too clearly pointed out in the game. Good night. ;)
crazy jon on 7/6/2007 at 05:25
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I guess people who have never played it do not care about the plot's origin.
But people who have never played it aren't interested in reading it. Pretty much everyone who has offered to read my script has played the game. I still wrote it so that people who haven't played the game won't be left out but let's understand our audience here.
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I already know that it's a computer game's plot, so take that point from your list. That's waht I meant with turning it into a "homogeneous plot".
When I said computer game devices I meant a lot of the story is based around find the red key for the red door, zap the goblin and save the princess. Well, not exactly, but enough to make it seem too video game for me. Especially that whole part about getting the sword for Constantine and especially especially about switching the eyes around at the end.
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I guess the task of doing a game-based screenplay requires much more skill and creativity than inventing your own simple story.
Requires more skill because it is a limitation. It doesn't require more creativity because everything has already been created. Besides, I didn't just write the screenplay to write a screenplay, I wanted to have fun with it and I wanted to add my own ideas about Thief into it. Writing it according to the previous story makes the process more of a chore and less interesting to the writer.
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And what about sequels? Would you want to invent more stories that had to be brought into some accordance with the game?
I've thought about sequels (and planned for them while writing this screenplay) and I can tell you that if I wrote any they would stray far from the Thief storyline. I don't think it's important to bring them into accordance with the game. People can safely separate one story from the other without getting confused. Really it just means being flexible as a reader and not getting hung up on little details ("but the moss arrow grows in puddles, not vines!!"). All film adaptations do this, especially the recent comic book movies, like how Spiderman 3 rewrites the Venom saga (man they really should have left that one for it's own separate film). It lets fans experience the same core story elements under different circumstances rather than reissuing the same old story again and again.
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5) It's far too long for a feature film screenplay, even by today's standards.
Same answer as to 1-4.
It's too long in the sense that too much happens that wouldn't fit into a feature film story arc, unless you stripped it bare and rushed right through it or varied widely from the source material. In either case I'd just rather write a new story specifically designed for cinema.
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It has never been turned into a movie, right? So where is your old ground then?
Everyone already knows the story = old ground.
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I don't like all the FMs and fanworks first and foremost - but the original games. And this would be nothing more than a fanwork.
Many fanworks I like more than TDP and many many many I like more than TDS. I haven't played them in years but I remember that some were incredibly polished and professional. I also love the way that they expand on the Thief world; take it in different directions, add new elements and influences to create something I hadn't previously imagined.
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By the way this is something I never liked about FMs: They sometimes put Garrett into such a life-changing action that it would have been mentioned in the original game. Or do you think Garrett would say: "Well, Angelwatch is on Tuesday, so let's just break into that mansion, lift the curse of some ghost and explore those gigantic dungeons beneath the house...well...'plot takes place just before the fall of Karrass', doesn't it?"
I think if you have the imagination to accept a world where zombies roam abandoned mines and frogs explode you can suspend your disbelief enough to allow for some "what if?" scenarios. Getting anal about keeping the original story intact limits some great possibilities.
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Well, in TDP/TMA we have our tiny two factions which are both ambivalent. Pagans want to save nature but try to overcome the City and its comfort and the Hammers try to keep the chaos away but want to crsuh everything that does not really fall into their image of "good/worthy" - and that's the short version of it.
This describes the Thief world not the Dark Project storyline. Point being this exists in my screenplay.
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I don't know what will happen in your story but untill now it seems the Pagans are the handsome revolutionists and Hammers portray the fanatical steamroller.
Well, you got the Hammers right, or at least their motivations. They are not portrayed as a fanatical steamroller but as a fanatical steamroller wannabe. The script hints that their first attempt a generation ago started off well but ran into public support problems early on. That is why Caldwell fights hard to get the city on his side before engaging the pagans this time around. The pagans, on the other hand, are never portrayed as either handsome or revolutionists. They are streetrats who have infiltrated the darker corners of the city, mostly for mischievous purposes. We take their side, mostly because they fight for their own survival, but they're far from admirable.
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Another thing was that strange Prince-of-Persia-rooftop-race (I never played that game, by the way...) that, if I'm not wrong, was supposed to show Garretts fantastic climbing abilities. I think that is a phantasm. I cannot remember any mission where Garrett did any semi-supernatural things and climbed houses like Legolas climbed the Oliphaunt. That's cliché for me (though it was still cool with the Elf).
He didn't do any semi-supernatural things in my story either. He climbed rooftops with the expertise of someone whose done it a million times before. Check out free-runner videos on youtube. The stuff those kids do is by far more extreme than anything described in my story. All I had Garrett do was slide down flagpoles and leap across overhangs. Seen the intro to Casino Royale? I think your expectations as to the boundaries of realism, or at least perceived realism, are uncommon.
I remember plenty of times while playing Thief where I executed, or at least tried to execute, some ridiculously acrobatic manoeuvres, especially on my way out of a mission. Dashing across balconies, mounting stone walls and shooting quick rope arrows while escaping monsters was thrilling; a highlight of the experience. That's what I wanted to bring to that scene. If you find that cliche, well then the game itself is cliche because it's an integral part of it!
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This demonstration of power seems to me very common in a lot of movies with some "specialised" hero: Fighters come out of any battle without scratches
If you haven't reached the end of my script then you haven't seen Garrett fight yet. In fact hardly anyone fights in my story.
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thieves can take whatever they want from a person or walk through the woods without being heared and Garrett is able to vanish if you're twinkling.
Uh...yeah...he's Garrett. Are we talking about the same Thief here?!
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It was always my wish to make all these things reliable if they made a movie about TDP.
Go for it. I disagree on whether that would make for a better film so my script's not changing, but you're more than welcome to write your own. I would sincerely enjoy and appreciate the read!
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Make him walk silently through a room - even if it means this shot to take three minutes because you usually have to move sloooowly to avoid any sounds.
Three minutes, eh? I would love to sit on that pre-production meeting ("you want people to sit and watch him crawling in the shadows for
how long?"). You'd have to be a killer, killer filmmaker to make
that interesting. Seeing as how I cannot expect the next Stanley Kubrick to come along and turn my script into a cinematic masterpiece I have to write it so that whoever does come along will be able to make it successful.
Besides I have a scene like that. You might not have gotten to it yet. It takes place in a bank. The difference between that and what you're describing is that you want
every scene to be like that. Really one of my main goals with this story was to put Garrett in as many situations as possible, basically to show how diverse and adaptable of a world the Thief universe is. So Garrett has his impressive "thieves highway" scene and he also has his tedious safe-cracking scene. I think that kind of variety gives the world more depth and possibility. It's also what drew me into the Thief games, which could put Garrett anywhere from a medieval dungeon to a haunted cathedral to a completely modern police station to a mansion designed by Escher.
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And make him take the safe way and not the spectacular one.
In most of my screenplay the safe way
is the spectacular way. The tunnel alongside the river Criss is a good example of that. Besides, what about the scene where Sarah escapes to Stoneright Abbey? And I had trouble convincing myself to let that scene stay so dry. You see, it's a delicate balance between keeping things credible and interesting. What you're describing is a surefire snoozer.
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And finally, some intellectual elements of Thief that just came into my mind:
Everything that you listed described the Thief world, not the Constantine story. I completely agree that the Thief universe has substance, it's the plot of the first game that I called cliche and unintellectual. In fact most of what you listed shows up in some form in my screenplay. For example the whole reason he takes the River Criss exit is because of the nutshell idea; that that's the only real way out of the city!
Also you must remember that this is a film, not a video game. In a video game you have every opportunity to include whatever diversion you want. Should Garrett take a few missions out to go spelunking for an ancient horn? Sure, why not! Do we throw in three hundred characters, each of a different demographic, background and motivation? Sure, it's just a game! That's the thing about the Thief series. Between the three games they cover so much ground; so many completely unrelated settings, characters, plots, even styles. Films, on the other hand, must be cohesive, focused and direct. Unlike a video game the point of a film is its story. The difficult part of every adaptation is deciding what to keep and what to save for another time. Maybe I didn't cover enough of the side of Garrett that you wanted to see. That's unfortunate, but I still consider my representation to be accurate, just not the particular representation you were interested in. And some parts might have been done before, but I still think folks will find it fun to read/watch.
I appreciate and thank you for your points but I can tell we're not going to see eye to eye on this. If you get the chance I highly recommend you create your own fanwork according to your perception of the series. The more portrayals/adaptations of Garrett the more interesting he becomes.
Aja on 7/6/2007 at 07:16
Email sent, I'd love a copy.
jtr7 on 7/6/2007 at 07:17
I'd like to read the screenplay, crazy jon. :)
I've e-mailed you. Thanks in advance.
Paulie007 on 7/6/2007 at 09:35
Hey Crazy Jon,
Don't let the bastards grind you down.
I would be really intrested in reading the screenplay. I've just sent you an email.
yubetcha on 7/6/2007 at 12:27
Likewise, email sent. I first got into Thief when Thief Gold was new. Very interested.