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Posted on by Scott Delahunt

While adapting from one visual medium to another may seem to be a simple process, both media may rely on shorthand unique to it that can’t translate well. Today, Lost in Translation looks at that process using Mark Millar, Dave Gibbons, and Matthew Vaughan’s Kingsman: The Secret Service.

Image Comics published The Secret Service #1 in 2012. The first issue opens with celebrities having gone missing. A Secret Service mission locates and rescues Mark Hamill from the kidnappers, whose ends don’t include ransom. However, budget cuts and faulty equipment turn a 007-style chase scene tragic.

In a South London housing estate, Gary “Eggsy” Unwin, a chav, is trapped by circumstances into a dead end existence, living with his mother, his younger brother, and his abusive step-father. His life revolves around hanging around with his chav friends, drinking, toking, and joyriding. Eggsy’s driving skills are more than a match for the local police, but a loose dog and Gary’s unwillingness to just run it over ends the chase. Enter Gary’s uncle, Jack. Jack is more than the Fraud Squad computer analyst he pretends to be. Jack is a super spy, one of the Secret Service, and he sees potential in Gary. He arranges for Gary to go to Gosford, the spy school.

A mass wedding in Hawaii becomes the test bed for Dr. James Arnold’s new device, leaving no survivors. Arnold is concerned about global warning and overpopulation. To save the Earth and one billion people, five billion must die. Arnold is hand picking the core of his future society, mostly notable actors and directors from science fiction and fantasy. He has managed to get people in top positions in many organizations, too. It’s how he found his bodyguard, Gazelle, a man with prosthetics below both knees.

Gary’s training progresses. He’s picking and excelling in the physical aspects of being a super spy. None of the other trainees can match him in firearms accuracy. Eggsy outdoes the trainee who stole a drug dealer’s Maserati by nicking Her Majesty’s Rolls Royce. His only problem is social; thanks to growing up in the estates, he doesn’t have the breadth of interaction or knowledge that his fellow trainees do. Frustrated, Gary wants to quit, but Jack manages to convince him to stay, promising an apprenticeship.

When Gary regains consciousness, he’s in a town in Columbia wearing his boxers and a bracelet. Jack has moved up Gary’s final exam. The goal, find his passport and airline tickets back to Britain, with the plane leaving at midnight. Gary’s solution is unorthodox; while he doesn’t make his flight, he does return to Britain in time bringing along a couple of souvenirs, a Columbian drug lord and his private jet, earning a pass and becoming Jack’s apprentice. The apprenticeship doesn’t last long. Jack seduces Arnold’s girlfriend, getting her to explain the nefarious plot. Afterwards, though, Jack is killed by Gazelle.

Gary discovers just how deep the conspiracy goes. Seeing that the top echelons cannot be trusted, he heads to the bottom of the hierarchy, his fellow trainees. They work out where Arnold’s lair is, a hollowed mountain, and come up with an assault plan, with limited time until Dr. Arnold’s cell phone signal . One of the trainees gets to take a hot air balloon up twenty-three miles to shoot down Arnold’s satellite. Two other trainees are tasked with finding the source of Arnold’s killer signal. Gary takes on tracking Arnold for himself. The satellite never appears, but the signal still goes out. The second group of trainees, instead of finding the shutdown switch, reprogrammed the signal. Gary finds Arnold and ensures that doctor cannot try again, ending the six issue story..

Vaughan wanted to make a fun spy movie after having seen a number of grim ones in recent years. He took the story in The Secret Service and adapted it as Kingsman: The Secret Service, released in 2014, becoming the movie’s co-writer and the director. With one of the original creative team on board in two key areas, it’s worth looking at the final outcome.

The film opens in 1997, with a mission in the Middle East to recover information going wrong after Galahad (Colin Firth) missing an explosive on a prisoner. If Lancelot, Eggsy’s father, hadn’t noticed and dove on the prisoner before the explosive detonated, none of the agents would have survived. As it is, Lancelot sacrifices himself. Galahad delivers the deceased agent’s Medal of Honour to the widow, Michelle (Samantha Womack) and young son, pointing out the telephone number on the back. If there is ever a problem, all either have to do is call that number and use the code, “Oxfords, not brogues.”

Seventeen years later, the new Lancelot, who looks a bit like George Lazenby, Bond in On Her Majesty’s Secret Service, takes a quick side trip for a rescue mission. The rescue plays out like the one in the comic. The difference is that instead of rescuing Mark Hamill, Lancelot is rescuing Professor James Arnold, played by Mark Hamill. The scene diverges before Lancelot can lead Arnold out of the cabin. Instead, he is taken by surprise by Gazelle (Sofia Boutella) and is cut in half by her, lengthwise. Gazelle covers her mess so that her boss, Richmond Valentine (Samuel L. Jackson, playing against type) can enter without being violently ill. Valentine believes in the Gaia Theory, where the Earth is a living organism and global warming is a natural response by the planet to get rid of an infection, and wants Prof. Arnold to help him.

Eggsy isn’t have a good life. He gets kicked out of the housing estate he, his mother, his baby sister, and his abusive stepfather live in so the parents can have alone time. At the pub with his mates, he gets on the wrong side of his stepfather’s cronies. Eggsy decides to let things be and leaves, but only after lifting the keys for one of the gangsters’ new car. The police give chase, only catching up when Eggsy crashes to avoid a dog in the road.

At the gaol, Eggsy refuses to give up his mates and, as a result, is looking at eighteen months behind bars. Eggsy uses his one call to dial the number on the back of his father’s medal. The voice answering the call thanks him for calling the Complaints Department and tells him he has a wrong number, but Eggsy uses the code phrase and gets his complaint registered. He walks out of the gaol, wondering what happened and is met by Galahad, Harry Hart. Hart offers him a chance to turn his life around. Eggsy was doing well in many subjects – school, gymnastics, even Royal Marine training – before dropping out of each. Hart still sees the potential in Gary.

Eggsy is the last to show up at the training facility. He joins eight other candidates to become the next Lancelot. Merlin (Mark Strong), the head of the technical branch and the lead trainer, explains how the training will work; trainees will succeed in tests or wash out. The training differs from the comic; what works as a montage in sequential art doesn’t in a film. Included in the training is the training of a dog from a puppy; Eggsy takes a pug thinking it will become a bulldog.

The cinematic Kingsmen were created after World War I after noble families lost several sons in the trenches. The Kingsmen are an independant intelligence agency, separate from political pressure, and pulled from the scions of nobility. Galahad, though, nominated Gary’s father, someone not from a blue blood line, believing that it is the man, not the family that is important. Eggsy is the outsider in the group of trainees, yet he is one of the final two, the other being Roxy (Sophie Cookson), after Charlie (Edward Holcroft) breaks under pressure in a test of loyalty. Roxy ultimately wins the position of Lancelot after Eggsy is unable to shoot his dog.

Meanwhile, when not training the next Lancelot, Merlin discovers Prof. Arnold walking around on a traffic camera despite having been kidnapped. Galahad heads off to discover why Arnold is free. During the questioning, Arnold’s head explodes. Examination of the video from Galahad’s eyeglasses shows that Arnold had a subcutaneous device on his neck that caused the explosion. Further investigation leads Galahad to Valentine. Valentine is offering a SIM card that will allow people to make calls and use the Internet for no cost. However, nothing comes for free. The SIM card is set to carry a wave that will trigger rage in the device’s owner.

Valentine’s test location is a hate group, the South Gate Mission Church, instead of the mass wedding. Galahad heads there to see what Valentine has in mind. Instead, he is caught up in the SIM card’s wave and gets involved in the fighting. There is only one survivor, Hart. Valentine, flanked by Gazelle and a couple of mooks, greets Galahad before shooting him in the head.

Eggsy returns to the Kingsman Tailor Shop to speak with the head of the Kingsmen, Arthur (Michael Caine). While talking about Galahad, Eggsy notices a scar on Arthur’s neck, much like the one Prof. Arnold had pre-explosion. Arthur, who had nominated Charlie, is very much a believer in maintaining class distinctions and sees Eggsy as a pretender. He tries to poison Eggsy, but the younger man sees it coming and switches the glasses around. Once Arthur is dead, Eggsy removes the chip in his neck and brings it to Merlin.

Merlin works his magic and determines what the chip does. First, it nullifies the carrier wave Valentine uses to turn people into unthinking, raging beasts. Second, it can get hot enough to superheat the implantees brain, leading to an explosion. With the countdown to the launch fo Valentine’s free cell network, capable of carrying the rage enducing carrier wave, started, there isn’t time to recall Kingsman agents in the field. Merlin has Roxy and Eggsy, the latter not officially an agent, to stop Valentine.

There are two steps to the plan to stop Valentine. The first is to shoot down one of Valentine’s satellites, giving more time to execute the second part, which is shutting down the signal at the source. Roxy is given the first part, going up with the aid of hot air balloons with a missile launcher. Meanwhile, Merlin flies Eggsy to Valentine’s mountain lair to use Arthur’s invitation to infiltrate and access a laptop, giving the technical branch head access to Valentine’s computer network.

Eggsy, now in his bespoke suit, purchased by Hart before dying, easily fits in with the crowd. He wanders through the main lounge and finds the Swedish Prime Minister on a laptop. A quick knockout dart, and Eggsy gets the laptop and Merlin on to the network. Unfortunately, Eggsy is discovered by Charlie, in the lair with the rest of his family. Valentine speeds up the countdown, but Roxy takes out his satellite.

Trying to escape, Eggsy is led back to the plane by Merlin. Unknown to Eggsy, Valentine borrows time from another satellite to re-establish his cell network, and the countdown is on again. The signal is sent through the network, causing mass riots around the world. Eggsy is sent back out, armed appropriately, to get Valentine’s hand off the computer. Back in the main lounge, Eggsy has to fight Gazelle before getting to Valentine and ending the threat once and for all.

For the most part, the movie follows the comic beat for beat, though some beats are moved around. The differences come up due to the differences in media. Comics, being a sequence of still pictures, have their own language. The reader is expected to fill in the gaps between panels. Movies can’t do that; being motion pictures, the film has to fill in those gaps. What can be a two page fight becomes a ten minute scene. Let’s take a look at some of the differences.

First up, characters. James Arnold went from main villain to villain’s henchman, replaced by billionaire philanthropist Richmond Valentine. Valentine, though, keep the motive, saving the Earth and one billion people by culling five billion. The method is the same, causing people to become raging monsters who kill each other. Even the lair remains more or less as seen in the comic. Eggsy is still the same, though his younger brother becomes a baby sister and his mother’s name changes from Sharon to Michelle. Minor change, really, one that doesn’t affect the storyline. Eggsy’s Uncle Jack, though, does change in a major way. Jack becomes Harry Hart, not related to Gary or his mother at all. The change came about because Vaughan saw issues with the My Fair Lady approach the movie plays with. If Jack remained, questions would come up why he didn’t do anything sooner. These questions get answered in the comic, but there isn’t time in the movie.

Time is another factor. The film runs 129 minutes. The same story ran six issues, giving the comic more space to expand ideas. Visual shorthands can make up for time, like letting Eggsy show what he can do instead of just hinting at it. But time in a film is still finite; audiences will only sit for so long before getting restless. Related to time is cast. Budgets can only go so far. The nature of training in the movie eliminated trainees, leaving just Roxy and Eggsy to deal with Valentine. In the comic, Eggsy leads ten trainees in an assault on Arnold’s lair, with another trainee, who isn’t Roxy, off to try to shoot down the satellite. Roxy doesn’t even get named in the comic, though there is a trainee who could pass as her.

Speaking of cast, the comic had artistic renderings of famous people who had been kidnapped by Arnold to restart society after his culling. Cameos, though, get complicated when using real people. The only person who appeared in both the comic and the movie was Mark Hamill, and he played a character other than himself in the film. Hamill’s first scene was much like his cameo in the comic, though his character survived the experience in the movie.

One other problem comes from a cultural difference. Mark Millar, Dave Gibbons, and Matthew Vaughan are all British. The comic and the movie have roots in the different classes in British society. These don’t always translate well to something that North American audiences can understand, though TV series like Doctor Who, Coronation Street, and Eastenders have helped introduce the concepts. Chavs and housing estates have equivalents in American culture, but the matching isn’t one-to-one. The movie had to make sure the concepts in use could be understood by an American audience without dumbing them down too much that the themes get watered down.

The end result, though, is that the movie Kingsman: The Secret Service is very much the comic, despite the differences. The story matches, though scenes differ. The clash of classes, the over-the-top villainous plan, the maturation and the understanding of what makes a gentleman, all of that remains. A Kingsman is a Kingsman, no matter the path taken.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Let me say up front this is one of my favorite Agile Principles (#10 is up there too.). It’s obvious, thought-provoking, and in-your face.

Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.

Yes, the Agile Principles state outright that you should find and keep a pace that can be maintained indefinitely, and everyone should have that pace. I’d love to phrase this positively, but let’s face it, it’s a principle about not burning out.

Yes, way back in 2001 the Agile gurus were well aware of the potential for burnout, death marches, and more and made it part of their principles.

Agile Processes Promote Sustainable Development.

Agile processes make sure that development is sustainable – that the inputs, velocity, testing, processes, demands, etc. all are aimed so everyone (and I do mean everyone) involved could keep this up forever.  This of course makes sense – once you find a doable pace you’re able to continue, predictably, over time.  When there is deviation, you can adapt as you’ve got a stable pace going.  When it’s sustainable you can keep delivering value.

This flies in the face of so much we’re taught about work, leisure, and so on. We’re taught to expect death marches. We’re taught to expect rushes. We’re taught to idolize being overworked. This Agile Principle outright states ‘bollocks to that’ and says ‘no.’ Or if we want to put it positively, says ‘yes’ to sustainability.

But I’ve seen so many death marches and overtime pushes I like the “no” part.  But let’s get away from negative/positive, let’s talk about why this matters to creatives.

  1. Creatives are often in areas and industries that promote death marches and rushes.
  2. Even if we’re not in #1 we often do it to ourselves.
  3. The unpredictability of creative work may lead us to pace ourselves erratically anyway – and accept it as normal.
  4. Because of these issues we don’t try to find a way to work better.
  5. All this stress outright kills creativity – and the goodwill that’s needed for it.  It’s a testimony to many creatives that they’ve sustained in the face of so many things.

Because it is so important this means . . .

We Need to Consciously Work On Sustainability

You don’t just say “hey, let’s be sustainable” and it happens.  It’s something you work on – this principle reminds us to commit to it, to make sure we find a pace we can all work at, together.

This principle, despite the fact it’s a call to work appropriately, is also a call to work on sustainability.  You need to take the time and effort to make work sustainable.  You need to educate yourself on principles and processes to make things sustainable.  Hopefully this is the collective “you” – all the sponsors, users, and developers in your creative work.

But it might be the lone “you.”  Sorry, you might be the lone voice of sustainability and have to advocate.  Maybe these columns can help, but let me emphasize that if you’re using Agile, keep reading up on it and researching it.  There’s plenty of knowledge out there.

Note that this Principle means everyone in the project.  It could just be you and one client, it could be a giant team and users/audience.  So let’s talk about how the three different groups – sponsors, developers, users – can promote sustainability on a creative project.

Sponsors And Sustainability

Sponsors are the people asking for the work. It would seem their role is obvious – don’t overload people!  Of course it’s not that obvious.  Each of the three groups have different interactions on creative projects.  So how can Sponsors work with the other groups?

Developers:

  • Sponsors need to understand what pace Developers can work at and support it – perhaps even push back on those pressuring them.
  • Sponsors need to work with Developers and be available so they can both assist developers, but also stay aware of their pace and sustainability.
  • Sponsors need to listen to Developers; the developers know what they’re doing. In creative work, this is exceptionally important because of the little intricacies and intimacies.

Users:

  • Sponsors need to understand User expectations – not just what is wanted, but what can be handled. it might sound great to shovel out a ton of stuff (such as game patches), but this may limit feedback and communication. Users can only handle so much.
  • Sponsors should listen to Users and get feedback, finding ways to encourage sustainable development.  This may also mean understanding User perspectives – and what they want and you want may differ.
  • Sometimes the Sponsor is the User – and you’ll need to figure out how you feel in both roles.

In promoting sustainable development, a good Sponsor is realistic, listens, facilitates – and doesn’t overload Developers. I won’t lie – sometimes you become a firewall or a funnel. Be a good one.

Now a few warnings. Where does this usually go wrong in creative works?

  • Sponsors often come to Developers far too late in creative processes – I’ve seen it a number of times. Sponsors should engage Developers in creative works as early as possible and learn their pace.
  • Sponsors overload Developers. This often fails, leads to bad blood, and the “there’s more where that came from” attitude I see a bit too often in creative fields makes enemies.
  • Sponsors don’t pay attention to Users or assume on what they want. They often get it wrong.
  • Sponsors assume they know how the creative process works. Often they’re wrong because even if they are a creative, each creative is different.

With sponsors covered, let’s get to Developers – which, my guess, covers a lot of my readers.

Developers And Sustainability

Developers make the creative work. Also an obvious role, but a Developer’s role is really kind of strange – they’re an expert in making something who often deal with people who aren’t. Thus you’re trying to give people what they want when they don’t know how you do it. Though they probably think they do and it drives you crazy.

Worse, you’re sort of in the middle of the Users and the Sponsors. You spend a lot of time making something for the actual target audience, you do research, so sometimes you end up as a bridge. When the User and Sponsor is the same (say, if you’re doing an art piece for someone directly), they can still seem like two different people and you have to bridge the gaps in someone’s own head.

(Ever have someone argue with themselves about a creative work? Probably.)

Finally, you’re probably the one most aware of any burnout, overload, or unsustainability, and you have to tell people about it. Sometimes those people aren’t happy with you. OK most of the time.

So first up, if you’re a Creative (and you probably are if you’re reading this), get ready to do a lot of psychology for yourself and for others. You do the work others don’t do, see things differently, and are kind of in the middle. However, to make sure your work is sustainable, you have to think about them.

Sponsors:

  • Give Sponsors feedback and information to help them pace themselves and pace working with you. The more pre-emptively you give them an idea of what’s sustainable, the quicker they’ll get it.
  • Help Sponsors reach a sustainable pace – they don’t do the work, they may not know what it is. You might save them from burnout and being overly pressured – or help them find they can do more.
  • Help Sponsors understand your work and what you’re doing so they can work with you sustainably.
  • If needed, bridge the gap between them and the user on what’s sustainable.
  • You’re also probably the one most focused on using Agile methods, so help them understand them – including the Eight Principle.

Users:

  • Understand Users have a limit to what they can process and work with that. Their pace may be slower than yours, so you need to slow down, or faster, and you need to find a reasonable delivery.  That may need to be communicated to Sponsors – and in creative work the pace may vary a lot.
  • Users may not understand their own limits; be aware of the.
  • Remember to work feedback from the Users of your creative work into your plans and pacing. Feedback can consume a lot of time.
  • Learn to understand how the users think and communicate. Help bridge gaps with the Sponsors.
  • Users might not get the creative efforts you put in – find ways to subtly make them aware (it helps set expectations)

A good creative Developer is aware of their process and abilities so they can not only pace themselves, but pace themselves with others, and help others pace themselves. Because you’re where work happens, you’re the most able to understand what’s going on and what can probably be sustained. You just have to make the effort.

Now a few bits of advice for Creative Developers trying to keep a sustainable pace in Creative work.

  • Sustainability also incorporates probable interruptions – vacation, illness, training, etc.
  • Yes, there will always be rushes. Minimize them, adapt, work them into expectations.
  • Don’t assume because you know how the creative process works that you’re superior – don’t get arrogant. That can lead to over-confidence and/or poor communication with Sponsors and Users.
  • Also remember how unpredictable creative work can be – communicate that but also work to minimize it.

Users and Sustainability

It feels weird to even go into this part – this is pitched at Agile Creatives. That definitely covers Developers and may cover Sponsors. But Users? They’re the end consumer of a creative product. They may not be that interested in all this.

I include this however because you, doubtlessly a Creative of some kind, will be communicating with Users (and thus you can figure how they can work with you), and probably are a User at some point (and can work better with others). It’s my small way to bridge the Developer-User gap in Creative work. Whatever side you’re on, you can help the other side work better.

One thing Users forget is that they to have to have a sustainable pace, and it’s easy to think “I can handle anything” delivered to you because you want it. However, getting too much of a good thing is not sustainable – you can’t enjoy it, can’t give feedback, etc. You to, even as a pure consumer, have limits, and pushing those does no favors to the people doing work for you.

Sponsors:

  • I find Users are often very abstract from Sponsors, from idolizing them to being suspicious of them, to ignoring them. Instead, be aware of them and who they are – and their motivations.
  • Understand sponsors have their own limits. Learn to be a responsible User in your demands and interests.
  • Find ways to engage Sponsors realistically – if they actually engage you, be grateful (I find a lot of Sponsors aren’t to great at this).
  • Be aware that the pipeline between Sponsors, Developers, and you has a lot of bumps.

Developers:

  • Respect the Developers time and understand that they are often not only the limitation on delivery, they’e also the ones doing a lot of work.
  • Engage constructively with Developers. In fact, the more you engage with them, the better you understand sustainability, and the more you can help them with feedback.
  • if you’re really engaged with Developers, learn how they work on their creative projects.  It’ll help you appreciate them – and you may learn some things.

I don’t have a lot of other advice for Users promoting Creative Agile to use Sustainability except for this – remember you’re part of the process to.  Working with others means much better stuff on your end.

Moving On- Sustainably

Sustainable development requires everyone’s effort – and commitment.  In a creative project, this is even more of a challenge.  It requires everyone to get on board.

Of course if not everyone is on board, you’ll get to help with that because you’re the one reading this.

So let’s round up what we can learn:

  • Good Agile involves sustainability.
  • This sustainability requires all sides to be involved and committed.
  • Each of those involved in an Agile project – creative or otherwise – has a role to play.
  • Sustainability is more challenging in creative projects due to a variety of factors.

– Steve

Posted on by Scott Delahunt

Archie Comics, the third of the Big Three American comic book publishers, has survived since 1939 on the slice of life, laugh a panel stories of its characters.  Sure, the company has dipped into other genres, like superheroes, but the company’s bread and butter has been the lives of teenagers in Riverdale, a town caught in a perpetual now that has incrementally changed over the years.  Among the cast of characters are Josie and the Pussycats, an all-girl band from the neighbouring town of Midvale.

Josie didn’t start as the lead singer of her own band.  Creator Dan DeCarlo was inspired to create the character after seeing his wife, who he named Josie after, in a cat costume on a cruise.  After shopping the character and her strip around, DeCarlo sold the idea to Archie Comics.  Josie debuted in Archie’s Pals & Gals #23, in 1963, followed by her own title, initially called She’s Josie.  The title became Josie with issue 17.

The initial cast of characters included redhead Josie, who was essentially a gender-flipped Archie Andrews, her friends Melody, a blonde ditz, and Pepper, a dark-haired cynic.  In the supporting cast, Josie had her beatnik boyfriend Albert, Pepper’s brawny boyfriend Sock, Alexander Cabot III who vied for Josie’s affection, and Alexandra Cabot, Alex’s skunk-haired twin sister.  Josie would also appear in Archie titles, and the regular Archie cast would make cameos in hers.

The comic changed its title again in 1969, becoming Josie and the Pussycats.  Josie started a band, becoming the lead singer and lead guitarist with Melody joining as the drummer.  The Pussycats recruited Valerie as both bassist and songwriter.  Alex became the band’s manager.  Alexandra discovers that her cat, Sebastien, is a reincarnation of an ancestor who was executed for witchcraft, giving her some limited magical abilities. With the comic’s new direction, Pepper, Albert, and Sock disappeared.  Alan M. stepped in to fill the role of Josie’s boyfriend, with Alexandra becoming a rival for his affections, and becoming a rival for Alex for Josie’s.  The comic featured stories of the band on tour as well as day-to-day life as teenagers.

Archie had some success with a Filmation cartoon adaptation and a Billboard #1 hit, “Sugar Sugar“.  Hoping to duplicate the success, Hanna-Barbera reached out to Archie Comics to adapt another title, getting Josie and the Pussycats.  The first season of the cartoon saw the band on the road, getting involved in Scooby-Doo-like mysteries, with several characters taking on Scooby roles.  In particular, Alan M. filled in for Fred and Alex, voiced by Casey Kasem, in Kasem’s Scooby role, Shaggy.  The second and final season of the cartoon, Josie and the Pussycats in Outer Space sent the band on tour in space.

The comic ended publication in 1982, though the characters continued to appear in other Archie titles and in various Archie digests, including Pals & Gals.  In 2001, Universal released a live action movie adaptation of the comic and characters, with Rachel Leigh Cook as Josie, Rosario Dawson as Valerie, and Tara Reid as Melody.  The film updates the Pussycats to what was current in 2001, giving the band a new sound without losing the core that people would remember from the cartoon.

The movie begins as the boy band, Dujour (Donald Faison, Alexander Martin, Breckin Meyer, and Seth Green), arrives at the airport to perform their latest hit to a screaming mob before getting on their jet to go to Riverdale.  In the air, though, all is not smooth with Dujour as little annoyances have built up.  Their manager and promoter, Wyatt (Alan Cumming), is more their babysitter.  He smooths the rifts over, but the band brings up a concern on the latest remix.  Wyatt’s denial could only fool the very gullible, so Dujour is placated.  However, Wyatt heads to the cockpit to tell the pilot, “take the Chevy to the levee“, and they both bail out.  The plane goes down near Riverdale.

In Riverdale, Josie, Valerie, and Melody are working hard to break into the music industry, working odd jobs so that they can perform anywhere that will let them, including a bowling alley.  The Pussycats want to be rock stars with their own style.  During the down time, Josie hangs around with Alan M. (Gabriel Mann), where both are having a problem getting out how they feel about each other to each other.  Josie and the other Pussycats also try to find out where their manager, Alexander Cabot III, was during their bowling alley gig.  Alex’s twin sister, Alexandra (Missi Pyle), reveals that he was in line for Dujour tickets.  When the news breaks about Dujour’s disappearance, Josie decides that the band has to work harder to gain a following, something that can’t be done by sitting on a couch.  The Pussycats go out to busk in downtown Riverdale, but a confrontation with a store owner forces them to flee.

Wyatt has been busy.  He’s managed to get news of Dujour’s disappearance out, their last hit song out for listeners, and has been given new orders by the owner of Megarecords, Fiona (Parker Posey), to find a new band.  Downtown Riverdale isn’t exactly bursting open with random bands just crossing his path.  Except, he has to hit the brakes to avoid hitting the Pussycats.  He offers the girls a contract and flies them out to New York.  The roses have a few thorns.  Wyatt renames the band to Josie and the Pussycats.  But the thorns are ignorable as the band begins to chart.

Fiona has what she needs, the new band to replace Dujour.  She takes a group of foreign investors on a tour of her underground facilities.  Megarecords, in conjuction with the American government through Agent Kelly, is working on a massivie subliminal message project.  Hit bands under the Megarecords label have had extra tracks laid under the music with suggestions narrated by Russ Leatherman, Mr. Moviefone himself.  Said suggestions include fashion trends, what slang is hot, what colours are in, and what to buy.  Dujour had made this same discovery and were silenced.  But now, Megarecords has Josie and the Pussycats, who are the number one band in America.

Valerie, though, still sees the thorns.  She sees the media focused on just Josie.  She sees how she and Melody are being shifted away.  Most movies in this genre – band climbing to fame – sees the lead singer arguing with her bandmates and letting her ego get away from her.  The live action Jem and the Holograms is a good example of this plot.  However, Josie cares too much about Valerie and Melody to just toss them aside; they’ve worked too hard together to get where they are.  Nothing will get in between them.

Wyatt and Fiona realize how close the Pussycats are, so arrange to turn Josie into a solo act.  First, Valerie and Melody are lured to a fake taping of Total Request Live where the real Carson Daly and a fake Carson Daly (Aries Spears) try to murder them.  With Josie alone, Wyatt passes along a new remix of a new song to Josie to listen to, one with subliminal messaging telling her that she’s far better than Melody and Valerie.  Valerie and Melody manage to escape both Carson Dalys and return, only to be driven away by Josie.

Alone, Josie storms off, still listening to the remix with the subliminal messaging.  She winds up skipping Alan M.’s gig as a solo guitarist, leaving him to the tender mercies of Alexandra.  Josie does break through the brainwashing, though, and realizes what happened.  With help from Alexander and Alexandra, Josie gets the proof she needs that Megarecords, Wyatt, and Fiona are up to no good.  Fiona catches her in the act, though, and forces her to go to the Sega Megarena to perform.

Melody and Valerie catch up at the Megarena.  Josie tries to make up for her bad behavior to them, but the bridges are too badly burnt.  Fiona threatens to kill Valerie and Melody to force Josie to go on stage, to the point of having an MTV news bulletin already created reporting the deaths of the bandmates in a firey explosion.  Josie acquiesces, but still tries one more time to make up with her friends.  All looks lost, until the deus ex puer cohortem arrives, in the form of Dujour.  They had managed to land their private jet.  Unfortunately, they set down outside a Metallica concert and only escaped the fans because of one of Dujour knew “Enter the Sandman“.  Dujour isn’t up for a fight, but they are the distraction Josie needs to try to free her friends.  Too bad the car Valerie and Melody are in are on a turntable, letting Fiona catch Josie in the act.

Josie, though, has had enough and launches herself at Fiona.  With chaos breaking out, Valerie and Melody break free and help out.  Valerie takes on Wyatt leaving Melody to deal with Fiona’s bodyguards.  The latter fight isn’t fair; Melody knows kung fu.  Valerie manages to clothesline Wyatt.  Josie goads Fiona into swinging a guitar at her; the miss destroys the machine controlling the subliminal messages.  Agent Kelly arrives with several other G-Men.  Josie reveals the plot to them, telling them that Fiona and Wyatt were brainwashing teenagers.  Kelly has little choice but to throw Fiona under the bus and takes her away.

The Megarena is still filled with an audience who wants to see Josie and the Pussycats play.  The Pussycats are blown away by the size of the crowd, but still go on with the show, even without the subliminal messages, giving the audience a chance to make its own decision on whether to like the band.  The Pussycats bring down the house.

The movie is a satire of the music industry and consumerism.  Dujour is the boy band of the day.  Product placement is everywhere, obvious and obnoxious, none of it paid placement.  There’s even an Evian ad in a whale tank.  The Pussycats get co-opted to sell everything, even themselves.  There are times when the movie is cynical about the music industry.  At the same time, the movie understands its target audience.  Teenagers are media savvy and know when they’re being pandered to, with some extras for fans of the cartoon.  Fiona’s plot is comically over the top to satisfy a very human need, the need to be accepted.  All from Archie Comics’ film studio, Riverdale Productions.  Josie and the Pussycats isn’t what is expected from the company*.

The characters from the comic are critical to making the movie about the Pussycats instead of any other all-girl band.  Josie is the ambitious one, wanting to become a rock star, the one pushing her bandmates.  Valerie is the rock, the one still anchored to reality that her friends can count on.  Melody is still the ditz, not quite all there and capable of completely missing the obvious.  Josie and Alan M. are trying to be a couple, with Alexandra trying to insert herself into Alan M.’s life.  Alexandra remains true to her comic book incarnation, unpleasant but willing to let herself be dragged along when the going gets tough.  She even keeps her skunk stripe.  The effort is there to keep the characters true to the original.  Again, it helps that the owners of the property are involved; that’s one less separation between the original work and the adaptation.

The movie has had an effect on the characters in the comics.  The names given in the film – Josie McCoy, Melody Valentine – have been accepted as canonical.  Valerie‘s last name was Smith in the comics, though it changes to Brown when Pepper Smith returns.  With the New Riverdale line of comics, with new but still familiar designs for all of the Archie characters, the Pussycats get a look that fits in with the movie, though Melody is less a ditz and more living in her own comic book that just crosses over with Josie and the Pussycats.

The live action Josie and the Pussycats is an evolution for the characters.  They were brought up to date, given a new sound that resonated with the era, and yet remained true to their comic book forms.  While the movie didn’t do well in theatres, it provided satire of an industry while delivering a comic book-style plot that would fit in with the animated adaptation of 1970.

* Then again, the publisher has released such titles as Archie Meets Kiss, Archie Meets the Punisher, and Archie vs Sharknado, so maybe the movie isn’t all that unexpected.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

We’ve passed the halfway points! We’re now on the Seventh Principle behind the Agile Manifesto. It looks simple, and in fact is simple, which means I’m going to go on at length about it. Let’s take a look:

Working software is the primary measure of progress.

Yeah, it’s pretty clear isn’t it? I’m very fond of it because the idea is the measure of progress is something that actually works. No maybies, no charges, no plans, no mockups. Something that works is how you measure progress.

But let’s tweak it a bit for creatives, since creative work involves a wide range of stuff from art to presentations to films.

Usable products are the primary measure of progress.

There, not much of a change, but we broadened it out. You measure progress primarily by giving people things that are usable.

Now of course, I’m going to analyze the heck out of it.

You measure progress with something people can use – even if imperfect

Your efforts should focus on giving people something they can use and experience – that’s it.  It’s usable/working/review-able or whatever you want to call it.  That does not mean it is:

  • Complete.
  • Ready for public release.
  • Ready for all of your customers to use.
  • Even that good.

You may deliver work that’s incomplete and lousy, but at least each embarrassingly bad delivery there’s something people can use to give you feedback.  You will improve it over time.

As you may guess this means . . .

Delivering usable product means feedback

Giving people something they can use, no matter how incomplete or half-baked, at least means you’ll get feedback on it. It may not be nice feedback, it may mean a lot more work, it may mean a change of direction. But at least you know what to do next.

So the more often you deliver, the better you do getting people to their destination – because you learn how to better get there.  It’s a lot like navigation – in fact your customer or client may learn about what they really want once they have something they can really experience.

But it’s not just people who give feedback. You and your team give each other feedback. If it’s just you, then YOU give yourself feedback (even if it’s “that was dumb”). You also learn by making something usable as opposed to reaching abstract deadlines and milestones.

There’s nothing like having to make something workable to really learn what you have to do, and what you shouldn’t have done.

Now to do this . . .

This almost always means iterative development – so plan for it

So as you’ve probably guessed from reading so far, this Principle really hearkens to iterative development. You measure progress with usable product, so you’ll be delivering useable product over time – probably improvements of previous deliveries. That’s pretty common in Agile, obviously and we’ve already discussed it.

But this means that anything useable you deliver is something you should plan for and keep in mind. Don’t just work on something, work on it in a way that helps you give actual results as often as possible. This could mean:

  • Constant refinement, like putting a logo through more and more iterations.
  • Delivering in usable parts, like a costume where each piece is complete (and, say, at least display-worthy).
  • Delivering in review-able parts, like a piece of writing where each chapter is something that can be edited.

So you can keep getting work out, do that work in the best way that keeps delivering useable results. Because when you do that . . .

Useable Products Are THE Way to Measure Progress

Delivering usable products is the way to measure progress. There’s the obvious ones of “this customer is happy,” but you can also use this to get a bit more mechanical and procedural.

  • If you have a list of features for something, like perhaps a game, as you deliver them in prototype, you can check them off. Yes, some may be wrong or changed, but you can get a rough idea of progress.
  • If you are aiming for certain numbers, such as a performance score or loading speed or image size, then you can measure them – with workable product.
  • Of course, you get abstract feedback from others, maybe customers or even beta testers and early access users. They might provide other quantifiable forms of feedback, ranging from yes/no responses to answering polls and questions.

From simple lists of features to complex analysis, usable product is not just a way to measure results in general, but gives you a way to get specific results, maybe even complex ones that need some number crunching.  Thinking in deliverables and producing them gives you access to a wealth of data.

Though I wouldn’t overdo it. This is Agile after all, let’s not get complicated.

Rounding Up

Let’s review the Seventh Agile Principle for Creatives:

  • Frequently produce something usable for your audience, no matter how imperfect.
  • Iterative development is the best way to do the above, so organize your work accordingly.
  • Because you are delivering something usable, you’ll get feedback and learn, meaning you can produce a better product.
  • If you need to have deeper analysis, working products are a great way to do it.

It’s another simple principle, but it’s really great advice – progress is producing something.

Sounds like you could overload yourself with trying to constantly get stuff out, right?  Well, let’s move to the Eighth Principle . . .

– Steve

Posted on by Scott Delahunt

No new review today. Trying to get the details I need for the next one, which will return next week.

Meanwhile, enjoy an older post.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

Agile principle #6 is a simple and sweet one about communications.  It needs no embellishment:

The most efficient and effective method of conveying information to and within a development team is face-to-face conversation.

This is obvious.  If you want to get the most done, effectively, talk to a person directly.  I could probably stop here and you and I have easily discussed 70% of the value of this Principle.

Obviously I’m not done – and we’re talking Agile and Agile Creativity, so there’s some subtleties to go into.  So I’d like to discuss this principle in a bit more detail, and focused on creative work.  This probably would be faster if we were face-to-face, so revel in the irony.

Good communication is vital to all work – creativity moreso.

It’s obvious that you get more done productively if you actually go and talk to people, and in-person conversations convey a lot of information effectively.   In-person you can judge gestures, expressions, voice pitch and more.  In-person you sync-up with people better.

When you communicate effectively, you say more, hear more, and can work effectively.  You can adapt better because you’re actually talking to someone directly and saying so much more.  I’ve seen team behavior change and become more productive when face-to-face activities are introduced.

In creative works are challenging to communicate because they involve everything from intuitive interpretation to understanding complex emotions.  This makes face-to-face or similar far more important because there’s just a lot to convey.  So if you have to collaborate creatively, get talking face to face

(As you may guess, I accept we can’t always get face-to-face, which means) . . .

Face-to-face isn’t always possible, so make due

Communicating with people on your team face-to-face sounds great.  It’s also probably impossible at many times due to location, travel, mutual loathing, and what have you.  So what do you do?  You find the closest-way to face-to-face in order to interact.  This could mean:

  • Video conferences (with sharing)
  • Chat programs (of course)
  • Phone conferences.
  • Meeting face-to-face when you can and packing in all the communication you can do.

You do what you can.  This may mean when it comes to creative works, you have to get pretty innovative.  You may do things like sending people videos and following up with online chat, and it may not be face-to-face, but it’ll be as close as you can get.

Is this somehow violating the ideal?  No, because . . .

Face To face is the most efficient and effective method – not the only one.

This Principle is a recommendation and a statement of truth – face to face is the best way to communicate within your team.  It’s not the only one, it’s just the best.  Agile isn’t big on hard rules and structures.

But sometimes the best is not available, so you do what you can.  Don’t fret, don’t beat yourself up over it.  Just do what you can.

A quick thought for solo creatives.

Does this matter to the solo creative?  Actually, hidden within this Principle are two important lessons:

  • You may be solo, but changes are you still are depending on other people for some things.  Delivering supplies.  Providing editorial services.  Etc.  Face-to-face still applies to these “team-like” connections.
  • Are you taking time to really communicate with yourself?  Analyze results, do research, consider where you’re going?  You might not be – learn to pay attention to yourself.

A moment for review

This simple principle is pretty easy to review:

  • Face-to-face is the best way to communicate with your team members.
  • If Face-to-Face isn’t possible, learn the best alternatives.
  • Even when solo, practice good communications techniques and take the time to self-reflect.

Simple one there.  Good, because the next Principle seems simple – but has a lot of depth.  In a way it’s a core to a lot of Agile thought . . .

– Steve

Posted on by Scott Delahunt

Lost in Translation has taken a look at a number of tabletop role-playing games, the most recent being Tails of Equestria. In those reviews, the goal was to see how well the source material was adapted as a game. Today, the goal is to determine what would adapt well as a game.

Tabletop RPGs bring together a group on a regular basis to play, to socialize, and to relax. Existing settings helps reduce set up time. Settings based on existing works allow the players to get a good idea of what sort of play is expected in a game. What makes for a good source to be adapted? The big thing is playability. There needs to be something for the players to do in the game. The goal doesn’t have to be all combat all the time. Investigations, intrigue, and exploration are all viable options. The implication here is that there is more to the setting than what is shown in the original work; that the main characters aren’t the only movers and shakers.

Related to the above, can the players have an effect on the setting of the same importance as the main characters? Sure, only Luke Skywalker can destroy the first Death Star, but can players in a Star Wars setting aid the Rebellion in a way that is just as meaningful? The effect doesn’t have to be achieved in the first session; the goal of an entire Star Wars RPG campaign could be to bring down the Empire in a sector, with the end taking place at the same time as the Battle of Endor. Star Wars: Rogue One could easily be a campaign, getting the plans for the Death Star into the hands of Princess Leia. Without that, the Rebellion would be destroyed.

Next, does the plot of the original work allow for expansion? Some works come down to the actions of one character. A hypothetical The Last Starfighter RPG* has the problem of every starfighter pilot except Alex being killed by a Ko-Dan sneak attack. The movie doesn’t show what happens afterwards, but there isn’t much detail to the setting beyond that needed to drive the plot. Few players want to play Dead Pilot #10. Likewise, a Rumble in the Bronx RPG, based on the Jackie Chan movie, doesn’t work; Jackie’s character is the critical one in the story, and there isn’t a way to expand the cast to allow for player characters. However, a tabletop RPG based on the entire Jackie Chan movie catelogue can and has been done.

The game publisher has another issue unique to the industry. Will the adapted game bring in something that a more generic game can’t? The generic game doesn’t have to be as broad as Steve Jackson Games’ GURPS; there are games that handle just one genre, such as D&D with fantasy. The goal, though, is to have the adaptation represent the original far better than the broader games in the genre. Take Victory Games’ James Bond 007 Role Playing Game as an example. At the time, its competition included TSR’s Top Secret, Flying Buffalo’s Mercenaries, Spies, and Private Eyes, and Hero Games’ Danger International, but the game had the draw of 007 himself. The result was a game with mechanics that could be seen happening on screen without having to be excessively house ruled to be playable, a game that reflected the source well. That’s not to say that a broader game can’t be used to adapt a work. GURPS has had a number of licensed adaptations, including The Prisoner and Terry Pratchett’s Discworld series.

Of course, game publishers can’t just adapt a work at will. The owners of the originals want to be compensated. Thus, the big question, the one that can make or break an adaptation – is the license available and affordable. Game publishing is still a business. If a license costs more than the expected return on investment, then it’s not worth pursuing. Likewise, if a license just isn’t available, like with the Harry Potter series, then no amount of money is enough. The game just won’t exist legally, and few game publishers have the money to afford a lawyer to fend off the inevitable lawsuit that would occur by ignoring the licensing needs.

In short:

  1. Is there something for the players to do?
  2. Can the players have the same impact on the setting as the main characters?
  3. Does the plot of the original work allow for expansion?
  4. Will the adapted game bring in something that a more generic game can’t?
  5. Is the license available?

How does this work? Let’s take Star Trek, which has had a number of RPGs based om it, the most recent being published by Modiphius. The players do have something to do – they can be officers on board a Starfleet vessel exploring new worlds and new civilizations, going boldly where no one has gone before. As Starfleet officers, the players can make discoveries similar to the ones Kirk, Picard, and Janeway have. Star Trek: Voyager showed that there are ships in Starfleet not named Enterprise that also explore the unknown. Each of the Trek RPGs was designed with the setting in mind; while Traveller could be adapted to the setting, the various publishers have made an effort to keep to the feel of the franchise. As for the license, Modiphius is the current holder for the purposes of publishing a tabletop RPG.

A potential licensed RPG shoould have these questions in mind. Let’s use a hypothetical Reboot RPG, since it’s fresh in memory. Players would have a wide variety of things to do, from fighting viruses to winning games to dealing with or even being software pirates. If in a different system other than Mainframe, the players can have a similar impact to the main cast, the exception being the events in Daemon Rising, where it took a small handful of Mainframers and a friendly virus to stop Daemon. The plot in Reboot, especially once the ongoing one begins in season 2, still allows for players to do their own thing, even during Daemon Rising. The key to the mechanics will be to allow for the range of characters seen in the show; binomes like the Crimson Binome, Binky, and Algernon, sprites like Dot, Bob, and big and little Enzo, and even benign viruses. Devices like the Guardians’ key tools, like Glitch, and the Code Masters’ staff will need to be worked out. As it stands now, a superhero game may be the best “generic” system to emulate the series, but a game that can reflect Reboot specifically would be ideal. The only question is, is the license available to a publisher? That can only be found out by a potential designer.

Licensed tabletop RPGs have a tightrope to walk, They have to be true to the source material while still being playable. If done well, though, the game can introduce a new pastime to fans of the original and introduce gamers to a new work that they might not have heard of before.

* Note that FASA released a wargame based on The Last Starfighter, where one player took the forces of the Ko-Dan Empire and a second played the Star League. One of the scenarios in the game was the final battle from the movie, complete with rules for the Death Blossom.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

So if Agile Principle #4 was kind of heavy, Agile Principle #5 is a bit more philosophical – but also is very thought-provoking. It states:

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done.

This one makes a lot of sense. Make sure you have motivated people, give them what they need, and trust them. It’s a great principle, and having seen the opposite applied, I can assure you it leads to failure when you don’t do this.

But some creatives are solo acts. So let’s add on to this:

Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. This applies to any size of team, from yourself to a large group.

There. Now it applies to everyone from a hundred people to you alone working on a project. In fact, imagining how this applies just to you helps you understand how it applies to a team. Let’s take a look at this Principle:

Build Projects . . .

It may seem weird to focus on just two words, but the fact this is about projects is important. Projects have defined goals (even if they change) and ends (or potential to end). It’s important to have bounded activities and goals – and not just for direction or signoff.

Having a project focus means you can evaluate progress, know what you want to accomplish, and know when you’re done. That’s vital to retain motivation and interest in these projects. People who feel motivated may loose it if they’re going in loops and don’t know if they’re accomplishing anything.

This is even more important when talking Agile for creatives. Creative projects can go in all sorts of directions, never end, never be broken down. Infinite possibility gives you infinite ways to never complete the work.

Solo Creative Tips:

  • Having defined projects helps you set goals and directions for yourself.
  • Having defined projects keeps you from trying to keep all the information in your head – having notes, spreadsheets, etc. keeps you from having to juggle that in your head.
  • Having defined projects will keep you motivated.
  • Having defined projects lets you share them when needed – say, if you need help.

 . . . around motivated individuals.

Quick, when’s the last time you worked iwth unmotivated individuals? Did you measure it in years, months, days, or minutes? Were you an unmotivated person?

Forget any happy motivational speaker talk, let’s be honest – unmotivated people do awful work. Many, many projects fail or are done halfway because of poor motivation. Many managers and leaders never pay for their awful job at motivating and finding motivated people.

Meanwhile, truly motivated people can achieve a great deal. Motivation is instinctive, and thus it guides and directs, inspires and drives; a truly motivated person brings their entire set of skills and interests and knowledge to a project.

If you want to have a project succeed, you want to find people who are motivated and motivate those there. I will state for the record many, many people are utterly terrible at this.

Motivation is a necessary part of any Agile method as it’s a light, adaptable approach to work. It doesn’t rely on someone directing or provoking work, it relies on feedback, direct communication, and initiative. Un-motivated people give poor feeebdak, ask poorly for feedback, have issues with communicating, and have no initiative. Agile methods of any kind don’t work without some motivation.

That means it’s up to you on any project to encourage motivation in yourself and others – and to find it. This is an entire area you could study up on to improve your work and leadership, by the way.

For creative work, you can guess that this is somehow even more important. Creativity is visceral, and the gut-feel of motivation is necessary to drive creative work – or even to feel creative. Creatives who are unmotivated often have trouble doing work or their best work as they don’t have that visceral drive.

And most work has some creativity in it.

Solo Creative Tips:

  • Understand and evaluate your motivations – honestly.  This helps you appreciate, follow, and continue your motivation.
  • If you aren’t motivated, ask why.  It may be something to address – it may be a sign you’re on the wrong path.
  • It helps to have someone or someones to help you assess your motivations and state of mind in creative work.
  • Learn how to coach and motivate yourself.  Besides, it may be good practice for coaching and motivating others.

Give them the environment and support they need . . .

People need the right environment to succeed of course.  The right technology, the right information, the right lack of noise (or lack of lack of noise).

When it comes to creative works, this is even more important because creative activities require certain technologies, environments, equipment, and more people aren’t always aware of.  That monitor better have damned good color resolution for subtle artistic tweaks, you’ll want to get that bulk membership to a royalty-free photos site for digital work, and if your team works odd hours have the right chat software.  Creative work’s “right environment” may be something not easily apparent.

It helps of course to ask people what they need- and listen.  Which leads to . . .

People also need support.  They need someone to solve problems, address issues, back them up, give them the professional and personal help they need.

(If you ever worked with a job without good support, well, you know how well that went.  And why you’re probably not there).

For creative work, support is, much like the environment, something that will take effort to provide because of the many variables of creative work – and creative people.  Listen to people doing the work like writing, art, graphics, and so on to figure what support they need – and provide it.

If you are a creative, learn to listen to and support other creatives on your projects.  Creativity isn’t some magical spigot we turn on and off, and if you know that, you can help others.

By the way, on the subject of helping others, let’s get to helping yourself  . . .

Solo Creative Tips:

  • Be sure you have the right equipment for your creative works.  That may seem obvious, but it’s easy to miss (as I once found using the wrong monitor).
  • Make sure you develop an appropriate creative environment to work in.  Imagine you had to set it up for someone else, and go from there.
  • Support yourself as a creative – taking care of yourself, figuring what helps you be creative better, learning to take breaks, etc.
  • I find that for creatives, having a group of like minded creatives helps you in solo work – they have good advice and insights.  As may you.

. . .and trust them to get the job done.

Once you give people who are motivated the right environment, once you’ve got their back, go ahead and trust them to do the job.  Help, enhance, guide, offer, so what you can to assist.  But trust first (which may be hard when a mistake is made, but often they’re honest).

This is challenging in any situation – we’re taught not to trust people.  One of the most revolutionary things about Agile methods is the emphasis on trust and transparency, which is probably why they can be so disruptive.

Creativity, which is often variable, unpredictable, and personal makes that trust harder to give as it’s harder to understand what’s going on.  If you’re working with creatives, you’ll want to go the extra mile to trust them.  That’s also because . . .

. . . trust is somehow even more vital in creative works.  Because of the many variables there’s personal opinions, trial and error, and the need to experiment.  This means that creative works, in some ways, can go further afield before coming back to the point and may need even more feedback than most works.  Trust is essential for this – and to navigate the more esoteric issues you may encounter.

On a personal level, I think there’s also a kind of mistrust of creatives among people.  Folks may see them as lazy as their job seems enjoyable.  People may think they’re strange because of their work.  Others may assume they’re unreliable because of the many variables in their work.

Most of that is B.S.  But it’s a challenge for people.

Solo Creative Tips:

  • Trust yourself.  This is probably harder than trusting other creative people; we tend to be hard on ourselves.
  • A good way to trust yourself is to keep and review successes in recent works (I do this myself).

The Right People, The Right Environment, The Right You

The Fifth Agile Principle is one of the most wonderfully obvious, no-nonsense ideas that really calls out how easily you can do things wrong.  Get motivated people (or motivate them), give them what they need, stand back and trust them. Stuff gets done.

It bears repeating because, like many Agile Principles, the obvious gets missed.  That’s why we need them.

When it comes to creatives, this principle requires thoughtfulness and discretion because supporting creative works may require extra effort – especially if you’re not a creative type.  It’s one to keep in mind as you help people out.

And if you are a creative, hey – support yourself.  And support others doing creative work.

 

– Steve

Posted on by Scott Delahunt

The latest buzz about Reboot comes from the trailer for the new Netflix series, Reboot: The Guardian Code. It’s the first major work in the franchise since the cliffhanger end of the fourth season. Let me paraphrase Luke Skywalker from Star Wars: The Last Jedi here.

“Everything in that trailer you just watched is wrong.”

Let’s back up a bit. Reboot was the first fully computer animated series, produced by Mainframe Entertainment in Vancouver, British Columbia. The series aired on ABC in the US for almost two full seasons beginning in 1994 and YTV in Canada for its full run, including the fourth season comprising of two TV movies. The opening credits set up the entire premise of the show – Bob, a Guardian, is in Mainframe to protect the city from viral threats, including Megabyte and Hexadecimal, and from incoming games. Helping him are Dot and Enzo Matrix, Phong, Frisket, and the entire population of Mainframe.

The first two seasons were episodic, thanks to ABC’s requirements. Each episode featured Bob dealing with plots by the series villains. Megabyte’s machinations were of a system conqueror, looking to expand his base using his neo-Viral armies. The would-be viral overlord maintained a veneer of civility over his brutality, much like a mob boss. Hex, though, was random, pure chaos. Of the two, she had the greater power, but because she is random, she doesn’t have the focus to be the threat Megabyte is.

Once ABC was out of the picture, Reboot went to an ongoing story arc*. Beginning with “AndrAIa”, which introduced the young game sprite of the same name, the threat of a Web invasion became the ongoing plot through to the end of the second season, ending with Bob being tossed into the Web and Megabyte trying to turn Mainframe into Megaframe. Season three broke down into four arcs, Enzo becoming a Guardian, Enzo and AndrAIa travelling through the Net by game hopping, Enzo searching for Bob, and Enzo returning to a badly damaged home. The first of the season four TV movies introduced a new villain, Daemon, who was first mentioned in season three’s “The Episode With No Name”. The second of the TV movies had a second Bob appear and ended with Megabyte in control of the Principle Office.

Through the four seasons, several characters outside the leads were introduced – the hacker Mouse, Megabyte’s heavies Hack and Slash, software pirate The Crimson Binome, and perpetual annoyance Mike the TV – all of whom had their own development. Reboot expanded beyond Mainframe and sister city Lost Angles to include the Net, the World Wide Web, and other systems with their own unique looks.

What’s wrong with Reboot: The Guardian Code? There is almost nothing of the original series in it. The Guardians aren’t programs; they’re users sent into the computer. The villain is a hacker, not a virus. Megabyte, the only character from the the original to appear in the trailer, is the hacker’s heavy, not the dangerous system conqueror who took over Mainframe twice. The computer characters don’t look like the sprites or binomes. This isn’t what fans of the original series were waiting for.

The other problem is that the show might be worth watching for its own merits. But being tied to Reboot, fans are already turning away. If The Guardian Code was its own thing, not attached to an existing series, it may have had a chance at a fan following. The potential is there; young adults defending cyberspace from within and without against a deranged hacker, may not be the most original concept but there is a foundation to build on. Characters could develop without expectation. As it stands now, Tamara will now be compared to Dot, Mouse, and AndrAIa, and that is tough competition. With three changes, though, The Guardian Code could be an original work.

  1. Remove the Reboot icon from the Guardians’ costumes. Chances are, it won’t be noticed if no one brings attention to it. From the trailer, it looks like the icon is a badge of office, like a sheriff’s star.
  2. Redesign and rename Megabyte. The Megabyte shown in the trailer is a pale copy, an attack dog instead of a mastermind.
  3. Rename the Guardians. This isn’t as critical as the two above, but they could have been called Defenders, Protectors, or Champions. . Without the other Reboot elements, the use of “Guardian” could be called an homage.

Reboot: The Guardian Code as it appears in the trailer is what /Lost In Translation/ is trying to highlight as something to avoid. There is only superficial connections to the original series, and that will drive fans of the original away.

* It’s said that Reboot went darker once ABC was out of the picture, but the first season episode “The Medusa Bug”, where Hexadecimal introduces a bug that turns all of Mainframe to stone, would fit in with the post-ABC episodes.

Posted on by Steven Savage

(This column is posted at www.StevenSavage.com and Steve’s Tumblr)

There’s something horribly restrictive about creativity. Ever start something and feel trapped? Ever have an imaginative project become a burden? Why?

If you think of it, creativity means that you can do anything. The human mind can imagine things that were are are, never were but could be, and are not but shall be. In a creative act, from an add campaign to a novel, you could do anything.

Modern tools make things even easier. A decent set of CGI tools or self-publishing can bring any work to life.

Yet, why are creative works and acts so often frustrating, feeling like a trap? Why do we worry over writer’s block, argue about subjective artistic choices, or turn creative work into a death march? That’s because the sheer opportunity of creativity and all the options leads us to make bad choices.

When you can do anything, you can find new ways to screw it up.

The Choice of Paralysis

We all know writer’s and artists with too many ideas in their heads – indeed we may be one. They have all the opportunity in the world – and can’t decide what or how to do it. They are paralyzed by the very power they have to create.

Soon, nothing gets done because they can do anything. One choice is swapped for another, one color for another, and nothing truly finishes. It’s like constantly trying to adjust your thermostat.

(This is similar to the business term, “Paralysis through Analysis.”)

We can be free, only to be lost in a maze of maybes.

The Choice Of Fear

Having many ways to create, we also can see many paths to failure. Which is the right option out of an infinity? Which will get the job done? Which will at least keep people from getting angry at us?

Lost in fear, we loose our creative edge – it’s hard to imagine when you’re second-guessing everything. Creativity becomes a constant dodge of imagined failure and anger. At best, we imagine ways around problems we also imagined.

Fear is one of the causes of the Choice of Paralysis as well. Because we’re afraid, we’re endlessly using our imaginations to come up with things we then decide aren’t good enough.

Creatives are good at imagining, and often imagine worst cases.

The Choice Of Miscommunication

Communicating creative works is hard. There’s often something visceral, beyond words at the core of what we do. But we must also make it accessible to others – because our audience is often not us.

Yet with so many options, do we choose the one that helps people get it? I’m not talking about over-explaining, I’m talking about using our infinite choices to create a work that is accessible to the audience. It’s all well and good to have a great idea, but not if people can’t enjoy it.

At times, frustrated, we may avoid addressing miscommunication, because we expect to be “misunderstood.” We don’t have to.

At times, aloof, we may figure that we don’t have to work to be accessible, for the journey to understand our creations is part of them, right?

At times, we fear miscommunication – and the Choice of Fear catches us again.

We have infinite options, and sometimes choose the ones that lock people out or can never figure how to talk to them.The Choice Of Restriction

When confronted with many options, some of us don’t choose to wander through creative options, we instead restrict our choices. Plans and plots, review sessions and sign-offs, imagination turned into a checklist. We try to restrict and channel creativity, to avoid both too many opportunities as well as the fear of failure.

In this case we probably stomp all the fun out of it – and make ourselves less creative. It’s hard to look forward to your next work when all you can see is lists and marketing data.

Worse, we often make the Choice of Restriction because it helps us deal with the other bad choices. If we build some elaborate system it’ll solve all our problems! Of course we then imagine a system that destroys the fun of creativity.

We try to control creativity and thus make it harder.

The Choice Of Safety

Confronted with many fears, with marketing needs, with needs for a paycheck, many creatives opt to play it safe. Make the same thing over and over. Don’t innovate too much. Recheck everything. Make it like last time.

We take all that potential and make it like te last thing we did. Some creatives are satisfied by this – and the paychecks – but not everyone. Besides “Survivor bias” paints a far rosier picture.

This is often the end result of the Choice Of Restriction. We give up on creativity entirely, and just make it into a machine. We may wonder, at times, why we’re so frustrated, but may lack the imagination to know why.

We can try to stop innovating, just to be safe. It somehow doesn’t feel safe.

Facing the Paradoxes

So now, facing these paradoxial choices – Paralysis, Fear, Miscommunication, Restriction, Safety, how do we creatives deal with them?

By getting ahead of them. You’re a creative person – you should be able to create ways AROUND these limits. You need to face them head on. Here’s a few things I found, but you’ll need to find your own methods:

Paralysis – Can be addressed by making and reviewing choices, accepting imperfections, and iterative improvement.
Fear – Can be addressed by diving in, producing, facing it. In a few cases personal support or even therapy may help, but don’t let fear rule you.

Miscommunication – Develop empathy with people. Learn to understand them. Also learn that you can’t please everyone – don’t be angry about that, accept it.

Restriction – Can be addressed by making it unnecessary as you’ve build in your own ways of channeling work, but giving yourself space.

Safety – Dealing with Safety requires us to regularly get out of our comfort zones. It doesn’t mean some radical push, it means regularly poking your head out a bit more, trying new things.

For me, using Agile methods have been my methods. Regular reviews help me stay on track. Setting out blocks of time gives me freedom. Staying in touch with my vision gives me guidance and inspiration. It’s worked for me – it may work for you.

But my methods or not, tackle these issues head on.

As a Creative, find your methods, your ways, to deal witht hese issues. They might be my ways, they may be someone elses, they may be yours. But when you address these Choices that make Creativity so paradoxial, then you can truly get amazing things done.

With less stress and less of the wrong kinds of paradoxes.

– Steve

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