Lucy (2014)

Some good fight scenes and visual effects makes the movie  entertaining to watch.
A lot of philosophical ideas are presented in a way that are fun to think about and are displayed in visually interesting way.
Although some applications of Lucy's perfected mind fall flat, some are very interesting.


They cast a mediocre actress (who is usually only cast for her body) and had her speak in a monotone voice for the whole movie (and not showcase her body).  If you are selling sex, sure, go with Scarlett Johansson.  If you are selling a character that becomes so complex she evolves into something beyond comprehension and human relation, go with... anyone else.
In this interpretation of a woman that evolves past her humanity, she becomes an emotionless and purely logical being.  However, the movie tries so hard to be stylistically artsy.  There are constant jump-cuts of primal creatures and flashes of text, which to be honest, don't even really work within their own right, let alone in the context of the pragmatic Lucy.
The drug itself is probably the most important piece of the story beyond the story, but it goes totally unaddressed.  Who makes it? How? Why hasn't this happened before?  What's to stop it from happening again?  These are questions that are of more consequence than the ones addressed in the movie.
When you have godlike powers, and people on your side die, that's your fault, not the villain's.

Kickstarter's Journey Part 2: Reasons

As a general rule, I say don't do anything for the sole purpose of making money or because it's easy.  Doing something for both reasons is exponentially worse.  There are a few reasons for that.

Reason #1
The thirst for money is blinding.  If you don't believe me, get on, find projects that are ending soon, and look at the ones that have failed to make any money.  There you will see people who are basically offering a turd for money.  They poorly present a half-baked plan, throw it out there, and expect to get a project funded they are not capable of completing.  Their profit margin is beyond unreasonable, and it's about taking advantage of the consumer. 
See an example here.  $300,000 goal, huh?  Retails at $75-$150, huh?  I could make your game out of a broken copy of battleship for five dollars. 

Reason #2
The ease of making something is an illusion.  It's not easy.  Even with the infinite tools at hand, it still takes a lot of hard work.  I've been working on my project for two hours everyday for almost a year and a half.  And I've felt like blowing my brains out for most of it.  It's scary.  It's sacrifice.  And it's difficult. 
Through my whole experience, I've never felt it was easy.  It has felt rewarding at times.  And when it does, you have to hold onto that feeling because it is fleeting and comes few and far between. 
See an example here.  She used the lowest quality video footage possible, and the video cuts out halfway, AND SHE POSTS IT ANYWAY!  If you half build it, they won't come.

Reason #3
I'm not saying people don't make a business model off these two motivations, but every time they do, they run the risk of losing returning customers.  Hollywood has been doing this for years. 
Take Liam Neeson.  One day people are going to realize they have already seen everything he has to offer and stop watching.  Fool me Taken once, shame on you.  Fool me Taken twice, shame on me.  Fool me Taken thrice, shame on humanity.
So if you want to be a flash in the pan, by all means.  Go for it.  However, if you want to make something others will love (not just like or tolerate), take the hard road.

In the end, I making a game because I play a lot of games.  I came up with an idea that was not already out there, and decided to give it a try.  When friends and family responded well, I moved forward with it.

As Neil Gaiman says, "Make good art."  That's always the right reason.

Find more entries here.

Kickstarter's Journey Part 1: Introduction

I've decided to document my attempt at running a successful kickstarter campaign.  Although I've wanted to write about this for some time (I'm quite a ways into development), I've been hesitant to start.  That's because, if all goes to plan, great; but if the kickstarter fails, then so do I... publicly.  These posts then become a tombstone to my folly, forever reminding the world that a lot of hard work was put into something that ultimately failed.

But then I remembered, my end goal isn't too build a shrine to myself.  In the end, I just want to play good games.  I just want indie self-publishers (in any field) to succeed.  I believe in the kickstarter model.  So hopefully you can learn from my successes and/or my missteps.  Hopefully this gives you the courage to take that idea and bring it a step closer to life.

I'm going to start this series off by moving backwards.  Like I said, at this point, I'm closer to the kickstarter launch than I am creation, but I've already learned so much.  Maybe, from hearing my story, you will to.

My next post will be about how I came up with the idea for my game, and why I decided to move forward with it.  Enjoy!

Find more entries here.