Writing games - the technology trap
Written by Sofie
Monday, 08 August 2011 00:00
Blog - Writing Craft
I'm still on my nostalgia-kick with old TV series I used to watch. And when I struggled to find mobile signal in my own house to call the internet people and complain that my supposedly-super-fast internet was actually less than dialup speeds, it occured to me what a revolutionary and disruptive element the mobile phone was to TV and movies.
Looking back even just on the ones I've watched recently, there are so many episodes where the entire crux of the story would have been wiped out if mobile phones had existed. Need to see if someone's okay? Need to warn the government of the impending anthrax attack? Need to call a bunch of people together to take down that gang? Need to call your boss to tell him your old arch nemesis is axe-murdering people again and intends to start with you?
In these episodes, much of the drama comes from the fact that the characters need to physically travel to a working telephone, or even carry the news in person. (I have entertaining images in my head of writer-rooms across Hollywood full of writers tearing out their hair that this one little contraption scuttled so many of their tried-and-true stories.)
So, the game - take a story (not necessarily yours) that either relies on a major component of technology (eg mobile phones, the internet, cars) or relies on said technology not existing. Rewrite said story where whatever it's relying upon is the opposite. So, a pre-mobile-phone detective story gets pulled forward to the early 2000's where phones were rampant. The high-tech cyber-crime story is plunged back 50 years into barely-pubescent-computers. What aspects of the story have to change to make this fit? And perhaps more interestingly, what can you still keep of the original tale?







