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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Fri, 17 Feb 2012 12:01:44 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Mike Jones [tv] Journal</title><link>http://www.mikejones.tv/journal/</link><description>Journal of Screen narrative, aesthetics and technology</description><lastBuildDate>Thu, 16 Feb 2012 06:51:27 +0000</lastBuildDate><copyright>cc Mike Jones - Attribution-Noncommercial-No Derivative 3.0 - 2002-2011</copyright><language>en-AU</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>A Storytelling Platform for the Digital Age</title><category>Digital media</category><category>Gaming</category><category>Story</category><category>Technology</category><category>Transmedia</category><category>cross platform</category><category>immersive</category><category>interactive</category><category>mult</category><category>new media</category><category>portal</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 12 Feb 2012 19:00:48 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/2/13/a-storytelling-platform-for-the-digital-age.html</link><guid isPermaLink="false">342183:3620711:14921973</guid><description><![CDATA[<p style="text-align: justify;">Portal Entertainment and Immersion: by Julian McCrea</p>
<p style="text-align: justify;"><strong>&#8216;<em>In the distant future they will have what I call &lsquo;the Tickles&rsquo;. People will go into a big darkened auditorium and they will be mass-hypnotized. Instead of identifying themselves with the characters on screen, they will be that character, and when they buy their ticket, they will be able to choose which character to be. They will suffer all of the agonies&nbsp; and enjoy the romance with a beautiful woman or handsome man. I call them &lsquo;the Tickles&rsquo; because when a character is tickled, the audience will feel it. Then, the lights come up and it&rsquo;s all over</em>.&#8217;</strong> Alfred Hitchcock, 1963</p>
<p style="text-align: justify;"><span class="full-image-block ssNonEditable"><span><img src="http://www.portalentertainment.co.uk/sites/default/files/logo_1.png?__SQUARESPACE_CACHEVERSION=1328655911439" alt="" /></span></span></p>
<p style="text-align: justify;">Alfred Hitchcock, son of a greengrocer, started off in theatre and moved into film, the new medium of his age, changing how we told stories. In November 2010, with a background working on Doctor Who, I asked myself the questions: How would Alfred tell a story today?</p>
<p style="text-align: justify;">We don&#8217;t think it would be a film. We think it would be a story that used all the devices available to us today to tell that story.&nbsp;</p>
<p style="text-align: justify;">And we would take part in them.</p>
<p style="text-align: justify;"><span>With that in mind, we created&nbsp;</span><a href="http://www.portalentertainment.co.uk/">Portal Entertainment</a><span>: a UK-based premium digital entertainment company that makes &#8216;immersive entertainment&#8217;: stories where the audience take part in them (or &#8216;Tickles&#8217; as Alfred would put it). We have begun, with the CIKTN&#8217;s help to build Immersion: a storytelling platform that allows us to change the direction of a story based on the audience&#8217;s anxiety level. But before we talk about the company let&#8217;s talk about the journey we have been on&#8230;</span></p>
<p style="text-align: justify;"><span><a href="https://connect.innovateuk.org/web/creativektn/articles/-/blogs/6728374?utm_source=twitterfeed&amp;utm_medium=twitter"><strong>READ THE REST OF THIS POST HERE</strong></a></span></p>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-14921973.xml</wfw:commentRss></item><item><title>The Power of Metaphor</title><category>Creativity</category><category>Drama</category><category>Narrative</category><category>Writing</category><category>cocnept</category><category>development</category><category>draft</category><category>idea</category><category>metaphor</category><category>script</category><category>ted</category><category>writing</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 05 Feb 2012 19:00:09 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/2/6/the-power-of-metaphor.html</link><guid isPermaLink="false">342183:3620711:14717041</guid><description><![CDATA[<p class="p1" style="text-align: justify;"><span class="s1">Metaphors are very powerful things. They are cognitive super conductors that allow us to process and comprehend complex, metaphysical and conceptual ideas with succinct efficiency. Moreover the power of metaphor goes beyond just the condensing of information and allows for emotional weight to be embedded into meaning.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><a href="http://www.mikejones.tv/journal/2011/7/25/cinematic-metaphor.html"><strong>I wrote last year of the types of metaphor in cinema</strong></a> - cognitive, emotive and, of course, visual. But at the core of what a metaphor is nothing explains so succinctly as this TED talk video from John Geary.</span></p>
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<p class="p1" style="text-align: justify;"><span class="s1">In this compelling 10 min presentation, Geary distills the importance and power of metaphor for all human society - present in our everyday language and shaping (not always for the better) the way we see the world and behave in it.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1">Whilst never mentioning screen media or narrative storytelling the Ideas the video contains speak to heart of cinema.&nbsp;</span></p>
<p class="p1" style="text-align: justify;"><span class="s1">Having spent many years reading and developing screenplays, writing coverage for scripts, assessing treatments and judging writing competitions, I can say with certainty that the two elements unsuccessful or uncompelling screenplays lack are Metaphor and Subtext. Watching this 10min video might well be the solution to part of this problem.</span></p>
<p class="p2" style="text-align: justify;"><span class="s1">&nbsp;</span></p>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-14717041.xml</wfw:commentRss></item><item><title>5 lessons from Stanley Kubrick</title><category>Aesthetics</category><category>Art</category><category>Cinematography</category><category>Industry</category><category>Production</category><category>Research</category><category>Screen studies</category><category>adaptation</category><category>artist</category><category>auteur</category><category>cinema</category><category>director</category><category>film</category><category>filmmaker</category><category>kubrick</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 29 Jan 2012 19:00:15 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/1/30/5-lessons-from-stanley-kubrick.html</link><guid isPermaLink="false">342183:3620711:14530536</guid><description><![CDATA[<div>
<p class="p1" style="text-align: justify;"><span class="s1">I have been recently compiling a new lecture on Stanley Kubrick as part of a screen histories course Im teaching this semester. Of course there is much to say about Kubrick and indeed it has all been said many times by many people over many years. I confess to not, ostensibly, being a Kubrick fan and yet as I research, write and compile my lecture I find myself entranced by his films. His narratives don&#8217;t overtly interest me and his subject matter often bores me; but on a scene by scene level, moment by cinematic moment, he is intoxicating.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1">What i find particularly interesting - and which is perhaps obvious in this context - is that his early photography from his time as staff photographer for Look magazine, is just as compelling as his films. His portraits remind me of a New York incarnation of Henri Cartier-Bresson.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span class="full-image-float-left ssNonEditable"><span><img style="width: 180px;" src="http://www.mikejones.tv/storage/Kubrick%201.jpeg?__SQUARESPACE_CACHEVERSION=1326254661834" alt="" /></span></span><span class="full-image-inline ssNonEditable"><span><img src="http://www.mikejones.tv/storage/Kubrick%202.jpeg?__SQUARESPACE_CACHEVERSION=1326254670095" alt="" />&nbsp;<span class="full-image-float-left ssNonEditable"><span><img src="http://www.mikejones.tv/storage/Kubrick%203.jpeg?__SQUARESPACE_CACHEVERSION=1326254701897" alt="" /></span></span></span></span><br /></span></p>
<p class="p1" style="text-align: justify;"><span class="s1">As I tech not in a university context but within the very different demands of a national film school (which is to say NOT teaching &#8216;cultural studies&#8217; pretending to be Screen Studies, but actually teaching the Study of the Screen) i am aware of being sure to contact thick and tangible threads between ideas, concepts and screen production practice. And as I look to Kubrick with this frame I can see profoundly 5 core tenets aspiring and developing screen practitioners can take from the story of Stanley Kubrick.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span style="text-decoration: underline;">The power of Genre</span> - Kubrick may be a definitive auteur artist filmmaker but he was absolutely a genre filmmaker - war, horror, thriller, noir, slapstick. And he understand the power of genre to elevate stories, rather than (as they are too often perceived) a constraint to weight them down.</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span style="text-decoration: underline;">The power of Knowledge and Research</span>. Kubrick proves a notion i often struggle to drive ohm to students; that there is no such thing as knowing too much. That there has never been a consistently greta filmmaker who wasn&#8217;t also a deep thinking and astute researcher. intuition is worthless if its not informed by knowledge, ideas, research and articulate considerations. Kubrick himself once observed about himself and his love of Chess is that it &#8220;teaches you that you must sit there calmly and think about whether it&#8217;s really a good idea and whether there are other, better ideas&rdquo;</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span style="text-decoration: underline;">The power of Technology</span>. Cinema IS technology and no other art-form so wholly relies on technology for both its construction and reception. Kubrick certainly understood this and the precision, artistry and visual richness of his films can be seen as stemming directly from his deep knowledge of cinema as a technical process. Kubrick was a director never at the mercy of the technology or ignorance of it. And the results are on the screen, camera movement by gloriously exposed and lit camera movement.&nbsp;</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span style="text-decoration: underline;">The importance of Development.</span> Kubrick may have taken many years between films but this was not down time chilling by the pool with a margarita. Kubrick understood that great films come from long and rich processes of development. he was a filmmaker always and perpetually in Development. And this drives home the notion for emerging filmmakers to always been engaged with the process of making. Filmmaking does not begin with a camera and a set, it begins with a book and a notepad.&nbsp;</span></p>
<p class="p1" style="text-align: justify;"><span class="s1"><span style="text-decoration: underline;">The importance of Adaptation.</span> There is unfortunately a modern phenomena that inextricably links the director Auteur with the moniker of Writer-Director in popular young filmmaker perception; and moreover as the Writer-Director of original narratives. Yet Kubrick&#8217;s great skill was that of adaptation with virtually all of his films being adaptations novels and short-stories. In the digital ago of cross-platform, immersive, interactive and episodic storyworlds the fundamental skills of adaptation, I would argue, is the Single Most Important skill a creative screen media producer can possess.&nbsp; The ability to see a property, understand it, extract form it it&#8217;s essence and articulate that essence into new mediums and constructs is the basis of almost all modern screen production. As movies become games and games become websites and websites become mobile apps and apps become augmented reality games and ARGS become episodic series and graphic novels and&#8230;. Adaptation is the core skill we must all possess.&nbsp;</span></p>
<p class="p2" style="text-align: justify;">He may be dead and many may think his films dead boring but Kubrick still has much to teach us.</p>
</div>
<div><iframe src="http://player.vimeo.com/video/23030893?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></div>
<h5 style="text-align: justify;">Stanley Kubrick Filmogrpahy by <a href="http://vimeo.com/martinwoutisseth">Martin Woutisseth</a>&nbsp;- <a rel="nofollow" href="http://www.martinwoutisseth.com/" target="_blank">martinwoutisseth.com</a></h5>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-14530536.xml</wfw:commentRss></item><item><title>Gaming needs a new controller</title><category>Audience</category><category>Digital media</category><category>Gaming</category><category>Industry</category><category>Technology</category><category>console. gamepad</category><category>controller</category><category>motion controller</category><category>pc</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 22 Jan 2012 19:00:47 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/1/23/gaming-needs-a-new-controller.html</link><guid isPermaLink="false">342183:3620711:14512713</guid><description><![CDATA[<div id="_mcePaste" style="text-align: justify;">I&#8217;ve played games across every conceivable platform - from classic TV sports consoles in the late 70s and early 80&#8217;s, and the beginnings of home computer gaming with the Microbee, Vic20 and C64, through numerous nintendo and sega consoles, to my modern custom built pixel-hurling, tweaked and modded PC rigs and current generation media-centre consoles. (not to mention soft-core gaming on smartphone and tablet)</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">But from this diversity and history I have to come to a conclusion. Console Control pads are an abomination and the keyboard and mouse has nothing more than a niche future.&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">Video gaming needs a new controller. &nbsp;</div>
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<div style="text-align: justify;"><span class="full-image-float-right ssNonEditable"><span><img style="width: 400px;" src="http://www.mikejones.tv/storage/gamepads.png?__SQUARESPACE_CACHEVERSION=1326160893298" alt="" /></span></span></div>
<div id="_mcePaste" style="text-align: justify;">Lets be clear - the console Gamepad is just plain WRONG and it is holding gaming back in a lowest-common-denominator mire of tedium.</div>
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<div style="text-align: justify;">The modern gamepad really offers nothing more than the arcade joy-sticks of old. Conceptually it has progressed game immerisve control not at all. of course, the joystick was once-upon-a-time the perfect control solution; but its simplistic elegance was tied directly to 2D top-down and side-scrolling interfaces. By extension the gamepad is a perfectly viable choice to control racing games, isometric and 2D games but for 3D perspective games, it is entirely clumsy and absurd. It&#8217;s position as the default interface for the modern console was arrived at simply through habit and legacy, NOT from any form of design solution process. Not from a considered investigation into what might be a logical and effective way to control a gameplay point of view in a 3D space.&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">This is not a PC vs Console nerd-argument but a simple fact; keyboard and mouse following the classic WASD configuration is far and away the most accurate - and indeed logical - way to manipulate first or third-person perspective in a 3D virtual game space. Certainly we can give numerous reasons for this but its easiest just to point to all the 3D game mechanics that are needed by, and exist only on consoles, which are nothing more than desperate attempts to work around the short-comings of clumsy and inaccurate gamepad manipulation.</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">Cover-based shooting, for example, is entirely unnecessary on a PC with mouse and keyboard. Cover-based shooting was developed as way to make shooter action coherent and physically feasible to less than expert players using a gamepad. Cover-based shooting means the player does not have to manipulate the unwieldy and clumsy pair of sticks in opposing spatial constructs just to be able to see and shoot. Cover based shooting dilutes 3D shooters from spatial navigation and immersion, to the banality of an arcade pop-up duck-shoot gallery. &nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">We might also look at aim-assist and target lock-on which are also concepts that virtually did not exist on the PC but which are absolutely necessary to make a first-person shooter on console even remotely enjoyable. Aiming a cross hair with a thumb movement in a half-inch high joystick is the very epitome of tedious - an epic failure of design to fulfil a function.&nbsp;</div>
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<div style="text-align: justify;"><span class="full-image-float-right ssNonEditable"><span><img src="http://www.mikejones.tv/storage/ngbbs4af2755ad2662.jpeg?__SQUARESPACE_CACHEVERSION=1326160928120" alt="" /></span></span></div>
<div id="_mcePaste" style="text-align: justify;">The history of 3D gaming also tells us much about the more organic and intuitive nature of keyboard and mouse control over gamepad. Consider that the modern 3D era arrives with the seminal First Person Shooters such as Doom and Wolfenstein. The natural and original home of these games is on the PC with keyboard and mouse. The first person shooter was specifically designed for keyboard and mouse control. The success of this WASD paradigm was that it understood that, despite 3D game space, the controls themselves still needed to operate on 2D planes in order to function on a 2D screen. Controlling FPS POV is the self same control as manoeuvring a mouse pointer on screen in Windows whilst adding a horizontal plane with through WASD.</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">I have several times run classes on games and gaming for non-gamers - introducing game genres, mechanics and narratives to digital-immigrants who have never really played before. The evidence for the absurdity of the gamepad for 3d games is evident in these scenarios where total newbies could go some way to effectively manoeuvring first and third person games on PC in the space of a less than an hour. But doing the same on console was impossible, demanding many more hours just to be able to coordinate two thumbs to move and look independently. &nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">From it&#8217;s birth on Keyboard and mouse &nbsp;3d gaming took off in popularity and the consoles of course wanted in. But here in lies the problem.&nbsp;Whilst Mouse and Keyboard is by far a superior control mechanic for 3d games either first or third person - more fluid, more logical more subtle and more accurate, you do have to be sitting at a desk&#8230;!</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">The console lives in the living room, is more physically social, and you can chill on your couch. It&#8217;s a more relaxed and inclusive form of gaming and hence the PC gamer being regulated to a hardcore niche whilst the console dominates the mainstream.&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">Despite the obvious failings of the console game controller for many contemporary game forms, the answer is alas, <strong><em>Not</em></strong> to bring keyboards and mice into the lounge room if you want a better, more accurate and immersive gameplay experience. You can&#8217;t use a keyboard and mouse on the lounge. But the gamepad is surely not the answer either.&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">The gamepad as we know it is a great big boat anchor around games and game innovation. The keyboard and mouse gave games precision and spatial dexterity. The gamepad traded these in for lounge room real estate and a casual experience. Neither is satisfactory and neither is helping gaming develop.</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">Many in the games industry seem to think motion controls are the solution to the two problems - the insularity of the Keyboard mouse and the clumsiness of the gamepad&#8230;. But im highly dubious of motion controls as they currently stand.</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">I find myself in whole-hearted agreement with yahtzee of Zero Punctuation who observes that whilst motion controls can be fun, popular and social they are NOT (as too often championed) more &#8216;immersive&#8217;. In fact quite the opposite. Immersive means to feel immersed in a fictive situation (the game) to the point where your awareness of the real space you are in and it&#8217;s real world distractions are temporally suspended. To be immersed is to forget yourself and your surroundings.</div>
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<div style="text-align: justify;">A Wii&nbsp;controller being swung, friction and weightless, in your living is the opposite of immersion. They remind me constantly of the room i am in, they take my mind out of the game and into the room where i am playing the game. This is NOT immersive.</div>
<div style="text-align: justify;"></div>
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<div id="_mcePaste" style="text-align: justify;">What we need is something else. The gamepad is clumsy and awkward, keyboard and mouse is niche and isolating. Motion controllers negate what is, for me, the very reason to game - to be lost in a world and escape to another place.</div>
<div style="text-align: justify;"></div>
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<div id="_mcePaste" style="text-align: justify;">I don&#8217;t know what this new controller looks like or how it works. someone one day will. In the meantime I will continue to play most 3d games for a truly immersive game experience on PC and live with my isolation from the living room.</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-14512713.xml</wfw:commentRss></item><item><title>Underwater</title><category>Art</category><category>Creativity</category><category>Underwater</category><category>Web video</category><category>diving</category><category>fish</category><category>manly</category><category>ocean</category><category>scuba</category><category>sea</category><category>sydney</category><category>water</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 15 Jan 2012 19:00:02 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/1/16/underwater.html</link><guid isPermaLink="false">342183:3620711:14193250</guid><description><![CDATA[<p>Being on holidays i had the rare opportunity to shoot and edit something just for fun. No story, no complexity, no crew, no reason. Just documenting my recent scuba dives around Sydney.</p>
<p style="text-align: center;"><iframe src="http://player.vimeo.com/video/33952930?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>And now back to work&#8230;.</p>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-14193250.xml</wfw:commentRss></item><item><title>Breaking Bad and the 99%</title><category>99%</category><category>Audience</category><category>Conference</category><category>Drama</category><category>Infographics</category><category>OWS</category><category>Screen culture</category><category>TV</category><category>Theory</category><category>breaking bad</category><category>drama</category><category>health</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 08 Jan 2012 19:00:46 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/1/9/breaking-bad-and-the-99.html</link><guid isPermaLink="false">342183:3620711:13800647</guid><description><![CDATA[<p>Sometime back I wrote a post entitled <strong><a href="http://www.mikejones.tv/journal/2010/6/23/breaking-bad-the-dramatic-cauldron.html">&#8220;Breaking Bad, The Dramatic Cauldron and why no other country bu the USA could have made this show&#8221;</a></strong></p>
<div id="_mcePaste">Aside from exploring how utterly superb the show is I noted that the &nbsp;deftly constructed dramatic pressures of the breaking Bad storyworld are pressures that in the Western world ONLY &nbsp;exist in the USA.&nbsp;</div>
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<div id="_mcePaste">And this image saids it all.</div>
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<div style="text-align: center;"><span class="full-image-block ssNonEditable"><span><img src="http://www.mikejones.tv/storage/breaking Bad 99.png?__SQUARESPACE_CACHEVERSION=1321829576979" alt="" /></span></span></div>
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<div id="_mcePaste"><br />It would be dramatically impossible to set Breaking Bad pretty much anywhere else in the Western World because only in America it seems is the absence of a socialised health system celebrated as a virtue of national values&hellip; But perhaps its a fair trade swapping universal health care for bloody great TV drama&hellip;?</div>
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]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-13800647.xml</wfw:commentRss></item><item><title>Transcending Plot</title><category>Aesthetics</category><category>Cinema</category><category>Cinematography</category><category>Documentary</category><category>base jumping</category><category>camera</category><category>climbing</category><category>fall</category><category>height</category><category>mountain</category><category>photo</category><category>scenic</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 01 Jan 2012 19:00:16 +0000</pubDate><link>http://www.mikejones.tv/journal/2012/1/2/transcending-plot.html</link><guid isPermaLink="false">342183:3620711:12608136</guid><description><![CDATA[<p>For all my love of narrative and story complexity, there are times when spectacle, beauty and the purity of the image just seam to transcend causality, plot and character. Sometimes I forget how moved, effected and inspired i can be by simple documentaries about interesting people in interesting circumstances. Watching my wife lately produce a set of short-form doco&#8217;s, museum projects and motion graphic images has made me want to pick up a camera rather than pick up a script.&nbsp;</p>
<p><iframe src="http://player.vimeo.com/video/27101039?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="600" height="338" frameborder="0"></iframe></p>
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]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-12608136.xml</wfw:commentRss></item><item><title>The rise and appeal of episodic stories</title><category>Audience</category><category>Broadcast</category><category>Digital media</category><category>Episodic</category><category>Industry</category><category>Narrative</category><category>Screen culture</category><category>Screen studies</category><category>Screenwriting</category><category>Short Film</category><category>TV</category><category>TV</category><category>Transmedia</category><category>Web Series</category><category>Web video</category><category>Webisodes</category><category>Writing</category><category>breaking bad</category><category>deadwood</category><category>episodic</category><category>hbo</category><category>serial</category><category>series</category><category>the wire</category><category>web-series</category><category>webtv</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 18 Dec 2011 19:00:27 +0000</pubDate><link>http://www.mikejones.tv/journal/2011/12/19/the-rise-and-appeal-of-episodic-stories.html</link><guid isPermaLink="false">342183:3620711:13559385</guid><description><![CDATA[<div id="_mcePaste" style="text-align: justify;">&nbsp;The rise of what&rsquo;s being called the New Golden Age of TV is more than just a collection of high profile shows from US cable. Certainly HBO, and those that have followed suite, have proven that sophisticated long-form episodic series and serials can attract both critical acclaim and long-tail profitability. But the bigger picture of Episodic Storytelling on Screen goes well beyond cable subscription TV.&nbsp;</div>
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<div id="_mcePaste" style="text-align: justify;">On one hand the shifting and booming infrastructure of online delivery and IPTV provides enormous opportunity in a space that was traditionally dominated by a fixed program schedule of timeslots and thus limited audiences. Content is Capital and the traditional technology companies (such as ISP&rsquo;s, search engine developers and the like) realize that bandwidth and engagement are their only commodities. And the only way to sell those commodities is with rich content.</div>
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<div id="_mcePaste" style="text-align: justify;">But aside from the critical mass of screens, revenue streams and the diversification of what were traditionally &lsquo;broadcast&rsquo; modes there is something much more human at play. Long-form episodic stories create a level of deep engagement with character and storyworld that - by virtue of sheer lengths of time measured in seasons rather than minutes, hours rather than ad-breaks &ndash; engage viewers proactively in a way that feature films rarely can. If the modern episodic series it the screen equivalent of the Novel (as surely shows like The Wire and Deadwood must be regarded), then feature film narratives are analogous to little more than short stories. And it&rsquo;s the breadth, length and depth of novel-like stories that are driving the popular discourse of modern audiences. Water cooler conversations are no longer about the latest theatrical release, but rather the swapping of DVD boxed-sets and the debate over what will happen next on Breaking Bad..?</div>
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<div style="text-align: justify;"><span class="full-image-block ssNonEditable"><span><img style="width: 600px;" src="http://www.mikejones.tv/storage/Peridoic%20table%20of%20Dramatic%20Elements.png?__SQUARESPACE_CACHEVERSION=1320199654222" alt="" /></span></span></div>
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<div style="text-align: justify;">And if we step back just a little we can see a much bigger picture of what Episodic Storytelling is&#8230; The core idea is simply Stories told in Pieces, metered out over time. And in that context there&#8217;s a whole range of Episodic Stories outside the TVesque model. Most narrative computer games are episodic in nature, designed to be consumed and returned to in doses. Transmedia and multi-platform projects are by nature episodic. And what unities these forms is the crucial idea of a Returnable Element - that thing that prompts us to return, that keeps us coming back. it might a plot cliff-hanger and a &#8216;what happens next?&#8217; dramatic question; it might be a character that we come back to spend more time with; it might even just be an idea or a way of feeling. The articulation of compelling returnable elements is the backbone of episodic narratives and the more clearly a creator can articulate, define and energise their returnable element, the more compelling and complex the experience will be.&nbsp;</div>
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<div id="_mcePaste" style="text-align: justify;"><span class="full-image-float-right ssNonEditable"><span><img src="http://www.mikejones.tv/storage/charles-dickens.jpeg?__SQUARESPACE_CACHEVERSION=1320199606369" alt="" /></span></span>There is nothing new about episodic storytelling and the same forces that drove Dickensian readers to buy chapters form street vendors of Great Expectations or of ancient aural cultures to gather to hear installments of The Odyssey.</div>
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<div id="_mcePaste" style="text-align: justify;">Audiences of episodic content and the intuitions that create, deliver, study and teach episodic content are quickly moving in this direction; not only at the high-end of broadcast cable drama but also across the independent spectrum of online web-series - which are arguably becoming the new proving ground for aspiring filmmakers once dominated by short-films and festivals. Below are collection of links and articles that speak to both business and audience imperatives and trajectories in episodic storytelling. And in the WebTVResource page of this site you find a lareg collection of resouecs articles and commentary on the topic of emerging WebTV networks and content.&nbsp;</div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://www.nytimes.com/2010/09/12/movies/12scott.html?pagewanted=all ">Are films bad or is TV just better?</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://www.businessinsider.com/google-launches-more-than-100-exclusive-youtube-channels-2011-10 ">Google&#8217;s Big Video Push Is Here: YouTube Getting More Than 100 New Channels</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://blogs.amctv.com/movie-blog/2011/07/the-trivial-pursuits-of-arthur-banks.php ">AMC Launches AMC Digital Studios&nbsp;</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://www.ipf.ca/webseries/ ">Independent production fund Canada. Webseries development</a></div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;"><a href="http://www.philiphodgetts.com/2010/11/who-needs-tv-networks-mattel/ ">Who needs TV networks?</a></div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;"><a href="http://www.columbiaspectator.com/2009/11/30/webisodes-offer-alternative-original ">As TV becomes more accessible to students via the network, networks are using the &#8220;webisode&#8221; to meet this demand.</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://youtube-global.blogspot.com/2010/07/investing-in-future-of-video-youtube.html ">Investing in the Future of Video: YouTube Announces Partner Grant Program</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://gigaom.com/video/buckle-up-traditional-tv-is-in-for-a-heck-of-a-ride/ ">Buckle up: Traditional TV is in for a heck of a ride</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://gigaom.com/video/aol-web-originals/ ">AOL drops big bucks on original web video</a></div>
<div id="_mcePaste" style="text-align: justify;">&nbsp;</div>
<div id="_mcePaste" style="text-align: justify;"><a href="http://sparksheet.com/tv-on-the-web-qa-with-blip-tvs-dina-kaplan/ ">TV on the Web: Q&amp;A with blip.tv&rsquo;s Dina Kaplan</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://news.tubefilter.tv/2010/10/04/tom-hanks-is-making-a-web-series-electric-city/ ">Tom Hanks is Making a Web Series, &lsquo;Electric City&rsquo;</a></div>
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<div id="_mcePaste" style="text-align: justify;"><a href="http://articles.latimes.com/2011/jun/26/entertainment/la-ca-web-tv-20110626 ">Web TV is just waiting to click</a></div>
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]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-13559385.xml</wfw:commentRss></item><item><title>Storyworlds &amp; Big things to come</title><category>Aesthetics</category><category>Digital media</category><category>Horror</category><category>Narrative</category><category>Technology</category><category>Transmedia</category><category>cross platform</category><category>hitchcock</category><category>immersive</category><category>multi platform</category><category>thriller</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 11 Dec 2011 19:00:37 +0000</pubDate><link>http://www.mikejones.tv/journal/2011/12/12/storyworlds-big-things-to-come.html</link><guid isPermaLink="false">342183:3620711:13936796</guid><description><![CDATA[<p>Very excited to be working with Julian Mcrea and <a href="http://www.portalentertainment.co.uk/">Portal Entertainment</a>&nbsp;in 2012;&nbsp;creators of The Craftsman&#8230; Very big things in the works. Watch this space&#8230;.</p>
<p style="text-align: center;"><iframe width="640" height="360" src="http://www.youtube.com/embed/2OGSMPUio7I?rel=0" frameborder="0" allowfullscreen></iframe></p>
<p>And you have just over 1 week left to get your entries into our <a href="http://www.circalit.com/projects/competitions/immersive">Immersive Writing Labs STORYWORLD Writing Competition</a>. One lucky writer will have the opportunity to win 6k to see their storyworld developed by Portal Entertainment.&nbsp;</p>
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<p style="text-align: center;"><span class="full-image-block ssNonEditable"><span><a href="http://www.circalit.com/projects/competitions/immersive"><img src="http://immersivewritinglab.com/sites/default/files/main_logo.jpg?__SQUARESPACE_CACHEVERSION=1322782505622" alt="" /></a></span></span></p>
]]></description><wfw:commentRss>http://www.mikejones.tv/journal/rss-comments-entry-13936796.xml</wfw:commentRss></item><item><title>GoPro cameras and Underwater Perspective</title><category>Cinematography</category><category>Technology</category><category>Underwater</category><category>diving</category><category>fish</category><category>gropper</category><category>ocean</category><category>scuba</category><category>sea</category><category>shark</category><category>water</category><dc:creator>Mike Jones</dc:creator><pubDate>Sun, 04 Dec 2011 19:00:36 +0000</pubDate><link>http://www.mikejones.tv/journal/2011/12/5/gopro-cameras-and-underwater-perspective.html</link><guid isPermaLink="false">342183:3620711:13726892</guid><description><![CDATA[<p class="p1"><span class="s1">I&#8217;ve owned and used a lot of cameras over many years. Big-ones, little-ones, medium-sized ones. Cameras have always intrigued, excited and empowered me. And for a long time it was size and scale that drove those emotions. Bigger, more complex, more expensive was equated to greater creative possibilities. But a few weeks ago (rather late to the party) I purchased a GoPro and I can honestly say that I haven&#8217;t been this excited about a camera in a long time. It&#8217;s small, simple and cheap but what it embodies - that far outweighs its image fidelity shortcomings - is Possibility.</span></p>
<p class="p1"><span class="s1">As soon as you hold this tiny camera no bigger than 2 match-boxes and gather the assortment of suction cups, clamps and mounts that accompany it, your mind immediately spills into a landscape of image potential. Strange, wondrous, absurd places you could stick it&hellip; Creative, dynamic, kinetic perspectives it might capture. All the the DSLR&#8217;s F3&#8217;s and RED&#8217;s in the world will, of themselves, prompt your creative imagination no further than how sharply you can rack-focus and how pixel-dense your image can be. But pick up a GoPro and you immediately stop thinking about framing and focus, and instead start imagining in terms of Space, Motion and Perspective. Hence I feel compelled to suggest that the most &#8216;cinematic&#8217; camera released in the past few years is NOT an F3, or a 5D, its not a RED Epic or an Alexa, It&#8217;s the GoPro. The word Cinema derives from Kine meaning motion. The GoPro is the one camera I have picked up in many years that immediately makes me want to Move and to think in Kinetic dynamics.</span></p>
<p class="p1"><span class="s1">It&#8217;s also a great camera to document a scuba dive. Its not the best underwater camera owing to a curved housing lens (flat works better to account for light refraction in water) But, its the perfect, hassle-free way to document a dive. I just strap it to my wrist, press record on the surface and capture the entire dive in one long take.&nbsp;</span></p>
<p class="p1"><span class="s1"><iframe src="http://player.vimeo.com/video/32071430?title=0&amp;byline=0&amp;portrait=0&amp;color=ffffff" width="640" height="360" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe></span></p>
<p class="p1"><span class="s1">This dive was at Shelly Beach, Manly - a location right round the headland from Sydney Harbour. Not many places can boast such great diving right within a major city metropolis&nbsp;</span>. Wobegong sharks, eastern blue Gropers, giant Cutlefish, Stingrays and a back flipping Numbfish. A great dive with Dive Centre Manly <a href="http://www.divesydney.com/"><span class="s1">divesydney.com</span></a>.&nbsp;</p>
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