Showing posts with label Beast Wars. Show all posts
Showing posts with label Beast Wars. Show all posts

Monday, March 25, 2013

Three Minute Max + Interview with the Creators! - Forward (Webcomic)


Three Minute Max is a new web comic by father/son team Bob and Max Forward. The series is about a man who can stop his heart for three minutes, and what happens when fate connects him with a magnanimous group of geniuses and scientists that have cracked the code on teleportation. Doing this interview was a true honor for me as I have been a fan of Bob Forward's previous work on shows like Beast Wars (which has been mentioned on Great Work Review before) as well as the fact that I think Three Minute Max is, hands down, one of the most exiting web comic offerings out there today. 

Three Minute Max is primarily an action comic, but it has enough humor and sci-fi depth to keep it from ever feeling shallow. In preparation for this post I re-read the two issues that are currently out, and I was struck again by how polished the art and dialogue are. The way the premise is laid out is fascinating, starting with seemingly unrelated events that come together to form a complete vision. If you have not already done so, I recommend reading at least the first issue (which should only take a few minutes) before continuing on to the interview below, where Max and Bob give some fascinating insight into the comic and the creative process in general. Happy reading!

-MA 3.25.13

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GWR: How would you like to be introduced?
  
MAX: You probably don't need to say much to introduce me, other than that I'm Bob's son. I have a blog I do to discuss my storyboarding day job, and that's at digitalstoryboards.com. It includes a useful bio. This is my first real comic book project.

BOB: I've had a lot of jobs, primarily in animation. Started as a storyboard artist (though never close to Max’s skill) and moved into writing because I discovered it was a lot easier writing things like: "Ten thousand warriors come charging over the horizon on horseback waving weapons as flames rise behind them and a tidal wave approaches from the east" than it was to have to draw it. Then, during a period when I was writing on a series called Beast Wars, I wheedled the production company into letting me direct [an episode]. I liked the experience so much that I started trying to do short movies (ed. note, such as the surprisingly entertaining Agent 12 films), which led to the creation of Detonation Films. It started as a hobby, then eventually became an actual job. It’s primarily pyrotechnic effects, but I try to keep focused on creative projects. When Max suggested doing a comic book, it was like he was speaking to my soul.

GWR: When/How did you originally get the idea for Three Minute Max?

MAX: To my memory, Bob conceived of it during one of our Sunday Breakfasts, our weekly get-together, where the topic of discussion is usually centered on how much the world has changed since the week before. It was in late '06 or early '07, we had just finished Kabumei, and were brainstorming new ideas for our next video project. Bob produces these projects through Detonation Films and they basically serve as fun showcases for the special effects that he sells. So the projects are kind of built around the need for action and special effects. And it’s a lot of fun to make movies together.

BOB: Since action is kind of my thing, the idea was to come up with a concept that would allow us to jump right into the cool battles, but it had to be something we could pull off on a limited budget. I also wanted to give our protagonist some heavy limitations on time and weaponry, since overcoming obstacles is part of what makes a hero. And I wanted to throw in some weirdness, because weirdness.

MAX: So Bob was staring off into space and listing off criteria- "Gotta be real hard hitting action. Boom, guy shows up, kills everyone in hand to hand combat, then gone. Brutal. Violent. Gotta be short too. About three minutes, max." Pause. "Actually, I like the sound of that. Three Minute Max.'  And there you have it, the moment of conception. The fact that my name is Max is a funny coincidence, but at the time, it fit, since we were trying to think of an action project that I could star in. The next week, Google bought YouTube, Hulu was invented, and Netflix started streaming movies, and it became clear that short-form video projects were not going to be dominating the Internet, as we were thinking they would. So 3MM got shelved, and we moved onto other things. About a year later, I had established myself in the field of commercial storyboarding and was doing well, but found I had a lot of downtime and wanted a project I could work on when things were slow. I emailed Bob and asked if he would mind if I developed 3MM into a comic book project. He responded the next morning with the screenplay for what is now episode one. I liked it and told him so, but I had pictured another approach, and asked if I could do a different story. He responded almost instantly with the script for episode two. Which I loved. We’ve been working on it ever since.

BOB: That's basically it. And when we realized that we could add real effects to the artwork, the cross-promotional aspect became with Detonation Films became obvious. Three Minute Max was underway.

GWR: What made you decide to make this series as a web comic as opposed to going through a comic publisher?

MAX: I don't have a great answer- I mean Bob pretty much handles what happens to the comic once I draw it. I would love to see it on store shelves but is that realistic, especially today? It just seems so inefficient compared to the web options. In 2009, I attended the San Diego Comic Con, and I had the first issue/episode of 3MM all nicely printed up in a big portfolio and I was convinced that we would be able to get somebody to see it and say "Awesome! Here's a check for a million dollars." But I went to the review panels and was disappointed with the whole setup. Sitting around waiting for somebody to call your number, and turn you down. The body language in that place was depressing. So I didn't stick around. It reminded me of when I was trying to get into storyboarding animation- I would drop my portfolio off at a studio, and watch as the receptionist tossed it into a huge bin so full that mine would slide off the top and fall onto another pile that had accumulated around the base. So we've concentrated our efforts online instead, and it's worked out well. We both have experience in developing web-based businesses, and so it's kind of natural for us to find our own way around the hurdles.

BOB: Heh. If a publisher becomes interested, they know where to find us. In the meantime, there was no reason to wait around. I'm going to be blunt here – if Detonation Films taught me anything, it's that if you want to do something, just face the fact that you're mostly going to be doing it yourself. Yes, you're going to have to learn new things. And it will probably cost money, so keep your day job. But the technology exists now to do a lot of things on your desktop that would have taken a whole studio a few years ago. So you really can follow your dreams. Max and I both love the various projects we do for other people, but we also wanted to have something we could point to and say: “See that?  That's ours.”

GWR: The art is realistic in many ways, but it is also very stylized, both in how the faces are drawn and how the pages are colored. How did you develop that style? What do you like most about the style you’ve achieved here?

MAX: My style is cobbled together from various artistic influences that I admire, mostly from, believe it or not, American manga artists, and a splash of Will Eisner. I like to keep my faces pretty simple and concentrate on expression and acting. I'm primarily a freelance commercial storyboard artist, and have been for almost 10 years. That work experience has molded my style to concentrate on rapidly executed, powerful, simple visual statements. I talk about that extensively in my digitalstoryboards blog. For now, lets just say that I use the exact same drawing techniques for storyboarding and comics. There's a lot of overlap between the two fields, so that shouldn't be surprising. But I was delighted to see that I didn't have to reinvent my style for this new medium- it actually looks like a cool, fresh comic book style, and I'm glad I went for it, instead of directly mimicking the look of other comic book artists I admire, like Ryan Ottley (Invincible).  And it's interesting that I've been able to take some things I've learned from the comic, and apply that back to storyboarding. Both have benefitted- that's what I like most.

GWR: What is the hardest part about illustrating/coloring the comic? What would you like to improve on the most as an artist for the series?

MAX: The hardest part is in the panel-by-panel storytelling, and making that worth reading. That's the real art of comics, and unfortunately I think even amazing artists struggle with this. Sitting down with the script and really seeing the story unfold, capturing it, and telling that story visually in the allotted time frame (or page allotment) is mentally taxing.  It's the same in storyboarding… once you have your roughs plotted out, the rest is a real breeze, assuming you know how to draw/render. Rendering is monkey work, it really is. It won't impress anybody to know that I'm usually drinking or worse when I'm drawing this comic, but it's true. You don't need to be cognizant render. But those first couple days, thinking about the story, finding powerful visuals, and balancing it all is what takes the most mental and emotional effort. As far as the illustrating/coloring, I have a very efficient system that I use, all digital. It's a lot like a one-man assembly line, and it's scalable to whatever project I apply it to, and I can pause it and pick it up whenever it suits me. I admit my color theory is very weak and I'm looking to strengthen that as we go on. I don't have much formal artistic training so I kind of just wing it and experiment a great deal. Hopefully as things progress and I get more practice in, I will get a little more committed to certain design elements- for instance, I currently draw Max's armor a little differently every time, as well as the Strike Gate. Those designs are still a little nebulous and I'd love for them to reach a definitive state. 

GWR: So far you have filled your story with a variety of characters, geeks, ex-military, serious scientists, and corporate spies among others, where do you get the ideas for these characters, and how do you decide which ones go in the story? What do you like most about the writing you’ve achieved here?

BOB: I was never in the military, but while trying to learn more about pyrotechnics for effects purposes, I spent some time working for a company that did hyper-real training for the Army. While living and working on base, staging realistic war games for real soldiers, I learned to appreciate how impressive a well-trained professional soldier can be in a battle situation. The new recruits we could "kill" in droves. But when we took on Rangers, they would mop the floor with us. Maxwell Harcourt Reaper is basically a conglomeration of several staff sergeants I encountered during that period, with some of our namesake artist's personality added on top. As for the other characters, my father was a scientist and I'm actually a board member on a space technology firm (Tethers Unlimited) he helped found. Madison is derived from a person or two I know, both there and elsewhere. Marissa also. Toy companies (with whom I dealt heavily during animation projects) are extremely security-conscious. They are constantly worried about competitors bringing out something that undercuts their market in a certain product line. Industrial espionage is quite common, and it wasn't unknown for companies to actually create and develop entire lines of toys they had no intention of ever marketing, just so they could mislead the competition into spending vast sums in the wrong area. So when they found a mole on staff, it was occasionally more useful to keep them around, even buy them off as doubles, than it was to get rid of them. So that’s Dr. Sharma – though I confess his actual personality is based heavily on John Nobel’s Dr. Bishop and Iron Man’s Dr. Yinsen. Now, Cicerone – he’s a decent guy, but obsessed and a touch Machiavellian. All my favorites traits to play with. 

GWR: What is the hardest part about writing the comic? What would you like to improve on the most as a writer for the series?

BOB: There's a definite learning curve. I quickly found out it wasn't like writing for animation. You can have several conversations going on at once; you can have a certain amount of exposition without slowing the pace, and things that you've never dealt with before – like word balloon size and placement – suddenly become extremely important. Now I'll do all the rough lettering and word balloons myself, on the rough artwork, just because Max will have drawn something that I didn't anticipate in the script, and I want to play it up with new dialogue interchanges. Also, this lets him know where NOT to spend time drawing elaborate background machinery, since it will just have a word balloon covering it anyway. As far as improvements go – I just hope we keep having fun!

GWR: Describe your process when making an issue of 3MM. Are there benefits to working as a father/son team? Drawbacks?

MAX: I have very little direct input into the script writing, basically none, and that’s fine with me.  Bob (Dad) conceived of the concept, characters, and all plots and dialogue. He writes the scripts in screenplay format, which works well for both of us, although I might guess that is uncommon in the comic book industry. As I read the script, I see it in my head. Then I re-read and go through it slowly, and think of all the angles that might help tell the story. I draw very tiny thumbnails directly in the margins of the script. This is where the magic happens. Then I re-sketch the good thumbnails and edit them down to what can fit on a comic book page, and that’s like putting puzzle together. Then I reference that as I start drawing on my Cintiq, using a program called Corel Painter to make roughs, at which point I show Bob for approval, and he’s been very nice about approving pretty much everything. So then I ink them, and color them, and then submit them to Bob, who approves, and then he adds Detonation Films brand Special FX, and maybe tweaks the dialogue using the artwork as inspiration. Then he passes it back to me, and I give everything a final unifying pass, final touches, tightening up word balloons, etc. Then it's ready for Comicpress. That's the production process. As far as what it's like to work with my Dad, it's really a blast. We have a lot in common, creatively. Growing up, most of the comic books I read were titles that he introduced me to. We watched a lot of 80's action flicks together and I really think that comes through in the comic. I watched all the cartoons he wrote for, and many of those where adaptations from comic or video games. When I was thirteen/fourteen I was crazy about Image Comics and coincidentally Dad was writing on the cartoon series WildCATs, and we had stacks of every single WildCATS comic and spinoff series, and that's mind-blowing for a kid, and so I just read and drew comics nonstop. I remember touring WildStorm Studios and meeting Jim Lee when I was 14; going to SDCC and watching my Dad talk in panels, it was awesome. My friends were insanely jealous growing up. And so now, working together as we are, it's really a blast, because it flows so easily. We don't have a lot of “fixes” or disagreements. Basically no notes as we pass it back and forth. That's really efficient and probably not possible for most partnerships. But we make it work, and father/son stuff aside, that's very likely due to my respect for his writing and his respect for my artwork. 

BOB: For me, the great thing about all this is being able to work with Max. During his formative years, I mainly had an office job, and we couldn't do much together other than those things he mentions. His younger brother John was born seven years later, so there was something of a gap between them. During John's formative years I had made the transition to freelancing so my schedule was more flexible, and John and I got to spend a lot of time doing things together, including the eventual creation of Detonation Films. Max was in his early twenties at that point, and working as a video editor when he wasn't, say, passed out face down in an alley during a rainstorm, as is typical of that age. (See all this gray hair I have?) But he managed to survive, and so did I, and now I finally get a chance to have fun working on a creative project with him. So that's my real blessing. I will add that when I have co-story-edited on animated series with writers such as Larry DiTillio or Greg Johnson, we had a mutual understanding that you could "veto, but not change." If they were thinking of doing an episode which would entirely ruin something you were doing in another episode, you could ask them not to do it, but you couldn’t piss in their pool. We kept track of each other's work, and we'd take each other's ideas and run with them, but there was mutual respect for the boundaries. Working that way actually forced us to be more creative. We'd constantly be blindsided by something the other was doing, but it kept us nimble, figuring out how to make it work with our own plans. I now actually prefer working that way. Max may draw something I didn't expect, but I know he had a reason for it, and if it looks cool, I'd rather figure out how to capitalize on it rather than just demand he change it. The comic is ultimately better for it.

GWR: 3MM belongs to a company called Detonation Films, is that correct? What exactly is DF, and what is your involvement with it?

MAX: The money to produce 3MM comes from DetFilms (I actually get paid to draw this, which is awesome). I have worked on other DetFilms projects as editor and storyboard artist, and occasionally acted. As far as owning it, I’m not too sure. I believe we are partners, with Bob having a controlling interest. It's in writing somewhere.

BOB: Detonation Films started on July 4, 2001, when John and I made a short film involving a mechanical dinosaur and fireworks and toys being set on fire. We had such fun we decided to do more. They got increasingly elaborate, and it quickly became apparent that fireworks were not the way to go. They were loud and dangerous and didn’t photograph well. I needed to learn how to do my own effects. Well, you can learn anything on the internet these days. Before long, I started making better, safer effects, but I was still working with kids. It was then that Max, who was working for a wedding video place at the time, showed me how you could shoot an explosion against a colored backdrop and add it into a shot later via computer. We began doing this, and people turned out to be interested in using those effects shots in their own films. They wanted us to do more. And better. Detonation Films (and its subsidiary DetFilmsHD) actually became an official company in 2006, and while it has never been large (we call it the “donut shop” because it’s open 24 hours, we make all the product ourselves, and it makes donut shop money) it gets by, and it has allowed us to explore a lot of new venues, including 3MM. On the advice of a friend, Max and I (over one of our Sunday breakfasts) drew up a simple, one-page contract spelling out page rates, who owns what, and what percentages. You don't have to get complicated about these things, but it is important that each party know what they are responsible for and what their rights are as regards the project. That way no one feels taken advantage of.

GWR: How much of the story/characters did you both have planned before beginning 3MM? Do things ever change from what you had planned?

MAX: I can't speak for Bob, but I don't know what’s coming any more than the readers.  I take it a script at a time.

BOB: Right now, we have scripted and roughed out the drawings for the next two years of story. I don’t want to get further ahead than that because for all I know people will all be wearing Google Glass or something by that time and we'll just have to change everything. But I have plans beyond that; they'll just be adjusted as regards the world in 2015.

GWR: Is this meant to be an on-going series for sometime, or do you already know how and when everything will end? Or would you prefer not to say?

MAX: I personally hate it when comic books series stop abruptly, or worse, carry on well past their prime. So I think we can carry on for a few more episodes before we wrap it up. I think we had discussed doing at least 6 episodes, but who knows.

BOB: I'm a writer. Stories from now until doomsday are no problem, but I also have an ending planned if and when we decide we need it. It's important to have an exit strategy; just keep it flexible.


GWR: What would you like to see happen with 3MM in the future?

MAX: It's sounds sappy, but I'm already very happy with what we've achieved, so whatever good happens from here on out is just icing on the cake. I do want to eventually have the episodes available for purchase online, maybe via Comixology or some such service. The original comic pages are insanely high resolution and detailed, and I've made a version to view on an iPad 4, and it's stunning. So I want to see that available for purchase someday. I know fans of the series will see the worth in that. And I definitely want to have some printed versions available, even if it’s just a limited run. Movies, TV shows, video games, toys- those would be nice I’m sure, but that's up to Bob.

BOB: One step at a time. As Max said, we wanted to do this just because we wanted to see if we could, and we did, so we're already good there as far as personal satisfaction. There's no question that there will be a print version of the first three episodes in graphic novel form – I've already resigned myself to the fact that I'm going to now have to learn Pagemaker, and I'm looking into the best options for printing. So yes, that will be happening, because we can do that ourselves. Certainly open to other options as they may come up, but that one at least I can say is coming!

GWR: Closing remarks?

MAX: With episodes 1 and 2, we've setup the premise and introduced all the main characters.  Now we are on episode 3, which is probably the most action-packed comic you will read anywhere, and I guarantee you will be riveted. If you like the series, or have fan mail or questions, we're trying to do all that through the Facebook page and "likes," so I encourage everyone to "like" us and spread the word. It's still a pretty new comic and we are really trying to build readership to ensure that we can continue with this awesome project. So tell all your friends to check it out and tune in for our weekly updates! And thank you for the interview!

BOB: I'm just really happy that we're doing this at all, and I'm absolutely giddy about what we have planned for the future. Thanks so much for having us!

PS. Last night I went to check on Super Mega Comics to see if a new one had been posted, and look which comic was being advertized in the side bar: 


Three Minute Max! Spooky, right? 

Monday, November 19, 2012

Technically Not a Review: Determining the Value of Art for Ourselves

Note: As the title suggests, this is not technically a review.  But it is enough like one that I can present it here.  It is a paper I just finished for my persuasive writing class.  Enjoy!



Determining the Value of Art for Ourselves

The quality and value of various art pieces has been debated for thousands of years.  Everyone has different expectations of what art should be and from what sources good art can be found.  However, people generally agree that the search for such art is noble and important for both individuals and society as a whole.  The question of what makes art “good” or “bad” is a complicated one and (much to the chagrin of opinionated individuals such as myself) probably has no definite answer.  Instead of making arbitrary value judgments, examining which works of art are more or less enriching to an individual is a more pragmatic and achievable goal.  Through careful self-reflection a person can discover what art will be better or worse for them personally.  Too often people pre-judge art based on its genesis and their expectations; this causes them to spend their time—and often their money—on art that is not as enriching as other art would be, as well as causing them to miss opportunities to be enriched by art which they have judged to be of no value.

Consider this evocative monologue, which has been deliberately removed from context: “The question that once haunted my being has been answered.  The future is not fixed, and my choices are my own.  Destiny has one great test in store for us all.  Has mine already come, and have I failed it?.... A deed once done cannot be undone, but it may yet be mitigated.”  This quote poses interesting philosophical questions, leading one to consider his own past actions and experiences.  Reflection on this may lead a person to ask if there is a “great test” lying in wait at some point in his life, or if he has already faced it.  If he feels he is still preparing for such a test, this may even stand as a wake-up call, helping him understand that he will want to be ready when that time comes.  When I first heard these words I was a child, too young to fully understand their significance, and certainly too young to know what the word “mitigated” meant; but still, they had a profound impact on me.  At the very least I gathered that my decisions were important, and that I would have to live with the choices I had made after the fact.  It may be surprising to those unfamiliar with this monologue to know it was delivered by an introspective, gravely-voiced, fifteen-foot tall, half-raptor/half-robot transformer named Dinobot, a character in the Canadian children’s cartoon series Transformers: Beast Wars.  

I wonder if this thing has an RSS feed.
In 1995, two cartoon scriptwriters—Bob Forward and Larry DiTillio—where asked by Hasbro and the animation company Mainframe to create a television show loosely based on the 1980’s Transformers cartoon.  Transformers was a dying franchise at the time, so Forward and DiTillio were chosen for their acclaimed work on similar shows and given free-reign to do whatever they wanted with the series within reason.  They created new characters and set the show in another time period in order to give themselves room for their ideas and creativity.  In the first episode, an exploring team is shot down by an enemy war vessel, each travel back in time during the accident and crash-land on a prehistoric world.  They then go on to wage the Beast Wars, named such because on this planet they must transform into animals instead of the usual cars and planes.  This may sound like typical sci-fi fanfare—and in many ways it is—but infused within are layers of careful thought and more than a few memorable characters.  Forward and DiTillio worked within the framework of a small budget and very limited resources, but by focusing on what they could do rather than what they couldn’t, they created a show that would go on to be a cult classic with a strong following.  In the Beast Wars featurette “Remembering the Spark”, Forward and DiTillio explain how they wanted to deal with complex issues like military intrigue and treason, philosophical questions such as the need to fight against tyrants despite a desire for passivism, and of course, as Dinobot’s earlier quote explains, the place of fate and destiny in the lives of the characters.  They gave the robots souls (called sparks), conflicting desires, and individual ideas about warfare and honor.  They effectively created a many-layered world in which to explore different situations and concepts. 

Even though DiTillio and Forward knew they were trying to make something new and interesting, they admit they didn’t realize how special many fans felt Beast Wars was until later on.  Years after its final season, DiTillio said of the show, “It all came together in Beast Wars.  That was the thing I got many, many letters on…. [about] episodes that had touched people’s hearts.”  And Bob Forward remarked: “When I meet fans [now], and they just tell me how much… [Beast Wars] meant to them, I almost want to cry.  I almost want to apologize.  I almost want to say, ‘I’m sorry! A lot of the time I was just jamming something out [against a deadline].  If I’d known it was going to affect you this much I would have tried harder at it.’  But still, I think the sort of free-swinging, swashbuckling spirit that Beast Wars had made it…. [That] gave it part of its charm.”  The two worked on the show for the entirety of its run, and fifteen years after it’s release, DVD sets of its three seasons are still being printed and purchased (quite a feat for such a small-budget endeavor), the characters and plot lines are still actively discussed on web-forums, and some of the voice actors are still attending animation conventions to meet fans, sign memorabilia, and speak on public panels where—in addition to dialoguing and answering questions—they re-enact scenes or improvise as favorite characters from the show.  

I am not ashamed to say (nor am I alone in saying) that it is one of the most personally important pieces of art I’ve encountered in my life.  It changed how I see the world and how I see art.  There is an ethereal, ineffable quality to some of the finest episodes that is at once unmistakable to the astute viewer and very difficult to describe.  I am by no means sounding the battle-call to encourage the reader to seek out and experience Beast Wars for himself; more simply, I would like to elucidate how something of great artistic value to me came from a source as improbable as a children’s cartoon about transforming robots.  Because of what it is—a computer animated TV show for children—many people might never take the time to consider it, judging it as not for them or not of worth.  Even more likely, they will never hear of it, for the following is large, but by no means to the point of being pervasive.  Even if a person does happen to start the series based on a favorable review or the recommendation of a friend, he might turn it off after the first cheesy voice-over, dated rock guitar riff, or awkwardly animated fight scene, never revealing what is to be found beyond the superficial glance because he had simply not expected to find anything of worth.

Conversely, many millions of people have spent the time and the money to see director Michael Bay’s 2007-2009 Transformers movie franchise despite over-whelmingly negative reviews by professional critics.  The second film in the series, Transformers: Revenge of the Fallen, received a rating of 3.5/10 from the media review website Metacritic and only 21/100 from Rotten Tomatoes, both sites give an average score based on dozens of professional reviews.  Regarding the quality of the film, respected film critic Roger Ebert said:  “Transformers: Revenge of the Fallen” is a horrible experience of unbearable length…. To save yourself the ticket price, go into the kitchen, cue up a male choir singing the music of hell, and get a kid to start banging pots and pans together.  Then close your eyes and use your imagination.  The plot is incomprehensible.  The dialog of the Autobots®, Decepticons® and Otherbots® is meaningless word flap…. The human actors are in a witless sitcom part of the time, and a lot of the rest of their time is spent running in slo-mo away from explosions.”  I could include hundreds of similar reviews and statistics from other critics and websites about all three films, but the point is clear: despite record-breaking viewership and undeniable financial success, the films were not well received by professionals. 

The creation of Bay’s Transformers films was very different from that of Beast Wars.  The project began as a live-action film about G.I. Joe, but after the war in Afghanistan began Hasbro and Dreamworks Pictures decided a Transformers film would be more timely.   One man wrote the first draft based on ideas by Steven Spielberg and Don Murphy, then two other screen-writers were asked to re-write it including ideas by Spielberg, Murphy, Tom DeSanto and a number of others involved in the project.  Spielberg felt the focus should be a responsibility motif about a boy and his car, Murphy was interested in the films mirroring some of the disaster films that had been popular around that time, and DeSanto explained that he wanted to produce the movie because he believed a truck transforming into a robot had not yet been captured on film, and that people would like to see it.  At this point Spielberg asked Michael Bay to direct.  Bay admitted he was not excited about the project, dismissing it as a “stupid toy movie,” but agreed because he had always wanted to work with Spielberg.  Once Bay came on he explained that he was interested in making a movie with a lot of military action and asked for the script to be re-written again.  He also expressed interest in the novelty of watching cars transform in live action, stating, “By adding more doo-dads and stuff on the robots, more car parts, you can just make it more real.”  In counterpoint to the two-man team who had a clear vision of the concepts they wanted to include, dozens of individuals had their fingers in the Transformers pie.  This is not inherently negative, but it’s easy to see how such a development might lend hand to the incoherency many critics have complained about, and how it could decrease the probability of the viewer finding something truly enriching.

Interestingly, all three of the recent Transformers films are on the list of the fifty highest-grossing films of all time.  The third installment alone generated over a billion dollars at the box-office, not including DVD and associated merchandise sales.  A strong case could be made that the films are not as bad as the reviewers say, that the public has voted with their money and declared the films to be the kind of art they want, or even that “good” and “bad” are irrelevant in what people choose to watch.  But please keep in mind I am not suggesting these films should not be enjoyed, or that anyone who likes them is wrong to do so.  What I am suggesting is that because these were high-budget Hollywood films staring attractive and recognizable actors, many of the general public assumed before ever seeing them that they were worth the money and time required and never fully considered the potential benefit of seeking out something better for themselves.
           
The question of how much art affects us is central to my claim that seeking out more enriching art is important and worth the time and effort; if it does have a considerable effect, then of course people would want to intake more enriching art, but if it does not, than anything that entertains will suffice for artistic needs.  Serial rapist and murder Ted Bundy claimed that pornography played a serious role in his interest in murder, and many other convicted criminals have expressed similar sentiments.  In their point of view, what they took in had a serious impact on them.  Certainly not everyone who has viewed pornographic material has gone on to become a serial killer, but it is striking evidence that we should carefully decide what art to focus on.  In the 2009 documentary Kimjongillia, which documents the real-life stories of North Korean prison camp survivors, one young man relates the emotional account of his escape at the age of twenty-four.  He was born in the camp and lived there his entire life until he was assigned a new duty in one of the more secluded areas.  It was during this time he had the following experience:  “There were smuggled books circulating in our camp.  The Count of Monte Cristo.  Anna Karenina.  Resurrection.  I think The Count of Monte Cristo touched me the most.  Reading Monte Cristo gave me the idea to escape North Korea.  [And] if I ever got out, I would take revenge like him.”  For this young man, art had a very dramatic impact; it opened up new possibilities to him, and indeed, went on to change nearly every aspect of his life.  He escaped in the early 2000’s and is still alive today, consider how his life might be different if instead of thought-provoking and enriching books circulating the camp, there were only base thrillers, formula romances, or—Heaven forbid—a 90-page Scholastic novelization of the second Transformers movie.  These are extreme examples, of course, dealing with situations and actions the vast majority of us will never face or be in, but the concept is sound.  If art has such an ability to change us, and if each of us will react differently to different art pieces, then we should take great care to intake the kinds of art that will be most personally enriching, and not through laziness or ignorance take the course of least resistance by seeking out only the art that is most popular and easily accessible.
           
It is my firm opinion that many of the people who have enjoyed the Transformers films may not be fully analyzing their worth, or, potentially, lack thereof.  Not everyone will gain as much as I have from the Beast Wars series, but it is important to ask ourselves—outside the framework of popularity and funding—where we will find value in art.  And if anyone feels that they have wasted time and money on art of lesser worth, they need not despair.  There is still time; it may yet be mitigated.

- MA 11.19.2012