Degrees of Continuity Comparing Procedural and Serial Story
Transcription
Degrees of Continuity Comparing Procedural and Serial Story
Degrees of Continuity Comparing Procedural and Serial Story Continuity in Television Animation A Thesis Submitted to the Faculty of the Animation Department in Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts Savannah College of Art and Design By Dana Elizabeth Corrigan Savannah Georgia March 2011 Table of Contents Abstract 1 Introduction 2 Chapter 1: Previous Studies on Story Continuity in Televised Animation 5 1.1 Scholastic Animation Publications 1.2 Literature Reflecting on the Developmental Process of Popular Shows 1.3 Objective Research Pertaining to the Target Audience’s Response to Continuity 5 7 9 Chapter 2: Methodology 2.1 Defining Key Terms 2.2 Direct Observation of Serial and Procedural Television Programs 2.3 Internet Search Methods 2.4 Assessment of Interviews with Industry Professionals 2.5 Professional Reviews on Animated Programs that Comment on the Story 2.6 Informal Discussions with Television Enthusiasts 2.7 The General Public’s Reaction to a Series’ Story Continuity 2.8 Visual Component as Documentation of Developing an Animated Series 2.9 Limitations Chapter 3: The History of Serialization 11 11 12 13 14 16 17 18 18 19 21 3.1 Presenting a Story in Installments from Writing to Film 3.2 Serialization in Television 3.3 Overabundance of Commercialization in Televised Animation During the 1980s 3.4 The Children’s Television Act Puts an End to Commercial-Based Cartoons 3.5 American Television Industry Influenced by Anime’s Surge in Popularity 3.6 Heavy Censorship and ‘Americanization’ 3.7 The Restoration of Classic Cartoon Shows 3.8 Contemporary Animation 21 22 22 25 26 27 29 30 Chapter 4: Comparing the Benefits and Risks of Procedurals and Serials 33 4.1 Procedural 4.1.1 Advantages 4.1.1a Procedurals are more flexible than serials 4.1.1b Viewers can leave and come back without missing plot points 4.1.1c Procedurals are less risky for studios 4.1.1d Programs that benefit most from the procedural format 4.1.2 Disadvantages 4.1.2a Formulaic nature of procedurals make them predictable 4.1.2b Suspension of Disbelief/Discontinuity 4.1.2c Quick introduction and resolution of conflict derives shallow storytelling 4.1.2d Viewers may lose interest if there’s no intellectual stimulation 4.2 Serial 4.2.1 Advantages 4.2.1a The series has its own dramatic structure 4.2.1b Viewer commitment 4.2.1c Longevity: Fan Support Extends the Life of a Series 4.2.1d Programs that benefit from a serial format 4.2.2 Disadvantages 4.2.2a Plot must be thoroughly planned during preproduction 4.2.2b Creators must be aware of pacing in series along with each episode 33 33 33 35 37 38 39 39 41 42 43 43 43 43 44 46 47 48 48 49 4.2.2c costly in time and preproduction makes serials a risky investment 4.2.2d Viewers won’t overlook mistakes as easily with serials 4.2.2e Cannot always account for unexpected changes 4.3 Combining Elements of Serial and Procedural Continuity 4.3.1 Fillers 4.3.2 Procedural Beginning/Epic Ending 4.3.3 Serial Introduction 4.3.4 Threaded Plot, Isolated stories lasting more than one episode 4.3.5 Padded Plot, Revealing story in small increments Conclusion Appendix I: Visual Component A.1 Statement of Purpose A.2 Target Audience A.3 Synopsis A.4 Outline of the Plot for the Pilot Episode A.5 Examine the Challenges of Writing a Serial Plot A.6 Pitch Package A.6.1 Proposal A.6.2 DVD A.7 Proposal Book Figures References Articles Definitions General Information Interviews Literature Public Speeches Reviews 49 50 50 54 55 56 57 57 58 60 62 62 63 64 66 67 68 68 68 69 95 103 103 106 107 111 112 114 114 Abstract This thesis will compare Epic and Episodic story continuity in television animation. The term continuity will be used to describe the story structure of a series on a per-episode and per-season basis. Research will be conducted by studying various television series. With information gathered, this thesis will compare patterns in series with different levels of continuity. Continuity will be measured by five factors: Character Consistency, Story Consistency, Character Development, Story Development and Degree of Commitment (How much dedication is required from the viewer to enjoy the series) Continuity will be measured as a spectrum, with Epic and Episodic as the extremes. Epic describes a series as one large story, with each episode being like a page of a book, and each season a chapter. Episodic describes a series where episodes are treated independently from each other. The thesis project is a pilot for an action-adventure animated series, which boasts an Epic continuity. The story takes place in a steam-punk medieval world, and has a theme of fate vs. free will. The animation will be hand-drawn in Flash and composited in 3D environments. Preproduction is complete. 3D models are in progress and will be finished by Winter 2011. Animation, ink and paint are in progress and will be completed by March 2011. Compositing, editing and sound are integrated throughout the production process. Ultimately, the knowledge acquired by both the paper and the project will be used to develop and promote an original animated series. 1 Introduction The purpose of this thesis is to examine narrative structure in televised animation. The term narrative structure refers primarily to story continuity across episodes, and to what degree each installment connects. Serial and procedural programs oppose each other in their approach to continuity. The former treats each episode as a chapter of a long tale, while the latter views each installment as its own self-contained short story. This study compares procedurals and serials as points of reference, in order to examine the benefits and risks of either extreme and how elements of both can be combined. The relevance of continuity in an animated program is not always apparent. However, close investigation reveals that poorly planned narrative can damage the content and disengage the audience. There is little in the literature that directly attends to this need for dramatic structure between episodes. What little there is, addresses the issue in conjunction with other research, and seldom studied for its own merit. The intent of this paper is to examine the reasons behind the degree of continuity used for various programs, as well as to determine if either approach significantly influences the show’s success. This study consists of two components, theoretical and practical. The theoretical element reviews the process studios undertake in story development. First using current and historical examples, procedurals and serials are scrutinized to ascertain how they impact success. Applying the knowledge from the research into the decision-making process of developing an original series is imperative in order to give young creators a means of comparing their own ideas. The second constituent reflects the development of the pitch package and pilot episode of a series titled Fate Saga. A copy of the pitch 2 package, including a proposal book and production material that was presented during Fate Saga’s official pitch to Warner Brothers, was included as appendices. A fully animated trailer and the current state of the pilot episode can be found on the included DVD. The study’s first chapter is devoted to a summary of current literature relating to continuity. Although most books barely talk about narrative structure across episodes by itself, many refer to important points of consideration when deciding how to tell the story. This thesis examines each text and scrutinizes the tone for any underlying preference towards procedurals or serials. The second chapter involves thoroughly defining the key words used in this research. In opposition to the previous section that reviews publications that takes a supposedly objective approach to their research, this part inspects openly subjective articles such as reviews and interviews. This thesis analyzes opposing viewpoints to add three-dimensionality to the study and takes into account indisputable information – such as events that directly correlate to the resurrection or destruction of a series. The case studies are merely referred to in this section, and later discussed in detail in the following two chapters. In the third section, the history of serialization is reviewed. The chapter starts with literature and later integrating with television and finally animation. It is important to understand the original motivation of telling a story in installments and its change over time to determine what approach may be most efficient now. The study concludes with the state of animation and serialization today, and its expansion from television to other mediums. Using Nancy Spears, the executive producer of the non-theatrical department 3 of Warner Brothers as a primary resource 1 , this thesis reviews the famous company’s future in direct-to-video movies and the multimedia. The fourth chapter employs the information gathered in the previous sections as filters to break down the benefits and risks to procedural and serial narrative. Using historical examples of successful and failed projects, this study scrutinizes the prior research to determine how the narrative structure played into the story’s reception. The section concludes with examples of programs that use elements of episodic and epic continuity to achieve the benefits of both. Chapter five is a re-evaluation of the concepts and dramatic structure’s importance in the animation industry. The study concludes with the statement that there is no perfect way to tell a story, and rather it is imperative to consider continuity in conjunction with other factors. A determined target audience along with the overall story, tone, message, and outside influences are necessary before considering the proper degree of continuity. Ultimately, this thesis seeks to provide a reference for creating an original animated series. It is the intent for both professional and student animators to use this research scholastically, to help decide the narrative structure for their projects. 1 Nancy Spears came to Savannah College of Art and Design to give advice to students and review pitches. On March 10, 2011, she attended the Sequential Art class, The Pitch, and explained what Warner Brothers looked for in a program and their plans for the future. On March 11, 2011, Fate Saga was officially pitched to Warner Brothers. The presentation was well-received though whether or not the series will be recruited into the studio is yet to be determined by the conclusion of this paper. 4 Chapter 1: Previous Studies on Story Continuity in Televised Animation Introduction This section will examine literature that relates to story continuity in television. Little in-depth literature or literature devoted entirely to the topic exist. However, publications exist that briefly mention, or relate other topics to the subject of continuity. The majority of these involve documentation by television scriptwriters about the process of writing for a series. 1.1 Scholastic Animation Publications Two notable publications that offer practical insight into animation are Jean Ann Wright’s Animation Writing and Development (2005) and Jeffrey Scott’s How to Write for Animation (2003). Jean Anne Wright’s work is renowned for its literary approach to animation scholarship. Her corpus includes articles for the notable website, Animation World Network, and her 2005 publication, Animation Writing and Development 2 . Wright’s writing draws from her experience in the capacities of assistant animator (HannaBarbera) and pre-production consulting for writing, design, storyboards, casting and voice-overs (Barnes and Noble Online, 2011). She describes story continuity and character development as factors that contribute more to some programs than others, depending on the genre and demographic. In her study, she explains “…differences in the length of your story make a difference in the complexity and style. …structure may 2 She has another book published called Voice Acting for Animators (2009). The book is a notable contribution to the subject of voice acting, but is irrelevant for the topic of continuity. 5 get in the way of gags. Generally, action/adventure shows require more plot than gagdriven comedy shows. Prime-time animated shows generally use a sitcom structure with more clever dialogue and less action.” (Wright 2005, pg. 111) Wright’s book rarely mentions the subject of continuity, however when she does, it is in conjunction with another topic. For example, during an overview of the needs of different age groups, she characterizes thirteen-year-olds as preferring “characters with more depth, but they will still watch some of the more classic cartoon characters with edge like Bugs Bunny, Garfield and the Simpsons. Most girls have outgrown animation long before thirteen, and many boys have outgrown most cartoons by now as well.” (Wright 2005, pg. 53-54) Jeffrey Scott’s practical approach, as reflected in How to Write for Animation (2003), draws from his experience gained from work produced for children’s television. Although Scott’s book barely mentions continuity, his preference for procedurals reflects in his writing. He advises readers to develop and submit scripts for procedurals already in syndication as the most reliable way of breaking into the industry. Scott’s examples, such as Looney Tunes and Toy Story, are predominantly self-contained stories. However, Scott’s publication does address the difference between a complex and cartoony character, though neither are addressed in terms of continuity. Instead, he describes them in terms of motivation. Scott states that realistic characters have a contrast between needs and wants, while a cartoony character’s wants and needs are the same. “With respect to characters, need is usually represented as something the characters requires in order to become a better person. For example, an alcoholic needs 6 to be sober; a greedy person needs to learn to be more giving. Want is usually expressed as something the character desires, which he thinks will make him happier. In fact, it is always the need which, if fulfilled, will truly make the character happier… Cartoon characters, unlike real characters, do not necessarily have a conflict between their needs and wants. Take Wile E. Coyote again. He wants only one thing- the roadrunner. The thing he needs is brains, but this is simply an excuse to create humor, not a real character flaw that is going to be explored.” (Scott 2003, pg 146.) Ultimately, neither Scott nor Wright talk in-depth about continuity outside of the scope of a single episode. It was necessary to interpret their literature and piece together what little information regarding narrative structure they had, to evaluate any potential bias they had towards or against serialization. 1.2 Literature Reflecting on the Developmental Process of Popular Shows This section reviews publications that focus on the developmental process of successful programs from the perspective of the creators. The research is informed by interviews the author had with those involved. Allen Neuwirth’s Makin’ Toons: Inside the Most Popular Animated TV Shows and Movies (2003) analyzes the preproduction, pitch and developmental process of lucrative programs. His methodology involves interviews with famous creators such as Genndy Tartakovsky 3 and John Kricfalusi 4 . The book gives insight into the unique 3 Genndy Tartakovsky is the creator of Dexter’s Laboratory, Samurai Jack, Sym-Bionic Titan, directed Star Wars: The Clone Wars and helped to produce The Powerpuff Girls, amongst other achievements. 4 John Kricfalusi is known for his tendency to insert adult material in his cartoons. His work includes Ren and Stimpy, The New Adventures of Beany and Cecil and Mighty Mouse 7 development of each series, and creator’s reflections of their work reveal what factors they consider as contributors to their program’s success. Often the creators determine the success to be the visual aesthetic, premise or characters. For example, Eric Radomski’s recount of the success of Batman: The Animated Series focuses almost entirely on the Noir-inspired aesthetic and general dark tone of the series (Neuwirth 2003, pg 125). John Kricfalusi’s Ren and Stimpy’s success was considered a surprise by some critics, and was attributed to its uniqueness. Neuwirth states, “The Ren and Stimpy Show begot a number of television trends. For one thing, it was the first animated series made for TV that gave director and story credit at the head of each cartoon. Now it’s commonplace to see, but back then, it was considered revolutionary. For another, you never saw that much grotesquerie on the tube before…Kricfalusi also adored messing with the visual continuity of the story...” (pg 62) Although continuity is rarely taken into account, an earlier chapter the book does describe “long-form, more dramatic cartoon shows, such as Justice League and Batman” as being programs where “structure and storytelling are paramount-absolutely necessitating a strong script.” (pg. 94) Neuwirth’s study compels this paper to acknowledge that story continuity is one of many determining factors of a series’ success. Consequently, while researching successful and unsuccessful programs, it was imperative to use only shows that had strong evidence that the reasons for its ratings correlated to its narrative structure. Magazine articles and video footage containing interviews, both formal and informal, also contribute to this study and will be further discussed in the next chapter. 8 1.3 Objective Research pertaining to the Target Audience’s Response to Continuity Demographics are a topic of consideration for dramatic structure because different age groups and gender have different needs and expectations. One method of storytelling may work for one group but not for another. Consequently, it was imperative to review prior research done for the viewer’s reaction to a program’s storytelling. Two significant publications that direct their research to the teenage audience is Glyn Davis and Kay Dickinson’s Teen TV (2004) and Sharon Marie Ross and Louisa Ellen Stein’s Teen Television (2008). Both corpus gauge the success of notable programs and examine factors that contribute to that achievement (Ross & Stein; Davis & Dickinson; Clifford, Gunter & McAleer). Ross and Stein also investigate fandom as its own entity, to explore how viewer fanaticism can influence a series. Fanaticism as it relates to continuity is briefly reviewed later in this study. Teen Television is comprised of essays divided into three sections; industry perspective, cultural context, and fandom. The book describes the complexities and darker nature of storytelling in teen-directed series. The studies favor serial format due to the importance of multifaceted interpersonal relationships amongst the cast, and the social repercussions of the characters’ actions over a span of episodes and seasons. In opposition to Neuwirth, Ross and Stein’s research reflects only the standpoint of the viewers, and is detached from the development and creative decisions behind the series. Davis and Dickinson adopt a similar essay-based structure as Ross and Stein. Their study examines the messages in teen-oriented programs and how they are 9 interpreted by their target audience. The book also favors serialization as an integral part of developing relationships within the cast. Story continuity was seldom the subject of discussion with either study. Instead, they examine dramatic structure within each series’ description. While both case studies only reference live action programs, their emphasis on story and character development is equally applicable to animation. Television and Children: Program Evaluation, Comprehension and Impact, by Brian R. Clifford, Barric Gunther and Jill McAleer (1995) give scientific research on how children of different ages retain information they see on television. The authors examine data derived from scientific experiments performed on control groups of children. The information used for the experiment is divided into factual knowledge, story-based knowledge and how much attention the children give to the display. The experiment uses live action, news broadcasts and cartoons, and compares the results to develop a hypothesis on how different age groups respond to continuity in media. Conclusion Although the case studies present considerations for story continuity, none of them address procedural or serial narrative directly. Consequently, the next chapter will cover other research obtained for direct comparison for serial and procedural continuity. 10 Chapter 2: Methodology Introduction This study takes a qualitative instead of quantitative approach due to the time and financial constraints of this Thesis. Television programs with varying degrees of continuity are reviewed as a primary source. Documented interviews with industry professionals are examined to obtain intimate information regarding the intentions and decisions made during a series’ development. Casual interviews are directed with television enthusiasts to discuss trends in narrative. The research reviews articles pertaining to the serialization, regardless of its subjectivity. However, conflicting evidence for any subjective data is sought for a means of comparison. Finally, the research is informed by the first hand experience of developing the visual component. 2.1 Defining Key Terms Continuity is defined by the New Concise Webster’s Dictionary as an “uninterrupted advance or succession; dramatic sequence, the oneness of plot and action.” (Webster & Teall, p. 68). The term was first used in Cinematography in 1921, to describe the importance of keeping the shots appearing in a continuous, chronological sequence (Continuity, 2010). While continuity can be used to describe physical or story consistency in an episode, this thesis focuses on story continuity through the series. In live action, the two extremes in narrative continuity are described as “procedural” and “serial” programming. See Figure 2.1 and 2.2 for charts that outline serial and procedural characteristics. The term “procedural” describes a program where a problem is introduced and resolved within the same episode. Characterizations of 11 procedural episodes include a lack of character development, ending each installment the way they began and the ability to be watched in any order without missing important information. See Figure 2.3 for examples of procedural series. The term “serial” describes a series as one large story broken down into smaller installments. Each episode, season and the entire series has its own dramatic structure. Television serial programs tend to have a higher level of character development, plot twists, mature themes such as death and betrayal and delve deeper into the minds and motivations of the characters. See Figure 2.4 for examples of serial programs. This study occasionally references shows that have both procedural and serial elements. However, the focus of this research compares the two extremes, and addresses alternative narrative structures thoroughly in Chapter 4. 2.2 Direct Observation of Serial and Procedural Television Programs This study examines the story continuity of chosen television programs as a primary resource. The research reviews series with predominantly procedural or serial structure, as well as shows that demonstrate characteristics of both. It is relevant to reference both successful and unsuccessful examples, to determine commonalities in their storytelling and viewer responses. Success is determined by the series’ length and popularity in combination with reviews. 5 This thesis references successful serials, which include Gargoyles (1994), Avatar: The Last Airbender (2005), Full Metal Alchemist (2004) and Naruto (2002), along with 5 This thesis recognizes that length is not the only determining factor in a series’ success because some serials have a predetermined length regardless of its popularity. However, famous programs can generate spin-offs and transgress to other mediums, which can lengthen the lifespan of the story beyond the creator’s original intent. Thus, this study acknowledges length as a possible, but not only, contributing factor of success. 12 successful procedurals such as Scooby Doo (1969), Spongebob Squarepants (1999), Looney Tunes (1930) and Family Guy (1998). Notable programs that contain varying degrees of continuity include Teen Titans (2003), Batman: The Animated Series (1992), ReBoot (1994), GI Joe (1985) and Transformers (1984). Beast Machines (1996) and Heroes (2006) are as case studies of problematic serials, while House (2004) and Captain N (1989) are used to examine potential problems with procedural continuity. 2.3 Internet Search Methods Advancements of technology have made it easier to acquire sources through online journals, websites and videos. This section will refer to the many web sources used as references and as portals to other, more dependable studies. Although Wikipedia does not make for a reliable resource, it is a useful portal in locating a wealth of related information. The site provides links to the sources used in their descriptions, which connect to trustworthy documents. This thesis compares articles pertaining to the history of serialization to confirm the source’s reliability. The information is pieced together to inform the later chapters of this study. Notable articles include Brattin’s article Dickens and Serial Publication (2003), Butler’s The Museum of Broadcast Communications (2011), Dirk’s review of both Film History Before 1920 (2010a) and Serial Films (2010b) and Stephen’s History of Television (2000). Dictionaries both online and published are used by this thesis as references for defining terms readers of this thesis may not be familiar with. TVTropes.org is used as a reference for jargon, called “tropes”, occasionally used in this thesis. The tropes cover all forms of storytelling, including video games, live 13 action, cartoons and literature. Tropes describe terms created from pop culture to label common archetypes in storytelling. TVTropes defines the terms, using examples from many applicable stories and allows viewers to contribute information. 2.4 Assessment of Interviews with Industry Professionals This section refers to interviews with the creators of television series that cover the topic of continuity. Sources from both live action and animation are used for research, as their experiences are equally relevant. In order to incorporate viewer responses to the study, this thesis examines literary and video documentations of informal interviews held between creators and fans during conventions. 6 Conventions referenced include Dragon Con 7 , San Diego Comic Con 8 and New York Comic Con 9 . During the events, viewers tend to ask spontaneous, intimate questions about the specifics of the creator’s decisions, which derive candid answers. The documented interviews chosen as reference for this Thesis include two separate interrogations with the creators of Avatar: The Last Airbender, Bryan Konietzko and Michael DiMartino. One discussion is conducted in a casual atmosphere at a ComicCon panel, where fans of Avatar: The Last Airbender ask questions. Unable to witness 6 Conventions are assemblies of people meeting for a common purpose. This study uses “conventions” to refer to annual events that focus on comics, cartoons, science fiction, video games and anime. Often, the events span across the length of three to five days and are located in convention centers or hotels throughout the world. Often, industry professionals will attend conventions to promote their work and engage with the fans. 7 Dragon Con is a four day annual convention launched in 1987 and held in Atlanta, Georgia over Labor Day weekend. Dragon Con appeals to fans of science fiction, fantasy, cartoons and video games. 8 San Diego Comic Con is an International annual convention which started in 1970. The four day event is held during the summer and includes comic books, science fiction, fantasy and animation. It boasts one of the largest organized fan-driven events. 9 New York Comic Con began in 2006. Due to its massive size and popularity, the convention attracts famous artists such as Stan Lee, Frank Miller and Kevin Smith. 14 the interview first hand, this study uses a combination of YouTube videos along with a summary of the interview recorded by Tony Ireland Mell. The Comic-Con interview is chosen for its direct interaction between the creators and the audience. The second interview is conducted in a more professional atmosphere, and focuses on Avatar: The Last Airbender’s spin-off work-in-progress, Legend of Korra. Christopher John Farley from Speakeasy Today directs the interview. The discussion is an account of the creative process of developing a new program based on a previously established serial. The case study reviews how the creators handled the anticipation of predicting that Nickelodeon would be requesting more episodes for a series that ended during the height of its success. The website allowed for reader comments, which will be referenced later this chapter. Walko from Titantower.com documents teen Titan’s producer Glen Murakami’s candid reflection of the series. (Walko, 2006) Although the interview style consists of the professional question and answer structure, Murakami’s answers are candid and explain his intentions and decisions for the series. He also reveals the disappointments and directions he wanted to take Teen Titans but was unable to because of time, demographic or continuity constraints. The discussion was an important addition to the Thesis due to the recurring theme of story and continuity. New York Comic Con’s interview with GI Joe’s creator, Larry Hama along with Gerard Gilbert’s interview with Law and Order’s creator Dick Wolf both boast the benefits of a Procedural story structure. (Pulpsecret, 2008 and Gilbert, 2009) Both creators claim satisfaction with their series’ continuity, with Wolf praising procedural programming as “economic storytelling.” (Gilbert, 2009) 15 2.5 Professional Reviews on Animated Programs that Comment on the Story This thesis incorporates critiques from third parties in order to determine how viewers unfamiliar with the intentions of the creator responded. Both positive and negative evaluations are sought to render the opinions more credible and remove potential bias. Only those that mention continuity, even briefly, are considered. Dramatic structure is not the only reason a series may succeed for fail. However, other reasons behind a program’s ratings are not pertinent to this study. Reviews selected for this Thesis include Disney’s Gargoyles conducted by UltimateDisney.com. The review was chosen for its detailed breakdown and critique of Gargoyle’s continuity and narrative structure as well as its viewer support and historical contrast with other cartoons in Disney’s line-up. Although the review held some criticism, the fact that it was written by UltimateDisney.com automatically implies bias towards the series. Reviews conducted by unbiased third parties were sought as means of comparison, including Doug Walker’s video review (Walker, D., 2009a). Philip Stephen’s review of Avatar: The Last Airbender is used in conjunction with the interviews to compare the creator’s intentions with the fans’ and critics’ reactions. The set up for the review website allowed for anonymous reader comments, which were examined briefly for samples of consenting and dissenting views on Avatar: The Last Airbender from the general public. Beast Machines is a serial program that is a spin-off of its successful predecessor, Beast Wars. Despite the original’s popularity, the spin-off’s story received mixed responses. Three reviews are examined for Beast Machines. Two heavily criticize the 16 slow and dark narrative and one praises it. The negative reviews help to point out where serials can falter, and the positive review is included in acknowledgement of the subjective nature of the research and demonstrates where Beast Machines succeeded. Reviews for the children’s television cartoon, Captain N, exemplify how a weak continuity becomes detrimental. Doug Walker and Drucker’s IGN article (Walker 2009b and Drucker 2007) conduct the two Captain N’s reviews. 2.6 Informal Discussions with Television Enthusiasts This thesis took a qualative instead of quantitive approach regarding which programs to use as case studies. The amount of time and resources allotted for scrutinizing the story structure of different series is finite. In order to inform the research method of directly watching and documenting the story continuity of chosen series, casual interviews were conducted with Ben Badger and Mark Dmuchowski. Badger and Dmuchowski both held separate panels at Metrocon 2010, leading round table discussions and comparing American and Japanese animated series - current and historical. The initial meetings are held in person after their respective panels, while the interviews were later done over email to give more time to figure questions and allow time for their answers. The objective of the discussions was to find samples of animated series that would benefit the research. Through Badger and Dmuchowski’s counsel, the research opened to include notable European and Canadian programs that also had recognition in the United States, such as Total Drama Island. 17 2.7 The General Public’s Reaction to a Series’ Story Continuity Casual reader comments on review and interview sites represent the standpoint of the average watcher. Some websites do not require the user to register with the site in order to submit responses. Consequently, there was a higher level of candid remarks due to the lack of accountability and the degree of anonymity. Viewers come from varying backgrounds and age groups, and their familiarity with the website and the critiqued series was their only commonality. Including their comments in the research allows this study to get a glimpse into the casual watcher’s opinion of various programs. Fanaticism is a means of evaluating serial and procedural continuity in terms of audience reactions. Enthralled viewers can become involved in a community based on that series. This study compares research of fandom conducted by Sharon Marie Ross and Louisa Ellen Stein (2008) with documented examples of viewer commitment. However, fanaticism is an extreme form of subjective opinion. Consequently, the only fanatical contributions this thesis references are those that had the most relatable consequences. For example, the revitalization of ReBoot and the Gargoyles’ fan conventions, which are further discussed in Chapter 4. (Giardina, 2007; Rainmaker Animation, 2007; Reboot Revival, 2010; Gargoyles, 2004; Gargoyles, 2005) 2.8 Visual Component as Documentation of Developing an Animated Series The practical element uses the information obtained from research in the development of an original animated series. The Appendix will explain the process and challenges as well as provide the resulting pitch package. 18 2.9 Limitations The objective of this research was to determine continuity’s influence over a series’ level of success, to gauge its importance in the developmental process. Due to the subjective nature of storytelling, it is essential to examine as many opinions from varying sources as possible. Series’ creators have the benefit of an intimate recount of all considerations and decisions made for a program – many of which the public will never know about. However, they have a natural bias that renders it important to also consider more objective sources. While the series’ length is a telling factor, it is also important to review networks, television viewers, critics and examine data regarding the number of viewers watching programs across time. Due to constraints with time and finances, it is impossible to undertake every task originally desired for this thesis. This paper was constructed in accordance to the partial fulfillment of the Master of Fine Arts degree, and had to be completed during a finite length of time. Direct access to primary sources was limited to speakers such as Bill Plympton and Merrill Hagan, who presented at Savannah College of Art and Design. Consequently, this study takes a qualative instead of quantative approach to selecting the television shows used as reference. The research briefly reviews a broad range of programs as means of comparison, and narrows the focus to examples which best demonstrate the key points of the argument. As a result of the subjective nature of the study, opposing viewpoints are sought to ensure the three-dimensionality and objectivity of the discussion. This thesis combines 19 the subjective elements in conjunction with facts such as the series’ length and history 10 to inform the research. Conclusion Storytelling in animated television programs has been an area of little prior research. Comparisons between procedural and serial storytelling have primarily been subjective, with little data other than personal opinion. This thesis seeks to objectify the study by acknowledging and comparing dissenting opinions, information and prior research from manifold sources. 10 This includes undisputable events such as the cancellation or renewal of a series. 20 Chapter 3: The History of Serialization This chapter reviews the background of continuous narrative. It begins with serialization in literature and follows with film and television. This section explores the original motivations behind serialization and reflects how they developed across time. The Online Dictionary for Library and Information Science describes a serial as “a publication in any medium under the same title in a succession of discrete parts, usually numbered (or dated) and appearing at regular or irregular intervals with no predetermined conclusion. In AACR2 2002, serials are classified as a type of continuing resource. Serial publications include print periodicals and newspapers, electronic magazines and journals, annuals (reports, yearbooks, etc.), continuing directories, proceedings and transactions, and numbered monographic series cataloged separately. When serials split, merge, or are absorbed, a title change may occur” (Reitz, 2004). 3.1 Presenting a Story in Installments from Writing to Film The concept of telling a long story in short installments started in the 18th century, when novels first appeared in magazines as serial publications. 11 Serial storytelling made its first transition to film in 1912, with Edison Company’s What Happened to Mary? The serial films were large stories broken down into 12-15 episode segments. Most installments were 15-20 minutes and were included with other short films, news and 11 In the 18th century, novels were Most of Charles Dicken’s novels were first published in a serial format. Back then, it was cheaper and easier for novels to be published as a serial, because the audience could purchase a monthly magazine for one shilling, instead of purchasing the entire novel for 21 shillings. The magazine also allowed for advertising, and the cheaper costs made it more widely affordable and, thus, brought more readers. Charles Dickens wrote each installment of his novel carefully, keeping in mind the needs of his serial readers and those who would later read the books in volume form. (Brattin, 2003) 21 cartoons preceding the feature film. Serials often contained a simplistic, melodramatic action story which would end in a cliffhanger, prompting the viewer to buy the ticket and come back to see what will happen next (Dirks, 2010a). 3.2 Serialization in Television The first televised serials were soap operas adapted from radio networks 12 , along with movies aired in installments. However, serialized storytelling in television began with the famous sitcom I Love Lucy. While sitcoms are currently considered procedural, in the 1950’s they introduced the concept of “sustaining a familiar set of characters week after week” (Stephens, 2000). 13 The earliest cartoons on American television were theatrical shorts, due to the price of producing new animation. However, in the late 1950’s Hanna-Barbera introduced cost-efficient means of animating 14 . Their contribution to the industry brought popularity and feasibility to cartoons. Hanna-Barbera’s sitcom, The Flintstones, was the first animation placed in a primetime time slot (Butler, 2011). 3.3 Overabundance of Commercialization in Televised Animation during the 1980s Merchandising was realized as a monetary route for animation since Disney’s first feature length film, Snow White. However, it was Star Wars that informed producers of 12 Guiding Light premiered as the first soap opera on radio in 1937, and later transferred to television. The series continued until September 18, 2009, making it the longest drama played out (Warta, 2006). 13 The success of I Love Lucy began the trend of maintaining a consistent cast of characters in a television show (Stephens, 2000). Although I Love Lucy is a procedural sitcom, it was one of the first steps in the direction of serialization. 14 Hanna-Barbera’s time and cost saving style, which they called ‘planned animation’, allowed cartoons to be made with the limited television budgets. As a result, Hanna-Barbera is considered to be the father of television cartoons. 22 the value of merchandise (Furniss, 2008). 15 As a result, new cartoons began to focus on marketing value and planned their stories accordingly. The narrative structure of animated programs revolved around a large cast of characters and focused the story on those whose toys were currently in production. The 1980s became known for using serial television as an extended commercial (Butler, 2011). The toy company Hasbro produced cartoons based off their products, and marketing had a direct correlation to the plot development. 16 As companies develop new sets of toys, new characters would be introduced in the show and older characters, no longer relevant for the story, were abruptly killed. In fact, the 1986 Transformers movie dramatically killed most of the cast, on both the side of the heroes and villains. The action figures for the established characters had already been purchased, and they wanted to introduce an entire new lineup of heroes and villains for children to buy (Teletranan, 2010). 17 Another similar example was Teenage Mutant Ninja Turtles. Originally, the turtles starred in an underground comic book series created by Kevin Eastman and Peter Laird. Despite the growing fame of the Ninja Turtles, marketing them to toy companies like Playmates was a difficult process. Playmates was uncomfortable with the idea of 15 George Lucas pre-empted the power of merchandising when he sacrificed a percentage of his payment as the director in favor of a higher percentage in merchandise revenue. It ultimately earned him far more money than anyone would have expected at the time (Furniss, 2008). According to Gary Kurtz, who worked with Lucas during the original films, upon realizing the marketing potential of Star Wars, Lucas began to alter the plot of his films in accordance to what he believed would instigate more toy sales (Boucher 2010). 16 The first few episodes of popular programs from the 80s and 90s, such as Transformers, Street Sharks and Teenage Mutant Ninja Turtles would be set up as a serial in order to introduce the characters and story. The rest of the plot was procedural. 17 Although released later, G.I. Joe was intended to begin the trend by removing the main villain and incapacitating their protagonist, Duke. According to G.I. Joe writer Buzz Dixon, Duke was supposed to die in the movie and be replaced by a new character whose toy was newly released. However, they deviated from the original script and refrained from killing Duke due to the backlash caused by the death of Transformer’s protagonist, Optimus Prime (White). 23 making a toy line for a gritty comic series, especially during a time period when action figures were not popular. Eventually, Playmates accepted under the condition that they would develop an animated series with it. The show did not follow the comic’s story, and instead catered to the toy line which funded it (McGill, 1988; Simpson, 1990). 18 Trendsetting series such as Pokemon and Power Rangers would inspire the development of other programs which would follow the formula of the original success. Digimon and Monster Rancher followed Pokemon, while Power Rangers led to the development of VR Troopers and Beetleborgs. The troll doll marketing trend inspired Stone Protectors (1993), designed to market an action figure version of the trolls to boys. It was unsuccessful, met with much criticism and was, ultimately, short lived (Josh, 2010). Trend-following programs often had stories which were restricted to follow the rules of the formula established by the trend. Writers for toy-based animated programs struggle to balance advertising with decent plot development. Some programs such as G.I. Joe (1985) kept to a predominantly procedural structure while others, such as Beast Wars, try to account for the cast changes while maintaining a serial elements (Powers, 1988). As GI Joe creator Larry Hama expresses in his interview during New York Comic Con 2008, procedural storytelling is efficient for merchandise-based cartoons because viewers learn not to have expectations for the story, characters or what will happen next. 19 18 In 2003, a new Teenage Mutant Ninja Turtles animated series was created by 4Kids and Mirage Studios. The new series followed the dark, original comic books more closely and boasted similar fame in sales of video games, toys and other merchandise. According to Eric Goldman, Nickelodeon acquired the rights to Teenage Mutant Ninja Turtles and is currently developing a third animated series for it. Nickelodeon is working with Playmate Toys in anticipation of releasing a toy line with the show. (Goldman, 2009) 19 While working on GI Joe, Hama was handed the action figure designs and assigned to try and create stories for these characters in order to increase their appeal – and marketability – to children. He expressed during the interview that he would be given the character’s look, stats and status in the team by Hasbro and would create a story using that character. 24 On the other hand, Beast Wars struggled with the sometimes abrupt changes to the cast ordered by Hasbro. Due to the CGI design of the series and the difficulty maintaining and animating each character, each new addition to the cast (and, subsequently, the toy line) meant that an old character had to leave. Two of the series’ major characters had to be removed in short notice, to the disappointment and aggravation of both the writers and the fans. The writers later pre-empted the changes by writing character deaths into the script to open slots for new additions (Powers, 1998). 20 3.4 The Children’s Television Act puts an end to Commercial-Based Cartoons In 1990, parental disapproval with the quality of television programming directed to children compelled Congress to pass “The Children’s Television Act.” The law obligates shows aimed at a young audience to be educational and informational, and limits the amount of commercialization to “10.5 minutes per hour on weekends and 12 minutes per hour on weekdays.” (Federal Communications Commission 2010) Forcibly turned away from commercialized storytelling, television animation began to aim towards comedy. Animaniacs (1993), Tiny Toon Adventures (1990), Spongebob Squarepants, Rugrats (1991) and The Tick (1994) were some of the wellknown children’s cartoons from that era. Cartoons also began to have an adult undertone, such as Ren and Stimpy (1991), Rocko’s Modern Life (1993), Simpsons, King of the Hill According to Hama, he never used foreshadowing or previews because he never knew how anything he was writing was going to end. By remaining in the moment, and refusing to look ahead, Hama could better incorporate Hasbro’s requests without disturbing the plot he had going on. He felt that if he was working towards a specific ending, the writing would then feel contrived and forced. He preferred to place the characters in terrible situations and figure out how they would escape once they were in it (PulpSecret, 2008). 20 To better incorporate anticipatory changes to the cast while giving one of their most well developed and popular characters a deserving death, the writers at Mainframe wrote the character Dinobot’s death into the script as a major event, before Hasbro had even ordered his removal. Code of Hero remains as one of the most well known and well respected episodes in Beast Wars (Powers, 1998) 25 (1997), Family Guy and Futurama (1999). Many of the comedies emulate sitcoms and rely on gags, jokes and witty dialogue instead of story or character development. The 90s also began to introduce darker, dramatic cartoons, which held a more continuous narrative. Some of the programs that leaned towards serial continuity were cartoons based on the well known Marvel and DC comic books - Spider-Man (1994), XMen: The Animated Series (1992), Batman: The Animated Series (1992), Batman Beyond (1999) and later Justice League (2001). Along with the comic book-inspired programs, Disney’s original drama series, Gargoyles, surfaced in 1994 21 . 3.5 American Television Industry Influenced by Anime’s Surge in Popularity Along with other cartoons produced in America during the 90s, anime 22 also gained popularity and presented animation as a viable means of serialized storytelling. While anime had bouts of popularity in America with Osamu Tezuka’s Astro Boy and Tatsuo Yoshida’s Speed Racer, it was Akira’s widely successful release in American theaters in 1988-1989 that adults were introduced as a possible target audience. (Speed Racer, 2008) Akira was later followed by the success of Pokemon (1997), Dragon Ball Z (1989) and Sailor Moon (1992). Pokemon targets to both genders, Dragon Ball Z aims at boys and Sailor Moon markets to girls (The popularity of Anime in America, 2009). The three programs contain different combinations of procedural and serial story elements. Each season of Pokemon revolves around Ash fighting different gym leaders and winning badges. Each episode has its own self-contained story, along with a plot 21 According to Ultimate Disney, when Gargoyles entered the Disney afternoon lineup in 1994, it was the company’s first foray into animated serial narrative. Gargoyles’ intricate story and character development existed not only with the main cast of heroes, but even the villains and side characters (Gargoyles, 2005). 22 Anime is the short name for Japanese Animation. Often anime refers to Japanese titles that have been subtitled or dubbed with an English audio track and aired for American viewers. 26 thread that weaves through the duration of the season. Dragon Ball Z’s story structure is nearly an extreme serial. The end of one episode indicates the beginning of the next, though each season’s dramatic structure follows a specific formula which renders it more predictable than most serials. 23 Sailor Moon’s story set up consists of procedural episodes, with small elements of a serial story which would slowly weave throughout the season and end with several episodes of serial, dramatic narrative. Their blends of serial and procedural narrative will be discussed thoroughly in the next chapter. 3.6 Heavy Censorship and ‘Americanization’ of Anime During the 80s and 90s, despite its popularity and gaining attraction to older viewers, anime was heavily ‘Americanized’. 24 Plots containing a semi-continuous narrative, such as Voltron (1984) and Battle of the Planets (1978), were dissected by censors until the story made no sense at all. For example, Japan’s Gatchaman (1972) was presented in America twice, as Battle of the Planets and G-Force (1986). According to BBC Online, Battle of the Planets censored anything that was not considered suitable for a young, North American audience or used dialogue to reinterpret the visuals. “No deaths. When the program was re-edited, it was made clear that no-one was to die. So, during seemingly deadly attacks, 7-Zark-7 would add in reassuring comments. While it may look like a bunch of villains have had their throats removed by Mark's flying dart, 7-Zark-7's soothing tones will point out that ‘the 23 Every season of Dragon Ball Z has the same format; A powerful evil arrives, the main hero is unable to attend the fight for the first half of the battle and the rest of the cast have to survive until the hero returns. 24 Censorship is stricter in America than in Japan. American programs had to pass through the censors in order to be shown on television, but because Japanese programs were already finished by the time they reached the West, dubbing companies such as Funimation and 4Kids had to make changes to the visuals and dialogue in order to sugarcoat or remove material that parents would find offensive for their children to watch. 27 sound of Mark's sonic boomerang caused slight, temporary concussions among the enemy - but they will be up again shortly’” (BBC Online, 2005). Although Akira is famous as one of the first anime to attract the attention of adult American viewers, it was the introduction of Sailor Moon and Dragon Ball Z that made networks aware of adults as a demographic for television and recognize the importance of withdrawing the censorship to preserve the original story. However, easing censorship was not possible during the conventional timeframes children would be expected to watch television, which inspired Cartoon Network to air anime with less censorship during later timeslots. In 1997, Cartoon Network created a time slot specifically for anime and other action/adventure cartoons, called Toonami (Toonami, 2006). Toonami still adhered to standard censorship, as it was aired during a time children would be expected to watch television. However, since 1994 the station had been experimenting with airing ageappropriate animation during later timeslots, which eventually gained popularity and became what is now known as Adult Swim. (The History of Adult Swim, 2010). Adult Swim allows for more adult-oriented programs such as the procedurals Space Ghost: Coast to Coast (1994), Aqua Teen Hunger Force (2000), Sealab 2021 (2000), Harvey Birdman (2000), Home Movies (1999), Family Guy (1998) and Robot Chicken (2005), and the serials Gundam Wing (1995), Blue Gender (1999), Cowboy Bebop (1998), Tenchi Muyo (1992), Outlaw Star (1998), Full Metal Alchemist (2003), Bleach (2004) and Soul Eater (2008) to receive televised spotlight. 28 3.7 The Restoration of Classic Cartoon Shows Currently, some of the most famous cartoons of the 80s and 90s are being reimagined to revitalize the franchise, including Ninja Turtles, Garfield and GI Joe. Some programs, such as Transformers Armada, Cybertron, Robots in Disguise, Beast Wars, Beast Machines and Animate are either reinterpretations or spin-offs of the original 80s cartoon. Some newer adaptations retell the story of founding series, placing the characters in an alternate universe or changing major plot points to take the series in a new direction. X-Men: The Animated Series (1992) followed the comic books the most faithfully. X-Men Evolution (2000) has the same cast and references some of the major plot points from the original comics, but takes place in a high school with a teenage incarnation of the main cast. Wolverine and the X-Men (2008) assumes that the viewers already know about the X-Men and the main characters and places the viewers directly into the plot. Teenage Mutant Ninja Turtles and Transformers: Animated both acknowledge their older, original series within their stories. Although Teenage Mutant Ninja Turtles was a retelling of the comic, it had a special that combined the new continuity with the old series from the 1980s. Beast Wars was meant to take place centuries after the original Transformers: Generation One. Transformers: Animated was an alternate universe from either Beast Wars or the original Transformers: Generation One, but brought in characters from both, such as the original Transformer’s Omega Supreme, Ultra Magnus and Optimus Prime with Beast Wars’ Black Arachnia. Transformers: Animated also recreated some of the interpersonal character bonds from the original 29 series such as Megatron and Starscream’s volatile commander and subordinate relationship. The creator’s decision to increase the level of continuity in the newer productions while tying elements of the newer series with the old entices audiences who had watched the originals, keeping in mind that those viewers have aged since then. Thus, their target audience is both viewers who are new to the story and older fans of the original. 3.8 Contemporary Animation Although television remains a popular medium and the multitude of new channels such as G4 25 and the Hubb 26 allow for special interest viewing, other avenues such as direct-to-home movies, multimedia platforms and the internet are integrating into the future of animated programs. The first direct-to-video film released is the virtually unknown horror Blood Cult (1985). Disney has reaped the benefits of the direct-to-home movie industry since their sequel to Aladdin, The Return of Jafar (1994). However, until recently films that bypass the movie theater endure the stigma of being judged as low quality, with the marketing often costing more than the production. Currently, a surge of successful video releases such as The Animatrix (2003) and Warner Brother’s DC videos have encouraged some respect from the viewers and the medium remains strong. Video rentals are transferring to the internet, and the recent integration of social networks into the process have made the avenue even more promising. 25 G4 is a channel devoted to video games. The Hubb is Hasbro’s new station, which features cartoons directed to younger children based off of the company’s property such as Transformers and My Little Pony 26 30 In early March, WB made a deal with Facebook to allow their audience to rent and watch movies through the social network. 27 Viewers can pay three dollars to watch the movie as often as they want for two days. Nancy Spears, the Executive Director, Content Acquisitions and Product Manager of Warner Brothers, came to the Savannah College of Art and Design campus in order to review pitches and give advice to the students. She stated the company was interested in stories and ideas involving multimedia platforms such as the iPhone, online games and short episodes, which would allow for a “soft launch?” 28 Along with corporations utilizing the internet, the cheap and available resources also allow for amateurs to have a means to present themselves and their work. Jeffrey Scott predicted the internet as the next direction for storytelling in his 2003 scholastic publication, How to Write for Animation. “Although it’s virgin territory and, as of this writing, unmapped and in a constant state of flux, it seems pretty clear that animation on the Internet is going to be booming over the next several years. Thus, there may be opportunities to get in on the ground floor of animation writing by doing some spec toons for the Internet...” (Scott 2003, pg. 184) Since then, many popular cartoon and comics websites have developed. Some websites allow any artists to post their material such as Newgrounds, YouTube and DeviantART. Others have hosted their own original material and obtained fame through 27 Nancy Spears mentioned the news during her visit to Savannah College of Art and Design. However, the information is also documented in Cohren’s 2011 article, Warner Brothers Now Renting Movies on Facebook (Cohren 2011). 28 The term “soft launch” in this paper pertains to a less expensive, smaller-scale release of a new product to a more limited audience. In opposition to the “hard launch,” soft launches have generally less funds dedicated to promoting the material and are used as a testing ground to see how the product does before spending the time and resources in marketing. 31 it, including Bitey Castle (2010), Penny Arcade (1998), Red vs. Blue (2004) and Homestar Runner (2000). The internet provides a cheap way for young artists to present their work to the world without enduring the process of getting it published or approved. Most successful online programs are short films with duration of roughly five minutes. The stories tend to have varying degrees of continuity, keeping a consistent cast and occasional story elements while still maintaining an otherwise procedural set up. 32 Chapter 4: Comparing the Benefits and Risks of Procedurals and Serials This section focuses on the advantages and disadvantages of using a procedural or serial-based narrative and reviews genres and target audiences that work well with it. The study later reviews alternative narrative structures that use combinations of procedural and serial elements. See Figure 4.1 for an overview of comparing procedural and serial continuity. 4.1 Procedural 4.1.1 Advantages 4.1.1a Procedurals are more flexible than serials Writers only need a general understanding of the characters and overall premise, as the characters do not change or develop. The audience can accept any alterations to the show or cast with less criticism. The malleability makes it more adaptable for shows to account for changes in the toy lines and fan reactions. As discussed in Chapter 3, the writers for Hasbro’s cartoons, including Transformers, G.I. Joe, Jem (1985) and Beast Wars had to account for the whims of the toy company. Whenever a new product was released, the character was required to be inserted into the series regardless of the current plot. The writers would be handed a brief description of the character’s stats and were expected to create a viable reason for that character to enter the show. 29 Inevitably, any character whose toys were no longer selling was expected to lose their importance in the plot, or be removed altogether. While some serials handled the same issue, they suffered when having to explain why 29 As stated in the History section, Larry Hama – the writer for G.I. Joe’s comic series – used a procedural set up as a means to easily incorporate Hasbro’s wishes into the plot without causing much disruption (PulpSecret, 2008). 33 characters previously vital to the story suddenly become unimportant or die, and why new characters are suddenly imposed upon the audience. Procedural cartoons require less explanation because the viewers tend to have fewer expectations regarding continuity, and thus handle the changes more easily. Warner Brothers used procedural continuity in Looney Tunes as a means to play with ideas. Famous characters such as Bugs Bunny, Elmer Fudd and Daffy Duck went through numerous changes throughout their development. The viewers were introduced and reintroduced to these characters in every new installment, and their creators at Warner Brothers tweaked them in accordance to the results of their creative experiments. Such a trick would not have worked in serials such as Avatar: The Last Airbender or Full Metal Alchemist, where the personalities, history and physical design of the characters are an integral part of the plot and cannot be altered without the risk of breaking continuity. Flexibility in story telling is also effective when an idea is not working. Merrill Hagan, during his speech on Balancing Story at Savannah College of Art and Design (February 25, 2011), describes how he and the other writers for Harvey Birdman: Attorney at Law dramatically changed the character and tone at the start of the second season because they anticipated that their previous format was going to become stale. Although fans were angry with the dramatic change in Harvey’s character, the series continued on for three more seasons. In contrast, Bill Plympton mentioned during his speech at Savannah College of Art and Design that the main character from his short film, Guard Dog, was such an unexpected success that he created more shorts featuring 34 him. 30 Since his short films had no connection between them, it was easy to insert the character into various situations without explanation. 4.1.1b Viewers can leave and come back without missing plot points If a watcher of a serial program misses a few episodes, they may lose their place in the story and become confused. Their frustration may provoke them into losing interest in the program. However, procedurals have the benefit that viewers will not have the feeling of losing something should they miss an episode. The audience can enjoy the program regardless of what order the segments are witnessed. Such is the case of the longest running live action drama series, Law and Order. Despite being a plot-centric show, Law and Order is a procedural. Instead of focusing on the plot in terms of how it affects the main characters, it centers on the individual plots within each episode and treat them as simply snapshots into the character’s lives. Dick Wolf, the creator of the series, describes the narrative structure of Law and Order as “economical storytelling,” which he picked up from his advertising background. ‘They're totally self-contained stories; there are no serialized elements – if you have not seen the show for a month, a year or three years, when you come back you do not have to know anything that's happened in between; nobody's been sleeping with anybody, nobody's got married or divorced... it's just a workplace show, which is refreshingly unencumbered.’ – Wolf (Gilbert, 2009). 30 Bill Plympton’s spoke at Savannah College of Art and Design after the 2009 Savannah International Film Festival. His speech was titled “Plympton’s Dogma for Making Money as an Animator” and he talked about how to make money through short films. During the speech, he mentioned that the popularity of the main character of Guard Dog inspired him to make more short films featuring the same character. Each film in the series is entirely procedural, and places the dog in different situations. 35 During an interview with Gerard Gilbert from The Independent, Wolf continued on to describe the benefit of Law and Order’s procedural set up. “For uncommitted viewers who struggle to keep up with the fashionably complex and involved story arcs of US dramas like Lost, 24 or Heroes, this weekly closure can come as a relief. ‘You get a complete hour of television that's very satisfying,’ says Wolf. ‘It's like eating a three-course meal, you do not need anything else and it gives you the ability not to get caught up in the cult of personality. It's a six-person ensemble – Anthony Anderson, who came in to the show last spring, is the 27th principal actor to be in the US show; some of the main characters have rolled over five times.’” (Gilbert, 2009) Wolf claimed to have picked up his taste for “economical” storytelling during his formative years in advertising. “‘The wonderful thing about advertising is that you have to tell a complete story in 30 seconds or it does not work,’ he says. ‘The thing I've said to directors and editors over the years is: 'When was the last time you saw a movie that moved too fast?' The wonderful thing about Law & Order is that there are no transition scenes; there are no people driving in a car or walking up to a building... you do not have enough time. Each half has enough information for most hour-long shows. When you do that it has to move fast, it cannot be boring, there cannot be fat in the scenes.’” (Gilbert, 2009) 36 For animation, the point is similarly relevant. Adult and children’s television alike, such as Spongebob Squarepants, Fairly Odd Parents, Chowder, Dexter’s Laboratory, Ren and Stimpy, Rocko’s Modern Life and Power Puff Girls, The Simpsons, Family Guy, South Park and American Dad does not require expository and simply focuses on entertaining the viewers. Procedurals boast a broader appeal especially with pre-teens, young children and those with short attention spans, because viewers can sit and watch at any time without losing a part of the story. The lack of commitment also means that the reruns can be shown in any order without confusing new viewers, which leads into the next benefit. . 4.1.1c Procedurals are less risky for studios Procedurals are easier to watch, write for and pitch. There is less time spent in preproduction for the story development, which also means less time, money and commitment required by the viewer. Studios are not required to keep track of their overall story. Jeffrey Scott recommends pitching procedural series over serial because their ease and cheaper production makes them less of a risk for studios (Scott, 2005). Along with less money being spent on the writing, procedurals also allow viewers to engage with the story regardless of what episode they first start. The question of what the series is about is never a problem with procedurals, as the premise never changes. Consequently, there is less of a risk of new viewers being turned away from a complicated story or commitment they are unwilling or unable to give. 37 4.1.1d Programs that benefit from the procedural format According to the research derived for this Thesis, the benefits of procedural structure appear to be most prevalent in a program where the plot overall is not the focus. Sitcoms such as Third Rock from the Sun (1996), That 70’s Show (1998), Rosanne (1988), Simpsons and Family Guy rely on witty dialogue, gags and the fact that their characters never learn from their mistakes. Comedies in general tend to be episodic, especially those which rely on being both random and predictable. Robot Chicken, Ren and Stimpy, Rocko’s Modern Life, Chowder, Flapjack (2008) and Adventure Time (2010) are examples of shows which are predictably random – the viewer knows not to expect a deep story and can enjoy the quirky characters and random events at face value. Merchandise and learning-based programs also benefit from a less structured narrative. The purpose of shows like Dora the Explorer (2000), Barney (1992), Blues Clues (1996), Sesame Street (1969) and Eureka’s Castle (1989) is not to tell a compelling story or even to sell products – although the latter is definitely a motivation – but to teach children a lesson, skill or moral. For young viewers, it is imperative that the message be as clear as possible, which could get muddled if mixed with issues that are too complex for children to comprehend. Children also have short attention spans, inspiring some procedurals to divide their episodes into two 11-minute short stories instead of one 22minute episode. Dramas can benefit from a formulaic set up depending on the story’s focus. Many of the live action procedural medical and crime programs are about the process of 38 solving a mystery. House (2004) solves medical mysteries; CSI (2000) solves crime mysteries as does The Mentalist (2008) and Without a Trace (2002). Procedurals falter when the plot involves problems that cannot be resolved in one episode, or when the idea becomes stale or too predictable. 4.1.2 Disadvantages 4.1.2a Formulaic nature of procedurals makes them predictable Because procedurals always end the way they began, there is no sense of permanence. None of the characters can die, and no event can be dramatic enough to change a character’s personality beyond the span of a single episode. It can be difficult for the viewer to truly believe the emotions of the characters, much less feel empathy towards them. If Adam West’s Batman and Robin are tied to a rock and slowly being lowered into a vault of acid, the question is not whether or not they will survive, but simply how are they going to escape. For example, House’s season premiere episode, “Broken” (2009), deviated from the show’s procedural set up and focused on the main character’s mental state. Jonathan Toomey and Jason Hughes praised the change with Hughes adding that the season premiere “broke the procedural formula completely. Not only did we not see House cure any medical ailments, we did not see the rest of the cast at all, save a quick cameo by Wilson. Instead, we got a character study and a major breakthrough for House” (Toomey, 2009. Hughes, 2009). Hughes’ review also contained an online poll which prompted viewers to voice whether they would watch House if it became a serial. At the time this Thesis was 39 written, the poll indicated that 32.4% would prefer it to become a serial drama, 19.7% want it to stay a procedural, with the rest having no preference. Inspection of reader comments for both of House’s reviews discovered that some viewers found it difficult to bond with the characters or story because of its predictability. 31 One of the reader comments connected to Jason Hughes’ review, made by Margaret on September 23, 2009, states: “The biggest problem I have with the procedural formula is that it has gotten too predictable. My friends and I can look at the clock and know that the team hasn't solved it yet. It's gotten to the point where we just say ‘oh, it's 9:48, this must be the right one.’ Maybe if they just changed up the way they present each medical mystery, it would be more interesting” (Hughes, 2009). The comment was followed with a reply from Den on September 23, 2009, “I do that too. Even when it looks like everything is fine, when there is 20 minutes to go or something you know they do not have the answer yet. It does get very predictable and well I hardly care about the diagnosis or the patients” (Hughes, 2009). The season premiere also met with criticism from fans that did not care about the new characters featured in “Broken” because they would never be seen again. Little Willy comments in Toomey’s critical review that Broken as “Possibly the worst episode of the entire series. I knew there is no way any of the patients/doctors in the asylum will be recurring and hence I could not care less about any of them. They are just supporting players for House to toy around.” (Toomey, 2009) 31 Reader comments were examined to obtain an overview as to the general public’s reaction to the change in House’s story structure. 40 4.1.2b Suspension of disbelief/discontinuity Regardless of whether the episodes connect, it is imperative not to break consistency in the rules of that story’s world. Even if the plot is random, viewers are looking for the few key commonalities that define the series. Continuity could include the expectation (or lack thereof) of a cast. Programs like Twilight Zone (1959), Beyond Belief (1997) and Tales from the Crypt (1989) are not expected to have recurring characters other than the host. Shows like Looney Tunes make it clear early on that the characters featured will be random, although when those iconic characters do appear, they are expected to have their core personality traits. Bugs Bunny is meant to be a rascal. Porky Pig would not be the same without his stutter. The same rule of continuity applies to their world. In Looney Tunes, there is an expectation of invulnerability. If an anvil falls on Wile E. Coyote and the injury is treated seriously, it would jar the viewer. Captain N: The Game Master (1989) had a problem with discontinuity. Captain N was created by Nintendo to advertise their products, by featuring characters from different video games and presenting gaming systems and equipment as weapons and power. As mentioned by Doug Walker during his Nostalgia Critic review of Captain N, “…aside from lame lines, nonsensical stories and completely misunderstood character development, what specifically is wrong with this show? Well, how about the fact that nothing in this world is consistent. For example, we clearly see that pretty much anytime he wants, Kevin can use his Nintendo pad to pause reality. Well, why the hell does not he just do that all the time? Would not that make everything a lot easier?” (Walker, 2009b) 41 The lack of continuity in the world’s rules or character abilities is often the result of lazy writing. The rules apply when it would be most convenient for the writers, in order to get the characters out of an otherwise inescapable situation - which is often called deus ex machina 32 and can cause viewers to feel annoyed or insulted. 4.1.2c Quick introduction and resolution of conflict derives shallow storytelling Procedurals have the disadvantage that each episode must introduce and resolve the problem within the same 30-60 minute timeslot and wrap up all loose ends. As a result, the problems have to be shallow and often do not have a lasting impact on the plot or characters. Time restraints can be a problem when the episode attempts to present a more compelling story. For example, in the Ruby-Spear’s version of the Megaman animated series there is an episode titled “Bro Bots” where Protoman, the villain’s subordinate and Megaman’s older brother, decided to leave the villains and become a hero. It becomes obvious almost immediately that it is a ploy to bring Protoman closer access to the heroes and allow the villains to place a trap. The episode tries to show the bond between Protoman and Megaman growing, in order to magnify the feeling of betrayal. However, due to its time constraints, the pacing of the episode is very rushed and their relationship is unbelievable and ultimately unchanged. Although “Bro Bots” is one of the most complex episodes of the otherwise shallow series, it calls to question how much that story would have benefited from a two or three part series. 32 “a person or thing (as in fiction or drama) that appears or is introduced suddenly and unexpectedly and provides a contrived solution to an apparently insoluble difficulty.” – Deus ex machina as defined by the online Merriam-Webster dictionary (Deus ex Machina, n.d.). 42 4.1.2d Viewers may lose interest if there is no intellectual stimulation Although it is advantageous that viewers can watch procedurals infrequently without missing important information, it can also be detrimental. Procedurals lack the intellectual stimulation of anticipating the next chapter. If viewers miss an episode, it is expected that they did not miss anything important, and thus they are less inclined to make time in their schedules or put forth effort to watch the whole series. Procedurals catering to a younger audience have a higher tendency to become ‘outgrown’ by the audience, as some viewers may become disillusioned in the shallow storytelling and flat characters. During the break in between seasons, viewers might forget about or lose interest in the program. Serials have the advantage of keeping the viewers wondering about what will happen in future episodes, which can keep them entertained in between seasons. 4.2 Serial 4.2.1 Advantages 4.2.1a The Series has its own Dramatic Structure One significant difference between a procedural and a serial is that the latter’s episodes not only tell their own story, but serve as chapters under the grand plot of the series. This provides the audience with that “What’s going to happen next?” factor, often shared by soap operas. This allows programs to keep their viewers, even during slower or less developed (or budgeted) episodes. They are waiting to see what will happen later. 43 It is important for viewers to be excited for future episodes, especially in between seasons. Serials may have threads of the story unfinished by the end of the prior season – or, even worse, leave at a cliffhanger – which may entice viewers to flood the message boards, fan art and fan fiction websites with their predictions, hopes and wishes for the cast and plot. The fan’s dedication will help to maintain their interest in the series, and return for its continuation. For example, Avatar: The Last Airbender’s second season ended with a cliff hanger, with the main hero seriously injured and with a betrayal of one of the supporting characters. Some viewers were genuinely angry with the traitor, and expressed concern for the hero. Ultimately, word about the plot twist spread and even more viewers were attracted to the highly successful third season. The series ended at the story’s predetermined length of three seasons, at the height of its success, and inspired both a live action film and the spin-off series, The Legend of Korra. 4.2.1b Viewer Commitment Although viewers do not have to watch every episode in sequence to enjoy the series, often they will lose out on part of the story or risk confusion if they begin halfway. However, reruns and technology such as DVD box sets and the internet make this less of an issue because often the means of accessing the earlier episodes are readily available. If viewers are intrigued, they may be enticed to locate the prior episodes and even purchase the box sets in order to see what had happened. When frequent watchers become attached to the characters or involved with the story, it creates the “What’s going to happen next?!” appeal that will draw them back to 44 the television week after week. The curiosity of what is going to happen next creates a loyal fan base that may not only enjoy the series itself, but seeks out other avenues for keeping their fire of interest alive. One example of a story that is kept alive due to its extensive serialization is Star Wars. What was originally a 3-part epic has grown to include additional movies, novels, comic books, video games and a television series to add onto George Lucas’ story. Star Wars’ success was what originally made the industry aware of merchandising as being the most profitable area of a production (Furniss, 2008). Every new installment and revitalization of the franchise also brings more merchandising to the studio. Even with so many avenues of storytelling that Star Wars provides, fans continue to contribute their own passions through the use of fan sites, films, parodies, fiction, art, roleplay forums and message boards. Viewer commitment can also attract financial commitment. As expressed by fans during the Comic-Con panel discussion with the creators of Avatar: The Last Airbender, interest in the story also generated more interest in the merchandise. 33 The willingness of viewers to financially contribute to the series also extends to Disney’s Gargoyles. The last episode of Disney’s three season hit Gargoyles aired on February 15, 1997. The Gargoyles fan convention “The Gathering of the Gargoyles” continued once a 33 Avatar: The Last Airbender Comic Con interview allowed fans to ask questions directly to the voice actors and creators. Some of their questions revolved around the story, from what is going to happen next to the rules of Avatar’s world, to whether or not certain foreshadowing elements in the story are later going to be addressed. Fans of the series expressed a clear interest and desire to find out more details about the story. In the same discussion, questions regarding marketing such as whether a soundtrack was going to be produced, or other products that they could buy would become available. This implies a direct correlation between the viewer’s commitment to watching the series, and their receptiveness and willingness to purchase artifacts from the series. It is possible to derive that fans who put in the effort required by an epic series may continue their commitment even beyond the limitations of the series and will actively seek out merchandise or other ways to fuel their desire for the product even after each season’s completion. The viewers expressed a desire to find out more about the story, which implies that the Epic continuity structure piques the viewer’s curiosity and genuine interest in the fate of the characters and the story – which can also seep into the marketing aspect. 45 year to attract fans and vendors who sold Gargoyles merchandise until 2009 – over ten years after the series had finished. The investment viewers make in a story can keep a series alive long after its last episode, which leads into the next benefit, longevity. 4.2.1c Longevity: Fan Support Extends the Life of a Series Fans can help support a series that is losing funding, or revitalize a series long after its official end. For example, the first foray into CG television animation was Mainframe’s ReBoot. ReBoot began in 1994 and ended in 2001, and began its first two seasons as a procedural but increased the age group of its target audience and changed the narrative structure into a serial at the start of the third season. The series ended abruptly with a cliff hanger during its fourth season. Viewers who wanted to see the story complete continued their support through numerous fan sites. Their continued support later inspired Mainframe, now Rainmaker Animation, to revive ReBoot as a web comic series and a film trilogy. In fact, in order to please the fans, Rainmaker has incorporated their support into the development of the comic and films themselves, by creating a website through which the producers can directly interact with the fans (Guiardina, 2007). " 'ReBoot's' legions of fans have been incredibly loyal and continue to keep the property alive on dozens of fan sites,’ Gertz said. ‘We're very enthusiastic about how we're reconceiving this classic series by creating an innovative way for those 46 fans -- who were kids when the series started -- to use new technology to help guide us’" (Giardina, 2007). One of the fan-driven websites, Rebootrevival.com, has a section which explains the commitment viewers have for the revitalization of ReBoot. “On May 29th, 2006 a long time fan got very tired of the lack of ReBoot over the nearly 6 years since the cliffhanger of season 4. He thought up the idea to contact the voice actors for help, which then expanded into contacting the staff. From then on the idea grew and grew. By late June, a MySpace page was created to gather fans from that online community. A month later, the group had over 200 fans to help support the cause, and later on a Facebook group was created as well. Once the word had been spread a central website was created…Fans were completely in the dark about Mainframe Entertainment’s interest in continuing the series until an anonymous MFE employee stated that (un-officially) MFE was interested in making more, yet needs the funding from a network to do so. The overall goal of this “Revival of ReBoot” is to find a television network that will fund Mainframe Entertainment in creating that long sought after ending to season 4, and possibly new episodes after that” (Reboot Revival, n.d.). 4.2.1d Programs That Benefit from a Serial Format Serials work well for older children and teenagers who still watch television and viewers who are looking for characters they can relate to on a deeper level. Connecting 47 episodes allows for character growth and relationship development, which can appeal to female viewers. 34 Soap operas maintain their viewership because of their continuous story development and drama within the interpersonal character relationships. Popular science fiction, such as Dune, Harry Potter, Lord of the Rings, Ender’s Game series, Dragonlance, Star Wars, Babylon 5 also have serial narrative. In addition, many popular anime are serials. 4.2.2 Disadvantages 4.2.2a Inflexibility For an epic story, more time must be spent in preproduction in order to make sure that the story threads weave together throughout the series properly. Creators must be conscious not only of the pacing of each episode, but the pacing of the series overall. Serials anchor the story and characters. Viewers expect to see all plot threads resolved by the end of the series, which can be problematic if the plot is not properly structured. In television and movies, a great build up can lead to a poor and disappointing conclusion. The anime series, Soul Eater, spends much of the story foreshadowing and building up to what was predicted to be a climatic plot twist and final battle between the heroes and the villain. The last episode disperses the tension, weakens the plot and the final battle ends suddenly and anticlimactically. As expressed by Nayrael’s review, fans of Soul Eater lament for the wasted potential of the last episodes. 34 Informal discussion with Anna Glanton during the development of her thesis focuses on the female target audience. Glanton’s study describes how women are not impartial to violence so long as there is a reason for it, and are attracted to interpersonal relationships and character development within the cast. 48 “Corny ending - the ending is, for me at least, show's weakest point. It is cliché, senseless and did not end as a cool fight as I hoped it would. I understand that Bones wanted to leave a message (‘Courage’), but it could have been handled better” (Nayrael, 2009). 4.2.2b Slow, Boring Build Up Viewers may not wish to invest the amount of energy required to notice every detail or follow every plot thread. It becomes a balance of progressing the plot while keeping each episode entertaining. Transformers: Beast Machines has mixed reviews due to its slow story structure. Beast Machines is both praised for its darker story and higher quality visuals, and criticized for its slow narrative and drastic changes in the characters’ personalities. According to Gord Lacey’s review of the Beast Machines DVD Box set, “I'm glad this series is over. I enjoyed the series for the most part, but the end seemed very dragged out. I wanted the final disc to hurry up and end; I was a bit sick of characters being gone, then coming back. I mean, come on...this is not Transformers: The Soap Opera, but it felt like it” (Lacey, 2006). 4.2.2c Costly in Time and Preproduction = Risky Investment Serialized stories require a better understanding of not only the characters, but also their world and the rules that pertain to it. The writers must coordinate with the visual development and the creators must be more hands on with the production. More time spent on preproduction means more money, which equates to more risk. Networks 49 may be less inclined to accept a riskier proposal, or allot the budget necessary to give it the quality production needed to properly tell the story. 4.2.2d Viewers will not overlook mistakes as easily with serials Creators have to be cautious of what has happened in prior episodes, down to the last detail. If a random or unexpected event happens in the series which would be deemed “out of character,” it is often met with anger from fans and referred to as “jumping the shark”. 35 As was the case with Teen Titans, the writers may not have enough time to solidify the story and thus the quality of the plot can raise or lower. Viewers may become disappointed with the direction the story is heading or with problems left unresolved (or resolved poorly) and boycott the series altogether. 4.2.2e Cannot always account for unexpected changes Seasonal contracts are renewed each year. Whether or not a station decides to renew the contract depends primarily on its current ratings. It is impossible to foretell how well a series will do, and thus it is difficult to plot a story without knowing how many episodes will be used to tell it. For example, the live action series Birds of Prey (2002) was canceled and forced into an abrupt wrap-up of the story after just thirteen episodes. However, Gargoyles and Buffy the Vampire Slayer had the opposite problem. Despite having an official end, the 35 According to TVTropes.org, “Jumping the Shark” refers to a “moment when an established show changes in a significant manner in an attempt to stay fresh. Ironically, that moment makes the viewers realize that the show has finally run out of ideas. It has reached its peak, it will never be the same again, and from now on it’s all downhill”. The term “Jump the Shark,” which originates from an episode of Happy Days where the character Fonzie literally jumps over a shark, is very subjective. What separates a “jump the shark” moment or an acceptable change in the direction of a show’s plot is usually based on the viewer’s opinion. (Jumping the Shark, 2010). 50 television network extended both series to include one more season. Extending a series past its official end can be problematic because the original plot had been resolved and never accounted for a continuation. What makes the issue of story length especially hard is the fact that studios seldom know the length of their stories when the series is first pitched. And there is no guarantee how long the series will be allowed to continue, as at times there is little to no forewarning for when the show has been canceled. Factors that can dictate the content of a show include censorship and network involvement. Ren and Stimpy struggled with censorship and would be sent to air as close to the last minute as possible to give censors little time to critique the episode. Writers also struggle with time constraints both in terms of the show’s length and the time allotted to develop each episode from concept to completion. Television production provides little time to rework the plot into perfection. According to Glen Murakami during his interview with Titanstower.com 36 , time was an issue in Teen Titans. Although Murakami wanted to incorporate plot elements into the random episodes, there was not enough available time to spend on the story. For example, during his interview Glen recalls an issue they had with introducing a new character, Terra, and incorporating her into the plot in the second season: “We did want to play the character out longer in the series. But we ended up getting crunched for time and we could not do that in the series. We wanted to show her being part of the group more. The in-between episodes were supposed to 36 During the interview, Murakami talked about his perceived successes and failures during the development of Teen Titans. The discussion includes his research in the comic series, the storylines as he had wanted to present them in the show, his response to fan reactions and how time constraints and demographic influenced the story development. 51 have Terra in them. So she felt like part of the group. That way, when the betrayal happened, it would have been more of a shock. It would have been nice to incorporate her into the title sequence. It would have been nice to put her in more episodes. But you run out of time. And I know that's what the fans wanted. And we wanted it too. In the comic, the story just had more time to play it out” – Glen Murakami (Walko, 2006). Availability and contract renewal of the cast is more of an issue with live action than with animation, but the latter still applies. A series can switch networks, lose their voice actors or lose their writers. The instability can make it difficult to maintain the story continuity. Shows like Dragon Ball Z, which had a complete overhaul of all of the dub 37 voice actors back in 1999 when the dubbing company switched from Ocean Group to FUNimation, have the additional challenge of maintaining the characterization. Changes in voice acting do not tend to inhibit a cartoon series or influence their storytelling as severely as losing an actor does for a live action series, because the character’s visual appearance does not change. For the live action program Heroes, external circumstances were a large issue with trying to maintain the serial storytelling. Heroes’ creator Tim Kring said during the Heroes panel at the Creative Screenwriting’s 2008 Screenwriting Expo that a serialized show is “an absolute bear to do” (Goldman, 2008). Unlike the set up of most serials, Tim Kring had originally intended to cycle through characters, replacing most of the cast with each new season: 37 Dub – “to furnish (a film or tape) with a new sound track, as one recorded in the language of the country of import.” This thesis uses “dub” to refer to the English translation and voice acting in a Japanese animated series. 52 "I was primarily fascinated by the original story. Once the original story is over, and the character has no more questions about what's happening or existential drama, then the questions become just about plot, and then it becomes harder for me personally to connect to’. However, Kring continued that, ‘The problem is you run into a whole series of issues, where show and business run into each other. The network falls in love with characters, the audience falls in love with characters, the press falls in love with characters. And it's contractually hard to get people onboard for a brief period’. As a result, Kring said, ‘You find yourself writing for characters you thought would be gone’." (Goldman, 2008) Heroes’ storyline had been drastically affected by the Writer’s Strike during the second season. The strike forced the decision to drop the original ending of the second season and reshoot it, inevitably causing one of the story threads to fall into a plot hole. “An audience member asked about Caitlin, Peter Petrelli's love interest from Season 2, who was last seen left behind in a plague-stricken future – a future that thanks to the re-shot end of ‘Generations,’ does not exist. Kring revealed that if the strike had not cut Season 2 short, the plan was, ‘to get to [Caitlin] around episode 14 or 15, during 'Exodus'. She was a casualty of that storyline never being told’. After the long hiatus during which Heroes was off the air, Kring said, ‘We realized that going back to [Caitlin] nine and a half months later would have been insanity’. He felt that while there would ‘be some people asking about it, for most people it would have been a hard left [in the story].’ When the fan asked if Peter would ever acknowledge Caitlin or express any grief over what seems to be her dire fate, Kring replied, ‘No, we passed it. We leapfrogged it.’ He added that 53 when the idea of returning to Caitlin was brought up, they asked, ‘Really? Are we going to risk that? We have enough stuff to [deal with]’” (Goldman, 2008). 4.3 Combining Elements of Serial and Procedural Continuity While the benefits and risks described in this paper apply to the extreme samples of procedurals and serials, elements of both can be used. Many adult and children’s shows have a combination of the two. Sailor Moon has story threads which begin and end in the span of a single episode, but each season has its own plot. Trigun, ReBoot and Chrono Crusade start off as a procedural, and become serial later. Although Transformers: Generation 1 is treated as a procedural in this study, it also has elements of serialization. Important episodes for Transformers include where new characters are introduced, a small amount of plot develops, someone obtains a new ability or someone dies. Consequently, Transformers boasts some of the best benefits of both worlds – such as a passionate fan base and flexible storytelling while still sometimes giving viewers excitement over what might happen next. However, Transformers also suffers from some of the problems prevalent in both sections of storytelling, such as discontinuity and unpopular story arcs/plot twists. Transformer’s later series, Beast Wars, also has a combination of procedural and serial narrative. With Beast Wars, most of the episodes within each season are predominantly procedural. However, if an important episode is missed there may be a new character, power, personality development or a change in the relationship between two characters that might go unnoticed. Beast Wars’ plot becomes epic as the series 54 progresses. It eventually leads into the spin off series, Beast Machines, a serial program that concludes the story. Other variations of serial/procedural combinations that have been used in popular television shows are labeled by this study as: Filler, Procedural Beginning/Epic Ending, Epic Introduction, Threaded Plot and Padded Plot. 4.3.1 Filler Serials such as Full Metal Alchemist, Naruto, and Bleach can have episodes that do not follow the story, often called “fillers.” According to TV Tropes.com, Filler is defined as “entries in a continuity based serial that have no bearing on the main plot, do not significantly alter the relations between the characters, and generally serve only to knock off another entry” (Filler, 2010). Fillers are most prevalent in long series. While some programs can have as few as 13 episodes per season, others can have over 30 with the same budget. The plot may only need to take up a fraction of the whole series. One option a show has is to contain the plot in a few integral episodes and leave the rest of the series procedural. Anime with contractual obligations for multiple seasons run into the issue of filler, when the television series is being produced at the same time as its manga 38 counterpart. As with the case of Sailor Moon, Bleach and Dragon Ball Z, the anime’s plot will pass the manga, and the series will have to slow down in order for the books to catch up. The “Bounto Arc” (2006) in Bleach and the “Doom Tree Arc” (1993) in Sailor Moon are entire seasons of filler. 38 Manga is defined by Dictionary.com as “a Japanese graphic novel, typically intended for adults, characterized by highly stylized art” (Manga, n.d.). 55 Teen Titans also contains a mix of serial and filler episodes. Season 2’s (2004) plot does not begin until the third episode of the season, “Terra”, with the introduction of the character from which the episode is named. The plot continues on “Titan Rising,” followed by “Betrayal” and concluded in the two-part season ending, “After Shock.” If the viewer watched only those episodes, he or she would see the entire plot without missing anything. The rest of the season is procedural. In the fourth season (2005), the entire plot can be watched by only viewing episodes “Birthmark”, “The Prophecy” and concluded with the three-part seasonal ending, “The End.” 4.3.2 Procedural Beginning/Epic Ending A procedural series can become a serial later, to spend the beginning of the series introducing the characters, story premise and any other important information without clogging the viewers with too much detail. Trigun’s first few episodes are also procedural; in order to introduce the western-style world, characters and the plot begins in the episode “Lost July.” Beginning the series with procedural episodes can be used to attract viewers and determine if there is a large enough audience to continue the series. Teen Titans began as a light hearted procedural. At the end of the first season, they introduced the plot. At times the change between procedural and serial narrative may not have been foreseen, and instead exists as a result in a change in the target audience. ReBoot’s first two seasons were procedural, and in between the end of the second season and beginning of the third season Mainframe switched channels and switched their target to an older audience. The series became dark and epic. 56 4.3.3 Serial Intro 1980s series, particularly toy-based programs, would begin with a several part introduction and would afterwards become a procedural. The beginning exists to introduce the characters and story, and treats the first few episodes like a film. Programs that fall under this category include Transformers Generation 1, Street Sharks, Gargoyles and Teenage Mutant Ninja Turtles. 4.3.4 Threaded Plot This thesis uses the term “threaded plot” to define programs which have several threads of storyline which are occasionally visited and revisited, but are otherwise forgotten. One episode can introduce a new character and then that character can disappear for half the season, only to return without explanation when the plot requires it. A major event could happen in another episode, but the repercussions may not be felt for several episodes after. Batman: The Animated Series cycles through storylines featuring different villains. The Joker, Batman’s arch enemy, first appears in the second, fourth and nineth episodes – “Christmas with the Joker”, “The Last Laugh” and “Be a Clown.” Harvey Dent’s story begins on “Pretty Poison” and continues in two part serial, “Two Face.” He does not appear again until over twenty episodes later, “The Strange Secret of Bruce Wayne.” Outside of the episodes that pertain to that particular story, the rest of the episodes behave as if that story thread never happened. As described by Ben Badger during a casual interview through email, “Batman and shows like it from the USA 57 created a style of storytelling that create a consistent universe while not having a real plot objective. Instead the creators gave us snap shots into the lives of these characters…” Gargoyles follows a threaded plot format. Although Gargoyles has a more intricate plot and more direct continuity than Batman: The Animated Series, the villains shift in and out of the plot’s focus as needed. The episode “Reawakening”, introduces Goliath’s rookery brother, Cold Stone. Cold Stone is thought to die at the end of the episode; there is no further mention of the events from Reawakening, no mourning on behalf of Goliath, nothing to hint that Cold Stone had ever existed or that his death had any meaning. “Legion” continues Cold Stone’s story and, despite taking place several episodes later, behaves as if the episodes in between never happened. Other programs which follow a threaded plot set up include Batman Beyond, Spider-Man: The Animated Series (1994) and X-Men: The Animated Series. 4.3.5 Padded Plot Padded Plot involves a series where most of the episodes have their own problem, with a small thread of the real plot weaving through the series. Series that distribute their plot in small increments throughout the season have the most episodes that can be missed without losing any important information, except for one or two facts that may be important. One example of a program that has a serial/procedural set up similar to the “padded plot” is Total Drama Island. Total Drama Island is a Canadian 2D animated television series that emulates the reality program Survivor. The cartoon follows the same format of the players living in the wild and voting each other off every week. The important information for Total 58 Drama Island are the interpersonal character relationships, and who gets voted off of the island in each episode. The rest of the program is a procedural comedy. Other programs that follow a similar format of distributing pieces of plot throughout each episode in the series include Sailor Moon and Power Rangers. 59 Conclusion This section recapitulates the topics covered in previous chapters. It begins with a re-clarification of the difference between procedural and serial continuity, then summarizes the benefits and risks of both. Ultimately, this study concludes with the validity of continuity in the industry. Procedurals and serials differ in their approach to the level of continuity in their narrative. Procedurals approach each episode as its own, self-contained short story, while serials treat episodes like chapters of a book. Currently, procedurals and serials are both popular avenues in television and exhibit strengths and weaknesses. Simplicity is the benefit of procedurals, requiring less commitment from both the viewers and the studios and thus making it less of a risky investment. The flaw of procedurals is that its predictability can lead to boredom and dissatisfaction. Serials have the advantage of committing the audience to a story and compelling them to continue with it until its official end. However, viewers can become bored with a long tale, or become disengaged with the level of commitment required to understand the developing plot. The objective of this research is to present future creators with options for their storytelling methods. While this thesis studies the polarization of serial and procedural continuity as a means of comparison, it is imperative to consider how the two can be combined to reap the benefits of both. In conjunction with this study is the development of an original animated series, which is discussed in more detail in the Appendix. The original intent for the program was to use a predominantly serial plot. However, as the two components develop and 60 inform each other, the show’s continuity changed to include procedural elements. Consequently, the approach of developing the original series concurrently with this study reiterated the value of using both procedural and serial elements. The research demonstrates that there is no perfect way to tell a story. Continuity is the last ingredient in a stew of plot, theme, characters and demographic. Once the creator has a thorough understanding of the message they wish to convey or what story they plan to tell, then it is a matter of determining what degree of continuity would best communicate those ideas. While the subjective nature of storytelling renders the importance of narrative continuity a debatable issue, this study reveals that the most successful programs have a balance of serial and procedural elements. “Balance” is not to be mistaken with “symmetrical,” as the needs of the program dictate how much continuity would benefit. So long as creators are aware of the choices they make regarding continuity, their story would become that much more satisfying. 61 Appendix I: The Visual Component A.1: Statement of Purpose: The practical component of this thesis applies the results of the research into the development of an original animated series, currently titled Fate Saga. This section focuses on the conceptual development of Fate Saga as it pertains to story continuity. Throughout the concurrent development of the written and visual components, special attention was made to the presentation of the plot. Originally, the story was designed to be purely serial. However, by the conclusion of this research, the structure was altered. The first half of the first season is procedural, in order to give viewers a better understanding of the characters, the premise and their world. The second half introduces the antagonist, plot and the characters begin to develop. The episode descriptions will be further discussed in the proposal book, attached to this document. In order to present the characters and story to networks and the target audience, a pitch package was developed along with an animatic and trailer to the pilot episode. The goal of the visual component is to have Fate Saga ready to pitch upon completion. 62 A.2: Target Audience Fate Saga is an action/fantasy series directed to men, ages 14-24. The protagonist appeals as both a strong, heroic figure while flawed and realistic. Fate Saga’s medieval setting contains mythical creatures, magic and middle age weaponry that will push the boundaries of imagination while retaining physics and rules of the magic system. The use of monsters and otherworldly creatures also allows for violence that will be less prone to censorship. The deeper meanings behind the fighting along with character and relationship development have the potential to attract a female audience. The protagonist, Cain, and his love interest, Larkspur, develop their relationship from awkward acquaintances to romance throughout the course of the series. Other characters develop close friendships and familial bonds. Larkspur develops from a nervous, average girl to a strong female lead, providing both a positive role model as well as someone to whom girls can relate. The age group covers high school and college, where viewers may appreciate the adult undertones, complex story and detailed research applied to Fate Saga’s technology, magic system and geography. The demographics include the average convention attendant 39 . Marketability extends to merchandise located in most conventions, such as figurines, art books, shirts, messenger bags and video games. 39 Since conventions are held for special interests, they tend to attract fanatics. Although conventions can be held for any subject, this thesis uses “conventions” to describe cartoons, anime, video games and science fiction. Fate Saga’s target audience, genre and aesthetic combination of anime and western comics is similar to programs that tend to be popular in conventions. Commonly, merchandise sold in conventions include DVD box sets, costumes, art books, comics, shirts, messenger bags, figurines and video games. 63 A.3: Synopsis Fate Saga is about fate versus free will and tells the story of Cain, a traveling knight who can see the future. The premise does not derive from any previously developed entity, such as a toy line or comic series. Like ReBoot or Avatar: The Last Airbender, Fate Saga is an original story set in its own universe. Also, like Avatar, the primary objective of the series is to tell that story. In order for the characters and plot to develop to the level of intricacy that the story requires, a serial continuity is necessary. The setting is based in an original, medieval world consisting of a Pangaea based off medieval Europe. Technology is based on the Middle Ages but incorporates alchemy and steam punk 40 to allow flexibility. Their world is comprised of well-known fantastical creature races such as dragons, were-wolves, elves and gargoyles, along with several new races created for the series, such as Draken and Archsaurians. During the course of Fate Saga, the Pangaea is starting to break apart. Most of the inhabitants believe their world to be flat and fear that if the land splits, they will all float away into oblivion or fall off the edge of the world. Consequently, wars constantly wage off and on as the different countries fight for land. Duero, where the first season of Fate Saga takes place, is thought to be run by humans. However, Duero is actually run by the Draken, led by Drax. Some of the town’s citizens are suspicious, and form a resistance to expose the truth. 40 Steampunk is a genre in science fiction which also commonly crosses over with fantasy, and is characterized by being set in a Victorian era when steam was the main source of machine power. The concept of steampunk usually assumes that generally electricity and modern technology is never obtained. Aesthetically, steampunk is represented through brass and copper with large, intricate gears (Steampunk, n.d.;Simpson, 1990). 64 The first half of the first season will be procedural, in order to introduce the characters to the audience and develop their relationships with it other. The second half will introduce the plot. Each chapter of the series, called ‘sagas’ and each the length of a season, contain their own dramatic structure. The first saga is Cain’s attempt to stop his visions from happening and being caught in the civil war. During his quest, Cain’s heroics make him friends and enemies along the way. It ends with Cain becoming disillusioned with his failures and reinterpreting his visions as being events he is supposed to cause, rather than stop. The second saga is Cain’s role as a villain, Duero’s destruction and the remaining heroes pursuing and, ultimately, rescuing Cain. The third saga is the apocalypse caused by the main villain, Armand, and the heroes’ fight to stop it. The sagas will be played out in chronological order, and the events of one saga will feed into the others. 65 A.4 Outline of the Plot for the Pilot Episode: In order to give an impression of what an episode would be like, a television pilot provides a snapshot of the series. Because the pilot does not replace an actual episode, it follows a procedural structure in the sense that the problem is introduced and resolved within the events of the episode. It was important to focus on the story of the series overall, before the story of the pilot could be considered. In order to imply the serial structure of the series, the pilot introduces both Cain and his antagonist, Cyrus, as well as gives a brief view of their personalities, motivations and powers. The pilot episode is meant to take place during the first season, to display the characters before their personalities would have had time to develop. The story is about Cain receiving a vision of the Crystalin burning down, trying to stop it and, through his own actions, almost causing his vision to happen first hand. The viewer is meant to follow Cain through his journey of preventing his vision, and it is intended for the audience to realize that Cain is causing his vision at the same time that the hero himself discovers it. The reason behind using the discovery of Cain possibly causing his own vision is to provide a simple version of a similar, but far more complicated discovery of the same nature that would happen in the series. 66 A.5 Examine the Challenges of Writing a Serial Plot: During construction of Fate Saga’s scriptwriting and character development, certain challenges had to be addressed. Throughout the series, pacing had to be structured so as to avoid overexposure of the story detail and the risk of alienation (of the audience). Although Fate Saga takes place in its own, original world, it was imperative to ensure that the rules of that world make sense and remain consistent. Otherwise, it risks appearing eclectic. As a result, it was important to base Fate Saga on something factual. Europe during the Middles Ages visually converged with the integration of mythical beings such as gargoyles and dragons. Research was conducted on Medieval European history, architecture, geography, technology and of the general public’s beliefs at the time in order to inform Fate Saga’s world. In conclusion, the first-hand process of developing Fate Saga confirms the intensive commitment required by the creators to carefully examine each aspect of the story to make sure it retains continuity, clarity and viewer interest. It is an important and daunting process to keep the information digestible for the viewer, though its degree of success cannot be determined until the final product is presented to an audience. 67 A.6 Pitch Package: A.6.1 Proposal Included with this paper is a book that proposes the premise and characters of Fate Saga. The book is designed to be presented to a studio or television station. The proposal includes the logline, story synopsis, character information, a list of the episodes and artwork. A.6.2 DVD Accompanying the proposal is a DVD with the animatic of the 5-minute television pilot and a fully rendered, animated trailer consisting of shots from the pilot. 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 Figures Figure 2.1: Characteristics of Serials The end of one episode informs the beginning of another. The existence of a dramatic structure across episodes, across seasons and across the series. Higher level of character development, plot twists, mature themes Figure 2.2 Characteristics of Procedurals Each episode is its own self‐ contained story Randomness. Deus ex Machina Simplistic character personalities and stories, placing characters in random situations 95 Figure 2.3 Examples of Procedurals Literature Live Action Television Animation Goosebumps Castle Spongebob Squarepants Aesop’s Fables Cold Case Adventure Time Grimm’s Fairy Tales CSI Ren and Stimpy Legend of Drizzt Law & Order Rocco’s Modern Life Touched by an Angel Scooby Doo Lie to Me Mega Man Murder, She Wrote G.I Joe Golden Girls Jem Married with Children, He-Man Two and a Half Men Swat Katz I Love Lucy Spider-Man (1967-1970) 96 Figure 2.4 Examples of Serials Literature Live Action Television Animation Harry Potter Melrose Place Avatar: The Last Airbender Maximum Ride All My Children Gargoyles Lord of the Ring Guiding Light Naruto Animorphs Dawson’s Creek Full Metal Alchemist Twilight Buffy: The Vampire Slayer Bleach Chronicles of Narnia Passions Soul Eater 24 Gantz Heroes Gundam Wing Lost Code Geass 97 4.1 Procedurals Benefits and Risks Benefits Flexibility - Writers only need general understanding of characters and premise. - Audience is more accepting to abrupt or unexplained changes to the show. - Easier for programs created from merchandise. - Easier to account for changes in the toy industry. -- Can more easily make changes in a show if something isn’t working or take advantage of an idea that is working. Viewers can leave and come back - Uncommitted viewers can leave and come back, and still enjoy the show - Viewers can leave it on as background noise if they’re too busy to watch carefully. - People have short attention spans - Episodes are fast-paced because the conflict has to be introduced, built up and resolved quickly. Less risky Best Suited for -Cheaper -Can be shown in any order. -Easier to attract new viewers regardless of what season the show is on -Broader appeal with young viewers -Sitcoms -Comedies -Shows that rely on being random -Merchandise-based programs Risks Predictability - No sense of permanence. - No one can die. - Characters don’t change. - Story can become unbelievable. Viewers already know how it’ll end. - No sense of real danger. 98 - Hard to believe the emotions of the characters/feel empathy for them. Suspension of Disbelief/Discontinuity - Sometimes writers break consistency of the rules in that story’s world. - Character’s personality suddenly changes to fit the story of that episode, even if it conflicts with the character’s beliefs as described in a previous episode. - Failure to establish or adhere to the physics of that story’s world. - Failure to remember what powers or traits a character has can cause those abilities to become a deus ex machina Shallow Storytelling - All conflict must be introduced and resolved within one episode. - Episode must be wrapped up by the end - Event can never be revisited - Events that should cause change in the characters don’t. - Regardless of the severity of the problem, viewers know everything will become “back to normal again” - Hard to take it seriously. - Can’t explore the problem deeply because of the short timeframe. Lack of Viewer Commitment - No anticipation for the next episode. - Audience is less inclined to put forth any effort to watch the series - Procedurals for younger audiences tend to be ‘outgrown’ by viewers - Viewers may forget about the program in between seasons. 99 4.2 Serial Benefits and Risks Benefits Series has its own Dramatic Structure Viewer Commitment Longevity Best Suited for - Episodes have a dramatic structure - The season has its own dramatic structure - The series overall has a dramatic structure. - Rising action throughout the series creates stronger climatic scenes later. Draws viewers to continue watching to see how it will end. - Unpredictable – the tone of the series can change and the characters can change depending on the events. - Foreshadowing - Watchers are more willing to go through extra effort to watch the entire series. - Viewer Commitment = Financial Commitment. Viewers may be more inclined to buy merchandise in support of their favorite characters. - Fandom - Fans can help support a series that’s losing funding. - Can keep a series alive after its last episode, through conventions and fandom. - Fan support can keep a series on the minds of companies and inspire them to revive or restore the series - Remakes or movies based off of older stories are very popular now - Studios can make money from the series after the show is over. - Older children/teenagers - Soap operas - Drama - Complex original stories 100 - Romance - Character-driven shows Risks Inflexibility - More time must be spent on preproduction. - Difficult to change the series or characters part of the way through even if the story isn’t working. - Must be conscious of the pacing of both the episodes and the series overall. - More plot threads to keep track of. - How does it end? Slow/Boring Build Up - Viewers may not care enough to notice every foreshadowing element, or may not watch the episodes close together enough to remember. - Story might become too convoluted. - Viewers might get bored. - Can be challenging to balance the plot while keeping each episode and scene interesting. Costly in Time and Preproduction - Takes time and effort on the writers to keep everyone in character and the story consistent. - Creators must be more hands-on in production - Networks may be less inclined to pick up a story they find risky. Mistakes Are Less Forgivable - Studios must be cautious of everything that has happened in prior episodes, down to the last detail. 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