Raiding Stars For A Vision

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I’m a fan of Rifftrax and Mystery Science Theater 3000. This is because I love B movies and odd things, often they’re more revealing of the human condition than supposedly “good” and “popular” things. I find the humor of Riffers often tells us a lot about ourselves – be they dealing with a flawed movie or a popular one like the Rifftrax crew does.

Recently, I attended a Rifftrax of the half-Kickstarted film Star Raiders: The Adventures of Saber Raine. It was a film that was difficult to classify, and though the Riffing was fun, there’s a considerable amount to learn from this film. Three people cracking insightful jokes isn’t enough to really dive into what this was – and why it could have been better.

The film itself seemed to be an attempt to do pulp science fiction – it was essentially a 21st-century attempt to do a kind of 80’s-direct-to-video take on pulp SF. Chisel-jawed Saber Raine, former military space hero turned mercenary, is hired to rescue a prince and princess from a mysterious alien and his legion of cyborg zombies. There is, of course, more to the story as our hero and his group battle towards their targets on a war-torn world.

By description? It sounds like it should be a lot of fun. In reality, Star Raiders was a strange patchwork of things that never felt fully executed, a pile of ideas and scenes and concepts. It was a film that felt like its creators never fully realized it, partially because there were limits on money and actors, but partly as they didn’t quite seem to know what they wanted. I had fun – I would have enjoyed it on its own as that pushes some of my buttons – but it’s an erratic movie.

For instance, there were wonderfully retro spaceship designs that seemed to have come out of the ’30s and 40’s – and some excellent CGI. There was a villain with an army of cyborg zombies out for vengeance due to a centuries-old injustice – a great reason to raise an army of cyborg zombies. At least one swordfight appeared onscreen as per unwritten rules of pulp SF. Dramatic backstories were the order of the day as we find out the history of an alien race.

Sounds fun? Except . . .

The script managed to be sparse then over the top. Worldbuilding was dropped on us in giant globs between scenes that weren’t that needed. A few actors needed more coaching, even though some were obviously giving their all. Things got almost-explained. Some plot twists (such as a romance) seemed grafted on for no good reason. The feel of the film veered wildly, as if unable to settle on how its inspirations should work.

Star Raiders is a film that should have been better than it was, even when it managed to overcome its flaws. It was clear some of the cast was fighting to make it work no matter what. I was very impressed with martial artist Tyler Weaver Jr. – though it was clear his acting skills needed work, he charged ahead with a loveable lack of inhibition and some serious action skills.

So I began asking myself – what would have made it work? Quickly, I came to realize something that my friend Serdar summarized as follows:

“The greatest entertainments of any era either totally embody their moment in time, or seem outside of time altogether.”

Star Raiders was the child of many parents, many inspirations – from the ’30s to the 21st century. But they never quite gelled, never came together. It felt disjointed, as if the people behind it didn’t know what it should be, but thought they did. Perhaps it’s history – having to be finished on Kickstarter – was part of it.

I wanted to like it. Like Wolfcop and Manborg, it was an attempt to embrace something cheesy and fun and sincere. In fact, I did kind of like it, in the sense I could feel the heartbeat beneath the surface – it wanted to be a retro SF adventure but never settled on how.

It didn’t achieve the feel of a given decade, being a patchwork of inspirations. There was passion there, but unfocused, embracing neither a given decade nor a coherent fusion.

It had a lot of story but didn’t seem to know what it wanted to do with it. It was clear there was an attempt at worldbuilding, establishing an entire galaxy of people and politics. Someone loved their idea and didn’t know what to do with it.

There were obvious budget issues but forget those. The staff didn’t seem to care, and I respect that – it didn’t stop them.

Some actors needed to do better; clearly, some coaching was needed. It didn’t stop them, which I respect.

When I look it over, I think what Star Raiders lacked was not money or talent or enthusiasm – it charged on uninhibitedly. It was that its staff needed to sit down and figure out what they wanted. Was it going to be more of a given genre? Was it going for a more timeless feel? How would the intricate worldbuilding come out to enforce the feeling?

Star Raiders, despite its pause for Kickstarter funds, felt like what it really needed was a pause for everyone to figure out what it was at heart, to grasp that enthusiasm beneath the idea and weave it into something stronger.

The lesson here is the one Serdar stated. You can go for a feel for a time, or you can touch on the timeless. You might even be able to weave several times together as Star Raiders attempted. But to create a work, you have to know what to embrace to bring it out; you need a vision, a sense of place, of where you’re going.

For me, I wish the crew behind Star Raiders and films like them well. May they find their vision (and perhaps their sequels) and embrace it. We all need a place to go, creatively.

Steven Savage

Those Little Reminders Of Location

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Lately I tried to do the 10,000 step challenge. You know the whole thing, try to get 10,000 steps a day on average to get more exercise. The exact number itself isn’t gospel at all (it originated in a mix of pedometer publicity, a study of postal workers, and the general fact that walking is good), but it’s a good enough target for me to make sure I stay mobile. I’d been through a lot of changes in my life, and always tried to get in good walks now and then.

What I found kind of surprised me.

First, I have a habit of walking anyway – taking breaks at work, when I write, etc. So I found I was certainly getting my exercise – mostly. Then again there were days where I got a lot less walking than I thought – often when I worked at home, but also less on the weekends when I was active.

Secondly, I had put on some weight in the last few years. Nothing worrysome, but I figured it had been due to disruption and lots of changes.

Walking helped me put it together.

I used to live at a place where I walked a lot. I lived near a shopping complex where I could take care of most of my shopping needs and then some, so I walked there practically once a day if not more. That was on top of my workout and my usual walking.

Then I moved, and shopping was a bit more distant, so I drove a bit more.

Then I moved again, and though there were great shopping complexes, none were across the street. So I drove more.

That’s when I realized literally I had gone from years of constant walking to less and less. So of course I put on a few pounds.

It made me again reflect on what I’ve often talked about – the importance of location. Changes here and there added up (including on my waistline) and I hadn’t noticed them until I ran some numbers and did a little research.

Then of course there’s differences in location for more than exercise. Saving gas. Access to food and services. Pollution. Weather and microclimates. Location matters in so many ways we forget as we get used to hearing how it matters.

It’s easy to forget the issues of location. A little thing like this helped bring me back to just how much location matters.

For me, it was a change in exercise. But think of how a few thousand feet affects if someone can make it to a store. Or how a change of a mile affects home prices. Or one town over has problems with sewage that you don’t.

The little reminders helps with the big things.

Steven Savage

Advice And Survivorship Bias

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I want you to think about video game adventures. There, one goes on a grand quest, and of course one often saves the game to record progress. If things go wrong, one reloads the last save and proceeds. We’re used to that, even if “die and come back or start over” has become more popular over the decade, and the save game mechanic has been mocked in certain other games like Undertale.

Now imagine if you made a movie from the point of view in the characters of these games. Unaware that they are being restored from saves, the character’s lives would be a series of perfect actions and lucky breaks, propelling them inevitably towards the end credits and post game content. Any lessons one might learn from this “movie” would be ones of best situations and optimal choices.

In short, an example of Survivorship bias or “survivor bias” as I’ve heard it shortened.

Now let’s look at all the success tips we seek in business, education, publishing, etc. How much of that is Survivorship Bias. I mean you can read the article I linked to, but I think you can imagine a few. How much advice do we see on careers, training, etc. reflects Survivorship Bias?

Someone gave career advice that sounds great . . . only they really got the job due to being the right age, gender, and timing.

Someone gave resume advice that sounds pristine and perfect . . . only we ignore the people that followed the same advice and didn’t get their dream jobs.

Someone got a book published and think it’s their writing . . . but maybe it was connections or persistent marketing as their writing is kinda “eh.”

Remember we only hear advice from people that made it. We don’t hear what all the people who didn’t make it did. By definition, the amount of people who haven’t succeeded at something is much larger than those that have.

We’re probably aware of this fact, at least unconsciously. I’m sure you, as well as I, evaluate advice carefully. We know we’re seeing a limited sample when someone gives us tips for game marketing. We know people succeed for reasons beyond merit.

But let’s turn this around – do we remember that when we give advice, that we’re survivors?

This is something I’ve been thinking of as I write, well, advice. I’ve seen some of it work, but also some of it seem irrelevant, and some of it age out. It’s made me evaluate what I’m doing and what I continue and how I can help. But it does sit in my mind uncomfortably.

My guess is if you’re an advice giver, you’ve either felt this way or I’ve suddenly made you feel bad. Sorry.

This is where we have to remember Survivorship Bias for our advice. We have to sort through our experiences, our lessons, our advice and ask what matters versus what’s just lucky, good looks, etc. That’s not easy, and trust me, it’s on my mind for my future books for rewrites – or even decommissioning when they’re just irrelevant.

As the same time, this can paralyze us. We can ask if everything we know is limited, irrelevant, inappropriate. We can question everything.

Which is good. We should question what we tell people might not apply, that Survivorship Bias plays a role. Then we can zero in on what really does help people, what is applicable, what matters. If we’re going to give advice, we should ask questions of ourselves.

I think, ultimately, there’s always some Survivorship Bias in giving advice, if only for the fact our lives are all unique. What we can do is to figure out what advice is more universal, what advice does pay off. We can research and compare, make models, and try to extract valuable lessons.

This is why I think most advice works best when it’s a mix of standalone ideas and synergies. Specific bite-sized pieces of advice can be evaluated for individual relevance. The way advice works together helps us understand how different instructions and ideas interact for results. Keeping both views in minds lets us give advice – and then people can customize their actions based on their situations.

No, it’s not easy. But if we want to help people, we need to understand what gives us something to say sometimes means figuring out what is only relevant to us and no one else.

Steven Savage