Expected Enjoyment

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

I was discussing popular works with Serdar, and both had experienced the pressure to enjoy something everyone else was enjoying.  I felt it had gotten worse in the last two decades and was honestly getting the hell on my nerves.  There were more choices, but it seemed more pressure to like certain things, and I’ve been trying to articulate it.

I grew up with “Must See TV” and every year had some blockbuster in the theater, but that was different.  Dallas was big, but people seemed to accept it might not be your cup of tea – and I was ten, so I didn’t care.  I loved Star Wars, but it was a bolt-of-lightning thing, and no one expected everyone to like it.  There were Big Things, but I don’t recall the sheer pressure to like them.

The ever-expanding world of cable television, foreign films, anime, and the internet brought us even more options.  In the 1990’s the idea of something being Mandatory Fun (apologies to Weird Al) was alien to me – there was something for everyone and more of it all the time.  Why have something feel mandatory?

Then came Harry Potter.  I am loathe to discuss it due to the author’s horrid transphobia, but as this is a historical rant and thus I strive for accuracy.

Harry Potter was something everyone seemed into, and I felt pressure to read it, which irritated the hell out of me.  I think the fact that it was an internet sensation made it omnipresent, people didn’t get you might not be into it because all their friends were.  It was an internet-fueled Blockbuster.

(I did eventually read it, by the way, after people had backed off.)

To this day, the internet and social media have a selective amplification effect.  Something can take off, amplified by social media algorithms and good marketing, and soon you’re sick of hearing about it. Chats, posts, memes, etc. all amplify certain things repeatedly – people doing marketing for free.  At some point, you’re missing having a political argument with your crazy relatives because they’re busy telling you about this new TV show you have to watch.

The wealth of movies, shows, and books we have doesn’t free us either – and I blame social media and marketing for that as well.  People can easily find fellow fans – and assume everyone else has similar interests.  Algorithm-driven ads target you relentlessly.  More choices somehow led to more pressure, and we’ve forgotten not everyone cares about the same things.  Now we just have more not to care about.

Finally, you have the synergy of media universes: Marvel, Star Trek, and Star Wars.  These giant unified properties (and marketing efforts) amplify each other.  Show A leads to movie B, leads to webseries C, all funneling you into a giant media matrix.  Throw in social pressure and social media amplification trying to manipulate you, and you start feeling like you’re a very poor take of They Live, only you’re not as cool as Rowdy Roddy Piper.

We’re living inside a giant marketing machine of technology and social habits.

I’m not proposing a way out, I’m here to analyze and complain.  Perhaps I’ll present some brilliant solutions in the future, but right now, I understand better, saying “no” more, expanding my horizons, and just doing what I like.

Maybe I’ll have more to say.  But now I’m just glad to have it out of my head – and into yours.  So I’d love your thoughts.

Steven Savage

Dungeons and Marios: Honor Among Brothers

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

I consider the films Dungeons and Dragons: Honor Among Thieves and the Super Mario Brothers movie to be successes as good films. I found them both enjoyable, but also find that both of them work because the people behind them made similar choices.  There’s a lot of lessons there, and you know me, I’m definitely going to write it down.

Let me pause to note I do not consider them to be of equal quality.  The Dungeons and Dragons movie is fun, emotionally resonant, and both grand yet very human.  The Super Mario Brothers film is a fun romp with some clever choices, but not as deep.  But the lessons – even where they both don’t succeed – are illustrative.

So how did two different films do same things, let’s take a look.  There are of course spoilers here, so here there be dragons (or Koopas).

Be Fun and Entertaining

Both movies are actually fun.  There’s action, there’s jokes, there’s actors and actresses giving it their all.  I had a good time at both.  Super Mario Brothers was so snappy and tight I didn’t even take a break.

Fun can be forgotten, especially when you already have other things on your mind like adaption.  But you have to give people a reason to pay attention beyond “hey I adapted this.”  Be it Chris Pine being a charisma bomb or a brain-twisting Mario scene where the infamous Rainbow Road is realized, give people a reason to enjoy it.

You can also tell people enjoyed making them, both have a joy to them.  Which probably says a lot about why they work as well.

Don’t Run Away From What You Are

The Dungeons and Dragons film is just like the games – not the books.  A group of confused dumbasses get into trouble and save the day.  It feels like a gaming session, right down to bad luck and unwise choices.

The Super Mario Brothers movie is colorful, bright, and strange. There are moments it has homages to the games and gameplay, but outside of those it runs on a kind of game logic.  It feels like a game and doesn’t apologize at all.

This is what people came for.  I do not come wanting an explanation of Mordenkainen’s magic or how to use a Fire Flower.  I want to see hypercompetent stupidity and someone yelling “wahoo” he stomps on evil turtles.  And I got it.

Use It But Don’t Overexplain

Dungeons and Dragons brings decades of history, rules, rules changes, rules arguments, novels, adaptions, and more.  What do you do with that?  Well, it’s raw material but you tell a story first – ten minutes of rules are boring but the sorcerer Simon struggling to “attune” to a magical item is interesting because it’s about a person.

Meanwhile the Mario film inherits a disjointed series of games and events without an exact timeline or even consistency.  The film takes a pile of stuff and forges it into a setting but also doesn’t explain it much.  Power ups just exist – what matters is how you use them.  An industro-solarpunk kingdom of apes just exist – what matters is if you can make them allies.  Tell a story – besides people already bought into the premise of plumbers teleported to this cartoony realm anyway.

The stuff you adapt is fuel for an actual story.

Get A Cast That Works

Want a good adaption?  Get a cast that will embrace the roles and bring things to life so people feel and enjoy the film.  Even the best script is nothing without the right cast.

Dungeons and Dragons cast is stellar.  It’s like a movie filled with leads that just happens to center on Chris Pine’s bard, Edgin.  From the humor to the pathos, the cast brings you into the film.  A few characters might have been used better or given more depth, but everyone used what they got and then some.

Super Mario mostly does the same thing.  Jack Black owns his role as Bowser and brings pathos to the character (more later).  Anya Taylor-Joys Princess Peach is fantastic, badass, and charming enough she’s sort of the main character at times.  Charlie Day is terribly underused as Luigi, but clearly brought is A game.  I could compliment others, but you get the idea.  The film is inherently ridiculous but the cast is game, as it were.

Now Chris Pratt is the elephant in the room.  Regarding his problematic statements, I looked into them for this article, and it appears he’s not bigoted, but is not always thoughtful or good at reading a situation.  Regarding his acting, he can “phone it in” but can really shine when he sinks his teeth into a role.

That being said, his Mairo performance was extremely generic.  It was enough to move things along and make Mario human, but he didn’t add anything to the role.  Whether it’s his fault or the scriptwriters, I’m not sure.  I also noticed the animators did some amazing expression work with Bowser and Peach and wondered if they were more restrained with Mario.

Either way, lesson learned – get a cast that’s good and let them go.

Give Us Real Emotional Arcs

The Dungeons and Dragons movie brought tears to my eyes, once during That Scene at the end (if you saw it, you know), and once afterwards when I realized how I related to a character’s speech.  The movie has multiple emotional arcs that bring it to life, give characters reasons to do things, and help you connect.

This is not consistent among the cast or characters, and I blame the script.  It’s a perfectly fine script, but a few more scenes could have done wonders.  But what is there is good.

Believe it or not Super Mario Brothers does this too, multiple times.  In fact, there’s a scene where Mario and his original nemesis Donkey Kong find out they’re a lot alike.  When a cartoon plumber and a big monkey share parallel emotions, you’ve done something right.

However Super Mario Brothers also doesn’t dive into the emotional arcs as well as Dungeons and Dragons and is poorer for it.  There’s some unused potential, from Mario feeling defensive about Luigi to Princess Peach’s isolation as a lone human in her world.  There’s unexplored character motivations, such as Toad’s heroic drive that differentiates him from his fellows.  I feel there’s 5-10 minutes of cut footage that made it a better movie.

But the lessons stay the same.  In fact  . . .

Give Us Relatable Villains

Hugh Grant, playing con-man Forge  charms his way through the Dungeons and Dragons movie in a way only he could.  Daisy Head’s creepy sorceress Sofina is something out of a horror film, and you believe she’d like nothing more to murder the idiots surrounding her.  Both get scenes that aren’t just villainy but humanity – Forge finds a joy in adoptive fatherhood, and Sofina snaps over how annoying Forge is in a relatable way.

This is great, they’re enjoyable.  They get human moments – but only the acting covers the fact they’re otherwise paper-thin characters.  Both could have shown more depth with just a few tweaks or an extra scene or two.  The actors clearly work with what they have, but there could have been more.


Meanwhile let me commit blasphemy – Jack Black’s Bowser in Super Mario not only gets to be relatable, his character is better handled than the villains in Dungeons and Dragons.

Yes I went there.

Black’s Bowser is a terrifying warlord and a hopeless romantic.  Madly in love with Princess Peach, he hopes to impress her and marry her instead of conquering her kingdom (sort of).  Throw in Black’s performance with excellent animation, and Bowser becomes sympathetic, a kind of ridiculously Shakespearean character of extremes.  If anything, I felt there was more to explore.

Both films add villains with some understandable traits.  Super Mario does it better.  Forge and Sofina aren’t interesting enough on their own, but Black’s Bowser feels like he could carry an entire film.

Do A Film Not A Preview

As I’ve said before, I will compliment the Marvel movies on sheer competency. However, I’m also extremely tired that the interlinked nature of stories seems to “wash out” the films.  There’s that need to keep the mega-franchise going, and there’s a certain “safety” in choices that wears thin.  Make something that stands on its own – like these films!

Dungeons and Dragons and Super Mario Brothers are delightfully standalone.  They do their job, they deliver.  Sure you may care due to the games – in fact it’s the only reason to care about Super Mario Brothers.  But both stand on their own quite well and in a satisfying manner.

There’s just that thrill of being able to “close the book” and move on with each.  Both deserve sequels of some kind, but its nice to see them deliver and be done.  It helps the people making them focus, and it means each film is reliably complete.

In Conclusion

So there you have it.  Both of these adaptions based on games, both wildly different, really succeed due to the same choices.  Embrace what you do, don’t overexplain, get the right cast and real emotional arcs we feel.  That’s it.

It feels unnecessary to explain this, but maybe the fact I feel this says volumes about the poor media I’ve seen – and how I enjoyed these two pieces.  Let’s learn from them, and maybe apply these lessons to things beyond giant big budget movies.

Steven Savage

Tired Of Thinking About Money

(This column is posted at www.StevenSavage.com, Steve’s Tumblr, and Pillowfort.  Find out more at my newsletter, and all my social media at my linktr.ee)

I love a challenge.  That fuels my personal budgeting, retirement planning, and part of my writing career.  Money is a pain to deal with, but when you gamify it, it becomes fun.  Finances can be like a game, and I savor the challenge of getting it right.

As of late, I became aware of how much I thought about money.  It was more than I was comfortable with.

Could I jump on a trend and write this book?  Could I monetize this idea?  Could this book be more profitable if it was a second edition?  When you have a monetizable hobby like mine – writing – it’s easy to fall into the “money mindset” all the time (and it’s easy anyway).

When I decided to take time to have “space” for creative work, experimentation not planned works, I found monetization sneaking into my calculations.  Could I do X not Y with this fun project and make money.

My reaction to this realization was “what the hell is wrong with me?”  Why was I seeing so much in term of money – and not even in the fun way of gamifying it.

The truth is our society emphasizes monetizing everything.  Hobbies are side hustles, a job is an endless treadmill of promotions, you can sell your memorabilia, etc.  Companies want you to use their service to turn your grindset mindset into their profit – use their services, their marketing, etc.  We’re drowning in the idea that everything has to be for the money.

Worse, for the money is an excuse for bad behavior.  If it’s for the money it’s treated as OK, no matter how awful a person you are – which is probably why many a Forbes “30 over 30” young entrepreneur ends up in court.  Money excuses all ills and all ill behavior.

Thanks to this realization,  I’ve been reclaiming my vision and joy of creativity without the view of monetizing everything.  There’s space in my plans to just mess around.  I feel more free, more creative, and more connected to people.  When you remove finance from every interaction, you discover real human interactions.

I recommend my fellow creatives take a step back as well.  Are you unconsciously monetizing everything?  Maybe it’s time you stop – before you stop being a creative and just become a profit optimizing machine.  Or, worse, end up on the Forbes 30 under 30 and then in the news.

(And if you’re over 30, don’t waste the time or wisdom you have monetizing everything.)

Steven Savage