Showing posts with label Vork. Show all posts
Showing posts with label Vork. Show all posts

Monday, December 29, 2008

Worldwide Exclusive: The Guild's Latest Announcement

Guild fans the world over have come to expect the unexpected from Felicia Day and her creation, The Guild. Now comes the unexpectable unexpected. Which is unexpecteder.



Thanks to xtranormal for the tools.

Tuesday, July 22, 2008

Character Arc: Vork's Turning Point Catalyst

In my mind (I'm being a little arbitrary here), there are three main elements to a good turning point for a character.

  1. The turning point needs to have motive.
  2. It needs to be a logical extension of the character.
  3. It needs to come at the last possible instant, when the character is forced from within to make the change.
Also, when you are dealing with a story with multiple characters, it is really great when the turning points harmonize, coming at different places within the narrative, but not in a predictable rhythm, and certainly not all at once. When character arcs rise and fall, seemingly independently of one another, the story can gain strength and depth. Kind of like a choir.

There have been times when I've thought something was written poorly, but it had nothing to do with style, grammar or emotional depth: it had to do with badly timed, poorly placed or unmotivated turning points.

A good example of harmonic turning points can be seen in the scriptwriting for The Guild. (ahem, you have watched the Guild, right?)

Six characters with diverse goals and objectives converge under extraordinary circumstances, and in harmony, build both to the climax of the story and to their own individual turning points.

Take Vork/Herman, played by Jeff Lewis. Vork is a man living in the shadow of society, subsisting off the social security checks of his deceased grandfather. He is thrifty, cautious, and, aside from his online persona (and recognized leader of the Guild), almost totally anti-social. If he ever goes out, which is rare, he sneaks his own beverages into restaurants. Yeah, he's that guy.

He encloses himself in obscurity at home, sealing himself from outside contact even though the people with which he associates online all live within a half hour of his house. He's a hermit, and likes it that way. The first conflict for this character arises when he's asked to venture outside.

His tipping point comes early in the storyline, in episode 3. When Codex/Cyd asks her online friends to meet in the real world for the first time, Vork's resistance to such a thing (which has already been well-established in the subtext of his character) is vocalized. Even after he exhausts his logic-based excuses for not meeting, he resorts to his base emotion:

"...and also, I don't wanna."

His turning point comes shortly thereafter, when Codex insists that it is critical to the group.

Vork's turning point occurs at about the 3:00 mark, and resolves by 3:12:



The moment of transition from hermit to face-to-face meeter passes briefly (A well-placed turning point is often subtle, and usually even more subtle with supporting characters.) but it is significant. Vork agrees to venture out.

Why does it work?


  1. The motive for his change is laid early on. Vork is online leader, he's well organized, and, although he has secured his isolation by unscrupulously living off of government checks for the deceased, he was a dutiful grandson, caring for his grandfather while he lived. Herman/Vork has a sense of duty and thrift, organization and an aspiration to lead, all of which lead him to isolation...but also to his willingness to break from isolation. In other words, the conflict stems from "two divergent choices which stem from the same motive." His leadership of the online group provides justification for his hermitage, but also impetus for him to venture out.
  2. It is telling that his decision is clinched by Codex's appeal to his acumen for organization. Vork has a choice of two risks, not one. If he follows his nature and doesn't meet face-to-face, he risks the online group. If the offline group falls apart, so does The Guild. More than that, by not meeting, he risks his control. Doing the thing he does not want -- socializing -- is the most certain way of ensuring that he doesn't lose what is most important to him: his (online) friends.
  3. The consequences of not meeting will be immediate: Codex is at her wits' end, Zaboo is at a fever pitch, Bladezz has betrayed the Guild. The threat to the group is at the gates, and Vork must make the choice. Had it come any earlier, it would have lacked tension, any later, and it would have been too late to alter the course of events.
Also, and I think this is a key: even though all the characters are persuaded to meet face-to-face in this scene, it is only a turning point for Vork. A resistance to meeting is shared by almost all, but is only a bugbear for one.

If I get the chance, I'm going to look at another Guild character's turning point to contrast the two, and see if I can break the harmony down at the writing level.

In any case, good writers for the screen, stage or print know how to place a character's turning point in the right position.

Wednesday, July 9, 2008

I, For One, Welcome Our New Web Content

Trolls are incredibly difficult to own. We are messy, we are loud, we are fiercely religious and we occasionally eat our masters.

But The Guild owns me. For now. I'm sure they are going to regret it once I drain Vork's supply of orange drink and release Clara's shoats into the wild, where they'll be better cared for by the snakes and coyotes.

But this extended interview by Zadi Diaz with show creator Felicia Day from the blog of Epic Fu does a great job of getting to the heart of at least one key facet of the art of start-up media: the origin of creation.