

24
Well, Adrian and I had our first official interview today. The offer came up just a few days ago, so we had little time to prepare. But, I think we did okay. Maybe. Because we wanted somewhere nice and quiet where we could get together and take the call, I found Adrian at my office door a little after 6 today. And then we paced. And went down the hall to say hey to the other stragglers. And paced some more. And then waited impatiently for the call to come — wondering the entire time what exactly we were going to say about this whole thing. At least, I was wondering.
I think Adrian was a little more collected than I was. I wasn’t panicked by any means — but there was something definitely seemingly treacherous about the whole prospect of this interview. Sometimes, I don’t feel entirely prepared to speak on behalf of the project. And, this felt like one of those times. Like when I’m out in public and someone mentions what I’m up to and others gawk and stare and ask more about it. They’ve done this at work. With client’s, even. As though I’m like the poster boy for modern media at the office and there is a claim to fame regarding the whole thing. And then, I have to explain:
I’m working to adapt a major motion picture from Myst. Myst, that video game? Yeah, that video game…
It’s become commonplace. That strange stare of blank judgment as though I’ve just been seen for the first time as this stereotypical gamer weirdo that they never suspected I was. Such disappointment. That’s one of the things we had to be clear about today. That we aren’t some die-hard gamers with just a lust so strong* for gaming that we simply had to choose the first thing we could get are* hands on - but rather, that we chose to go after Myst because of the story. Often, it’s such a hard concept for people to grasp that I don’t even try.
And it’s weird, honestly, and fulfilling at the same time - that the people in our lives (who know what we’re doing but have no experience with the franchise) have been really supportive and excited. There have been gads who have devoured the script as-is and develop a hunger for the story so strong that they yell at us when they come to the last page of the second act and find that there’s no more for them, yet. And on the other side, many Myst fans who we’ve come across simply look at us like we’re crazy, flat-out lying, or just plain stupid. What a mix. It will be a relief if and when the day comes that the world knows that the film will not be some regurgitated piece of the game. When people realize that: act II, our protagonist muddles randomly through the set dressing in search of something to manipulate* - is wholly inaccurate.
After the interview, Adrian and I went to have a drink. A much deserved one. Then dinner. No dancing. He asked me what kind of date this was supposed to be. One where you absolutely, under no circumstances, will get a kiss. That is, unless you get the script done, tonight.
* this post contains: a phrase given to me by Carla to replace an explicative; a misuse of a homophone*; a reference to a quote from a message board that i didn’t give credit for; and, the use of the word homophone under assumption without double checking the definition.
* this post was brought to you by the number 1; the letter U; and Patrick.
12:50 am














Apr 24 2008
Well, I’m glad that it sounds like things went well. You certainly do have an advantage pitching Myst as a film, given the strength of that story and the richness of D’ni culture. That compelling, narrative content is typically an area most video games lack, making movie adaptations next to impossible.
Good luck.