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( POP | CORN )

www.MDickie.com
Mat@MDickie.com

NOTE: This manual deals with the theory behind the Career mode. For more
information about the functionality of the game, please read the "Popcorn.txt"
document...

Popcorn is an incredibly detailed simulation of the movie industry. Although the


simple presentation makes it easy to enjoy, you may find that you get more out of
the game by understanding how the world works. The following guide explains how
real-life theories are manifested in the game...

--------------------------------------------------- THE STUDIOS


---------------------------------------------------

The world consists of 6 unique movie studios:

- CLASS ACT is the most highly respected studio of them all - consisting almost
entirely of proven veterans. The aging roster may be past their best, but their
hard-earned status can lend credibility to any project. Producers at this studio
enjoy the most generous royalties in the world...

- MAGIC IN MOTION is a conveyor belt of block-busting entertainment. Their star-


studded rosters glistens with the most popular characters in the world - or at
least those with the talent to become tomorrow's big names. Producers at this
studio enjoy the most generous signing on fees in the world...

- BLUEPRINT PRODUCTIONS take their films more seriously than any other - favouring
substance above all else. Their pretentious roster may be a little bland, but the
talent on offer is worth persevering with. And if you've got talent, they're more
than happy to nurture it with the most generous budgets in the business...

- RAW REELS, by comparison, is the laughing stock of the industry - featuring all
manner of novelty acts. The boisterous roster knows how to put on a show though,
managing to inject life into any project. The chaos is encouraged further by FREE
resources and sets for those that use the studio...

- FILM SCHOOL is where all the aspiring young talent (or washed up old ones) strive
to make their name. True talent is hard to find here - and even harder to market
thanks to the lack of star power - but they're willing and eager to be transformed.
Producers struggle to survive on their weekly grants, but they enjoy a healthy
percentage of what little money their films generate...

- SIX FOOT FOOTAGE is the final resting place of all deceased characters, and those
that preside of their legacies. Their contribution to the industry might have
reached its conclusion, but their names live on in this proverbial Hall Of Fame.
This is the one studio that you shouldn't aspire to work for!

--------------------------------------------------- GETTING A DEAL


---------------------------------------------------

Naturally, any career starts at Film School. Although not quite a fully-fledged
studio, this independent circuit does have a boss who's there to guide your
efforts. His patience is limited though. There's only so long he's willing to
invest time in you before it becomes apparent that your career isn't going
anywhere. Every week you spend there, then, is a race against the clock to get a
professional deal. Life without the backing of a major studio is pretty miserable
anyway, so it's a good job that you have the incentive!
Deals are inextricably linked to how popular and reputable your work is. By default
neither of these values are worth bragging about, so it's essential to throw
yourself into a project right away. Once you have a project under your belt, and
start developing a style, you should eventually register on the radar of at least
one of the major studios. Even then, it may still require a lot of patience before
that interest manifests itself in a deal...

When it finally happens, you'll find yourself sitting opposite the boss of a studio
talking about a contract. This consists of a large signing-on fee, a smaller weekly
budget, royalties on any revenue, and the length of time that this agreement
applies. A modest contract will be suggested, but you then have the power to make
changes and submit it back. Doing so is vital to get what you deserve, but testing
the patience of the boss is extremely risky. There's only so many times you can
push your luck before the entire meeting falls through...

When making changes, it's important to realize that the signing on fee is directly
linked to how long you intend to work for the studio. The studio expects you to
deliver a project within the specified time, and every dollar they submit to you is
intended for that cause. The longer you sign on for, the more money you can demand
to fuel your exploits (and vice versa). You may also want to consider that it's
possible to rearrange the funding to suit your style of filmmaking. For instance,
you can forego the entire signing-on fee in favour of a doubly generous weekly
salary - which is good if you don't trust yourself to spend a lump sum wisely!
Likewise, you can forego a weekly salary in favour of one gigantic pay-off - which
may give you more spending power in the short-term...

Many students are relieved to get a deal of any kind and often overlook the small
print. Doing so can be the difference between success and failure. You will almost
certainly be taken advantage of in the early days, so it's important to pay
attention to how long you tie yourself down for. The contract length is set in
stone as far as you're concerned, because it can only be terminated by the studio.
Although it is possible to be bought out of your contract by a rival company, such
gestures are extremely rare. For this reason, you should think carefully before
committing to any deal. The sooner your first contract expires, the sooner you can
negotiate a new (more reasonable) one...

--------------------------------------------------- SIGNING TALENT


---------------------------------------------------

You see both sides of contract negotiations, because you must sign people to your
regime as surely as studios sign you to theirs. You can approach anybody in the
world to join your team, whereon the same battle of wills takes place (only this
time you're trying to negotiate the most reasonable deal rather than the most
extravagant!). You must propose the initial contract and the recipient will then
declare any concerns he/she has. These will mainly concern the signing-on fee and
weekly salary (royalties are a mere luxury compared to the pay-off that they can
expect for simply signing a contract). As you'd expect, then, the fee is
inextricably linked to how long you want them for. They want the most amount of
money for the least amount of work, whereas you want the exact opposite - so let
battle commence!

You may like to consider that even the most honourable of characters will
exaggerate their demands. As surely as the studios try to underpay you, crew
members will often try to overcharge you. In truth, you can often get away with
figures that are a notch below what they suggest. When flustered by these
negotiations, most managers resort to lowering the contract length - but it's
important to consider your options. Although it's tempting to keep the contracts
short and sweet, you will often find that it's not good value for money. This is
especially true of blossoming students, who can expect a pay rise at every
opportunity. A long contract is worth every penny if it keeps an important crew
member tied down to a reasonable deal...

Sometimes the signing-on fee is the least of your concerns though. People can have
altogether more personal reservations that need to be dealt with. Whether it's your
status, that of your project, or simply your choice of friends, there are countless
details that a prospect might take exception to. Although these situations can be
awkward, they're not the end of the world. Almost all of them can be alleviated
with money! A more generous offer in one area or another can persuade almost
anybody to sign anything. They've even been known to trade in their precious
royalties for money in the hand...

The studio bosses are a little harder to buy though - and that's a major concern
when trying to import foreign talent. Characters that are still serving contracts
with rival studios can't even begin to comment on your offer until the boss has
been bought out. And, knowing that they have the final say, they will gladly charge
you an astronomical amount of money just to get your foot in the door. Your own
boss has no such concerns though, as members of the same studio are free to
collaborate with each other at will. That's yet another thing to consider when
choosing where to work: the studio that you're affiliated with essentially
determines which characters you have access to...

--------------------------------------------- CHARACTERIZATION
------------------------------------------

A character's value is determined by a combination of 8 unique qualities:

- POPULARITY indicates a character's ability to sell entertainment. This is


arguably the most important quality, because even the most talented of individuals
can't sell a movie until they make their name. It's also the most precious quality,
because true popularity is hard to obtain - and even harder to keep! It's attained
over time with consistent success on film and in the press...

- REPUTATION is very much the artistic equivalent of popularity. It indicates a


character's credibility as an artist, and therefore effects their ability to sell
dramatic material. Like popularity, it's particularly difficult to obtain - and
even harder to keep due to the "temptations" of the entertainment industry...

- ATTITUDE indicates a character's passion for the job, and their ability to get it
done. Those with bad attitudes are usually lazy, demanding, and unco-operative.
Even the most talented of individuals can do more harm than good if their attitude
isn't in check. It's difficult to cultivate a good attitude, but a bad one can be
avoided by treating your employees with respect...

- HAPPINESS is simply how happy a character is with their career. Naturally, it's
closely linked to how much success they're experiencing - but personal issues can
have an even bigger impact. A lack of respect or peace is the workplace can put a
frown on anybody's face. Unhappy artists are more likely to complain, and are less
likely to renew their contract with you...

- DIRECTING indicates a character's ability to contribute entertaining material.


For more information about this quality, please refer to the "Writing Process"
section...

- WRITING indicates a character's ability to contribute artistic material. For more


information about this quality, please refer to the "Writing Process" section...

- PERFORMING indicates a character's ability to bring entertaining material to


life. For more information about this quality, please refer to the "Filming
Process" section...

- ACTING indicates a character's ability to fulfill artistic material. For more


information about this quality, please refer to the "Filming Process" section...

All of these properties fluctuate with eaching passing week - for both your own
characters and those in the outside world - so it's important to keep an eye on key
developments. The students of today could eventually become the stars of tomorrow -
and vice versa...

-------------------------------------- THE WRITING PROCESS


----------------------------------------

The production of a movie revolves around developing material, and then bringing
that material to life on screen. The backbone of any project, then, is the writing
process that sets the tone for everything else. Once delivered, each of the 5 key
scenes that make up a complete script are rated in terms of "entertainment" and
"artistry". Far from being random, these qualities are governed by the skills of
those that preside over the scene. The writing process is supposed to incorporate
both a writer and a director (in this game, a "director" is more a pre-production
role that churns out a blueprint for success). The respective skills of those
involved dictates how good a script could conceivably be, and how likely that
potential is to be reached. Although it's possible for one talented individual to
churn out a well-rounded script, you may find that you have more success with a
duet of dedicated experts - not least because this doubles the chances of emerging
with a decent result...

However you approach the writing process, it's important to accept that it's a
gradual thing. Even the greatest of writers and directors don't deliver a
masterpiece every time they sit at their desk! Their skills simply dictate how
likely they are to deliver the goods "eventually". The writing process, therefore,
demands that you work your team each and every week until some satisfying results
begin to emerge. It's important not to push your luck though. For the purposes of
this game, writing contains an element of risk - as each new script replaces the
previous one (regardless of whether it's superior or inferior!). This phenomenon
can only be avoided by employing expensive "Script Advisors" to safeguard your
better work (see the "Resource Management" section). With that in mind, you may
find that the writing process is a game of 2 halves: the playful early days and the
serious business of script refinement...

You may notice that the writing process affects those involved as surely as the
project. Every good piece of work that a character is involved with can boost their
happiness and their skills in the respective areas. Inversely, every sub-par piece
of work risks damaging their confidence. Technically, this phenomenon can be used
to "train up" inexperienced characters. The more they do it, the more likely they
are to develop a style. This is especially true when a weak character is assigned
to work with an expert, because they're practically guaranteed to observe a
superior piece of work...

-------------------------------------- THE FILMING PROCESS


----------------------------------------

As soon as a script exists, it can be brought to life on screen with the shooting
process. Fundamentally, this is similar to the writing process outlined above -
except that performance and acting skills take the place of directing and writing.
The most noticeable difference, however, is that you can actually interact with the
scene! As far as the game is concerned, filming requires you to compose a
screenshot that will represent each scene. Everything is at your disposal - from
the camera and atmosphere to each character involved and how you want them to
appear. Although you're encouraged to take pride in your work, you may like to
consider that much of the above is superfluous. The game doesn't particularly care
where you point the camera, or what each character is doing - so you're free to
compose the scene that captures your imagination...

What does matter is the talent that you invest in the scene. The entertainment and
artistry that ends up on film is governed by the performing and acting skills of
those involved. Experts in each field will satisfy a script more successfully (and
more consistently) than a lesser character. That's not to say that a couple of
talented actors are all it takes to finish a project though. As with writing, even
the greatest of screen legends don't deliver the goods 100% of the time. Good
performances will have to be nurtured from week to week. A time-honoured way of
doing this is to add "supporting actors" to a scene. The rating incorporates the
best performances of each character involved, so there's very little to be lost by
adding lesser characters. If their contribution is inferior then it simply won't
shine through on screen. What little they do contribute, however, might be just
enough to salvage a scene. This technique also applies to the balance between
performing and acting. If a dynamic performer shares the screen with a graceful
actor, they may compliment each other more than they clash - because the
performer's best performance will be combined with the actor's best delivery! In
fact, as with writing, the characters may benefit from being involved with a
superior talent...

That's not to say that quantity is a substitute for quality though. An entire
screen full of talentless students could never produce a truly great scene. There
needs to be at least one shining star in each category to cultivate excellence. Of
course, it's also a very inefficient (and costly) way of filming. Whether it's
writing or filming, each character can only be used once per week. Instead of
wasting everybody on one shot, you could develop twice as many scenes by spreading
the talent sensibly...

---------------------------------------- RESOURCE MANAGEMENT


------------------------------------------

It's not all about the characters though. There are plenty of tools and gimmicks to
help you engineer a masterpiece. Although they drain your budget each week, you may
find that their benefits mark the difference between success and failure:

- COSTUME DESIGNERS allow you to adjust each character's image, and even apply
make-up. This is the most superfluous of all the resources, whose only benefits
extend to your own enjoyment. If you've got money to burn, though, you'll
appreciate the opportunity to customize the cast. The closest thing to a creative
benefit is that the resulting "Make-Up" option allows you to boost a character's
performance by 5% (at the expense of 5% acting)...

- THE PROP DEPARTMENT allows you to assign handheld items to your cast in much the
same way. Far from a gimmick, this is actually an effective filming technique -
which forges a divide between entertainment and artistry. A noticeable prop boosts
the performance rating of a character by 5%, at the expense of 5% acting (the
effects of which are accumulative with make-up). As you can imagine, these
techniques are good for injecting life into a dull actor - or bolstering the
performance of a character whose acting skills are negligible anyway...

- LIGHTING EQUIPMENT gives you access to "Atmosphere" options when filming. Not
only does this make the process more enjoyable, but it's also an effective
technique that boosts the artistic potential of a scene by 5%. Basically, the
resource should be commissioned as soon as possible in order to be firing on all
cylinders...

- SCRIPT ADVISORS assist the writing process by preventing inferior scripts from
replacing superior efforts. It may be irrelevant in the early stages of a project,
but it can be essential for refining the perfect script. The privilege is expensive
anyway, so it should be used sparingly...

- THE EDITING SUITE offers the same benefits for the filming process. It prevents
inferior footage from replacing an existing scene. Again, it's completely useless
in the early stages of a project - but becomes essential when trying to refine the
perfect scene. It's just as expensive too, so should be used just as sparingly...

- LEGAL REPRESENTATION gives you the authority to avoid paying employees that are
absent. It even extends to crew members that aren't used, so you can conspire to
reduce your outgoings during quiet periods (assuming the savings outweigh the
astronomical legal fees!). The most noticeable benefit of legal representation is
that it significantly improves your chances of winning in court cases. Inversely, a
lack of legal representation significantly increases your chances of losing...

In addition to these preset resources, you may also pursue the benefits of extras
like a soundtrack. When selecting to write and shoot a certain scene, you should
also see the opportunity to "Buy Music". This leads to a discussion with the studio
boss about buying, changing, or removing the soundtrack of a scene. Buying is an
extremely expensive process, but the benefits are more potent than any of the above
resources. Depending on a song's qualities (either entertaining or artistic), the
piece can GUARANTEE an improvement in that area by one notch when filming! This is
the one time when it's actually possible to exceed the qualities of a script. It's
too expensive to be a substitute for substance, but a little of the money you do
invest may be recouped by selling the movie soundtrack later on...

Another instrument for success is the scheduling of locations. If your ambitions


extend beyond your office, you'll have to book every set that you want to use in
advance - and pay for the arrangements. By default, most sets aren't particularly
expensive - but the cost can be doubled should you choose to incorporate "extras".
By throwing money at the locals, you can litter any location with crowds of people!
Far from a gimmick, this is actually an effective way of adding spectacle to a
scene - boosting the entertainment potential by 5% (at the cost of 5% artistry).
Meanwhile, an exotic location in itself boosts the artistic potential of a scene by
a similar amount. Not absolutely essential, then, but a little visual variety will
boost both your enjoyment and that of your audience...

---------------------------------------- PUBLISHING ISSUES


--------------------------------------------

Once a project is finished, you have the option to release it in theatres (and
eventually on DVD). This process kicks off the following week with a premier
screening of the movie, followed by a review from the associated press. Far from a
gimmick, these reviews are an accurate summary of the project's qualities (and how
it can expect to perform). It's also at this juncture that the movie has an effect
on your status and those of your crew. The film's overall qualities in terms of
entertainment determine how popularity and happiness are affected, while artistic
achievements affect reputation and attitude. The crew's skills may also fluctuate
depending on the quality of the work that they've been exposed to...

Beyond the review, a movie's fate is determined by a combination of the project's


qualities and the status of those involved. Basically, entertaining content ensures
chart success while artistic content ensures longevity. Naturally, a combination of
the two is preferable - but in extreme cases you should notice the difference.
Projects that are all action and no substance will enjoy short-term success before
plummeting into oblivion. Meanwhile, artistic projects will achieve modest success
that takes much longer to lose steam. Some artistic films have even been known to
recoup more money - without ever climbing so high in the charts!

A good project is merely the backbone of a commercial campaign though. The status
of the crew involved is equally important. Upon a project's release, its appeal is
assessed according to the popularity and reputations of the stars of each scene,
those of the key writer and director, and finally those of you as a producer. This
hybrid value then determines how far a movie's qualities can be catapulted up the
charts. Even the finest of films will struggle to succeed without the backing of a
major name - and you'll discover this as you gradually become more popular
yourself. That said, star power is no substitute for quality. Even the weakest of
projects can't be salvaged by a major name. They simply make a good project great,
and ensure that it gets the recognition that it deserves...

A movie's fate is affected yet further by its specified "genre". Upon starting a
new project you have the opportunity to categorize it as either "Action", "Drama",
or a mixture of the two. This statement of intent will then determine which of the
project's qualities take precedent. An action film, for instance, makes
entertainment twice as important as artistry - and vice versa for dramas.
Meanwhile, the "mixed" genre keeps everything in balance. If you then fulfill those
ambitions as intended, the film will be considered more of a success than it would
have otherwise been. Naturally, there's only so long that a concept remains
flexible though. You may find that it's too late to change after a few scenes have
been written, so you have to live with the risk that you took...

The concept of genres also seeps into the promotion of a movie. As surely as
entertainment and artistry become more or less important, so too do the qualities
of popularity and reputation. When promoting an action film, for instance,
popularity becomes twice as effective as reputation - and vice versa for dramas.
This means playing to your strengths is almost as important as making the movie in
the first place! You need to balance what you want to make with what your crew is
capable of producing and promoting...

---------------------------------------------- RELATIONSHIPS
--------------------------------------------

Professional success is one thing, but the movie industry is also a political
minefield. Almost all characters have an ally (whose company they cherish) and a
nemesis (whose company they avoid). Not only does this play out in the press, but
it also has an affect on contract negotiations. You will find that enemies refuse
to work with each other - and if they already are, they'll cause a lot of friction
doing it! On the other hand, friendships can be beneficial to contract
negotiations. The promise of working with a friend is almost like a bribe, and will
convince most people to forget any reservations they had. Friends can also be
relied upon to keep each other happy - and even help one another progress as an
artist. For these reasons alone, it's often worth employing a major star's friend
as a political pawn...

Friendships and rivalries evolve over time - both in the outside world and in your
crew. The pressures of working together can cause an internal war between even the
greatest of friends. You're not exempt from the heat either. Employees can turn
against you if you try their patience - and even complete strangers can take
exception to your presence! Thankfully, it's just as easy to make friends. If
you're particularly liberal, you should find that employees begin to see you as a
friend. Even people you've never met can take a liking to your work and issue a
request to work together...

Business transactions can also go sour though. Nowhere are rivalries more venomous
than in the courtroom! Whether the claims are bogus or legitimate, it's all too
easy to find yourself explaining your actions before a judge. If you're on the
wrong side of his verdict, losing a friend will be the least of your concerns...

Perhaps the most important relationship you have is with your boss - whom you have
to deal with on a weekly basis. In addition to helping you make progress, he can
also crack the whip and make demands of you. Failing to follow his advice, or
simply disobeying it, can have disastrous consequences because your career is
literally in his hands. He has the power to terminate your contract and demote you
to the independent circuit, so it's important to keep him happy. The best way to do
that is with a chart-topping, award-winning, money-making library of films. So get
to it, and good luck!

-----------------------------------------------------------------------------------
-----------------------------------------

For more information about this game and others like it,
please visit: http://www.MDickie.com
or contact: Mat@MDickie.com

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