PHD Submission 02
PHD Submission 02
2.0
Stewart McKie
PhD Degree
Media Arts
I,
Stewart
McKie,
hereby
declare
that
this
thesis
and
the
work
presented
in
it
is
entirely
my
own.
Where
I
have
referenced
or
consulted
the
work
of
others,
this
is
always
clearly
stated
whether
in
the
text
of
the
thesis
or
on
the
credits
page
of
the
Scenepad
online
application
software
deliverable.
Signed:
Managing
screenplay
content
as
data
rather
than
'document'
better
reflects
the
dynamic
nature
of
the
screenplay
and
collaborative
nature
of
screenwriting
as
a
social
and
business
process.
Screenplay
as
data
also
facilitates
automated
analysis
and
visualization
(‘analytics’)
of
screenplay
content
that
can
benefit
both
screenwriters
and
other
stakeholders
in
the
screenwriting
process.
This
thesis
focuses
specifically
on
the
topics
of
screenplay
as
data,
the
screenplay
as
social
network
and
screenplay
analytics.
The
practical
submissions
that
complement
this
thesis
comprise
a
number
of
online
application
prototypes
that
explore
some
of
the
propositions
discussed
in
the
thesis
argument.
My
final
practical
submission
-‐
Scenepad
-‐
is
a
complete
online
screenwriting
application
that
is
informed
by
the
various
prototypes
that
preceded
it.
Scenepad
puts
many
of
my
thesis
propositions
into
practice
to
deliver
an
evolutionary
development
in
screenwriting
technology
I
call
'Screenwriting
2.0'.
I
conclude
this
thesis
by
outlining
some
possible
future
developments
of
the
screenplay
as
artefact,
and
screenwriting
as
practice.
ABSTRACT ................................................................................................................................................ 3
CONTENTS ................................................................................................................................................ 5
FIGURE
6.20
-‐
SCENEPAD4
-‐
SHOWING
TWEETS
SOURCED
FROM
TWITTER
DISPLAYED
UNDER
SCRIPT
TWEETS
TAB
......................................................................................................................................................
288
FIGURE
6.21
-‐
SCENEPAD1
SCRIPT
DASHBOARD
....................................................................................................
290
FIGURE
6.22
-‐
SCENEPAD1
SCENE
DASHBOARD
.....................................................................................................
290
FIGURE
6.23
-‐
SCENEPAD4
ROLE-‐DIALOG
...............................................................................................................
291
FIGURE
6.24
-‐
SCENEPAD1
TOP
10
ROLES
.............................................................................................................
292
FIGURE
6.25
-‐
SCENEPAD1
PROTAGONIST
VS.
ANTAGONIST
................................................................................
292
FIGURE
6.26
-‐
SCENEPAD1
TOP
10
LOCATIONS
.....................................................................................................
293
FIGURE
6.27
-‐
SCENEPAD1
SCRIPT-‐LEVEL
WORD
CLOUDS
..................................................................................
294
FIGURE
6.28
-‐
SCENEPAD3
-‐
ALIEN
KEYROLE
THRULINE
.....................................................................................
296
FIGURE
6.29
-‐
SCENEPAD3
ALIEN
END
OF
SCRIPT
THRULINE
.............................................................................
296
FIGURE
6.30
-‐
SCENEPAD4
DIALOG
SENTIMENT
ANALYSIS
.................................................................................
297
FIGURE
6.31
–
SCENEPAD4
MANAGING
SCRIPT
COVERAGE
.................................................................................
298
FIGURE
6.32
-‐
SCENEPAD4
SCRIPT
OWNERSHIP
DASHBOARD
.............................................................................
299
FIGURE
6.33
-‐
SCENEPAD4
SCRIPT
DAY
CONTENT
HUB
.......................................................................................
300
FIGURE
C1
–
SCRIPT
HOME
STATISTICS
...................................................................................................................
341
FIGURE
C2
–
SCRIPT
ROLES
.......................................................................................................................................
342
FIGURE
C3
–
ROLE
HOME
STATISTICS
.....................................................................................................................
342
FIGURE
C4
–
ROLE
FAQS
...........................................................................................................................................
343
FIGURE
C5
–
TOP
5
ROLES
BY
SCENE
(NOTE:
EACH
DOT
REPRESENTS
A
UNIQUE
SCENE)
..............................
344
FIGURE
C7
–
TOP
5
ROLES
BY
EXIT
SCENE
(NOTE:
EACH
DOT
REPRESENTS
A
UNIQUE
SCENE)
.....................
346
FIGURE
C8
–
TOP
5
ROLES
BY
DIALOG
SNIPPETS
(NOTE:
EACH
DOT
REPRESENTS
A
UNIQUE
DIALOG
SNIPPET)
............................................................................................................................................................
347
FIGURE
C9
–
TOP
5
ROLE
CUES
MENTIONED
IN
ACTION
SNIPPETS
....................................................................
347
FIGURE
C10
-‐
MOST
FREQUENT
NOUNS/WORDS
IN
DIALOG
SNIPPETS
SPOKEN
BY
ROLE
............................
349
FIGURE
C11
-‐
MOST
FREQUENT
NOUNS/WORDS
IN
ACTION
SNIPPETS
OF
ROLE
...........................................
349
FIGURE
C12
–
BASIC
ROLE
METADATA
...................................................................................................................
350
FIGURE
C13
–
KEY
ROLE
FAQS
................................................................................................................................
351
I
would
like
to
acknowledge
the
contribution
of
the
following
people
in
relation
to
my
PhD
research.
The
Department
of
Media
Arts
provided
a
tuition
fee
waiver
for
the
duration
of
my
studies
at
Royal
Holloway.
Supervisors
My
Royal
Holloway,
London
supervisors
Adam
Ganz
and
Fionn
Murtagh
for
their
support
and
help
over
the
duration
of
my
research.
All
the
individuals
and
companies
listed
in
the
Scenepad
Credits
page
(see
http://scenepad4.tripos.biz/credits.php)
Scenepad Beta-‐Testers
The
beta-‐test
group
of
academics
and
students,
especially
Carmen
Sofia
Brenes
of
the
University
of
the
Andes,
who
agreed
to
try
out
the
Scenepad
prototype
and
the
hundreds
of
other
users
who
signed
up
to
try
out
my
other
online
application
prototypes.
LCACE Funding
London
Centre
for
Arts
and
Cultural
Exchange
(LCACE)
for
funding
the
Scriptgeist
prototype
delivered
in
2008
based
on
an
application
made
by
Lydia
Daniels
of
the
Royal
Holloway
Enterprise
center
and
supported
by
Adam
Ganz.
Conferences
Bournemouth
University
and
the
Southern
Script
Festival
for
allowing
me
to
present
my
Sceneclass
and
Scenewrite
software
prototypes
at
their
2011
conference.
Others
Sue
Clayton
and
Adam
Ganz
of
Royal
Holloway
and
the
MA
students
who
made
use
of
the
initial
prototype
of
my
Wordpress
Sceneclass
plugin
during
one
of
their
residential
program
classes.
The
Faculty
and
students
of
the
department
of
Media
Arts
at
Royal
Holloway
for
their
interest
in
my
work
at
the
annual
PhD
‘Awayday’
presentations.
Students
of
Shaftesbury
School
in
Dorset,
who
worked
with
me
to
produce
a
series
of
short
films
from
an
after-‐school
scriptwriting
class
I
ran,
funded
by
the
Shaftesbury
School
Foundation.
John
Foster
of
Bournemouth
University
who
allowed
me
to
present
my
Scenewrite
prototype
to
his
MA
Screenwriting
students
and
discuss
it
with
them.
Karl
Phillips
of
University
College
Falmouth
who
allowed
me
to
present
to
his
BA
Filmmaking
students
on
the
subject
of
screenplay
analytics
and
provided
£500
in
seed
funding
for
the
development
of
Scenepad.
The
assessment
deliverable,
Scenepad,
is
an
online
software
application
for
screenwriters
and
screenplay
management
that
applies
many
of
the
propositions
of
this
thesis
into
practice.
http://scriptfaq.tripos.biz
Username [email protected]
Password mckiephd2013
It’s
pointless
to
spend
much
time
speculating
on
what
lies
in
the
future
for
Hollywood
and
its
screenwriters,
the
result
of
new
technologies
and
technologies
not
yet
imagined
on
the
narratives...
It’s
a
question
of
what
happens
next.
(2008:485)
In
a
similar
vein,
Steven
Maras
in
Screenwriting:
History,
Theory
and
Practice
also
recognizes
challenging
times
ahead
for
the
practice
of
screenwriting:
The
rise
of
new
technologies
and
networks
means
that
writing
now
happens
primarily
in
digital
environments”
and
“new
conceptualizations
of
writing
suggest
a
more
fluid
set
of
processes
than
traditional
models
of
script
development
employ
or
allow.
(2011:143-‐144)
These
and
other
recent
commentators
on
the
screenplay
and
the
practice
of
screenwriting
recognize
that
technology
can
and
is
having
an
impact
both
on
our
concept
of
the
screenplay
as
an
artefact
and
the
process
of
screenwriting
as
a
practice.
But
in
reality,
while
new
technologies
are
revolutionizing
the
production,
editing,
special
effects
and
supply-‐chain
distribution
of
digital
movies
for
example
–
screenplays
and
screenwriting
seem
to
be
stuck
in
a
technology
time
warp.
I
propose
that
a
key
reason
for
this
‘stuckness’
is
the
failure
of
screenwriting
practice
to
move
away
from
screenplay
as
document
and
towards
screenplay
as
data,
a
transition
that
is
happening
in
other
areas
of
business
Stewart
McKie
-‐
16
-‐
As
of
15/08/2014
content
management.
For
example
in
section
1.7
below,
I
refer
specifically
to
corporate
annual
reporting,
where
the
transition
from
submission
of
digitized
documents
(e.g.
in
HTML
or
PDF
formats)
to
documents
decomposed
into
machine-‐readable
data
points
is
gaining
acceptance
and
delivering
benefits
both
to
producers
and
consumers
of
this
content.
The
document-‐centric
bias
of
screenwriting
is
also
evident
in
screenwriting
technology
(i.e.
screenwriting
software
applications
used
by
practicing
screenwriters
for
writing
screenplays).
Over
the
last
couple
of
decades,
since
its
emergence
in
the
1980s,
the
functional
focus
of
screenwriting
technology
has
been
on
a
specialist
form
of
word
processing
for
screenwriters.
By
which
I
mean
providing
the
functionality
for
a
screenwriter
to
use
a
software
application
specifically
to
write
and
revise
a
script,
to
format
it
for
printing
according
to
industry-‐standard
formatting
conventions,
to
view
and
navigate
the
content,
and
to
print
and
export
that
content.
Or
put
another
way,
a
focus
on
the
‘digitization’
of
screenplays
into
digital
documents.
Over
time,
this
initial
functional
focus
of
screenwriting
applications
on
writing,
formatting,
viewing
and
publishing
screenplay
content,
has
been
supplemented
by
new
application
capabilities
to
support
both
‘upstream’
and
‘downstream’
screenwriting
process
activities.
Upstream
activities
include
story
research,
planning
and
outlining;
downstream
activities
include
linking
storyboards
to
the
script,
and
generating
movie
pre-‐
visualizations
or
production
breakdown
reporting
directly
from
the
script
content.
However
there
has
been
minimal
attention
paid
to
treating
and
storing
screenplay
content
as
data
even
with
the
release
of
many
new
screenwriting
applications
during
the
last
decade.
Over
the
7
year
period
I
have
been
researching,
the
number
of
screenwriting
applications
available
to
buy
or
available
for
free
has
at
least
doubled
and
many
screenwriting
applications
are
now
delivered
in
new
ways,
that
leverage
new
form
factors
and
devices
(i.e.
the
smartphone
and
tablet).
My
primary
content
focus
is
the
feature
film
screenplay,
rather
than
screenplays
intended
for
television
(TV)
or
computer
gaming
or
animation
for
example.
It
should
also
be
noted
here
that
any
reference
made
to
a
screenplay
or
script
generally
means
the
“author’s”
or
“selling”
or
“spec”
(speculative)
script
and
not
the
“shooting”
script
used
in
production,
which
may
be
substantially
different
in
content
and
format
than
the
original
screenplay
purchased
from
the
screenwriter,
nor
any
final
transcript(s)
produced
from
the
released
movie.
One
of
the
earliest
definitions
of
a
screenplay
(made
by
Barker
in
1914
as
quoted
in
Karetnikova
1990:5)
is
a
‘Photoplay
or
Movie
Picture
play
is
a
story
told
in
pictures.’
The
Palmer
Plan
Handbook
(1919:17),
describes
photoplay
writing
as
a
‘new
art’
that
demands
a
‘new
language,
a
new
method
of
expressing
thought
and
communicating
emotion’.
These
early
commentators
clearly
recognized
the
need
to
write
visual
stories
to
suit
a
visual
medium.
Karetnikova
also
highlights
that
the
earliest
scripts,
such
as
George
Méliès
A
Trip
to
the
Moon
(1902),
were
little
more
than
a
list
of
outline
story
headings
(1990:2).
The
role
of
photoplay-‐
or
scenario-‐writer
(now
screenwriter)
was
already
well-‐established
in
the
second
decade
of
the
20th
century
when
Frank
E.
Woods,
Captain
Leslie
T.
Peacocke,
Anita
Loos
and
others
were
making
a
name
for
themselves
and
the
fledgling
Hollywood
The
screenplay
[...]
is
the
record
of
an
idea
for
a
screenwork,
written
in
a
highly
stylized
form.
It
is
constrained
by
the
rules
of
its
form
on
the
page,
and
is
the
subject
of
industrial
norms
and
conventions.
(2004b:
89).
Argentini
(1998)
and
others
(e.g.
Cole
&
Haag
(1989)
and
Riley
(2005)),
have
produced
style
manuals
and
guides
for
defining
the
various
screenplay
elements
and
for
formatting
the
script
for
presentation
to
a
reader.
These
conventions
have
evolved
over
time
and
at
different
periods
have
reflected
different
styles
of
screenwriting.
For
example
during
the
1980’s
it
was
considered
acceptable
for
screenwriters
to
include
directions
in
the
script
(e.g.
references
to
shots
and
camera
angles
or
how
the
actor
should
deliver
Screenplay
content
is
“audio-‐visual”
because
it
contains
references
to
sound
(e.g.
spoken
dialog
and
sound
effects)
and
movement
(e.g.
human
and
non-‐
human
action)
that
are
expressly
intended
for
realization
as
an
audio-‐visual
experience
for
an
audience.
Novels
contain
references
to
sound
and
movement
but
the
intention
of
the
writer
is
that
these
references
help
create
a
picture
in
the
mind
of
readers
and
stimulate
their
imagination.
In
a
screenplay
sound
and
movement
must
be
translated
directly
into
an
entirely
separate,
tangible
end
product
i.e.
a
sequence
of
individual
film
frames
with
an
accompanying
soundtrack.
This
change
of
form
is
a
key
difference
between
the
end
product
of
novel
writing
and
the
end
product
of
screenwriting.
The
end
product
of
a
novel
exists
in
the
reader’s
imagination;
the
end
product
of
a
screenplay
is
a
fixed
interpretation
of
the
text
(interpreted
by
a
‘director’)
–
fixed
on
physical
film
or
as
a
digital
video
file
format
-‐
that
delivers
a
specific
experience
intended
to
audio-‐visually
stimulate
the
audience’s
imagination.
A
screenplay
is
a
relatively
substantial
document
in
terms
of
content.
Most
feature
length
movies
are
90-‐120
minutes
in
length
-‐
seldom
shorter
and
sometimes
longer.
An
industry
rule-‐of-‐thumb
is
that
a
page
of
script
(in
the
traditional
typewriting
fixed-‐spacing
font
of
Courier
12)
roughly
equates
to
1
minute
of
produced
screen
time.
Therefore
most
feature
film
screenplays
are
90-‐120
A4
or
US-‐letter
size
pages
in
length.
In
the
past,
feature
film
scripts,
like
novel
manuscripts,
were
handwritten
or
typewritten.
Today’s
preferred
fixed
font
for
screenplays,
courier 12,
reflects
this
typewriter
and
early-‐computing
heritage
(see
Millard,
2010:15-‐16)
and
the
fact
that
a
fixed
font,
rather
than
a
variable-‐width
font,
is
used
ensures
some
degree
of
Datafication
Quantifying
screenplay
content
in
the
form
of
data
is
one
implementation
of
what
Mayer-‐Schönberger
and
Cukier
refer
to
in
Big
Data
as
‘datafication’
(2013:
73-‐97).
They
make
the
point
that,
‘The
act
of
digitization
-‐
turning
analog
information
into
computer-‐readable
format
–
by
itself
does
not
datafy.’
So
the
datafication
of
a
screenplay
does
not
only
mean
the
presentation
of
the
script
in
a
digital
format,
such
as
in
the
form
of
an
Adobe
PDF
file.
Datafication
means
the
decomposition
of
the
textual
screenplay
content
into
a
series
of
data
points
designed
and
stored
to
make
the
content
machine-‐readable
and
to
facilitate
machine
processing.
In
an
example
relevant
to
screenwriting
(2013:
84),
the
authors
explain
the
utility
of
making
words
into
data
by
referencing
Google’s
effort
to
make
as
many
of
the
world’s
books
searchable,
by
‘datafying’
the
individual
words
in
the
texts,
which
enables
their
Ngram
viewer
Figure 1.1 -‐ Google Ngram Viewer plots specific name mentions over time
As
more
and
more
physical
world
entities
and
events
become
‘datafied’
–
locations
(e.g.
as
latitude
and
longitude
co-‐ordinates),
relationships
(e.g.
as
social
network
interactions),
the
current
state
of
an
Internet-‐of-‐Things
object
etc.
–
the
datafication
of
screenplay
content
is
an
inevitable
additional
‘brick
in
the
wall’
and
something
with
the
potential
to
significantly
change
the
practice
of
screenwriting
and
the
notion
of
the
screenplay
as
a
digital
artefact.
A
key
outcome
of
making
screenplay
content
machine-‐readable
is
that
the
content
is
easier
to
analyze
and
visualize
(terms
collectively
referred
to
as
‘analytics’
below)
programmatically.
By
analyze
I
mean
applying
an
analysis
technique
to
the
data
(e.g.
clustering)
and
by
visualize
I
mean
presenting
the
result(s)
of
that
analysis
in
a
way
that
facilitates
better
understanding
of
the
meaning
of
the
data
(e.g.
as
a
chart
or
a
timeline).
Screenwriting
2.0
assumes
that
every
screenwriting
application
will
include
‘embedded’
analytics
–
unlike
today.
In
fact,
in
the
time
it
would
take
a
typical
human
reader
to
read
a
single
script
and
deliver
some
qualitative
analysis
based
on
experience
or
‘gut-‐feel’,
a
computer
could
read
an
entire
corpus
of
datafied
scripts
to
process
and
Research Question
Here,
the
screenplay
is
primarily
considered
as
a
digital
data
artefact
rather
than
as
a
digital
document
artefact.
And
also
as
a
dynamic
artefact
where
the
data
is
subject
to
ongoing
change
during
a
lifecyle
that
will
involve
a
changing
‘community
of
interest’
comprising
various
stakeholders
with
different
content
management
roles.
Datafication
of
the
screenplay
has
the
potential
to
positively
impact
the
nature
of
the
screenplay
as
a
digital
artefact,
and
the
way
screenplay
content
can
be
analyzed
and
visualized
and
screenwriting
as
a
collaborative,
social
process.
Therefore
the
research
question
that
informs
this
thesis
is:
How
the
screenplay
as
data
can
impact
creating
and
managing,
presenting
and
sharing,
analyzing
and
visualizing
screenplay
content.
The
presentation
of
a
screenplay
should
not
be
entirely
focused
on
the
script
as
a
document
with
an
emphasis
on
viewing
the
script
simply
as
a
digital
version
of
the
traditional
physical
printed
artefact.
The
screenplay
as
online,
digital
artefact
demands
more
attention
is
paid
to
the
visual
look
and
feel
of
the
content
presentation
and
to
the
variety
of
ways
the
content
can
be
organized,
navigated
and
searched.
The
social
aspect
of
screenwriting
as
a
collaborative,
co-‐creation
process
demands
that
screenplays
are
easy
to
share
and
interact
with
to
support
the
kinds
of
activities
associated
with
content
sharing
by
today’s
social-‐networking
generation
including
commenting,
rating/ranking
and
content
linking.
The
screenplay
content
must
be
stored
and
organized
in
a
way
so
as
to
facilitate
content
analysis
and
content
visualization
in
order
to
support
deriving
‘insight’
from
any
quantitative
analysis
of
the
screenplay
data.
The
availability
of
content
analysis
and
visualization
should
be
a
key
tool
in
helping
the
screenwriter
to
‘ask
more
questions’
of
their
script
in
order
to
improve
its
quality
and
/or
commercial
value
through
analysis
of
content
from
different
perspectives.
To
investigate
this
question,
my
research
has
focused
on
three
areas
each
representing
a
chapter
in
this
thesis:
3.
Leveraging
the
availability
of
the
screenplay
as
data
for
analytical
and
visualization
purposes
or
to
deliver
‘screenplay
analytics’.
My
final
chapter,
before
those
discussing
the
practical
deliverables
from
my
research,
is
‘screenplay
as
design’
where
I
discuss
how
a
datafied
screenplay
provides
the
platform
that
facilitates
possible
ways
to
design
and
automatically
generate
the
‘framework’
for
a
screenplay.
Screenwriting 2.0
When
I
use
the
term
‘Screenwriting
2.0’
I
am
proposing
a
term
that
refers
to
an
evolutionary
development
in
screenwriting
technology
and
practice
analogous
to
that
characterized
by
the
term
‘Web
2.0’.
The
Web
2.0
term
has
of
course
been
hijacked
by
the
technology
press
as
a
marketing
term
after
it
was
coined
by
Darcy
DiNucci
in
Fragmented
Future
(see
http://www.darcyd.com/fragmented_future.pdf,
accessed
17
Dec.
2013)
and
popularized
by
Tim
O’Reilly’s
Web
2.0
conferences
from
2004
onwards
(see
What
Is
Web
2.0?
http://oreilly.com/web2/archive/what-‐is-‐web-‐
20.html,
accessed
17
Dec.
2013).
Web
2.0
has
come
to
mean
the
convergence
of
a
number
of
technologies
–
including,
among
others:
the
cloud,
mobile
devices,
global
positioning
satellites
(GPS),
pervasive
social
networks,
improved
data
visualization,
a
focus
on
website
design
and
usability
-‐
and
ways
of
using
the
web
that
denote
a
meaningful
shift
away
from
the
earlier
versions
of
the
Web.
Back
in
1999,
DiNucci
suggested
that
‘Today’s
Web
is
essentially
a
prototype,
a
proof
of
concept.’
(1999:
32).
I
suggest
that
the
same
could
have
been
said
about
screenwriting
applications
in
2006
-‐
applications
that
could
generally
be
characterized
as
allowing
a
single
user
to
access
the
application
to
write
a
screenplay
document,
formatted
to
industry
conventions,
and
to
When
I
began
my
research
in
2006,
few
screenwriting
applications
stored
their
screenplay
content
as
data
(in
a
database
as
opposed
to
in
a
file),
only
one
(to
my
knowledge)
offered
any
kind
of
screenplay
analytics,
and
none
were
designed
to
operate
as
a
multi-‐user
social
network.
To
me,
these
are
at
least
three
hallmarks
of
the
evolution
towards
Screenwriting
2.0
that
differentiate
this
iteration
from
the
first
generation
of
screenwriting
applications
or
Screenwriting
1.0
if
you
will.
The
fundamental
purpose
of
this
thesis
is
to
discuss
these
hallmark
characteristics
and
apply
them
to
the
creation
of
a
Screenwriting
2.0
prototype
application.
Sources
I
have
selected
four
information
sources
for
my
literature
review,
which
of
necessity
encompasses
non-‐literary
artefacts
such
as
software
tools
and
applications:
Most
of
the
non-‐academic
literature
relating
to
screenwriting
is
primarily
concerned
with
how
to
write
a
"better"
screenplay
and
generally
“better"
is
taken
mean
a
screenplay
that
has
an
improved
chance
of
succeeding
commercially.
This
is
understandable,
because
unlike
a
novel,
screenplays
are
written
to
make
into
movies
rather
than
read
for
pleasure.
So
unless
a
screenplay
is
bought
it
is
unlikely
to
be
produced,
which
usually
defeats
the
purpose
of
writing
it.
However,
this
commercial
bent
does
not
mean
that
how-‐to
manuals
have
no
merit.
The
realized
visualization
of
the
movie
itself
assists
the
viewer
to
raise
the
level
and
quality
of
their
analysis
of
its
content.
Just
as
handling
or
using
a
finished
product
aids
the
quality
of
analysis
as
opposed
to
simply
reading
the
product’s
technical
specification
or
viewing
a
mockup
sketch
or
photograph
of
the
product.
To
analyze
screenplay
textual
content
is
simply
not
the
same
thing
as
analyzing
audio-‐visual
movie
content
derived
from
the
screenplay.
They
are
two
different
analytical
subjects.
This
is
a
PhD
by
practice
that
is
framed
as
a
software
development
project.
The
deliverable
of
the
‘practice’
element
is
a
series
of
prototype
applications
that
relate
to
the
research
question.
These
prototypes
are
informed
by
the
research
into
screenwriting
theory
and
practice
as
represented
by
the
‘written’
part
of
the
thesis.
The
prototypes
are
working
applications
that
were/are
delivered
online
and
publicly
accessible
to
anyone
who
registers
to
use
them.
Start Point
Inevitably
my
thesis
is
informed
by
my
own
‘start
point’,
which
when
I
started
this
PhD
in
2006
included
a
MA
in
Screenwriting,
a
MSc
in
Organization
Consulting
and
my
‘day
job’
as
an
enterprise
application
business
analyst.
My
MSc
was
focused
on
the
relational
and
reflective
aspects
of
consulting.
We
were
encouraged
to
view
consulting
as
collaboration
–
between
client
and
consultant
–
in
which
any
outcomes,
whether
positive
or
negative,
are
co-‐created.
There
was
an
emphasis
on
the
dynamics
of
consulting
and
paying
close
attention,
both
‘in
the
moment’
and
‘on
reflection’
to
what
you
and
the
client
were
actually
saying
and
doing.
One
of
the
methodologies
we
My
daily
work
as
a
business
analysis
often
involves
me
in
projects
to
select
and/or
implement
relatively
complex
enterprise
resource
planning
(ERP)
software.
A
core
focus
of
these
kinds
of
projects
is
understanding
the
scope
of
operational
domains
in
a
business,
the
data
that
is
managed
and
the
processes
used
to
create
and
manage
that
data,
including
user
roles
and
activities.
This
perspective
also
informs
the
technology
deliverables
from
my
thesis.
The
lack
of
technology
emphasis
on
my
MA
course
led
me
to
investigate
what
technology
was
available
for
screenwriters.
Some
formal
output
from
this
investigation
was
a
series
of
articles
I
wrote
for
Scriptwriter
magazine
in
2006
that
reviewed
specific
screenwriting
applications
and
the
screenwriting
technology
market
generally
(see
McKie
2006a
and
2006b
for
two
examples).
From
my
investigation
and
trial
use
of
a
number
of
commercial
screenwriting
applications
it
became
clear
that
the
technology
was
limited
in
scope
and
that
among
the
functional
deficiencies
were
the
lack
of
content
analytics
and
the
management
of
screenplays
as
a
single
user
‘closed
document’
artefact
rather
than
a
social
‘open
data’
artefact.
I
was
particularly
interested
in
the
possibilities
for
screenwriters
to
gain
more
insight
about
their
scripts
through
the
use
of
content
analytics,
something
that
only
one
screenwriting
application
–
Sophocles
-‐
really
addressed
in
any
significant
way
at
the
time.
Analyzing
the
content
of
screenplays,
by
leveraging
the
wide
range
analytic
and
visualization
technology
available
for
data
analysis,
was
not
easy
simply
because
although
many
screenplays
were
available
in
a
‘digitized’
form
(i.e.
available
in
an
electronic
file
format
such
as
Adobe
PDF)
they
were
not
‘datafied’
(i.e.
available
as
data
in
a
database).
This
meant
that
in
order
to
convert
a
digitized
script
into
a
datafied
script
generally
required
some
manual
‘wrangling’
or
programmatic
intervention
to
get
the
data
into
the
It
was
clear
from
my
initial
research
into
the
‘manual’
(rather
than
automatically
generated
by
software)
visualization
of
screenplay
content
in
various
academic
and
how-‐to
manuals
that
there
were
examples
of
visualizations,
particularly
of
the
analysis
of
screenplay
structures,
that
could
be
possible
outputs
generated
from
screenplay
analytic
functionality
in
screenwriting
applications.
Samples
of
these
visualizations
are
discussed
in
chapter
2.
From
discussions
in
2006-‐7
with
my
then
supervisors
Prof.
Fionn
Murtagh
and
Adam
Ganz,
screenplay
analytics
seemed
like
a
useful
line
for
further
research,
and
in
fact
this
early
focus
did
lead
to
a
number
of
tangible
outputs
from
both
my
supervisors
and
myself.
Murtagh
went
on
to
produce
a
number
of
papers
that
focused
on
the
content
analysis
of
both
movie
and
TV
series
screenplays
(most
of
these
papers
are
listed
here
-‐
http://www.narrativization.com
-‐
accessed
June
17,
2014).
Ganz
organized
Film,
Visualization,
Narrative,
a
workshop
run
at
Royal
Holloway,
University
of
London
on
17
Nov.
2006,
supported
by
the
AHRC
ICT
Methods
Network
and
LCACE
(London
Centre
for
Arts
and
Cultural
Enterprise)
and
then
edited
the
Reconstruction
Vol.
8,
No.
3,
2008
issue
focused
on
Visualization
and
Narrative,
which
included
my
own
contribution
Screenplay
Visualization:
Concepts
and
Practice
(see
http://reconstruction.eserver.org/Issues/083/mckie.shtml
-‐
accessed
June17,
2014).
This
early
work
on
screenplay
analytics
was
also
referenced
in
a
Nature
online
news
item
Here's
looking
at
you,
kid.
Software
promises
to
identify
blockbuster
scripts,
(Nature,
vol.
453,
p.
708,
4
June
2008:
see
http://www.nature.com/news/2008/080604/full/453708a.html
-‐
accessed
June
17,
2014).
Next Steps
At
this
point,
my
research
had
what
appeared
to
be
a
useful
focus
–
screenplay
analytics
–
so
there
were
a
number
of
ways
I
could
have
proceeded
in
terms
of
my
research
methodology
in
the
context
of
my
framing
of
my
PhD
by
practice
as
a
software
development
project.
One
might
have
been
a
case
study
approach,
whereby
I
studied
a
specific
screenwriters
practice
or
a
small
group
of
screenwriters
practice
in
order
to
extrapolate
‘learnings’
from
these
case
studies
to
inform
my
software
development.
Although
I
solicited
potential
participants
to
work
this
way
via
the
Internet
no-‐one
was
really
interested
enough
in
screenwriting
technology
or
screenplay
analytics
to
devote
the
time
and
energy
needed
to
participate
in
this
way
and
as
I
did
not
know
any
suitable
participants
personally,
I
had
to
reject
this
as
a
way
forward.
I
could
have
informed
my
development
by
use
of
one
or
more
surveys
about
peoples’
views
on
the
technical
development
of
screenwriting
technology.
In
fact
I
did
a
basic
online
survey
on
this
topic
just
before
the
start
of
my
PhD,
the
results
of
which
were
summarized
by
screenwriting
blogger
Alex
Epstein
here:
Unfortunately,
in
general
in
the
Internet
age,
many
people
are
‘surveyed
out’
due
to
the
many
survey
solicitations
they
now
receive
by
email
(I
myself
get
at
least
one
a
week),
and
screenwriters
from
active
online
communities
like
Shootingpeople.org
did
not
seem
that
interested
in
responding
to
surveys
and
particularly
not
when
the
subject-‐matter
was
technology-‐centric.
The
survey
referenced
above
attracted
less
than
50
respondents.
Surveys
are
also
difficult
to
design
effectively
and
interpret
usefully
if
you
are
not
a
professional
statistician.
So
again
I
did
not
feel
this
was
a
direction
worth
pursuing.
I
could
also
have
recruited
some
kind
of
‘beta
test’
group
from
the
start
and
tried
to
involve
them
throughout
my
research.
But
this
was
sure
to
be
a
big
ask
given
that
my
part-‐time
studies
could
take
6-‐7
years
and
few
people
will
remain
engaged
with
someone
else’s
project
for
that
period
of
time
unless
it
has
a
significant
value
proposition
for
them.
In
fact
towards
the
end
of
my
studies
I
managed
to
recruit
a
small
beta
test
group
of
interested
academics/students
to
test
a
Scenepad
prototype
deliverable,
but
only
one
of
them
truly
engaged
with
the
project
over
the
beta
period,
which
in
this
case
was
only
3
months
and
participants
were
hand-‐held
along
the
way.
So
I
decided
to
start
like
so
many
software
developers
of
online
applications
start
–
by
building
a
prototype,
making
it
available
online
and
seeing
if
anyone
would
use
it.
The
hope
was
that
if
I
built
it
‘they
would
come’.
If
I
was
lucky,
maybe
it
would
‘go
viral’
in
some
way,
as
certain
applications
that
somehow
appeal
to
the
zeitgeist
manage
to
do
every
now
and
then.
This
is
a
risky
approach
as,
without
any
marketing
funding
to
promote
the
applications,
usage
depends
largely
on
positive
‘word
of
mouth’
marketing
from
users
themselves.
In
essence
the
idea
was
to
let
the
application
prototypes
‘speak
for
themselves’
and
see
what
emerged
as
a
result.
So
this
became
my
start
point.
The
focus
of
my
research
is
more
qualitative
than
quantitative.
For
example,
it
was
not
about
gaining
as
many
users
as
possible
for
my
prototypes,
or
positing
user
surveys
to
garner
‘votes’
for
features
and
functions,
or
gathering
statistics
about
the
usage
of
specific
features
and
functions
in
my
prototypes,
simply
because
without
statistically
significant
user
engagement
with
my
prototypes
this
kind
of
quantitative
analysis
is
impossible.
It
was
however,
about
the
kind
of
qualitative
research
as
defined
by
Savin-‐
Baden
and
Howell
Major
(2013:11):
‘We
define
qualitative
research
simply
as
social
research
that
is
aimed
at
investigating
the
way
in
which
people
make
sense
of
their
ideas
and
experiences.’
In
my
research
context
I
correlate
ideas
with
‘screenplays’
and
experiences
as
the
experience
of
‘developing
and
writing
a
screenplay’;
the
tools
to
help
people
make
sense
comprise
the
software
prototype
deliverables
themselves
and
the
users’
use
of
them.
My
research
approach
was
informed
by
the
principles
of
‘action
research’,
originally
attributed
to
Lewin
(1946:35),
which
I
had
been
introduced
to
and
Action
research
implies
the
use
of
a
spiral
cycle
of
activities
that
broadly
speaking
comprises
planning
things
(plan),
doing
things
(do
or
act),
observing
the
results
(observe)
and
reflecting
on
the
results
(reflect)
in
order
to
(in
some
cases)
reiterate
the
cycle
one
or
more
times
to
achieve
a
qualitative
improvement.
Again,
in
my
research
context,
I
am
more
aligned
with
a
variant
of
the
approach
outlined
by
Jean
McNiff
(see
http://www.jeanmcniff.com/ar-‐booklet.asp,
accessed
11
March
2014):
• identify
an
area
of
practice
to
be
investigated
i.e.
screenwriting
• imagine
a
solution
i.e.
new
screenwriting
technology
• implement
the
solution
i.e.
a
screenwriting
application
prototype
• evaluate
the
solution
i.e.
in
the
light
of
user’s
feedback/usage
• change
practice
in
light
of
the
evaluation
i.e.
refine
existing
or
deliver
a
new
prototype
An
issue
with
the
use
of
action
research
is
whether
the
intention
is
to
improve
the
practice
of
the
action
researcher
or
that
of
the
group
of
practitioners
that
the
action
researcher
involves
in
the
action
research
project.
Since
in
this
case
it
was
in
a
sense
both,
then
the
latter
intention
may
surface
a
problem
identified
by
Savin-‐Baden
and
Howell
Major
(2013:254):
In
some
forms
of
action
research,
where
the
researchers
design
the
action
plan
for
the
practitioners
(rather
than
with
them),
there
is
a
danger
that
there
will
be
little
ownership
by
the
practitioners
and
this
in
turn
will
affect
the
degree
to
which
change
is
‘owned’,
implemented
and
really
possible.
1. how
many
people
were
using
and
engaging
with
my
prototypes
2. what
kind
of
people
were
signing
up
to
use
the
prototypes
3. what
they
liked
and
disliked
about
the
features
and
functionality
4. what
ideas
and
suggestions
they
had
for
changes
or
new
functionality
5. how
many
scripts
they
uploaded
into
and/or
wrote
in
the
applications
I
could
determine
(1)
from
how
many
users
had
signed
up
and
how
often
they
logged
into
a
prototype
since
this
data
is
collected
by
the
system
itself.
But
in
practice
many
registrants
did
not
provide
much
in
the
way
of
metadata
about
themselves
in
their
user
profiles
so
(2)
was
unreliable.
And
although
it
is
easy
to
log
how
many
page
views
a
specific
page
gets
in
an
online
application,
this
does
not
really
help
with
understanding
(3)
in
a
qualitative
way.
Both
(3)
and
(4)
depended
on
the
receipt
of
verbal
or
virtual
feedback
from
users
via
contact
forms
or
feedback
forms
or
comments
within
the
application.
(5)
is
an
important
metric
but
one
that
essentially
turned
out
to
be
pretty
much
a
one-‐to-‐one
relationship
(i.e.
1
user,
1
script).
Professional
screenwriters
who
might
be
fortunate
enough
to
be
managing
multiple
scripts
at
a
time
were
unlikely
to
risk
using
these
unproven
tools
and
most
people
who
actually
tried
the
applications
probably
only
had
one
screenplay
that
they
were
currently
focused
on
and
prepared
to
‘dabble
with’
in
the
applications.
So
this
data
point
also
proved
to
deliver
minimal
insight.
Despite
the
deliverables
being
online
applications
used
by
remote
users
(albeit
from
all
over
the
world)
and
therefore
functioning
as
‘surrogate’
fieldwork,
I
did
some
activities
that
could
be
classed
as
traditional
‘fieldwork,
interviews
and
observation’
as
part
of
my
research.
This
fieldwork
took
place
in
the
context
of
working
with
three
small
groups
of
students
from
the
‘teaching
and
learning’
community
of
interest,
as
outlined
below.
In
all
three
cases
I
worked
face-‐to-‐face
with
the
students
asking
questions,
observing
behavior
and
discussing
any
comments
posted
directly
to
the
system
by
the
students
or
given
verbally.
In
terms
of
Savin-‐Baden
and
Howell
Major’s
continuum
of
observation
roles
(2013:394
figure
25.1)
I
would
say
my
personal
role
in
these
sessions
was
located
between
‘balanced
participation’
and
‘active
participation’.
It
could
The
data
collected
from
my
prototypes
during
my
research
was
hardly
significant
enough
to
draw
any
meaningful
conclusions
from
other
than
‘anecdotal’
observations
such
as:
My
Geistmeister
screenplay
guessing
game
that
was
part
of
the
Scriptgeist
prototype
generated
much
more
engagement
that
the
rest
of
the
application
that
actually
delivered
significant
(in
terms
of
comparable
commercial
applications)
screenplay
analytics
functionality.
Anecdotal
responses
to
my
positing
of
the
potential
usefulness
of
screenplay
analytics
on
blogs
and
forums
were
not
positive.
Of
the
very
few
blogger
comments
I
received,
at
least
two
specifically
questioned
the
need
for
‘innovative’
screenwriting
technology
or
the
utility
of
screenplay
analytics
as
Figure 1.2 – Comment posted by Alex Epstein on his Complications Ensue blog
(see
http://complicationsensue.blogspot.co.uk/2006/11/polling-‐
numbers.html,
accessed
14
March
2014.)
Since
there
was
so
little
data
collected,
either
from
‘external’
blog
comments
or
as
‘internal’
feedback
on
the
applications
themselves,
there
was
no
point
in
to
trying
to
draw
any
conclusions
from
it,
so
data
analysis
and
interpretation
turned
out
to
be
minimal.
The
development
of
the
software
prototypes
in
response
to
my
research
question
was
a
key
deliverable
of
the
practice
element
of
this
PhD.
In
most
commercial/business
settings,
a
software
application
development
project
is
generally
one
of
two
kinds:
In
the
case
of
(1)
the
development
project
typically
involves
one
or
more
‘developer’
roles
–
coders,
user
interface
designers
etc.
–
but
may
not
involve
any
business
analysts
or
actual
users
other
than
possibly
a
few
‘beta’
users
who
have
agreed
to
participate
in
some
kind
of
testing
program
prior
to
the
application’s
formal
release.
In the case of (2) the development project typically involves three parties:
1. The
developer(s)
2. The
business
analyst(s)
3. The
business
user(s)/subject
matter
or
domain
expert(s)
Case
(2)
may
be
a
more
complex
and
‘overseen’
project
because
often
more
people/roles
are
involved
and
specific
departmental/organizational
budgets
are
being
consumed
to
fund
the
work.
Although
case
(1)
projects
can
be
equally
large
and
complex,
today
many
so-‐called
‘app’
developments
can
So
here,
unlike
many
case
(1)
or
(2)
projects,
a
team
of
developers
did
not
create
the
deliverables.
In
most
cases,
my
prototype
deliverables
involved
a
partnership
–
involving
myself
as
‘designer’
and
‘data
modeler’,
working
with
a
developer
partner
as
‘coder’.
The
users
were
represented
only
by
those
people
who
managed
to
find
and
sign
up
for
the
applications
online.
In
this
specific
case,
I
represented
the
developer,
the
business
analyst
and
the
(screenwriting)
domain
expert.
In
reality
this
is
not
necessarily
a
good
idea
as
it
tends
to
encourage
solipsistic
practice.
As
with
virtually
all
software
developments,
large
chunks
of
code
were
not
developed
either
by
myself
or
by
my
coding
partners
but
by
others
who
have
made
their
efforts
available
to
all
through
various
kinds
of
open
source
and
commercial
licenses.
Use
of
or
adaptation
of
these
open
source/licensed
components
is
standard
practice
in
the
commercial
software
industry.
There
are
essentially
three
skillsets
used
to
deliver
the
kind
of
software
application
prototypes
necessary
for
this
PhD,
reflecting
the
so-‐called
‘3-‐tier’
development
architecture
comprising:
In
terms
of
the
early
prototype
deliverables
I
acted
as
the
‘designer’
for
all
three
tiers
and
the
‘coder’
for
tier
3.
As
I
became
a
reasonably
proficient
PHP
programmer
myself
during
my
PhD
studies,
I
acted
as
the
designer
and
coder
for
all
three
tiers
in
the
later
deliverables.
Because
a
development
team
was
not
involved
in
the
creation
of
the
prototype
applications
there
was
no
need
to
use
one
of
the
formal
software
application
development
methodologies
that
are
usually
adopted
in
team-‐
centric
developments,
for
example
the
Scrum
methodology
(see
Sims
2012).
However
in
order
to
relate
some
of
what
was
done
to
a
popular
software
development
methodologies,
I
will
indicate
how
there
was
some
overlap
In
Scrum
role
terms
I
acted
as
a
combination
of
‘product
owner’
and
‘team
member’.
However
since
no
formal
team-‐centric
Scrum
process
was
followed
I
did
not
perform
the
role
of
‘scrum
master’
since
no
actual
scrums
took
place.
No
Scrum
artefacts,
such
as
user
stories,
backlogs
and
tasks
were
created
nor
was
a
scrum
‘sprint’
cycle
followed.
And
in
terms
of
Agile
values,
both
‘Working
software
over
comprehensive
documentation’
and
‘Responding
to
change
over
following
a
plan’
informed
the
deliverable
developments.
Similarly,
in
terms
of
the
Crystal
Clear
properties
(Cockburn
2005:17),
my
practice
espoused
both
‘Frequent
Delivery’
and
‘Reflective
Improvement’.
But
fundamentally
the
core
methodology
was
simply
that
of
an
iterative
development
throughout
the
duration
of
my
research,
whereby
each
prototype
iteration
became
functionally
richer
as
my
research
progressed
with
the
final
‘submission’
deliverable
being
the
most
functionally
rich
of
all.
None
of
the
functional
development
was
in
direct
response
to
user
request/demand
since
this
did
not
happen.
Development Choices
As
with
any
software
development
it
was
necessary
to
make
choices
as
to
the
technology
used
to
develop
with
and
the
platforms
targeted
to
develop
for.
Given
that
this
was
largely
a
development
managed
and
delivered
by
In
terms
of
the
3-‐tier
application
delivery
architecture
outlined
above
there
are
at
least
three
main
development
technology
choices
to
be
made:
At
the
time
of
my
PhD,
the
most
popular
and
pervasive,
delivery
user
interfaces
and
devices
include:
1. Web
UI
–
including
any
device
capable
of
running
a
web
browser
2. Mac
–
the
Apple
Mac
operating
system
(OSX)
and
Mac
computer
3. Windows
–
the
Microsoft
Windows
operating
system
and
a
PC
4. Linux
–
the
Linux
operating
system
and
any
device
capable
of
running
Linux
5. IOS
–
the
operating
system
for
the
Apple
iPhone
and
iPad
devices
6. Android
–
devices
that
support
Google
Android
operating
system
Developing
for
(5)
and
(6)
requires
a
relatively
specialist
and
expensive
skillset
that
I
did
not
have
and
also
is
intended
to
create
applications
primarily
designed
to
operate
on
mobile
phones
and
tablets.
There
are
screenwriting
applications
that
run
on
mobile
phones
and
tablets
but
in
my
view
this
is
not
the
primary
target
device
for
this
kind
of
application
use
case.
I
decided
to
focus
on
(1)
because
I
had
prior
experience
of
developing
web-‐
based
applications,
web
applications
run
on
most
devices
(both
‘tethered’
and
mobile)
and
the
costs
and
barriers
to
entry
are
low.
There
are
a
number
of
programming
languages
I
could
have
used
for
client
and
server
side
development
but
I
decided
to
use
JavaScript/HTML/CSS
on
the
client
and
PHP
on
the
server
as
again
I
had
some
familiarity
with
these
languages,
they
are
free
to
use
and
there
are
many
free/low
cost
components
available
in
the
open
source
community
to
facilitate
development
using
these
languages.
I
certainly
did
not
want
to
have
to
learn
a
wholly
new
set
of
programming
skills
as
part
of
my
PhD
by
practice.
There
are
a
number
of
databases
(e.g.
SQL
and
NoSQL)
or
file
systems
(e.g.
XML)
that
I
could
have
used
for
data
storage
and
management
but
I
decided
to
use
a
structured
query
language
(SQL)
based
relational
database
management
system
(RDBMS)
as
the
database
engine
because
I
understand
SQL
and
how
to
design
and
work
with
relational
data
models.
I
chose
to
use
the
open
source
MySQL
database
for
data
storage
because
it
is
reliable,
scalable
and
free
to
use
and
also
available
on
the
Internet
Service
Provider
(ISP)
hosting
account
that
I
use
to
host
and
deliver
my
online
applications.
Here
my
methodology
is
informed
by
Etienne
Wenger’s
concept
of
a
community
of
practice
(see
http://wenger-‐trayner.com,
A
brief
introduction
to
Communities
of
practice,
accessed
5
February
2014).
My
‘domain
of
interest
‘
is
that
of
screenwriting
in
which
the
‘shared
competence’,
in
relation
to
my
research
question,
is
specifically
that
of
writing
and/or
analyzing
movie
screenplays
using
a
software
application.
Clearly
there
are
at
least
four
potential
user
communities
that
exist
in
this
domain
with
specific
kinds
of
competency
focus:
I
initially
rejected
(4)
as
a
potential
user
community.
The
reason
for
this
was
that
the
‘producing’
community
is
less
interested
in
writing
and
analyzing
the
content
of
a
screenplay
and
more
in
the
practical
effort
of
converting
the
screenplay
into
a
finished
movie.
In
software
functionality
terms,
this
user
community
is
more
concerned
with
tasks
such
as
generating
prop
lists
and
daily
call
sheets
and
with
managing
script
revisions
and
monitoring
the
production
budget.
This
was
not
functionality
that
I
initially
intended
to
deliver
and
so
this
community
was
not
a
good
fit
in
terms
of
my
research
question.
I
initially
thought
that
(1)
and
especially
(2)
would
be
my
primary
focus.
However,
the
anecdotal
response
to
contacts
I
made
with
a
handful
of
practitioners
I
knew
or
reached
out
to
in
the
‘analysts’
domain
was
not
positive.
The
general
view
seemed
to
be
a
lack
of
interest
in
tools
that
helped
to
analyze
a
screenplay,
whether
because
this
was
seen
as
This
feedback
led
me
to
focus
initially
on
(1)
and
as
I
did
not
know
many
screenwriting
practitioners
personally
I
focused
my
efforts
on
recruiting
a
user
community
by
reaching
out
to
various
screenwriting-‐focused
bloggers
and
those
online
communities
that
appeared
to
include
a
significant
number
of
screenwriters.
Usually
this
was
by
means
of
a
direct
contact
email,
posting
comments
on
other
people’s
blogs
or
a
posting
a
solicitation
to
try
out
a
prototype
on
the
online
forum
of
a
screenwriting
user
community.
One
screenwriting
blogger
who
did
engage
with
me
initially
was
Alex
Epstein,
author
of
the
Crafty
Screenwriting
books.
He
made
a
few
posts
that
referred
to
my
work
that
attracted
a
handful
of
comments
from
members
of
his
blog
community–
see:
• http://complicationsensue.blogspot.co.uk/2006/11/polling-‐
numbers.html
• http://complicationsensue.blogspot.co.uk/2007/03/ive-‐looked-‐at-‐
clouds-‐that-‐way.html
• http://complicationsensue.blogspot.co.uk/2008/08/scriptgeist.html
So
despite
providing
feedback
forms
on
my
prototypes
for
users
and
open
commenting
on
my
blog
(originally)
I
quickly
found
that
the
few
users
who
did
engage
with
the
prototypes
were
not
that
interested
in
developing
shared
practice
in
the
context
of
my
research
question
but
merely
in
‘dabbling’
with
it.
It
was
clear
that
I
was
working
with
a
kind
of
community
of
interest
(CoI),
along
the
lines
of
that
discussed
by
Fischer,
(see
Gerhard
Fischer,
EXTERNAL
AND
SHAREABLE
ARTIFACTS
AS
OPPORTUNITIES
FOR
SOCIAL
CREATIVITY
IN
COMMUNITIES
OF
INTEREST
http://l3d.cs.colorado.edu/~gerhard/papers/ccmcd2001.pdf
,
accessed
5
February
2014)
rather
than
a
community
of
practice
(CoP).
are
“defined”
by
their
shared
interest
in
the
framing
and
resolution
of
a
design
problem.
CoIs
often
are
more
temporary
than
CoPs:
they
come
together
in
the
context
of
a
specific
project
and
dissolve
after
the
project
has
ended.
CoIs
have
great
potential
to
be
more
innovative
and
more
transforming
than
a
single
CoP
if
they
can
exploit
the
“symmetry
of
ignorance”
as
a
opportunity
for
social
creativity.
I
had
hoped
that
the
apparent
‘symmetry
of
ignorance’
about,
in
particular,
social
screenwriting
and
screenplay
analytics
(via
software)
might
lead
to
some
social
creativity.
But
I
was
proved
wrong.
Certainly
my
potential
CoI
did
not
satisfy
Fischer’s
assertion
that
‘CoIs
[Fischer,
2001]
bring
together
stakeholders
from
different
CoPs
to
solve
a
particular
(design)
problem
of
common
concern’,
since
it
is
doubtful
whether
either
the
‘developers’
or
‘users’
in
this
case
can
be
considered
to
be
examples
of
CoPs.
And
perhaps
this
was
because
I
did
not
recognize
or
confront
a
specific
difficulty
faced
by
a
CoI,
according
to
Fischer:
The
concept
of
Screenwriting
2.0
and
specifically
the
practice
of
screenplay
analytics
on
datafied
scripts
were
not
mainstream
ideas
when
I
started
this
PhD
and
I
largely
failed
to
facilitate
the
incremental
and
collaborative
evolution
of
either
with
those
users
that
did
engage
with
my
prototypes.
Another
issue
that
every
developer
of
speculative
online
applications
faces
is
that
their
user
community
is
by
definition
remote
and
often,
as
in
this
case,
not
linked
by
any
shared
bonds
e.g.
part
of
a
family
or
business
or
other
recognizable
offline
community.
This
led
me
to
reconsider
reaching
out
to
the
‘teachers
&
learners’
user
group
since
in
this
case
I
expected
to
be
able
to
work
locally
and
face-‐to-‐face
with
small
groups
of
users,
rather
than
only
remotely.
As
a
result,
I
engaged
with
3
specific
‘educational’
user
groups:
In
the
case
of
(1)
and
(2)
the
groups
were
shown
the
Scenewrite
prototypes,
and
one
or
two
students
within
each
group
subsequently
used
the
applications
to
write
and
analyze
their
own
screenplay
scenes.
However
no
student
continued
to
use
Scenewrite
after
an
initial
try.
In
the
case
of
(3),
all
students
did
actively
engage
with
the
Sceneclass
prototype
(a
Wordpress
add-‐in)
during
the
session.
Yet
despite
clearly
favourable
feedback
on
the
day,
again
no
student
continued
to
use
Sceneclass
after
their
initial
try.
On
the
basis
of
this
experience
I
decided
not
to
focus
more
attention
on
the
potential
teaching
and
learning
user
community
as
it
was
not
clear
that
the
results
with
these
three
user
It
is
fair
to
say
that
despite
numerous
remote
and
local
attempts
to
create
and
evolve
a
community
of
practice
or
a
community
of
interest,
I
was
unsuccessful
at
doing
this
with
any
of
the
three
possible
‘target’
user
communities
I
identified
at
the
start
of
this
PhD.
In
fact
it
seemed
to
me
that
the
more
functionality
I
delivered
-‐
that
in
my
view,
validated
the
utility
of
screenwriting
2.0
and
screenplay
analytics
in
particular
-‐
the
less
users
engaged
with
the
prototypes
and
the
fewer
users
that
were
attracted
to
even
try
the
deliverables.
There
are
a
number
of
software
development
life
cycle
(SDLC)
models
that
can
be
used
to
inform
software
application
development
including
Agile,
Big-‐Bang,
Iterative,
Prototyping,
RAD,
Spiral
and
V-‐Model.
My
intention
is
not
to
discuss
these
models
here,
as
they
all
have
pros
and
cons
in
relation
to
a
specific
development
project,
but
simply
to
state
that
I
chose
to
use
Prototyping
as
my
primary
informing
model.
Like
Kendall
and
Kendall,
Beaudouin-‐Lafon
and
Mackay
in
chapter
52
of
Protoyping
Tools
and
Techniques
(see
https://www.lri.fr/~mackay/pdffiles/Prototype.chapter.pdf
,
accessed
11
March
2014)
also
emphasize
(p.1-‐2)
the
utility
of
a
prototype
to
support
‘creativity,
communication’
and
‘early
evaluation’
(of
design
options).
They
differentiate
between
‘offline’
and
‘online’
prototype
representations
that
The
table
below
shows
how
the
application
functionality
was
evolved
from
basic
word
clouds
in
Scriptcloud,
to
analytic
charts
in
Scriptgeist,
to
basic
social
scenewriting
in
Sceneclass
and
finally
to
more
or
less
complete
screenwriting
applications
in
Scenewrite
and
Scenepad.
The
evolution
was
not
done
by
enhancing
a
single
deliverable
from
‘first
cut’
to
‘final
cut’
prototype.
This
may
have
been
an
error
of
judgment
on
my
part.
As
one
of
my
supervisors
(Adam
Ganz)
suggested,
perhaps
it
was
a
mistake
to
deliver
a
number
of
different
prototypes
each
with
different
names
and
web
site
addresses.
Because
by
not
focusing
on
a
single
prototype
all
the
way
through
my
research
I
was
confusing
users
and
forcing
them
to
keep
switching
applications
thereby
limiting
their
longevity
as
users.
This
may
be
a
factor
in
Upload
script
(Text)
X
X
-‐
-‐
-‐
In
conclusion,
to
use
Bruhn
Jensen’s
terms
(2002:237),
my
research
design
methodology
can
be
summarized
as:
My
first
development
challenge
was
to
figure
out
how
to
‘datafy’
screenplay
content
effectively,
in
order
to
facilitate
screenplay
analytics
and
other
functionality
that
depends
on
the
availability
of
‘screenplay
as
data’
rather
than
‘screenplay
as
document’.
We are not used to thinking of screenplays as data but rather as documents.
As
Millard
says
in
The
screenplay
as
prototype,
‘The
screenplay
is
a
document
that
exists
as
a
carry-‐over
from
a
pre-‐digital
era’
(in
Analysing
the
Screenplay
2011:
146).
Here,
‘screenplay
as
data’
means
decomposing
and
digitally
storing
the
screenplay’s
textual
content
as
a
collection
of
individual
data
points
at
a
level
of
granularity
that
facilitates
reassembling
of
these
data
points
in
various
ways
to
present
various
kinds
of
‘wholes’
that
represent
the
sum
of
various
‘parts’:
In
short,
the
datafication
of
screenplay
content.
Typically
we
think
of
and
envision
screenplays
as
documents.
We
often
use
them
printed
out
on
paper.
There
is
a
great
deal
of
attention
focused
on
the
look
and
feel
of
this
venerable
document
-‐
use
of
the
Courier
12
font,
binding
the
pages
using
brass
brads,
and
industry
standard
formatting
conventions
for
the
presentational
layout
of
the
text
on
the
page.
Screenwriting
technology
has
largely
adopted
the
physical
paper-‐document
format
as
the
template
digital
format
for
a
screenplay
when
viewed
and
managed
on-‐
screen
therefore
screenplays
continue
to
be
essentially
presented,
defined
and
discussed
as
document
artefacts,
whether
paper
or
digital.
But
a
document-‐centric
artefact
is
not
the
same
as
a
data-‐centric
artefact.
There
are
a
number
of
ways
of
presenting
all
or
parts
of
script
content
for
human
consumption
on
physical
media,
for
example:
• As
a
series
of
3x5
index
cards
pr
post-‐it
notes
outlining
the
content
of
a
series
of
scenes
Some
or
all
of
these
views
of
screenplay
content
are
represented
digitally
in
many
of
the
current
generation
of
screenwriting
tools.
The
paper
representation
has
been
transitioned
almost
directly
to
a
digital
representation.
The
script
has
become
a
document
format
(e.g.
PDF)
that
can
be
stored
online
and
scrolled
through
and
searched
on-‐screen.
Index
cards
are
visually
represented
on-‐screen
and
display
selected
data
about
a
scene.
Storyboards
are
presented
as
a
collection
or
portfolio
of
digital
images
rather
than
physical,
hand-‐drawn
sketches.
Virtual
cards
and
boards
can
be
‘dragged
and
dropped’
with
a
mouse
to
easily
re-‐order
them
on
screen
to
simulate
the
physical
process
of
unpinning
and
repositioning
them
on
a
corkboard.
In
a
3-‐tier
architecture,
the
presentation
tier
is
what
an
application
user
sees
and
interacts
with
e.g.
the
user
interface
(UI)
of
a
software
application.
The
application
tier
contains
the
rules
and
business
logic
that
define
how
the
data
is
extracted
from
the
data
tier,
how
you
can
see
what
has
been
retrieved
and
what
you
can
do
with
what
you
can
see.
The
data
tier
manages
the
data
(stored
in
files
or
a
database
for
example)
that
is
actually
presented
to
the
user
through
the
lens
of
the
user
interface
and
as
a
result
of
the
application
of
the
business
logic
(for
example
you
may
only
see
certain
data
A
document-‐centric
artifact
is
focused
on
the
presentation
or
‘look
and
feel’
layer
of
the
content
rather
than
on
the
content
business
rules
and
data
and
on
the
document
as
a
whole,
as
a
container
of
parts,
rather
than
as
a
network
of
individual
elements
and
their
relationships.
In
this
sense
the
screenplay
as
document
places
more
importance
on
the
script
as
whole
rather
than
the
parts
of
the
script
–
the
watch
face
rather
than
the
components
that
make
it
function.
But a document centric artefact is not the same as a data-‐centric artefact.
The
document-‐centric
screenplay
is
not
designed
or
intended
for
machine
processing.
There
are
a
number
of
ways
of
decomposing
screenplay
content
to
make
the
content
better
suited
for
machine
(i.e.
computer)
processing,
for
example:
• As
text
tagged
as
parts
of
speech
(i.e.
dialog
text
identified
as
verbs
and
nouns)
You
are
even
less
likely
to
find
screenplays
discussed
as
the
specification
of
a
physical
piece
of
information,
which
is
the
definition
of
an
‘artifact’
in
the
Unified
Modeling
Language
(UML),
the
de-‐facto
standard
for
building
Object-‐
Oriented
software.
The
Object
Management
Group
(OMG)
(see
www.omg.org,
accessed
12
February
2014),
who
manage
the
specification
of
UML,
state:
You
could
quite
easily
apply
this
definition
to
screenplays
by
rewriting
this
OMG
statement
as
follows:
The data of a screenplay comprises only the blocks of scene description or
Metadata
is
what
helps
a
program
to
understand
and
utilize
data
by
providing
essential
context.
A
simple
example
of
the
power
of
metadata
is
how
it
is
used
by
Disney’s
Story
(see
http://story.us,
accessed
12
February
2014),
an
iPhone
app
used
to
create
simple
storylines
from
the
masses
of
photos
captured
on
an
iPhone
camera
roll.
The
app
uses
the
photo
metadata
(captured
and
stored
with
the
photo
data)
to
link
photos
together
into
proto-‐narratives
or
storylines.
Metadata
such
as
the
date/time
and
location
of
the
photo
is
leveraged
both
to
group
and
order
photos
into
‘starter’
storylines
that
the
user
can
improve
and
enhance
using
the
app.
If
you
view
a
typical
content
page
in
a
screenplay
document
you
are
actually
viewing
two
separate
kinds
of
data
content:
The
screenplay
data
and
the
screenplay
metadata
that
describes
or
contextualizes
the
data
to
give
it
coherence
and
meaning.
For
example,
consider
this
snippet
of
dialog
from
Casablanca
(1942,
Michael
Curtiz):
ILSA
Play it, Sam.
‘Play
it,
Sam.’
is
data.
‘ILSA’
is
metadata
because
it
tells
us
something
about
the
data
(i.e.
in
this
case,
which
character
speaks
it).
A
scene
heading
is
also
an
example
of
explicit
metadata
in
a
screenplay
as
it
provides
some
essential
Imagine
what
a
given
screenplay
would
look
like
with
all
the
action
and
dialog
blocks
removed.
First
the
script
content
would
be
more
compact
as
the
bulk
of
a
screenplay
is
typically
contained
in
the
data,
not
the
metadata.
What
would
be
left
is
a
series
of
scene
headings,
character
names
and
parentheticals
and
transition
instructions.
What
might
be
called
the
“framework”
of
the
script.
In
essence
you
would
have
the
skeleton
but
not
the
organs
or
‘guts’
of
the
narrative
of
a
movie.
Alternatively
you
could
have
just
the
screenplay
data
–
comprising
a
continuous
series
of
action
and
dialog
blocks
with
no
scene
headings,
character
names
and
parentheticals
and
transition
instructions.
One
can
try
to
film
a
screenplay
that
comprises
only
metadata
or
only
data.
In
the
first
case
you
would
be
aware
of
specific
locations
and
time
settings,
populated
by
specific
characters
but
they
would
do
and
say
nothing
since
there
is
no
data
to
provide
their
actions
and
dialog.
In
the
second
case
you
would
be
able
to
discern
some
kind
of
narrative,
it’s
just
that
the
movie
could
take
place
anywhere,
at
anytime
with
any
characters
since
none
of
this
is
specified
as
the
screenplay
metadata
is
missing.
Clearly
it’s
the
combination
of
data
and
metadata
that
delivers
a
complete
movie
realization
and
potentially
satisfying
experience
for
an
audience
rather
than
simply
one
or
the
other.
But
a
writer
writes
a
character
name,
not
metadata
and
writes
dialog,
not
data.
As
humans
who
understand
the
purpose
of
this
content
we
do
not
need
to
think
of
it
this
way
but
machines
need
more
help.
A
machine
needs
some
explicit
structure
to
have
some
indication
of
what
the
metadata
or
data
is
defined
as,
within
the
context
of
a
screenplay,
and
how
it
should
be
formatted
when
rendered
on
screen/the
printed
page.
In
your
‘unstructured’
screenplay
document
in
Word,
you
can
search
for
BOND
and
you
can
use
bookmarking
to
notate
each
occurrence
of
the
word
BOND
in
your
document
so
that
you
can
navigate
your
script
content
by
character
cue.
But
if,
in
effect,
you
said
to
your
word
processor
‘find
me
every
bit
of
dialog
that
BOND
speaks’
it
would
have
no
clue
how
to
go
about
this
since
it
neither
knows
what
constitutes
dialog
in
the
text
nor
that
BOND
is
a
speaker
of
dialog.
However,
if
your
screenplay
is
stored
in
a
structured
data
format
you
would
expect
a
reasonably
accurate
response
to
this
kind
of
query
(if
submitted
in
the
correct
query
syntax
of
course).
ILSA
Play
it,
Sam.
As
a
human
reader
of
the
snippet
with
my
own
mental
contextual
framework
of
a
screenplay
to
reference,
I
understand
ILSA
to
be
a
character
and
expect
a
dialog
block,
perhaps
preceded
by
a
parenthetical
instruction,
to
follow.
A
software
program
used
to
format
and
analyze
a
screenplay
must
be
explicitly
provided
with
its
own
kind
of
conceptual
framework
in
order
to
understand
what
this
snippet
is
about.
In
other
words,
the
metadata
and
data
contained
in
this
snippet
must
be
further
‘structured’
in
some
way
to
facilitate
this
understanding.
Format Content
Other
than
the
line
return
to
separate
the
two
lines,
the
‘plain’
text
file
has
no
instructions
to
identify
what
this
data
is
or
how
it
should
be
formatted,
which
is
why
it
is
not
centered
in
any
way.
The
HTML
file
is
‘marked’
up
with
standard
HTML
formatting
information
for
rendering
this
text
on
screen
in
a
web
browser
(e.g.
<strong>
means
show
the
text
in
boldface)
using
start
and
end
‘tags’
(e.g.
<center>
and
</center>).
The
RTF
file
also
includes
additional
‘rich’
formatting
information
for
rendering
this
text
on
screen.
But
none
of
these
formats
have
any
kind
of
indication
of
what
this
metadata
and
data
Consider if our dialog snippet was tagged in this way:
<character>ILSA</character>
<dialog>Play it, Sam</dialog>
In
this
example
the
notation
<character>
or
<dialog>
is
a
“start”
tag
to
indicate
that
what
follows
is
a
piece
of
dialog
or
character
name
and
the
notation
</character>
or
</dialog>
is
an
“end”
tag
that
indicates
the
end
of
the
extent
of
the
dialog
item.
It’s
easy
to
see
how
a
machine
that
understands
how
to
parse
this
kind
of
‘tagged’
data
can
find
‘character’
data
or
‘dialog’
data
simply
by
looking
for
text
surrounded
by
the
‘character’
and
‘dialog’
tags.
This
kind
of
tagging
can
also
have
a
commercial
benefit.
When
offered
‘action’
text
tagged
like
this:
A
software
program
could
specifically
read
only
the
action
text
in
the
script
to
find
product
placement
opportunities
for
brand
sponsorship
to
pitch
to
a
company
like
Rolex
by
identifying
the
noun
‘watch’.
And
by
identifying
‘checked’
as
a
verb,
the
program
could
also
start
to
build
a
profile
of
what
the
character
Bond
does
in
order
automatically
build
up
a
character
profile
from
the
evidence
of
the
data
rather
than
by
the
writer
describing
his
character
manually
in
the
form
of
a
hand-‐crafted
‘bio’.
Does
Bond
do
lots
of
checking?
Maybe
Bond
shows
signs
of
being
a
meticulous
character?
This
is
an
example
of
how
quantitative
analysis
of
the
script
content
may
assist
with
qualitative
assessment
of
a
role.
Now,
evidence
from
the
data
helps
both
to
Tagging
screenplay
data
in
this
fashion
is
only
one
way
of
‘datafying’
the
textual
content,
by
means
of
embedding
identification
tags
in
the
text.
Tabulating
the
data
is
another
way
to
achieve
a
similar
purpose.
Conceptually,
a
table
(in
practice
represented
by
say
a
database
table
or
a
spreadsheet
file
for
example)
identifies
the
purpose
of
the
metadata
or
data
by
defining
that
data
in
terms
of
a
row
column
intersection.
So
(in
simplistic
terms),
our
data
snippet
might
be
represented
in
table
format
as:
Now
the
metadata
and
data
has
been
formally
structured
for
identification
purposes
so
that
any
program
that
understands
that
formal
structure
can
query
both
in
various
combinations
to
deliver
information
to
the
user.
Once
the
screenplay
is
represented
as
a
data-‐centric
rather
than
document-‐
centric
artefact
and
the
data
structured
so
that
programs
can
both
identify
its
content
purpose
as
well
as
how
to
format
it
when
rendered,
both
data
A
key
aim
of
screenwriting
2.0
applications
that
assume
screenplays
as
data
is
to
facilitate
automatically
recognizing
semantic
concepts
already
embedded
in
the
screenplay
content
so
the
author
does
not
have
the
burden
of
this
additional
manual
process.
So
if
the
application
can
identify
nouns
used
in
dialog
or
action
text
because
it
can
identify
such
text
via
metadata,
the
application
can
then
extract
a
list
of
all
nouns
avoiding
the
need
for
the
writer
to
tag
them.
This
is
useful
because
this
part
of
speech
is
most
likely
to
represent
the
props
used
in
the
movie’s
production.
Counting
the
frequency
of
each
noun
then
indicates
which
props
will
get
the
most
use
and
may
need
to
be
more
carefully
selected.
According
to
some
sources
(see
Demystifying
Big
Data
p.10)
only
15%
of
data
is
structured
i.e.
stored
in
databases
and
spreadsheets
and
85%
of
data
is
unstructured
in
the
form
of
emails,
videos,
blogs
etc.
(even
though
much
of
this
data
is
actually
also
stored
in
databases).
But
here
what
we
mean
by
‘structured’
data
is
data
that
has
both
metadata
to
provide
context
and
data
that
is
subject
a
mutually
agreed
standard
for
how
that
metadata
is
defined
and
applied
to
the
data
What
is
not
meant
here
is
the
typical
meaning
of
the
screenwriting
term
‘structure’
in
connection
with
screenplays
-‐
where
what
comes
to
mind
is
the
Aristotelian/Field
3-‐act
structure
or
Vogler’s
(1992)
Hero’s
Journey
or
Murdock’s
(1990)
Heroine’s
Journey.
There
are
at
least
three
ways
of
storing
screenplay
data
in
a
structured
format
to
make
them
machine-‐comprehensible
and
more
suitable
for
analytics:
As
data
stored
in
a
relational
database
management
system
(RDBMS)
or
in
a
‘NoSQL’
database
or
in
a
file
(or
database)
that
uses
Extensible
Markup
Language
(XML)
to
‘tag’
the
data
with
metadata.
I
refer
to
these
as
‘tabulated’,
‘documented’
and
‘tagged’
screenplays
below.
Instead
of
storing
screenplay
data
and
metadata
in
an
‘unstructured’
document
file
(e.g.
.rtf
or
.pdf)
or
plain
text
file
(e.g.
.txt),
it
could
be
stored
in
a
relational
database
management
system
(RDBMS)
that
uses
a
separate,
formal
schema
to
define
how
the
data
is
stored
and
related
in
the
database
and
a
formal
language
for
(among
other
things)
querying
that
data
for
analysis
purposes
-‐
Structured
Query
Language
(SQL).
This
approach
has
been
used
before
for
a
similar
purpose,
for
example
by
Franzosi
(2010:
75-‐
82),
to
store
and
analyze
what
he
calls
the
‘story
grammar’
of
any
kind
of
narrative
text
in
a
Microsoft
Access
application
called
PC-‐ACE.
1. A
script
table
2. A
scene
table
3. A
‘snippet’
table
(storing
action
and
dialog
data)
The
script
table
has
one
row
per
script.
The
scene
table
has
one
row
per
scene
within
a
script.
The
snippet
table
has
one
row
per
data
element
(e.g.
action
or
dialog
block)
within
a
scene.
These
tables
are
related
by
means
of
‘foreign
keys’.
In
relational
terms,
if
the
primary
key
of
the
script
table
is
script_id
then
this
is
used
as
a
foreign
key
in
the
scene
table
to
link
one
or
more
scene
rows
to
a
script
row.
If
the
primary
key
of
the
scene
table
is
scene_id
then
this
is
used
as
a
foreign
key
in
the
snippet
table
to
link
one
or
more
snippet
rows
to
scene
rows.
So
a
single
screenplay
with
60
scenes
and
many
action
and
dialog
blocks
within
those
scenes
is
likely
to
be
stored
as:
Most
of
the
‘data’
stored
in
these
tables
is
in
fact
metadata.
The
snippet
table
stores
both,
with
a
row
comprising
a
series
of
columns
in
which
data
is
represented
by,
for
example,
the
dialog
text
of
the
snippet
e.g.
‘Play
it,
Sam’
whereas
metadata
is
represented
by,
for
example,
the
type
of
snippet
represented
e.g.
‘Dialog’
or
an
identifier
of
the
character
who
spoke
it.
By
tabulating
the
screenplay
data
and
metadata
in
this
way,
the
screenplay
is
stored
in
a
structured
format
that
includes
formally
defined
relationships
between
data
tables.
To
find
out
information
about
a
script
e.g.
the
title
or
author,
you
query
the
script
table.
To
find
out
information
about
a
scene,
e.g.
the
location
or
time
of
day
you
query
the
scene
table
for
a
specific
script.
To
find
out
information
about
the
dialog
or
action
in
a
script
scene,
you
query
the
snippet
table.
To
get
a
copy
of
the
complete
script
document,
that
requires
data
from
all
three
tables,
you
would
need
to
assemble
(join)
data
sourced
from
each
table
based
the
relationships
between
them.
All
my
software
prototypes
(described
below)
are
based
on
tabulating
the
data
in
the
Open
Source
RDBMS
MySQL.
The
main
advantage
of
tabulating
Franzosi
(2010:
chapter
3)
also
makes
a
number
of
useful
points
about
using
an
RDBMS
to
store
data
and
using
SQL
not
just
to
query
the
data
but
also
to
update
the
data
to
better
reflect
the
analytical
needs
(2010:93-‐95).
So
if,
for
example,
you
wanted
to
identify
all
violent
scenes
in
a
screenplay
(without
manually
doing
this
yourself)
you
could
add
a
column
to
your
scene
table
–
say
scene_type
–
and
then
use
a
SQL
update
statement
to
find
examples
of
terms
in
the
textual
data
of
the
scene
(i.e.
dialog
and
action
snippets)
that
can
be
‘mapped’
to
the
scene_type
attribute
‘violent’.
For
example
the
terms
‘killed’,
’stabbed’,
’shot’
can
be
identified
in
the
text
and
the
scene
flagged
as
scene_type
‘violent’.
A
similar
data
update
process
could
also
be
used
to
identify
sexual
scenes
from
the
screenplay
text.
The
combination
of
these
2
techniques
could
identify
scripts
likely
to
have
‘adult’
content
without
the
need
to
read
the
script.
Recently,
a
number
of
‘NoSQL’
databases
have
emerged
that
store
and
manage
data
differently
from
a
SQL
RDBMS
(notably
they
do
not
use
SQL
as
the
language
for
managing
and
querying
the
database)
and
are
better
suited
to
managing
specific
kinds
of
textual
content.
Vaish
(2013:11)
identifies
five
types
of
NoSQL
database,
segregated
by
data
model:
1.
Document
2.
Key-‐Value
3.
XML
My
aim
here
is
not
to
compare
and
contrast
these
5
types
but
simply
to
say
that
while
any
of
these
5
types
could
be
used
to
store
screenplay
data,
some
are
more
likely
candidates
than
others
due
to
the
relatively
stable
structure
of
a
screenplay
and
the
nature
of
its
content.
For
example,
NoSQL
graph
databases
(like
Neo4J
or
FlockDB
for
example)
are
best
suited
for
storing
only
that
data
from
a
screenplay
that
is
specifically
intended
to
produce
social
network
graphs
(e.g.
to
visualize
the
character
relationships
in
a
screenplay).
Here,
as
a
contrast
to
the
SQL
RDBMS
or
‘tabulated’
datafication
approach
outlined
above,
I
will
outline
the
use
of
a
NoSQL
Document
database
(like
Couchbase
–
see
http://www.couchbase.com/docs/couchbase-‐devguide-‐
2.0/modeling-‐documents.html
-‐
accessed
10
June
2013)
to
store
screenplay
data.
Document-‐databases
have
become
popular
as
a
data
store
for
web
applications
such
as
social
networks
where
the
data
being
managed
is
pre-‐
dominantly
high
volumes
of
textual
(vs.
say
numeric)
content
such
as
comments
or
chat
or
tweet-‐like
data.
Instead
of
requiring
a
pre-‐defined
schema
to
structure
the
data
into
tables
comprising
a
set
of
columns
with
data
represented
and
accessed
as
content
rows,
document
databases
store
data
in
document
entities
with
the
data
stored
in
value
pairs.
So
separate
documents
could
represent
a
script,
a
scene
and
a
snippet
(see
figure
1.3).
Here
the
document
is
like
a
table,
the
value
pairs
like
columns
and
the
linking
relationship
between
documents
is
based
on
a
document
reference
identifier
rather
than
primary
and
foreign
key
references
in
the
relational
model.
Document
databases
are
claimed
to
have
some
advantages
over
the
relational
model
in
that
they
allow
easier
distribution
of
these
virtual
documents
across
physical
servers,
require
less
schema
administration
(because
the
document
itself
is
its
own
schema)
and
offer
more
efficient
data
updating
if
data
changes
regularly
(as
it
is
likely
to
do
while
drafting
versions
of
a
screenplay).
Documents
can
also
include
linked
data
‘nested’
within
a
single
document
-‐
such
as
a
scene
document
that
also
contains
all
the
comments
posted
about
that
scene
–
so
that
from
a
content
perspective
the
document
is
fully
integrated
and
can
‘stand
alone’
for
analysis
purposes.
In
the
relational
model
this
would
require
two
related
tables:
one
for
scenes
and
one
for
comments
linked
to
those
scenes.
A
disadvantage
of
these
NoSQL
databases
over
SQL
databases
is
that
they
are
newer
-‐
my
lack
of
knowledge
of
these
databases
is
the
main
reason
why
I
did
not
use
this
kind
of
data
store
for
my
practical
deliverable
Scenepad
–
and
they
are
not
as
accessible
from
as
wide
a
range
of
analytic
and
visualization
tools
as
SQL
databases.
However
it
seems
highly
likely
that
NoSQL
databases
will
be
used
by
future
screenwriting
2.0
applications.
Instead
of
storing
screenplay
data
and
metadata
in
a
database,
the
data
could
be
stored
in
an
Extensible
Markup
Language
(XML)
file.
As
mentioned
above,
this
is
the
basis
for
the
file
format
now
used
by
Final
Draft,
so
this
type
of
data
format
is
already
in
widespread
use.
Note
that
Final
Draft
stores
the
XML-‐tagged
screenplay
data
in
a
discrete,
named
file
and
not
in
a
database
designed
to
store
XML-‐tagged
data
where
both
the
data
and
the
tags
are
stored
in
the
database
itself.
When
screenplay
data
is
stored
in
XML
it
functions
as
an
XML
‘instance’
document
that
is
part
of
a
related
set
of
documents
that
typically
includes
both
schema
(.xsd)
and
stylesheet
(.xsl)
files
(and
may
include
others)
used
for
defining
the
content
and
presentation
of
the
instance
document
as
a
specific
kind
of
artefact
within
a
specific
information
domain
(in
this
case
a
screenplay
artefact
within
the
screenwriting
domain).
The
tags
used
to
markup
the
screenplay
metadata
and
data
content,
are
defined
in
the
schema
and
their
rendering/presentation
format
described
in
the
stylesheet.
So
if
a
Casablanca
screenplay
were
stored
in
this
way
it
would
probably
consist
of
at
least
3
files:
The
screenwriting
application
would
include
a
‘parser’
function
that
is
able
to
read
and
format
the
content
of
the
Casablanca.xml
file
with
reference
to
the
xsd
and
xsl
files.
Note
that
a
Final
Draft
.fdx
file
combines
all
the
screenplay
data
and
metadata
and
XML
tags,
including
the
relevant
presentational
attributes,
into
a
single
file
and
it
is
the
Final
Draft
application
itself
that
interprets
and
presents
this
XML
file
to
the
user.
A
disadvantage
of
screenplay
tagging
is
that
the
addition
of
markup
data
to
the
script
will
significantly
increase
the
size
of
the
screenplay
file
reflecting
the
addition
of
start
and
end
markup
tags
to
the
text.
But
today’s
cheap
storage
and
processing
power
makes
this
irrelevant
and
this
does
not
matter
because
the
marked
up
screenplay
file
is
not
a
text
for
reading
by
humans
(although
some
may
find
this
an
interesting
pursuit),
but
for
processing
by
a
software
program.
XML
is
a
specific
way
to
tag
data
and
metadata
but
‘tagging’
can
be
done
in
other
ways.
For
example
Franzosi
(2010:62-‐66)
describes
a
user
manually
‘assigning’
‘codes’
to
text
using
the
Computer-‐Assisted
Qualitative
Data
Analysis
Software
(CAQDAS)
ATLAS
to
add
the
metadata
attributes.
He
describes
assigning
the
code
‘Participant:Actor:Fascists’
to
the
term
‘fascists’
in
a
text
to
in
order
to
identify
the
subject
of
a
subject-‐verb-‐object
triplet
to
facilitate
further
qualitative
textual
analysis.
Once
all
text
is
assigned
codes
manually
in
this
way
(see
ibid:
figure
3.20)
it
becomes
relatively
simple
to
query
the
database
to
retrieve
examples
or
a
count
of
all
‘actors’
in
the
text
(ibid:66).
XML
tagging
can
also
be
used
to
model
a
hierarchy,
by
encapsulating
one
set
of
tags
within
another.
An
example
of
a
screenplay
schema
model
that
reflects
a
construct
of
XML
element
tags
and
attributes
is
shown
in
figure
1.4
below.
The
<script>
tags
encapsulate
the
<sequence>
and
<scene>
tags
and
An
XML
tag
(or
element)
may
also
be
associated
with
and
qualified
by
metadata
of
its
own,
so-‐called
“attributes”
(not
included
in
figure
1.4)
used
to
uniquely
identify
a
specific
instance
of
tagged
data
in
some
way,
so
for
example:
• The attributes of the <script> tag may be: Title, author and date.
• The
attributes
of
the
<sequence>
tag
may
be:
Title
and
order
(i.e.
each
sequence
has
its
own
title
and
running
order
in
the
script).
• The
attributes
of
the
<scene>
tag
may
be:
INT/EXT,
location,
DAY/NIGHT,
transition
instruction
and
order
(i.e.
each
scene
has
its
own
heading/slugline
and
running
order
in
the
script
(or
sequence)
and
potentially
a
scene-‐end
transition
instruction).
• The
attributes
of
the
<action>
tag
may
be:
Transition
instruction
and
order
(i.e.
each
action
block
has
a
specific
running
order
in
the
scene
and
potentially
its
own
transition
instruction).
Tagging
may
be
an
appropriate
structured
data
format
for
screenplays
since
it
has
already
been
used
to
bring
the
benefits
of
structured
data
and
standardization
to
other
business
domains
focused
on
textual
content,
for
example
corporate
regulatory
reporting.
To
understand
the
potential
of
screenplay
as
data,
it
helps
to
compare
the
screenplay
to
another
kind
of
document
content.
I
have
chosen
the
mandatory
corporate
reporting
submitted
by
businesses
to
regulators
in
business
jurisdictions
around
the
world.
This
kind
of
reporting
often
takes
the
form
of
quarterly
or
annual
‘returns’
such
as
the10-‐Q
and
10-‐K
reports
submitted
by
registered
businesses
to
the
Securities
and
Exchange
Commission
(S.E.C.)
in
the
USA
who
mandated
the
use
of
Extensible
Business
Reporting
Language
(XBRL)
submissions
of
the
10-‐Q
and
10-‐K
reports
by
corporate
filers
starting
in
2009.
XBRL
is
a
specific
implementation
of
XML
used
to
‘tag’
these
reports
so
that
most
of
the
data
that
was
previously
reported
in
an
‘unstructured’
way
(as
an
HTML
document)
in
the
past
now
has
to
be
provided
as
both
an
unstructured
HTML
document
file
and
a
structured
XBRL
data
file.
Until
very
recently
most
businesses
filed
their
corporate
returns
to
regulators
around
the
world
either
as
paper/PDF/HTML
documents
or
by
filling
in
an
online
form
–
a
digital
representation
of
the
paper
document.
Unfortunately
this
kind
of
delivery
of
corporate
data
is
not
conducive
to
the
kind
of
analysis
that
government
and
other
regulators
need
to
make
of
company
data
(e.g.
to
quickly
identify
trends
or
fraudulent
activity
or
simply
Regulators
and
financial
services
investment
analysts
that
consume
the
data
produced
by
corporates
in
their
returns
are
using
the
data
for
serious
purposes
–
for
example
to
detect
financial
fraud
or
to
make
influential
equity
‘buy’,
‘hold’
or
‘sell’
recommendations
to
the
brokers
and
individual
investors
that
subscribe
to
their
services.
Some
of
the
benefits
of
XBRL
submission
are
claimed
to
be
faster
processing
of
the
submissions
themselves
and
of
analysis
of
the
submission
content
and
greater
reliability
of
the
data
submitted
as
to
provide
the
kind
of
comparability
that
company
regulators
and
investors
need
to
analyze
company
performance
efficiently
and
effectively
requires
a
more
rigorous
data
delivery.
This
is
why
many
regulators
around
the
world,
including
HMRC
in
the
UK
and
the
S.E.C.
in
the
USA,
have
mandated
that
certain
quarterly
and
annual
corporate
reporting
is
provided
in
a
specific
format
based
on
Extensible
Business
Reporting
Language
(XBRL).
XBRL
is
used
to
‘markup’
reporting
data
according
to
a
specific
data
standard
in
the
form
of
a
mandated
XBRL
schema
or
taxonomy
that
all
filers
must
use.
The
data
can
still
be
presented
in
the
traditional
way
but
the
surface
presentation
now
has
the
potential
for
analytical
depth
because
the
data
structure
is
more
rigorous,
based
on
a
single
standard
being
used
to
define
data
concepts,
rules
and
relationships
(e.g.
formulas)
as
reflected
in
the
data
markup.
The
data
markup,
in
this
case
XBRL
tags,
is
subject
to
a
regulator-‐mandated
schema.
This
ensures
that
the
analysis
programs
used
by
both
regulators
and
other
information
consumers,
can
expect
to
compare
like-‐for-‐like
tagged
Appendix
A
outlines
a
very
simple
example
of
using
XBRL
as
provided
by
Charles
Hoffman
(aka
the
‘father’
of
XBRL)
for
learning
purposes
–
see
http://xbrl.squarespace.com/journal/2008/12/18/hello-‐world-‐xbrl-‐
example.html
-‐
accessed
6
June
2013).
Note
that
all
data
content
is
enclosed
within
<start>
and
</end
>
tags.
Corporate
reports
submitted
to
HMRC
or
the
S.E.C.
for
example
are
much
more
complex
instance
files
and
subject
to
much
more
complex
schemas
than
this
HelloWorld
example,
but
conceptually
they
function
in
the
same
way.
By
submitting
the
corporate
reporting
data
in
this
XBRL
format,
the
traditional
return
document
has
been
datafied
so
that
each
filing
can
be
delivered
as
an
electronic
upload
that
is
received,
processed
and
‘first
pass’
analyzed
entirely
by
machine.
In
the
case
of
S.E.C.
XBRL
submissions
one
immediate
benefit
is
that
the
corporate
submission
data
is
also
available
virtually
immediately
for
public
consumption
via
an
RSS
feed
that
is
also
generated
automatically
from
the
submission
file,
programmatically.
As
yet,
unlike
the
corporate
reporting
domain,
there
is
no
standard
file
format
or
XML
schema
for
sharing
screenplay
content
despite
the
efforts
of
individuals
such
as
Sean
Moubry
(see
http://screenplayXML.org
–
accessed
10
June
2013).
However,
with
the
transition
of
Final
Draft
from
the
proprietary
.fdr
format
to
the
XML-‐based
.fdx
format
(in
version
8
released
April
2009)
and
Adobe
Story’s
story
XML
format,
there
is
now
real
industry
momentum
towards
XML
as
the
file
format
of
choice.
For
example,
other
screenwriting
applications
like
ScriptsPro
(for
the
iPad/iPhone)
have
already
adopted
the
Final
Draft
.fdx
format
as
their
default
storage
format.
Final
Draft
.FDX
files
use
‘paragraph’
tags
to
identify
screenplay
data/metadata
and
also
to
help
drive
formatting
of
the
data
when
presented
on-‐screen
or
on-‐paper.
The
example
below
from
the
fdx
file
of
a
version
of
the
script
of
Alien
(1979)
begins
with
a
<Content>
tag,
to
define
the
start
of
the
script,
and
uses
the
<Paragraph
Type
=””>
to
identify
the
different
screenplay
elements
(e.g.
Transition,
Scene
Heading
and
Action
below)
and
to
drive
the
content
formatting.
(This
example
also
shows
an
error
in
the
Final
Draft
file
import
logic
as
the
caption
‘SOMETIME
IN
THE
FUTURE’
has
been
incorrectly
defined
as
a
transition
element
because
it
ended
in
a
colon,
which
the
import
business
rules
assume
is
a
signifier
of
a
transition.)
<Content>
<Paragraph
Type="Transition">
Other
options
gaining
some
attention
are
Kent
Tessman’s
Open
Screenplay
Format
(http://www.kenttessman.com/2012/02/open-‐screenplay-‐format,
accessed
28
August,
2012)
used
in
some
recently
released
screenwriting
applications
(like
Tessman’s
own
Fade
In)
and
John
August’s
Fountain
format
(http://www.fountain.io,
accessed
29
March,
2013).
These
file
formats
are
designed
for
use
by
any
screenwriting
application
and
therefore
less
tied
to
the
proprietary
internals
and
needs
of
specific
applications
like
Final
Draft
or
Story.
Production-‐related
markup
of
the
screenplay
text
(e.g.
for
props
or
sounds)
is
directed
at
a
specific
set
of
script
stakeholders,
namely
the
various
production
managers.
It
is
not
intended
to
help
the
screenwriter
create
a
higher
quality,
more
saleable
script.
Markup
to
help
the
writer
improve
their
script
is
lacking
in
almost
all
screenwriting
software.
For
example,
character
names
are
an
important
piece
of
metadata
in
a
script.
They
are
linked
to
sections
of
dialog,
and
may
also
be
mentioned
both
in
the
dialog
of
others
and
in
scene
action
descriptions.
But
to
get
any
analytical
value
from
character-‐related
data/metadata
in
the
script
means
that
it
must
<character>RICK</character>
<dialog>I stick my neck out for nobody</dialog>
Alternatively,
if
these
dialog
and
action
snippets
are
stored
separately
as
rows
in
a
database
table
then
the
database
row
itself
can
be
linked
relationally
to
the
character
‘Rick’
(itself
a
row
in
another
table)
so
we
know
it
was
‘character’
Rick
who
spoke
or
‘character’
Rick
who
was
in
the
action.
Either
way,
once
Rick
and
the
other
characters
in
the
script
have
been
identified,
it
is
realistic
to
expect
a
program
capable
of
reading
both
the
screenplay
data
and
metadata
to
determine
the
following:
As
a
minimum,
knowing
what
dialog
Rick
speaks
enables
dialog
analysis
to
produce
some
kind
of
linguistic
fingerprint
for
Rick;
knowing
which
characters
Rick
speaks
to
and
is
spoken
of
by,
clarifies
the
relationship
network
that
Rick
participates
in
and
knowing
which
scenes
Rick
plays
a
role
in
or
which
action
he
is
involved
in
helps
to
establish
both
his
narrative
“throughline”
and
character
“arc”
in
the
screenplay.
Now
imagine
that
Rick
is
identified
not
just
as
a
character
but
that
his
character
is
also
separately
described
by
further,
enhancing
metadata
The
XML/XBRL
concept
of
‘elements’
(that
define
the
tags
used
to
identify
data/metadata
in
content)
can
easily
be
applied
to
screenplays
as
a
means
of
understanding
how
screenplay
content
could
be
datafied.
Final
Draft
uses
the
term
‘elements’
to
define
the
list
of
formatting
options
for
the
screenplay’s
text
including:
General,
Scene
Heading,
Action,
Character,
Parenthetical,
Dialogue,
Transition,
Shot
and
Cast
List.
You
type
in
the
text
and
pre-‐
or
post-‐apply
the
element
‘tag’
to
format
the
text
appropriately.
For
analysis
purposes,
it’s
also
useful
for
the
content
of
a
screenplay
to
be
viewed
as
consisting
of
an
assembly
of
individual,
but
related,
textual
elements.
In
How
to
Be
Your
Own
Script
Doctor
Kenning
(2006:6)
states
that:
Analyzing
a
screenplay
is
an
intricate
process
that
is
the
same
for
any
document
–
it
entails
breaking
apart
the
individual
elements
and
relationally
subjecting
those
elements
to
each
other
and
to
the
whole.
Although
she
refers
mainly
to
higher-‐level
(or
lower
granularity)
elements
than
I
discuss
below,
it
is
important
to
recognize
that
a
screenplay
can
be
approached
as
a
construction
of
a
series
of
inter-‐related
elements.
These
terms
are
often
used
to
start
and
end
a
screenplay,
and
if
included
they
act
as
markers
as
to
the
extent
of
the
script
content.
A
screenplay
file
may
also
include
a
title
page
and
possibly
other
front
matter
content
relating
to
what
might
be
seen
while
initial
the
movie
credits
are
showing,
but
the
first
FADE
IN
usually
indicates
where
the
actual
screenplay
content
starts.
Similarly,
FADE
OUT
or
END
would
indicate
where
the
screenplay
ends.
If
these
extent
terms
are
missing,
then
it
can
be
assumed
that
the
screenplay
starts
when
the
first
identifiable
scene
heading
occurs
and
ends
when
the
last
identifiable
scene
finishes.
The Scene
The
primary
building
block
of
a
screenplay
is
the
scene,
which
usually
combines
both
dialog
and
action
taking
place
at
a
specific
internal
or
external
location
during
a
specific
time
period
at
a
specific
time
of
day.
Scenes
may
be
intentionally
grouped
into
contiguous
dramatic
units
(sequences)
or
into
not
necessarily-‐contiguous
dramatic
units
(storylines)
and
may
be
also
be
deliberately
written
to
facilitate
the
decomposition
of
the
scene
content
into
individual
“shot-‐lists”
for
use
during
production.
Scenes have an identifiable beginning in the script content. Conventionally,
A
screenplay
consists
of
a
series
of
scenes
that
may
or
may
not
be
in
chronological
order
in
story
terms.
Each
scene
has
a
heading,
for
example
INT.
RICK’S
PLACE
-‐
NIGHT,
which
consists
of
at
least
three
sub-‐elements:
1. INT.
or
EXT.
-‐
indicating
whether
the
scene
will
be
shot
internally
(e.g.
in
a
room)
or
externally
(e.g.
on
a
street).
2. LOCATION
-‐
a
brief
description
of
where
the
scene
takes
place
(e.g.
which
room
in
a
house
or
a
physical
place).
3. DAY
or
NIGHT
–
a
time
of
day
indicating
whether
the
scene
takes
place
sometime
during
the
day
or
sometime
during
the
night.
Occasionally
a
scene
heading
may
be
extended
to
contain
extra
information
such
as
the
nature
of
the
scene
and/or
a
specific
time
of
day,
the
season,
present/past/future
setting
-‐
for
example:
EXT.
THE
AFRICAN
SAVANNAH
-‐
DAY
–
PREHISTORIC
TIMES
(DAWN).
It
may
also
be
followed
by
a
caption
that
establishes
some
exact
criteria
for
the
scene
location
and
time
that
adds
essential
contextual
information
for
the
scene
e.g.
The
White
House
–
The
Morning
of
9/11.
Action/Scene Description
A
scene
usually
comprises
both
action
(or
scene
directions)
and
dialog
(or
spoken
parts)
but
could
comprise
only
one
or
the
other.
An
action-‐only
scene
is
quite
common.
However,
a
dialog
scene
without
any
action
is
unlikely,
since
some
kind
of
scene
description
is
usually
essential
to
Action
descriptions
may
or
may
not
involve
naming
any
of
the
characters
speaking
or
being
spoken
to
in
the
scene
but
will
include
the
mention
of
props,
special
effects
(SFX),
specific
sounds
and
other
production-‐related
items.
These
character
names
and
items
may
be
capitalized
in
the
script
as
this
used
to
be
a
way
of
highlighting
them
within
the
textual
content
of
a
printed
document
for
production
planning
purposes.
Today,
if
scripts
are
viewed
online,
there
is
less
need
to
capitalize
since
these
keywords
can
be
color-‐coded
based
on
user-‐defined
tagging.
If
there
is
dialog
in
the
scene,
it
is
spoken
by
a
character
(even
if
that
character
is
invisible
to
the
camera
e.g.
a
narrator
providing
a
voiceover),
for
example:
ILSA
Play it, Sam.
The
character
would
usually
speak
"on
camera"
(i.e.
within
the
frame
of
the
shot)
but
may
speak
off-‐camera
(O.C.),
off-‐screen
(O.S.)
or
as
a
voice-‐over
(V.O.).
Using
a
parenthetical,
the
screenwriter
may
also
provide
a
specific
suggestion
to
the
actor
in
relation
to
the
dialog
that
follows,
for
example:
RICK
(indifferently)
If I gave you any thought, I probably would.
The
first
time
a
significant
character
is
mentioned
in
the
script,
their
name
is
capitalized
–
traditionally
an
indication
to
the
actor
of
when
their
part
“starts”
in
the
script.
Again,
today,
this
convention
is
hardly
necessary
as
it
easy
to
find
the
first
mention
of
a
character
in
an
online
script
through
a
search
function.
A
transition
(e.g.
CUT
TO:
or
DISSOLVE
TO:)
moves
the
focus
of
the
audience’s
attention
to
create
a
specific
effect
within
the
visual
flow
of
the
movie’s
narrative.
A
transition
can
occur
either
within
a
scene,
say
to
cut
to
and
from
different
locations
to
set
the
context
for
a
telephone
conversation,
or
at
the
end
of
a
scene
to
move
to
the
next
scene
in
a
specific
visual
way.
Transitions
affect
both
the
look
and
feel
and
the
pacing
of
a
movie.
However
it
should
be
noted
that
transitions
written
into
the
script
by
the
screenwriter
may
be
ignored
altogether
in
production
and
in
any
case
have
much
less
impact
on
the
final
product
than
the
shot-‐by-‐shot
transitions
decided
upon
by
the
movie’s
camera
director
during
production
or
the
editor,
post-‐
production.
Other Elements
Where
dialog
is
broken
up
by
action
or
a
page-‐break,
the
terms
MORE
or
CONT’D
may
be
inserted
to
indicate
a
break
in
the
flow
of
the
dialog
content
across
printed
pages.
The
screenplay
may
also
include
specific
camera
directions
such
as
ANGLE
ON
(i.e.
shot
angle)
or
CLOSE
UP
(i.e.
shot
framing),
although
this
is
less
common
today
than
it
used
to
be.
And
although
more
common
in
TV
scripts,
a
storyline
identifier
is
also
another
way
of
grouping
scenes,
In
this
case,
scenes
that
belong
to
a
specific
narrative
thread
in
the
screenplay.
Screenplay Text
Arguably,
the
lowest
level
of
meaningful
granularity
in
a
screenplay
is
the
individual
word
(contained
in
action
description
or
dialog),
but
the
lowest
level
of
element
granularity
is
the
blocks
of
dialog
or
action
description
in
the
screenplay.
This
is
the
true
‘text’
of
the
screenplay.
This
text
is
analogous
to
what
Florian
Korsakow’s
Korsakow
system
(see
http://korsakow.org)
calls
the
‘smallest
narrative
unit’
(SNU)
-‐
although
he
uses
it
to
refer
to
short
video
clips
that
can
be
combined
in
his
‘dynamic
storytelling’
system
to
create
new
storylines.
The
text
comprises
individual
words
and
the
syntactic
units
e.g.
sentences
that
organize
the
words
into
units
of
meaning,
both
of
which
are
potential
subjects
for
textual
analysis.
Analysis
of
words
and
word
frequency
may
an
indicator
of
a
number
of
‘traits’
of
the
script
as
a
whole:
time
period,
location,
mood,
theme
etc.
Sentence
structure
and
words
grouped
into
terms
may
also
be
indicative
of
time
period,
milieu,
culture,
pace
etc.
Either
or
both
can
be
used
to
determine
role
or
scene
characteristics
such
as
positive
or
negative
sentiment,
profane
or
sexual
content,
or
assist
with
opportunities
for
product
placement.
The
text
can
be
searched
for
keywords
and
event
notifiers
such
as
discourse
markers
to
identify
events
within
a
text
that
may
then
indicate
something
else,
such
as
some
kind
of
‘change’
in
the
narrative
that
is
preceded
by
the
event
marker.
Other
than
as
elements,
a
screenplay
can
be
decomposed
in
a
number
of
ways,
including
as
a
hierarchy,
a
set
of
entities,
parts
of
speech,
and
a
series
Hierarchy Decomposition
Acts
Sequences
Scenes
Action(s)
Transition
Character(s)
Parenthetical
Dialog
Transition
Transition
This
hierarchy
provides
a
built-‐in
"tree"
structure
for
navigating
the
script
content
and
to
allow
content
viewers
to
easily
“jump-‐to”
specific
content
locations
in
the
script
to
read
or
edit
the
textual
content.
As
noted
above,
XML
supports
the
“nesting”
of
tags
within
tags
and
so
XML
is
very
suitable
for
representing
this
kind
of
built-‐in
tree.
Most
screenwriting
software
already
provides
rudimentary
hierarchy
navigation,
if
only
in
the
form
of
a
list
of
scenes
that
lets
a
user
click
the
scene
name
in
the
list
to
view/edit
the
full
scene
content.
However,
a
screenplay
does
not
just
have
one
hierarchy
as
it
depends
on
the
point-‐of-‐view,
which
in
turn
sets
a
‘start
point’
for
the
hierarchy.
In
the
Entity Decomposition
Scripts
may
also
be
viewed
as
a
collection
of
"entities"
–
an
entity
being
an
attribute
with
meaning.
A
‘character’
is
an
entity
since
it
has
a
specific
meaning
in
terms
of
its
role
in
the
script
narrative.
A
‘location’
is
an
entity
since
it
has
a
specific
meaning
in
terms
of
where
the
narrative
takes
place.
An
entity
may
be
an
example
of
a
specific
implementation
or
“instance”
of
a
certain
higher-‐level
entity
“class”:
For
example,
characters
and
scene
locations
as
examples
of
screenplay
entities
reflecting
screenplay-‐specific
implementations
of
the
general
entity
classes
of
"people"
and
"places".
Blocks
of
action
can
also
be
considered
as
screenplay
specific
entities
representative
of
a
general
entity
class
of
"events".
A
block
of
action
may
be
further
decomposed
into
other
sub-‐entities
such
as
place
names,
prop
names,
sounds,
special
effects
(SFX)
and
so
on.
Transitions
are
also
entities,
each
transition
being
a
specific
implementation
of
the
“visual
transition”
class.
Chatman
(1980:26)
produced
a
form
of
entity-‐class
view
of
narrative
that
is
relevant
here,
and
divided
it
into
two
main
branches:
Story
(Content)
and
Discourse
(Expression).
For
our
purposes,
the
branch
“Story”
leads
to
the
important
sub-‐class
branches
of
Events
(action
and
happenings)
and
Existents
(characters
and
settings
cf.
characters
and
locations
above).
Linguistic Decomposition
As
Chatman
indicates,
a
block
of
action
or
dialog
in
a
screenplay
also
represents
a
form
of
expression
of
a
specific
kind
of
Discourse
entity.
Here
the
form
may
be
further
decomposed
linguistically,
for
example
into
parts
of
speech
(e.g.
verbs
and
adverbs,
nouns
and
adjectives)
and
significant
keywords,
such
as
any
character
names
involved
in
the
action.
In
the
case
of
dialog,
linguistic
decomposition
may
be
used
in
order
to
determine
some
kind
of
tonal
fingerprint
(e.g.
emotional
level
or
the
use
of
sexual/profane
language)
for
the
content
analyzed.
The
parenthetical
and
voiceover/off-‐
camera
indicators
may
indicate
vocal
loudness,
auditory
focus
or
a
character's
"distance"
from
the
scene
as
we
see
it
(e.g.
a
voiceover
may
imply
that
the
character
is
"looking
back"
over
events
that
have
already
happened).
Repetitive
use
of
certain
keywords
in
the
dialog
or
action
throughout
the
script
–
for
example
the
use
of
the
word
‘family’
in
the
Godfather
(1972)
script
–
may
be
indicative
of
a
core
theme
in
the
screenplay
(see
Scriptcloud
prototype
in
‘Road
to
Scenepad’
below).
But
this
kind
of
entity
decomposition
is
based
on
the
obvious
"surface"
content
of
the
screenplay,
namely
the
words
themselves
and
their
structural
organization
in
a
screenplay
format.
Another
kind
of
decomposition
seeks
to
understand
what
might
be
termed
the
underlying
"strata"
of
the
screenplay
that
may
or
may
not
be
explicitly
found
or
visible
in
the
textual
surface.
Uncovering
these
logical
relations
to
reveal
the
“deep
structure”
is
the
challenge
here.
Metaphorically,
the
words
and
sentences
represent
the
visible
landscape,
whereas
the
strata
represent
the
invisible
geological
layers
below.
These
strata
could
take
the
form
of:
• Timelines
• Journeys
• Arcs of change (i.e. changes in emotional or psychological states)
• Seasonal Variations
• Narrative conventions
• Pacing
Unlike
say
screenplay
structure,
which
represents
a
‘fixed’
overlay
of
the
content,
these
strata
are
more
fluid
and
more
likely
to
be
impacted
by
even
small
changes
to
the
script
content.
There
may
also
be
certain
strata
patterns
that
are
particularly
relevant
to
the
conventions
of
specific
movie
genres
such
as
those
relating
to
death
and
violence
in
horror
movies
or
sex
and
love
in
romantic
comedies.
Strata
analysis
and
visualization
is
likely
to
demand
relatively
sophisticated
algorithms
to
detect,
decode
and
display
the
strata
visually
to
the
writer
after
taking
the
script’s
proposed
genre
into
account.
According
to
Tauberer
in
What
is
RDF
(2006:1),
‘Resource
Description
Framework
(RDF)
is
the
W3C
standard
for
encoding
knowledge’
and
a
key
part
of
the
future
semantic
web,
which
he
terms
‘a
decentralized
platform
for
distributed
knowledge’.
RDF
is
a
method
of
decomposing
knowledge
into
individual
facts,
expressed
as
a
Subject-‐Predicate-‐Object
combination
termed
a
“triple”.
Among
other
things,
these
facts
can
also
be
associated
with
a
Uniform
Resource
Identifier
(URI)
i.e.
a
web
link
and
with
text
value
attributes
(literal
values).
For
example,
a
URI
could
be
a
web
URL
that
locates
the
triple
on
a
specific
web
page
and
a
literal
value
could
be
a
descriptor
that
tells
us
something
more
about
the
triple,
e.g.
to
add
specific
context
or
additional
content
to
the
triple.
It
is
quite
practical
to
decompose
a
screenplay
into
a
large
number
of
triples
that
would
summarize
a
number
of
facts
about
the
script,
for
example:
<action>requires<special
effect>
<action>involves<propname>
<dialog>is<narrated>
<dialog>is
spoken
in<language>
It’s
difficult
to
discuss
screenplays
as
data
without
some
reference
to
the
data
buzzword
‘du
jour’,
namely
‘big
data’.
On
its
own,
a
screenplay
hardly
qualifies
as
‘big
data’
–
the
term
usually
used
to
refer
to
the
high-‐volume
and
high-‐velocity
datasets
that
governments,
retailers
and
banks
routinely
deal
with
for
example.
And
a
single
screenplay
does
not
represent
anywhere
near
the
kind
of
data
variety,
velocity
and
volume
that
big
data
algorithms
are
designed
to
thrive
on
–
for
example
to
discover
data
patterns.
Big
data
is
generally
created
by
large
numbers
of
people
or
devices
‘transacting’
with
data
collection
systems
on
a
regular
basis.
In
this
sense,
the
big
data
is
created
by
‘pushing’
data
into
a
data
collection
system.
For
example
when
each
bar
coded
product
that
you
buy
at
a
supermarket
is
logged
into
a
centralized
point-‐of-‐sale
system
so
the
data
can
(among
other
Big
data
can
also
be
collected
by
crowdsourcing
data
posted
by
users
to
online
data
streams.
In
this
sense
the
big
data
is
created
by
‘pulling’
data
into
a
data
analysis
system.
For
example
when
Twitter
Tweets
or
Facebook
Likes
are
used
to
perform
sentiment
analysis
to
look
for
trends
that
may
indicate
increasing
or
reducing
interest
in
an
event,
person
or
product.
Compared
to
these
‘push’
and
‘pull’
examples,
an
individual
screenplay
represents
merely
a
tiny
sample
of
a
bigger
data
picture,
like
a
pixel
in
a
digital
photo,
that
could
be
represented
by
a
corpus
of
screenplays
representative
of
a
genre,
a
director’s
body
of
work
over
a
long
career
or
all
scripts
from
a
movie-‐making
decade
for
example.
That’s
why
the
initial
interest
in
applying
‘big
data’
techniques
to
the
world
of
movie
making
has
not
focused
on
individual
screenplay
content
analysis
to
improve
script
quality
but
in
activities
like
trying
to
predict
the
best
films
to
acquire
for
optimum
online
rentals
or
which
movies
could
become
box-‐office
blockbusters
or
potential
Oscar
winners.
The
New
York
Times
reported
in
Giving
Viewers
What
They
Want
(David
Carr
–
24
February
2013)
that
online
movie
rental
giant
Netflix
analyzes
big
data
sourced
from
their
customer
activity
to
refine
their
ability
to
decide
which
shows
to
license
for
rental.
This
big
data
includes
some
30
million
movie
‘plays’
per
day,
over
4
million
subscriber
ratings,
3
million
searches
plus
other
data
relating
to
when
subscribers
watch
shows
and
how
they
pause,
rewind
and
forward
shows.
The
New
York
Times
also
reported
on
the
commercial
script
analysis
activities
of
the
Worldwide
Motion
Pictures
Group
in
Solving
Equation
of
a
Hit
Film
Script,
With
Data
(Brook
Barnes
–
5
May
2013).
Screenplay
analysis
of
specific
scripts,
combined
with
other
data
from
focus
groups
and
online
surveys
is
supposed
to
help
studios
that
are
‘looking
for
clues
to
box
office
Dr.
Peter
Gloor
at
the
Center
for
Collective
Intelligence
at
MIT’s
Sloan
School
of
Management
accurately
predicted
the
2007
Best
Motion
Picture
of
the
Year
Academy
Award
for
The
Departed
(2006)
by
tracking:
…a
year’s
worth
of
Oscar
conversation
on
IMDB,
use
regression
analysis
on
its
word
counts,
and
plug
that
into
a
custom-‐designed
index
to
predict
Oscar
nominees
and
winners.
(see
http://www.vanityfair.com/online/oscars/2013/02/mathematical-‐
formula-‐oscar-‐winners-‐imdb,
accessed
08
March
2012).
Prediction
markets
like
Intrade.com
(suspended
when
accessed
on
29
March
2013)
and
farsiteforecast.com
are
among
a
number
of
websites
that
have
also
engaged
in
Oscar
predictions
by
tapping
into
‘the
wisdom
of
crowds’
via
social
networking
sites.
Effective
crowdsourcing
of
big
data
in
this
way
not
only
depends
on
a
lot
of
data
being
generated
by
and
publicly
available
from,
the
crowd,
but
also
on
the
quality
of
the
crowd
generating
the
data,
as
farsiteforecast.com
point
out,
Essential
to
analyzing
the
success
and
value
of
crowd
sourcing
is
a
firm
grasp
of
one
thing
–
the
crowd.
The
question
is
–
who
comprises
the
crowd
(see
http://www.farsiteforecast.com/vanity-‐fair-‐polls-‐and-‐parties/,
accessed
18
March
2013)
But
Oscar
predictions
like
this
using
social
networking
buzz
to
predict
success
are
not
based
on
analyzing
screenplay
content
(predictive
analysis
of
screenplay
content
is
discussed
below)
however
big
data
techniques
are
being
used
as
a
means
of
comparing
individual
screenplay
content
to
relevant
big
data
content
as
discussed
in
‘dialog
analysis’
below.
Once
you
have
datafied
a
screenplay
it
becomes
practical
and
perhaps
useful
to
permit
interaction
with
that
data
by
applications
other
than
the
‘authoring’
application
(i.e.
the
‘authoring’
screenwriting
tool).
This
is
achieved
by
using
an
application
programming
interface
or
API
designed
to
allow
other
applications
to
read
data
from
the
screenplay
or
write
data
to
the
screenplay.
A
key
reason
why
certain
social
networking
sites
like
Facebook
and
Twitter
and
many
other
Web
2.0
sites
generally
have
grown
so
rapidly
and
managed
to
build
an
application
ecosystem
around
what
may
be
a
very
simple
concept
(e.g.
posting
a
140
character
Tweet)
is
by
providing
an
Application
The
basis
of
any
API
can
be
summarized
in
two
words
‘GET’
and
‘PUT’.
A
GET
retrieves
data
from
an
application
and
a
PUT
posts
data
to
an
application.
So
a
GET
could
retrieve
all
Tweets
posted
to
a
user’s
account
subject
to
specific
criteria
and
a
PUT
could
post
a
Tweet
to
that
account
from
a
different
application
than
Twitter.
Obviously
APIs
restrict
what
data
can
be
retrieved
from
an
application
and
what
data
can
be
posted
to
it
but
essentially
they
open
up
applications
to
the
outside
world
through
what
is
designed
to
be
a
well-‐defined
and
secure
interface.
A
screenplay
could
function
as
the
‘object’
of
an
API
for
example
to
get
data
from
the
screenplay
text
or
to
post
data
to
it.
But
this
is
only
realistic
if
the
screenplay
is
datafied
e.g.
stored
in
an
XML
file
or
a
database.
If
a
corpus
of
screenplays
were
stored
in
an
online
archive
in
a
standardized
data
format
with
an
API
this
might
make
various
kinds
of
analysis
by
different
communities
of
interest-‐
genre
analysis,
‘potential
blockbuster’
predictive
analysis
and
sentiment
analysis,
not
to
mention
general
academic
research
–
much
easier
to
do.
A
screenplay
API
might
assist
when
writing
is
being
done
collaboratively
with
a
partner
or
group
or
as
a
way
for
production
managers
to
interact
with
a
script
during
production
of
the
movie.
Access
to
an
API
is
also
a
way
to
facilitate
interaction
with
a
screenplay
as
a
data
‘source/target’
from
devices
like
mobile
phones,
where
perhaps
using
the
main
screenwriting
application
does
not
make
sense.
So
if
you
want
to
post
content
to
the
screenplay,
captured
on
the
device
(e.g.
a
photo
taken
on
location
or
an
idea
or
note
scribbled
on
the
spur
of
the
moment)
then
an
API
would
help
to
enable
you
to
post
this
data
from
your
phone
app
to
the
screenplay
data
repository.
Online
social
networks
Facebook
and
Twitter
have
popularized
the
concept
of
data-‐walls
used
to
display
data-‐streams.
Users
‘poke’
data
onto
their
personal
Facebook
wall,
which
may
then
be
pushed
on
to
the
walls
of
their
friends.
Users
‘tweet’
data
into
their
personal
Twitter
stream,
which
may
then
be
‘retweeted’
into
the
streams
of
their
followers.
And
there
is
no
reason
why
a
screenplay
cannot
be
viewed
in
the
same
way
both
in
terms
of
its
core
content
and
enrichment
content.
Here,
for
example,
core
content
such
as
scenes
and
dialog/action
data
could
be
viewed
as
being
‘poked’
onto
the
screenplay
as
data
wall.
And
enrichment
content
such
as
comments
about
a
scene
could
be
viewed
as
being
‘tweeted’
to
the
scenes
data
stream.
Online
social
applications
also
tend
to
make
user
activity
more
transparent,
by
displaying
all
user
interaction
in
near
real-‐time
in
the
form
of
an
activity
stream,
and
again
this
is
equally
applicable
to
a
screenplay
in
order
to
make
more
transparent
and
track
the
contribution
made
to
the
dynamic
screenplay
artefact
by
all
the
stakeholders
in
the
community
of
interest
around
the
script.
Again,
the
datafication
of
the
screenplay
changes
the
way
that
an
individual
user
may
interface
with
the
screenplay.
The
prevailing
interface
paradigm
is
to
present
the
screenplay
through
the
interface
of
‘script’
–
the
vertical
scrolling
‘toilet
paper’
paradigm
of
blog
posts
and
comments
–
or
through
the
interface
of
scene
-‐
a
sheet
or
two
off
the
roll.
But
with
screenplay
as
data
there
is
no
longer
a
restriction
on
the
way
a
user
interfaces
with
a
screenplay.
• A
writer
may
want
to
interface
with
the
script
content
by
working
only
with
scenes
that
have
a
status
of
‘draft’
versus
‘final’;
or
with
scenes
that
are
specifically
shared
with
her
by
a
partner;
or
with
scenes
that
have
recently
attracted
the
most
comments
from
others
with
access
to
the
script.
• An
actor
may
want
to
interface
with
the
script
by
working
only
with
scenes
that
she
is
in
and
then
maybe
toggling
the
scene
content
so
that
only
her
dialog
is
shown;
or
viewing
all
her
dialog
only
across
the
whole
script.
This
is
much
easier
to
do
if
the
screenplay
content
is
stored
as
data.
Suddenly
the
traditional
whole-‐script
or
even
scene-‐based
content
‘straight-‐
jacket’
can
be
discarded
and
users
allowed
to
interact
with
the
screenplay
content
through
an
interface
that
reflects
their
role
or
what
it
is
they
actually
want
to
use
the
content
for.
The
screenplay
as
data
enables
the
user
to
choose
or
personalize
their
interface
with
the
content.
Summary
It
is
clear
that
if
we
consider
screenplays
as
data-‐centric
rather
than
document
centric
artefacts
that
comprise
both
data
and
metadata,
we
get
a
different
perspective
of
screenplay
content
and
how
it
can
be
organized
and
analyzed.
Plain
text
or
and
other
unstructured
data
storage
formats
do
not
provide
the
same
rich
potential
for
analysis
as
screenplays
stored
in
tabulated
(SQL
database),
documented
(document
database)
or
tagged
(XML)
structured
data
storage
formats.
Datafied
screenplays
are
an
essential
foundation
for
‘what
happens
next’.
Screenplays
stored
as
data
are
also
essential
to
enable
the
application
of
big
data
techniques
to
analyze
a
corpus
of
screenplays
and
to
‘open
up’
screenplays
so
that
a
range
of
different
applications
can
interact
with
the
content
via
a
screenplay
API.
Although
there
is
not
yet
a
standard
screenplay
Stewart
McKie
-‐
96
-‐
As
of
15/08/2014
format
used
by
all
screenplay
applications,
as
say
XBRL
is
used
for
mandatory
corporate
reporting
in
many
countries,
the
Final
Draft
.fdx
format
is
a
proto-‐standard
that
could
be
adopted
industry
wide
by
screenwriting
applications
in
the
future.
In
chapter
2,
I
discuss
how
screenplay
as
data
provides
the
foundation
for
screenplay
analytics
–
the
analysis
and
visualization
of
screenplay
content
-‐
helping
readers
to
better
understand
a
script
based
on
the
evidence
of
the
data
and
helping
writers
to
ask
questions
of
their
script
by
surfacing
both
‘knowns’
and
‘unknowns’
from
the
evidence
of
the
screenplay
data.
Many
screenwriting
applications
do
not
focus
much
or
any
attention
on
content
analytics,
thus
depriving
the
screenwriter
of
potentially
valuable
tools
for
asking
more
questions
of
their
script
in
order
to
improve
its
quality
and/or
commercial
potential.
In
the
domain
of
theatre,
academic
linguistic
analysis
of
the
works
of
Shakespeare
–
both
as
individual
works
and
as
a
corpus
–
extends
back
at
least
to
Caroline
Spurgeon’s
1935
work,
Shakespeare’s
Imagery
and
What
it
Tells
Us
and
includes
studies
by
Mahood
(1957),
Carroll
(1967),
Elam
(1984)
et
al.
as
well
as
Shakespearian
dictionaries
from
Schmidt
(1902)
to
Crystal
(2002)
and
concordances
from
Beckett
(1787)
to
Spevack
(1968-‐70).
However
these
linguistic
analyses
have
focused
on
the
use
of
language,
the
constituent
words
and
the
identification
of
thematic
patterns
within
a
very
specific
content
domain
–
that
of
the
works
of
Shakespeare
-‐
rather
than
on
the
development
of
analytical
models
and
visualizations
that
can
be
applied
to
these
and
other
non-‐theatrical
dramatic
works
like
screenplays
with
equal
utility.
That
the
process
of
script
rewriting,
rather
than
script
writing,
is
so
poorly
supported
in
the
current
generation
of
screenwriting
applications
is
surprising
because
it
is
well
established
that
screenwriting
is
a
process
and
that
screenplays
typically
go
through
any
number
of
rewrites
during
development
and
while
they
are
being
shot
in
production.
According
to
Leily
Kleinbard
in
The
Atlantic
(Nov.
21,
2012),
David
Magee,
the
screenwriter
of
Ang
Lee’s
Life
of
Pi
(2012),
originally
considered
Yann
Martel’s
book
‘unfilmable’,
which
may
be
why
adapting
the
book
into
a
screenplay
took
‘170
Script
Revisions’.
Perhaps
some
kind
of
screenplay
content
analytics
could
have
cut
the
number
of
revisions
needed
and
therefore
reduced
the
script
development
cost?
Screenplay
analytics
is
likely
to
be
of
most
benefit
not
just
to
writers
but
also
to
readers
of
scripts,
particularly
the
story
analysts,
story
editors
and
‘polishers’
employed
by
studios
or
production
companies
to
evaluate
or
improve
the
‘quality’
of
a
script.
This
is
because
analytics
is
a
way
to
learn
more
about
a
script
prior
to
reading
it
or
to
confirm
or
deny
intuitive
conclusions
based
on
the
evidence
of
the
data
after
it
is
read.
According
to
Garfinkel
in
Screenplay
Story
Analysis
(2007:xv),
for
an
experienced
screenplay
reader/analyst,
‘it
takes
an
individual
about
one
However,
it
would
take
several
more
hours,
even
for
a
professional
script
reader,
to
gain
a
reasonable
understanding
and
appreciation
of
the
quality
of
the
script
and
to
evaluate
the
commercial
or
artistic
potential
of
the
screenplay.
This
is
precious
time
for
production
company
executives
and
studio
script
readers
who
apparently
have
a
never-‐ending
“slush-‐pile”
of
speculative
scripts
scheduled
for
reading
and
appraisal
or
that
are
submitted
online
to
various
script
’harvesting’
web
sites
that
have
sprung
up
to
encourage
and
manage
this
stream
of
‘user
generated’
content.
The
lack
of
attention
paid
to
screenplay
content
analytics
(as
opposed
to
say
movie
analysis
and
Oscar
predictions)
by
both
theorists
and
practitioners
is
also
surprising
because
analysis
and
visualization
of
the
dramatic
form
is
not
a
new
concept.
Aristotle’s
Poetics
is
widely
regarded
as
the
earliest
work
addressing
aspects
of
the
analysis
of
drama
and
this
work
even
includes
a
reference
to
visualization
(1995:27),
as
Aristotle
recommends
that,
“When
constructing
plots
and
working
them
out
complete
with
their
linguistic
expression,
one
should
as
far
as
possible
visualize
what
is
happening.
By
envisaging
things
very
vividly
in
this
way,
as
if
one
were
actually
present
at
the
events
themselves,
one
can
find
out
what
is
appropriate
and
inconsistencies
are
least
likely
to
be
overlooked.”
(my
emphasis).
Things
have
changed
a
lot
since
Freytag’s
day,
especially
in
the
last
few
decades,
as
software
has
emerged
that
can
automate
many
content
analysis
and
visualization
tasks
(although
we
should
be
clear
that
you
cannot
find
a
screenwriting
tool
than
can
generate
a
Freytag’s
pyramid
for
you).
For
example,
software
can
generate
visualizations
from
the
content
of
specific
Shakespeare
plays,
such
as
the
social
network
of
Hamlet
(see
figure
2.2
below
from
http://services.alphaworks.ibm.com/manyeyes/view/SJjqGFsOtha6ymEZW
ajPF2,
accessed
23
September,
2008),
and
to
provide
a
completely
new
interface
for
viewing
and
interacting
with
the
text
of
a
dramatic
work,
as
exemplified
by
Watching
the
Script
(see
http://digitalplaybook.humviz.org,
accessed
23
September
2008)
–
a
content
navigation
interface
shown
in
figure
2.3
below.
The
software
used
for
both
of
these
examples
could
be
The
intention
of
this
questioning
process
is
primarily
to
help
the
writing
stakeholders
(i.e.
the
writer
and/or
co-‐writers)
in
particular
to
better
understand
where
to
focus
their
attention
in
order
to
raise
the
quality
of
their
screenplay
and
perhaps
increase
the
salability
or
competitiveness
of
their
script.
There
is
certainly
a
commercial
dimension
to
screenplay
evaluation
that
is
relevant
to
screenplay
analytics
and
visualization.
In
Writing
Drama
Lavandier
states
this
most
forcefully,
I
am
convinced
that
the
health
of
the
film
(and
television
drama)
industry
hinges
on
the
ability
of
all
those
involved
in
decision-‐making
to
read,
that
is
to
evaluate,
a
screenplay
correctly.
(my
emphasis).
(2004:
26)
Here
it
is
important
to
clarify
that
by
visualization,
we
are
primarily
concerned
with
visualizing
the
screenplay
content
(input)
rather
than
visualizing
the
possible
filmic
(output)
from
the
screenplay.
Arguably,
a
screenplay
is
itself
a
form
of
narrative
visualization
since
it
enforces
a
specific
presentation
‘form’
on
the
content.
Yet
the
screenplay
is
not
one
of
the
7
genres
of
narrative
visualization
proposed
by
Segel
and
Heer
(2010),
presumably
because
it
is
not
‘visual’
enough
compared
to
their
other
genre
selections,
despite
the
fact
that
even
the
traditional
paper-‐based
screenplay
format
is
itself
a
visualization
of
the
data
and
metadata
of
a
script,
albeit
a
simple
one.
Using
the
screenplay
as
a
data
source
to
visualize
an
animated
set
of
shots
is
known
as
“pre-‐visualization”
or
“pre-‐viz”.
Pre-‐visualization
describes
the
automatic
creation
of
a
visual
product
from
the
script
by
a
software
package,
prior
to
shooting
the
movie
with
a
camera.
A
pre-‐visualization
is
either
static
–
in
the
form
of
computer-‐generated
storyboard
of
static
images
-‐
or
animated
in
the
form
of
some
kind
of
computer-‐generated
animation
that
can
be
‘played’
on-‐screen.
Like
storyboarding,
the
primary
purpose
of
a
pre-‐
viz
is
also
to
help
the
director
and/or
the
production
managers
of
a
movie
to
imagine,
block
and
plan
the
shots
in
a
scene.
An
animated
pre-‐visualization
refers
to
the
use
of
animation
software
to
provide
some
kind
of
basic
‘moving
picture’
using
the
images
suggested
by
Cavazza,
Friedman,
Liu,
Ramirez
and
others
have
already
done
much
work
in
the
area
of
screenplay
pre-‐visualization
by
applying
Natural
Language
Processing
(NLP)
techniques
and
tools
to
screenplay
texts.
The
results
of
this
work
include
prototype
tools
such
as
WordsEye
(Coyne
and
Sproat),
ScriptViz
(Zhi-‐Qiang
Liu)
and
Scenemaker
(Hanser,
McKevitt,
Lunney
and
Condell),
designed
to
help
with
the
automated
conversion
of
screenplay
text
into
computer-‐generated
animations.
These
animations
typically
include
generating
3D
characters
and
modeling
their
expressions
and
actions
and
visualizing
background
scene
environments
for
the
characters
to
be
situated
in.
This
in
turn
depends
on
the
ability
to
identify
emotions
in
the
text,
as
expressed
by
the
both
the
dialog
and
action
of
the
characters,
to
significantly
enhance
the
basic
positive/negative
evaluation
delivered
by
sentiment
analysis
for
example.
This
has
been
the
focus
of
work
by
Strapparava
and
Mihalcea,
and
Aman
and
Szpakowicz
among
others.
Here
we
are
concerned
with
ways
of
analyzing
and
visualizing
the
textual
content
of
the
screenplay
primarily
for
the
benefit
of
the
screenwriter/reader,
rather
than
to
help
the
director
or
production
managers
imagine
and
plan
shots
or
scenes
in
pseudo-‐production
mode
to
create
a
“proto-‐movie”.
The
aim
is
to
deliver
a
level
of
qualitative
improvement
prior
to
investing
money
and
resources
into
any
kind
of
pre-‐
visualization,
such
as
storyboarding
or
animation,
both
of
which
may
be
Franzosi
(2010:4-‐5)
asks
the
question:
‘Words
are
beautiful:
Why
do
you
want
to
turn
them
into
numbers?’
He
answers
his
question
thus:
‘I
quantify
simply
because
I
have
far
too
much
information
to
deal
with
qualitatively’.
Nevertheless,
the
content
of
a
screenplay
must
be
–
and
is
-‐
of
interest
to
someone.
A
screenplay
is
part
of
a
commercial
value
chain
and,
until
it
is
realized
as
a
movie,
represents
latent
value
for
every
stakeholder
with
a
financial
interest
in
the
production
and
commercial
success
of
the
output
movie.
These
stakeholders
typically
include
the
producer,
director,
key
talent
and
the
writer(s).
The
writer
is
usually
the
initial
beneficiary
of
this
latent
value.
So
what
is
a
script
worth
to
a
writer?
The
Writer’s
Guild
of
America
(WGA)
is
certainly
the
largest
and
most
influential
body
in
the
world
that
represents
professional
screenwriters.
The
WGA
Schedule
of
Minimums
(2004),
effective
for
the
period
of
11/1/06-‐10/31/07,
requires
that
WGA
represented
writers
be
paid
between
$56,500
-‐
$106,070
for
an
original
screenplay
including
treatment.
In
reality,
many
“hot”
screenplays
are
bought
for
considerably
more
than
this
WGA
minimum.
Using
sources
such
as
Daily
Variety,
Hollywood
Reporter,
DoneDealPro.com
and
Trackingboard.com,
Scott
Myers
reported
scripts
selling
for
up
to
$2
million
on
his
blog
(http://www.gointothestory.com/2009/01/spec-‐script-‐sales-‐analysis-‐
2008-‐big.html
-‐
accessed
27
July
2009).
However,
very
few
spec
scripts
are
Not
only
are
screenplays
worth
considerable
sums
of
money
to
a
writer
in
upfront
fees,
there
may
be
significant
“back-‐end”
compensation
as
well,
if
the
writer’s
contract
includes
rewrite
fees
or
percentage
points
of
the
movie’s
eventual
gross
profit.
In
this
case
the
royalty
revenue
stream
from
the
“points”,
resulting
from
the
initial
release
revenues
and
other
residuals
from
DVD/cable/pay-‐TV
release
etc.,
may
well-‐outstrip
the
upfront
payment.
In
rough
terms,
the
initial
payment
may
equate
to
at
least
a
reasonable
year’s
salary
and
the
points
royalties
anything
up
to
moderate
personal
wealth.
A
screenplay
is
a
valuable
commodity
to
the
selling
screenwriter
but
can
cost
far
more
significant
sums
for
the
buyer
to
develop.
In
The
Hollywood
Economist,
Epstein
(2012:63)
reports
that
the
budget
line
for
‘Story
and
Rights’
for
Terminator
3:
Rise
of
the
Machines
(2003,
Jonathan
Mostow)
was
$19.6
million,
which
presumably
included
the
$5.2
million
he
claims
was
spent
developing
the
initial
script
(2012:
51).
Although
movie
budgets,
as
reported
by
studios,
are
notoriously
difficult
to
validate
and
verify.
A
screenplay
is
an
even
more
valuable
commodity
in
an
industry
that
makes
significant
financial
bet
on
every
screenplay
given
the
green-‐light
to
proceed
into
production.
We
can
get
some
idea
of
how
valuable
from
these
estimates
provided
by
the
Hollywood
tracking
website
The
Numbers
(http://www.the-‐
numbers.com
-‐
accessed
27
July
2009).
Until
Avatar
(2009,
James
Cameron),
the
highest
grossing
movie
ever
was
Titanic
(1997,
James
Cameron)
with
an
estimated
worldwide
gross
of
$1.849
billion
against
an
estimated
budget
of
$200
million.
The
highest
grossing
movie
of
2008
was
thought
to
be
The
Dark
Knight
(2008,
Christopher
Nolan)
with
an
estimated
worldwide
gross
of
$1
billion
against
an
estimated
Clearly
giving
the
green
light
to
produce
a
movie
from
a
screenplay
is
massively
risky
and
has
the
potential
to
return
either
stellar
profits
or
generate
losses
that
could
threaten
to
bankrupt
studios
or
make
them
a
takeover
target
(cf.
United
Artists
and
Michael
Cimino’s
Heaven’s
Gate
(1980)).
That’s
why
perhaps
the
only
well-‐established
branch
of
screenplay
analytics
is
focused
on
the
use
of
predictive
analytics
to
use
pre-‐defined
criteria
to
try
to
predict
a
box
office
hit
to
help
potential
screenplay
investors
to
minimize
their
risk.
The
idea
of
defining
rules
to
be
applied
to
screenplays
for
evaluating
the
quality
of
the
content
is
not
new.
One
of
the
first
sets
of
rules
published
specifically
to
guide
screenwriters
can
be
found
in
chapter
XI
of
the
Palmer
Plan
Handbook
(1919).
William
C.
DeMille’s
rules
comprise
ten
qualitative
rules
governing
‘Story
Requirements’
and
a
further
ten
qualitative
rules
to
avoid
screenplay
rejection.
A
few
decades
later,
Vale
(1944:282-‐287)
identified
142
‘of
the
most
common
mistakes
from
which
the
questions
necessary
for
analysis
can
easily
be
derived’.
Rules
can
be
found
in
many
screenplay
writing
manuals
such
as
Flinn’s
How
Not
to
Write
a
Screenplay:
101
Common
Mistakes
Most
Screenwriters
Make
and
frequently
popup
on
the
web,
for
example
the
“22
Rules”
proposed
by
Pixar
storyboard
artist
Emma
Coats
(see
http://slacktory.com/2012/07/pixar-‐story-‐rules-‐illustrated-‐by-‐
icanlegothat/
-‐
accessed
3
September
2012).
However,
it
should
be
noted
that
no
screenwriting
applications
today
actually
codify
and
apply
any
of
these
kinds
of
rules
as
a
means
to
evaluate
screenplay
quality.
Siegel
(2013:3)
makes
the
point
that
data
‘embodies
a
priceless
collection
of
experience
from
which
to
learn’
and
predictive
analytics
is
all
about
analyzing
data
to
make
predictions
based
primarily
on
discerning
patterns
in
the
evidential
data,
often
based
on
the
application
of
domain-‐specific
rules
to
test
the
data.
However,
according
to
The
Guardian
(July
13,
2007:3),
a
British
firm
called
Epagogix
says
it
has
‘designed
a
computer
programme
to
assess
a
proposed
movie’s
likelihood
of
success…’
and
‘claims
it
can
estimate
80%
of
projects’
likely
US
box
office
to
within
$10m
of
the
final
figure.’
Apparently
it
does
this
by
breaking
down
a
script
into
‘hundreds
of
constituent
elements…assigning
each
one
a
commercial
value.’
Over
time,
if
this
process
results
in
high
levels
of
predicative
success,
then
the
element
mix
and
value
assignments
will
be
further
optimized,
as
the
program
(or
its
designers)
learn
more
about
what
makes
a
movie
a
“surefire”
commercial
success.
However
the
target
market
for
the
Epagogix
commercial
valuation
service
is
not
the
screenwriter
but
the
studio
or
production
company.
The
sort
of
fees
that
studios
might
be
prepared
to
pay
for
this
kind
of
information
can
only
be
guessed
at.
In
The
New
York
Times
article
mentioned
above
relating
to
the
Epagogix
and
other
service
providers
–
such
as
Dave
Kelly
Entertainment,
which
claims
to
use
a
package
called
Gold
Light
to
perform
proprietary
analytics
on
screenplays
(See
http://www.davekellyentertainment.com/marketsolution.html
-‐
accessed
11
August
2007)
-‐
are
almost
certainly
leveraging
software
tools
and
techniques
known
collectively
as
“predictive
analytics”.
Eliashberg,
Hui
and
Zhang
(2006)
discuss
the
use
of
predictive
analytics
as
a
means
to
determine
a
movie’s
potential
success.
In
an
appendix
(2006:27),
the
authors
propose
22
questions
that
can
be
used
to
help
gauge
the
potential
success
of
a
movie
based
on
the
characteristics
of
the
script.
These
questions
are
interesting
in
the
context
of
this
thesis
so
they
are
reproduced
below
in
full:
1) Clear Premise (CLRPREM): The story has a clear premise that is important to
audiences.
3) Early Exposition (EAREXP): Information about characters comes very early in the
story.
5) Inter-Connected (INTCON): Each scene description advances the plot and is closely
connected to the central conflict.
7) Anticipation (ANTICI): Keep readers trying to anticipate what would happen next.
8) Flashback Avoidance (FLHAVOID): The story does not contain flashback sequences.
10) Clear Motivation (CLRMOT): The hero of the story has a clear outer motivation (what
he/she wants to achieve by the end of the movie).
11) Multi-dimensional Hero (MULDIM): Many dimensions of the hero are explored.
13) Sympathetic Hero (SYMHERO): Hero attracts your sympathy because he/she
exhibits courage AND belongs to one of the followings: -good/nice, funny, good at what
he does OR has power.
14) Logical Characters (LOGIC): Actions of main characters are logical considering their
characteristics. They sometimes hold surprises but are believable.
15) Character Growth (CHARGROW): Conflict is important enough to change the hero.
16) Important Conflict (IMP): The story has a very clear conflict, which involves high
emotional stakes
18) Conflict Build-up (BUILD): The hero faces a series of hurdles. Each successive hurdle
is greater and more provocative than the previous ones.
19) Conflict Lock-in (LOCKIN): The hero is locked into the conflict very early in the movie.
22) Surprise Ending (SURPEND): The ending carries surprise and is unexpected.
In
the
opinion
of
Eliashberg
et
al.
positive
answers
to
these
questions
are
likely
to
indicate
good
potential
for
commercial
success,
therefore
purchasers
of
screenplays
may
have
a
clear
interest
in
analyzing
screenplays
by
leveraging
this
methodology.
As
a
script
is
the
very
foundation
of
a
movie,
a
sophisticated
analysis
of
the
textual
information
and
hidden
story
structures
in
the
script
help
us
better
predict
box
office
revenues.”
(2010:3)
By
analyzing
the
genre/content,
words
and
semantics
of
a
script
and
using
them
as
predictors
in
a
Bayesian
Additive
Regression
Tree
for
Quasi-‐Linear
model
(BART-‐QL),
the
authors’
claim
that:
…our
model’s
capability
to
generate
predictive
distribution
of
the
box
office
revenue
not
only
allows
a
studio
to
assess
the
risk
associated
with
a
point
forecast,
but
also
opens
new
doors
for
a
studio
to
optimize
its
portfolio
choice
and
manage
its
risk
exposures.
-‐
a
model
one
can
imagine
that
every
production
studio
would
want
to
apply
before
investing
further
funds
in
script
development.
Sentiment Analytics
Other
than
predictive
analytics,
another
kind
of
analytics
that
could
be
applied
for
screenplay
analytics
is
sentiment
analysis.
Sentiment
analysis
is
used
to
deduce
positive,
neutral
and
negative
sentiment
from
a
body
of
text.
It
has
become
a
popular
way
to
indicate
the
sentiment
of
the
‘crowd’
–
for
example
to
determine
what
is
trending
on
Twitter
-‐
by
analyzing
data
streams
on
social
networks.
For
example,
it
has
been
used
to
analyze
sentiment
about
products
from
tweets
posted
to
Twitter
(see
Go,
Bhayani
and
Huang
at
Sentiment
analytics
can
be
applied
to
the
text
of
an
individual
screenplay,
rather
than
a
data
stream,
in
order
to
indicate
its
overall
‘positivity’
or
‘negativity’
at
the
script,
sequence/storyline
or
scene
levels.
It
can
be
used
for
a
number
of
purposes:
• To
identify
positive
or
negative
action
or
dialog
snippets
in
order
to
help
the
writer
to
increase/decrease
this
positivity/negativity
in
the
script
• To confirm, from the data, a tough start to a script or a happy ending.
Of
course
it
could
also
be
used
to
determine
the
sentiment
‘heartbeat’
characteristic
of
a
corpus
of
screenplays
within
a
genre
in
order
to
understand
if
a
specific
screenplay
conforms
to
or
subverts
genre
sentiment
conventions.
The
positive/negative
aspect
of
sentiment
analysis
is
reflected
in
some
‘story
chart’
visualizations
from
James
Dai
and
Robert
McKee.
In
both
cases,
the
visualizations
are
based
on
multiple
plotlines
within
the
screenplay
and
both
also
highlight
structural
plot
points.
The
circles
represent
the
key
turning
points
in
those
plotlines
with
a
positive
(above
the
line)
or
negative
(below
the
line)
impact
over
time.
Figure
2.5b
is
another
kind
of
story
chart,
this
time
of
Tarantino’s
Pulp
Fiction,
and
is
attributed
to
Robert
McKee
(see
http://artscienceblog.blogspot.co.uk/2012/04/should-‐good-‐brand-‐stroy-‐
chart-‐like-‐good.html
-‐
accessed
11
June
2013).
Here
the
positive
and
There
are
clearly
viable
commercial
reasons
for
analyzing
screenplay
content
and
people
already
delivering
it
as
a
business
offering.
So
what
is
worth
analyzing?
Screenwriting Manual
Sequence
Character
Structure
Narrative
Genre
Dialog
Scene
Plot
Theme
Advanced
Screenwriting
(Seger,
2003)
X X X X X X X
Based on this table, some obvious potential analytic subjects are:
So
in
order
to
narrow
the
scope
of
screenplay
analysis
and
visualization
discussed
here,
I
will
focus
my
attention
on
these
two
topics:
Character
and
Narrative,
because
I
believe
that
the
interplay
of
character
and
narrative
represent
the
essential
DNA
of
a
screenplay,
they
are
easier
for
me
to
apply
analytics
to
and
do
not
require
access
to
or
the
creation
of
a
script
corpus
as
genre
analysis
would
do.
My
discussion
of
potential
character
analytics
will
embrace
both
action
(what
characters
do)
and
dialog
(what
characters
say)
elements
of
the
screenplay.
My
discussion
of
narrative
will
embrace
plot,
structure
and
theme.
Secondly,
I
do
not
believe
that
screenwriters
writing
a
spec
script
set
out
to
“write
to
genre”
-‐
unless
they
specifically
decide
to
do
so
or
are
specifically
commissioned
to
do
so
and
then
the
genre
conventions
that
they
pay
attention
to
will
be
modeled
on
a
specific
exemplar
movie
or
have
been
defined
for
them
as
specific
instructions
(e.g.
“go
write
Jaws
in
space”).
Thirdly
I
suggest
that
genre
is
largely
a
marketing
decision
that
is
either
the
driving
genesis
of
the
screenplay
or
grafted
onto
a
screenplay
later,
triggering
some
kind
of
“adapt
to
genre”
rewrite.
Fourthly
it
is
not
entirely
clear
that
any
movie
is
necessarily
representative
of
a
single
genre.
For
example,
is
Ridley
Scott’s
Alien
(1979)
a
representative
of
horror,
sci-‐fi,
feminist
or
even
western
genre
or
is
it
an
example
of
some
kind
of
composite
genre?
For
all
these
reasons,
I
view
screenplay
genre
analysis
as
probably
the
least
useful
to
focus
on,
especially
in
terms
of
using
analytics
to
improve
the
quality
of
an
individual
script.
However, this is not to say that genre analysis is not an interesting area for
In
each
sub-‐section
that
follows,
wherever
possible,
I
will
first
outline
the
scope
of
analysis
and
visualization
topic,
then
suggest:
• why
a
specific
kind
of
analysis
may
be
useful
and
benefit
the
screenwriter
• how
the
analytical
subject
in
question
may
be
identified
within
the
screenplay
content
programmatically
2.3 Character
Aristotle
(1996:12)
believed
that
character
takes
second
place
to
plot
and
that
people
can
be
differentiated
in
only
two
ways
–
by
defect
or
excellence
(1996:5).
Whereas
in
The
art
of
fiction
Henry
James
(1963:80)
was
more
ambivalent,
asserting:
‘What
is
character
but
the
determination
of
incident?
What
is
incident
but
the
illustration
of
character?’
which
sounds
remarkably
like
George
Eliot
(from
Adam
Bede
as
quoted
by
Chatman
1978:96),
‘Our
deeds
determine
us,
as
much
as
we
determine
our
deeds’.
Culler
(cited
in
Rimmon-‐Kenan
2002:31)
offers
the
perspective
that
‘The
notion
of
character,
structuralists
would
say,
is
a
myth.’
Whether
mythical
or
not,
Rimmon-‐Kenan
(2002:31)
identifies
two
problems
with
characters:
Are
they
about
people
or
words
or
about
being
or
doing?
Or
put
another
way,
in
screenplay
as
data
terms,
are
they
about
dialog
or
action
snippets?
Stewart
McKie
-‐
119
-‐
As
of
15/08/2014
Some
popular
screenwriting
gurus
regard
effective
characters
as
an
essential
part
of
every
screenplay
and
critical
to
the
quality
and
commercial
potential
of
every
script.
In
Screenplay:
The
Foundations
of
Screenwriting
Field
(2005:46)
says,
‘Character
is
the
essential
internal
foundation
of
your
screenplay.
The
cornerstone.
It
is
the
heart
and
soul
and
nervous
system
of
your
screenplay.’
Corrigan
(2007:44)
states
that
characters
‘…normally
focus
the
action
and,
often,
the
themes
of
a
movie.’
Lavandier
(2005:110)
believes
that
‘Drama
consists
of
imitating
human
actions
therefore
of
creating
characters…’
McKee’s
Story
(1998:106)
asserts
that,
‘The
function
of
CHARACTER
is
to
bring
to
the
story
the
qualities
of
characterization
necessary
to
convincingly
act
out
choices.’
In
screenplay
element
terms,
characters
are
usually
involved
in
both
a
series
of
action
(or
scene
description)
blocks
and
in
dialog
blocks
-‐
either
as
messenger
or
receiver.
This
section
will
focus
primarily
on
improving
quality
of
characters
in
a
screenplay
by
appropriate
analysis
of
what
a
character
does
and
says.
A
movie
without
strong
characters
we
believe
in
and
can
empathize
with
is
almost
certain
to
fail.
This
is
because
it
is
difficult
to
care
about
a
movie
as
a
whole,
if
there
are
no
characters
that
we
can
relate
to,
that
we
can
root
for,
that
we
can
despise
or
love,
or
that
we
can
identify
with
in
some
way.
We
want
to
be
shocked
or
disgusted
by
characters,
to
be
comforted
or
turned-‐on
by
characters,
to
be
interested
in
what
happens
to
them
and
why
they
are
the
way
they
are
and
do
the
things
they
do.
Much
of
the
rationale
for
audiences
ignoring
the
fatigue
of
cinema
movie-‐watching
-‐
concentrating
on
a
darkened
screen
for
around
two
hours
-‐
and
staying
to
the
end
of
a
movie
is
tied
up
with
finding
out
what
happens
to
specific
characters
or
how
specific
character
development
or
relationships
will
play-‐out,
or
as
Indick
(2004:
xi)
puts
it:
‘Through
the
unconscious
process
of
“identification,”
the
people
in
the
audience
actually
become
the
characters
that
they
identify
with
in
the
script.’
There’s
no
doubt
that
it’s
not
only
audiences
that
value
characters,
so
too
does
the
marketplace.
As
Elberse
relates
in
Blockbusters
(2013:
pp.48-‐55)
However,
what
is
it
that
defines
characters
in
a
screenplay?
Is
it
only
what
Egri
in
The
Art
of
Dramatic
Writing
calls
the
“bone
structure”
of
physiology,
sociology
and
psychology
(2004:37-‐38)?
Certainly
one
differentiator
is
their
exterior
characteristics
–
their
physical
and
sartorial
makeup.
Another
is
their
habits
and
“tics”
–
what
Chatman
(1978:127)
called
a
set
of
“traits”.
But
these
obvious
surface
characteristics
serve
primarily
as
“identifiers”
to
differentiate
characters
visually
for
the
audience,
create
some
kind
of
expectation
as
to
how
these
characters
might
behave
as
the
movie
progresses
and
use
to
remind
the
audience
of
a
prior
event
(e.g.
a
facial
scar
from
an
important
backstory
confrontation).
Character
is
also
more
than
the
‘figural’
aspects
of
characterization
identified
by
Pfister
in
his
Theory
and
Analysis
of
Drama
(1991:
184).
Pfister,
in
reference
to
a
‘dramatic
text’,
defines
‘explicit’
techniques
as
including
‘self-‐commentary’
and
‘commentary
by
others’
and
‘implicit’
techniques
as
non-‐verbal
and
verbal.
If
this
were
all
a
character
comprised
of
in
a
screenplay,
the
character
would
likely
be
viewed
in
a
stereotypical
way
that
is
unlikely
to
excite
much
interest
or
empathy
from
a
movie
audience.
Another
key
aspect
to
character
depth
is
how
they
relate
to
each
other
–
the
relational
aspect
of
character.
Imagine
how
much
less
interesting
the
Travis
Bickle
(Robert
De
Niro)
character
in
Martin
Scorcese’s
Taxi
Driver
(1976)
would
be
if
all
we
ever
saw
and
heard
of
him
was
as
a
lonely
cab
driver
cruising
the
New
York
streets
narrating
his
view
of
life
and
the
city
by
constant
voiceover.
Bickle’s
character
becomes
interesting
as
it
is
developed
through
his
relationships
with
the
two
lead
female
roles
of
Iris
(Jodie
Foster)
and
Betsy
(Cybill
Shepherd).
Screenwriters
may
choose
to
use
a
character
type
or
personality
model
to
base
their
characters
on.
These
include
simple
archetypes
such
as
Indick’s
4-‐
dimensional
‘Quatrains’
(2004:139)
for
female
and
male
characters
up
to
the
particularly
rich
Enneagram
model
with
its
nine
styles
that
Lee
describes
in
The
Psychology
of
Screenwriting
as
‘a
workable,
accurate,
and
highly
nuanced
psychological
tool
for
developing
characters
and
understanding’
(2013:87).
The
Enneagram
also
benefits
from
the
styles
themselves
being
visualized,
as
shown
in
figure
2.6
below
(see
http://www.9types.com/epd/1.php
-‐
accessed
02
July
2013).
• What action the character takes part in, where and with whom.
• Where
the
character
is
included
in
scenes
that
are
part
of
the
narrative
line
of
specific
plots/sub-‐plots/storylines
in
the
screenplay.
The
character’s
entrance
and
exit
is
used
to
establish
the
extent
of
their
“throughline”
or
participation
in
the
script.
Within
this
throughline
will
be
blocks
of
dialog
spoken
by
the
character
and
blocks
of
action
that
the
character
participates
in.
Note
that
other
characters
may
refer
to
a
character
Characters
in
a
screenplay
may
conform
to
a
specific
role
dynamic
and
participate
in
a
defined
set
of
role
relationships.
The
most
obvious
of
these
is
the
hero/villain
or
protagonist/antagonist
roles
and
relationship.
These
roles
and
the
effectiveness
of
this
relationship
are
often
considered
to
be
central
to
the
success
of
any
screenplay.
McKee
(1998:379)
claims
that
‘In
essence
the
protagonist
creates
the
rest
of
the
cast’
and
visualizes
the
protagonist
at
the
center
of
what
he
calls
‘cast
design’.
Baboulene’s
The
Story
Book
emphasizes
the
story
impact
of
the
two
key
character
roles
through
a
basic
Freudian
analysis
whereby
the
protagonist
represents
the
‘super-‐ego’
and
the
antagonist
the
‘id’.
And
it
is
the
interplay
of
the
two,
in
the
form
of
conflict,
which
creates
the
resulting
‘ego’
or
story:
‘The
true
character
of
the
protagonist
and
antagonist,
revealed
through
the
actions
they
take
in
response
to
the
conflict
between
them.’
[2010:
20].
In
this
sense,
story
is
neither
exclusively
character
nor
plot,
but
requires
characters
and
their
actions
to
create
and
drive
plot.
Figure 2.8 -‐ Character conflict as story (adapted from Baboulene 2012:20)
Because
of
their
relative
importance
in
most
screenplays
(except
say
those
with
an
ensemble
cast),
the
protagonist/antagonist
roles
are
worthy
of
particular
attention
for
analysis.
For
example,
who
is
the
‘driver’
-‐
the
protagonist
or
the
antagonist?
Is
it
the
protagonist
or
the
antagonist
who
drives
the
action
by
being
proactive
and
making
choices
that
‘pull’
the
other
along
with
them?
Are
antagonist
scenes
triggered
by
a
causal
chain
of
preceding
protagonist
scenes
or
vice
versa?
Character
analysis
may
be
able
to
help
a
writer
to
better
understand
who
really
is
the
main
character
in
their
script
and
therefore
who
this
script
is
really
about.
But
there
are
many
other
roles
and
relationships
that
add
colour
or
depth
to
the
central
roles/relationships.
These
include
ally/adversary
roles,
mentor
Identifying
An
indicator
of
role
importance
or
at
least
“richness”
could
be
how
a
specific
role
relates
to
others
–
either
quantitively
or
qualitatively
–
or
put
another
way,
the
scope
and
depth
of
the
social
network
of
the
character.
A
wider,
deeper
social
network
may
indicate
a
more
complex
or
sophisticated
character.
Here
“wider”
means
interacting
with
more
other
characters
and
“deeper”
means
more
interactions
either
in
dialog
or
action.
A
wider,
deeper
social
network
also
has
a
commercial
dimension
because
these
are
the
kinds
of
challenging
roles
that
major
acting
talent
is
likely
to
be
more
interested
in
playing
so
a
character
analysis
visualization
could
be
used
to
help
to
‘sell’
the
role
to
an
actor.
Visualizing
One
way
to
analyze
and
visualize
this
aspect
of
a
character
in
a
screenplay
is
by
using
a
node-‐based
social
network
aka
a
friendship
graph
using
clique
detection
algorithms.
The
user-‐selected
“focal”
character
is
centralized
(see
Hamlet
in
figure
2.2
above
and
2.9
below
(see
http://www.jibble.org/shakespeare/images/hamlet.xml-‐00000384.png,
accessed
6
July
2008)
and
the
nodes
that
radiate
from
the
focal
character
represent
relationships
with
other
characters.
The
relative
size
of
each
character
node
reflects
the
size
of
their
action
and
or
dialog
elements
in
the
script
(i.e.
bigger
means
more).
The
thickness
of
the
connecting
lines
between
characters
reflects
how
often
they
interact
together
i.e.
involved
in
Franzosi’s
network
analysis
of
violence
in
fascist
Italy
also
demonstrates
another
useful
way
to
use
this
kind
of
analysis
when
combined
with
a
time
series.
His
2
figures
(2010:113)
show
the
‘star’
network
graph
for
the
Sphere
of
Action
of
Violence,
first
for
1919-‐1920
and
then
for
1921-‐22
that
clearly
show
(based
on
his
source
data)
that
the
‘nexus’
of
violence
shifted
from
the
police
at
the
centre
to
the
fascists
at
the
center
for
the
times
series
analyzed.
In
a
screenplay
context
this
could
be
used
to
show
the
shifting
‘power’,
say,
of
the
protagonists
vs.
the
antagonist
as
the
screenplay
progresses,
based
on
their
actions
or
dialog.
‘…accomplished
by
encoding
each
typed-‐character
in
the
screenplay
with
small
bit
of
visual
information
-‐
a
tiny
colored
rectangle,
the
color
encoding
which
character
owns
that
particular
portion
of
text.’
Figure
2.10
shows
how
this
technique
can
be
used
to
visualize
the
‘weight’
of
the
key
characters
across
episodes
of
season
one
of
Buffy
the
Vampire
Slayer.
We
care
about
characters
partly
because
we
are
interested
in
how
they
cope
with
conflict
and
challenge
–
especially
if
these
characters
are
in
some
way
“like
us”
or
like
we
would
aspire
to
be.
The
more
conflict
and
challenges
a
Identifying
One
way
of
identifying
conflict
and
challenge
in
a
screenplay
might
be
by
linguistic
analysis
of
both
action
and
dialog
elements.
In
the
action
blocks
for
example,
we
might
look
for
the
propensity
of
certain
words
and
terms
associated
with
conflict
and
challenge
–
verbs
such
as
“hit”,
“shouted”,
“pushed”.
In
the
dialog
blocks
we
may
look
for
sequences
of
dialog
focused
on
two
characters
to
the
exclusion
of
others
where
the
tone
is
analyzed
as
confrontational
because
it
contains
more
statements
(e.g.
“leave
me
alone”,
”get
lost”)
than
questions.
Visualizing
One
way
to
visualize
this
aspect
of
a
character
in
a
screenplay
is
to
use
a
line
chart
visualization:
• Scenes
in
which
the
character
is
not
in
conflict
or
challenged
are
represented
as
a
straight
line
or
equilibrium.
• Scenes
involving
the
character
in
conflict
or
being
challenged
and
responding
positively
or
resolving
positively
(e.g.
high-‐points”)
are
represented
by
more
or
less
“static”
above
the
line.
• Scenes
involving
the
character
in
conflict
or
being
challenged
and
responding
negatively
or
resolving
positively
(e.g.
low-‐points”)
are
represented
by
more
or
less
“static”
below
the
line.
What one might look for are patterns of static that also help to visualize the
The
concept
of
the
transformational
arc
of
a
character
is
fundamental
to
Vogler’s
Hero’s
Journey,
in
which
the
hero
is
transformed
–
usually
positively
(unless
the
screenplay
is
a
tragedy)
-‐
by
a
series
of
experiential
stages
and
encounters.
How
the
character
responds
to
an
experience
or
encounter
in
terms
of
the
choice(s)
made
and
the
change(s)
that
are
manifested
in
the
character
as
a
result
of
that
choice
is
another
aspect
of
character
that
may
determine
whether
or
not
an
audience
remains
engaged
with
a
character
throughout
the
movie,
A
choice
and
any
resulting
change
that
occurs
may
be
developmentally
ongoing
or
a
one-‐off
event
that
literally
defines
much
of
the
way
the
character
behaves
going
forward.
When
Michael
Corleone
chooses
his
family
business
over
his
own
wife’s
wish
that
he
eschews
their
way
of
life,
he
makes
a
choice
that
profoundly
impacts
both
his
own
ongoing
development
as
a
character
and
the
ensuing
narrative
of
Francis
Ford
Coppola’s
The
Godfather
(1972).
Similarly
when
Josh
is
temporarily
transformed
in
Big
(1988,
Penny
Marshall)
from
being
a
child
into
an
adult
with
a
child’s
worldview,
this
single
event
acts
as
fundamental
change
that
drives
the
rest
of
the
movie.
Identifying
Murtagh’s
approach
was
guided
by
story
precepts
proposed
by
Robert
McKee,
who
claims
that
text
‘means
the
sensory
surface
of
a
work
of
art’
(1998:252)
whereas
subtext
is
‘an
inner
life
that
contrasts
with
or
contradicts
the
text’
(1998:255).
Visualizing
If
it
is
possible
to
identify
moments
of
choice
and
a
subsequent
change
in
behavior
then
this
aspect
of
character
may
also
be
mapped
in
some
way,
perhaps
through
a
familiar
flowchart
visualization
using
the
decision
diamond
to
indicate
scenes
in
which
a
change
point
is
identified
or
an
‘organization
tree’
representation
of
possible
choices.
This
kind
of
‘branching
analysis’
could
in
turn
provide
guidance
to
screenwriters
as
to
alternate
directions
that
the
narrative
may
take
so
these
can
be
more
fully
understood
and
explored.
Dynamism
Characters
that
are
merely
differentiated
by
their
physical
appearance
and
a
collection
of
traits
are
likely
to
be
viewed
by
an
audience
as
“flat”
or
“static”.
Movie
audiences
don’t
necessarily
want
their
characters
to
be
wholly
realistic,
in
fact
they
may
prefer
them
to
be
larger
than
life
in
some
way:
More
decisive,
more
evil,
more
lucky.
This
suggests
that
dynamic
characters
who
dominate
the
screen
are
more
likely
to
have
higher
audience
appeal
than
more
static
characters,
who
appear
infrequently
and
do
less.
A
dynamic
character
is
likely
to
have
a
wide
social
network,
to
experience
relatively
more
conflict
and
challenge,
to
make
more
choices
and
exemplify
various
kinds
of
change.
She
is
also
likely
to
be
more
active
generally
and
speak
more
influential
dialog.
Being
more
active
implies
that
the
character
is
associated
with
more
verbs
and
more
active
verbs
in
particular,
in
scene
action
descriptions.
Speaking
more
influential
dialog
implies
that
he
may
voice
more
orders
(imperatives)
or
ask
more
questions
or
that
more
other
characters
listen
to
what
he
says
or
refer
to
him/her
more
often
themselves
in
their
own
dialog.
This
kind
of
analysis
requires
that
the
scene
action
the
character
is
involved
in
and
the
dialog
he
speaks
be
analyzed
in
more
depth.
Visualizing
One
way
to
visualize
character
dynamism
is
to
show
the
relative
“footprint”
of
the
character
in
the
screenplay
using
a
bubble
graph.
A
more
conventional
way
is
to
show
a
range
of
characters
relative
to
their
‘position’
against
two
axes
and
four
quadrants
(see
figure
2.11).
The
more
active
and
commanding/questioning
characters
are
located
in
the
upper
right
quadrant,
which
is
where
one
might
expect
to
find
the
main
protagonist/antagonist.
Cohesive Characters
Characters
who
do
not
behave
consistently
in
the
course
of
a
movie
–
assuming
inconsistent
behavior
is
not
a
defining
trait
of
the
character
-‐
may
be
viewed
with
suspicion
by
an
audience
and
eventually
cause
them
to
dismiss
the
character
as
unbelievable.
This
could
have
a
direct
commercial
impact
by
diminishing
the
“word-‐of-‐mouth”
about
a
movie
in
a
negative
way.
A
consistent
character
is
a
cohesive
character.
Rimmon-‐Kenan
(2002:39)
defines
the
main
principles
of
cohesion
as
repetition,
similarity,
contrast
and
implication.
2.4 Narrative
A
story
consists
of
a
series
of
related
events,
whether
that
series
is
ordered
forwards
or
backwards
in
time
or
consists
of
separate
sequences
of
events
assembled
so
as
to
constitute
a
viable
story.
For
example,
a
story
about
a
murder
may
start
with
the
killing
and
then
look
back
over
the
events
that
led
up
to
it,
to
“explain
it”
as
a
“whydunnit”
or
progress
from
the
killing
event
forward
to
discover
the
killer
and
unravel
the
“whodunnit”.
Or
like
Rashomon
(1950,
Akiro
Kurosawa)
may
tell
the
story
from
the
perspective
of
different
participants
involved
in
the
event.
In
this
case
the
same
essential
story,
that
of
a
murder,
is
organized
by
the
writer
in
a
different
way
by
using
a
different
narrative
approach.
Events
can
be
classified
into
two
main
kinds:
those
that
advance
the
action
by
opening
an
alternative
(‘kernels’)
and
those
that
expand,
amplify,
maintain
or
delay
the
former
(‘catalysts’).
In
the
case
of
Rashomon,
it
is
remembrances
from
a
specific
point-‐of-‐view
of
a
single
event,
that
create
the
micro-‐sequences
that
in
turn
create
the
macro-‐
sequence
of
the
complete
story
as
constructed
from
the
different
perspectives.
She
cites
temporal
succession
and
causality
as
the
two
main
principles
of
combination
and
defines
a
storyline
as
a
succession
of
events
restricted
to
one
set
of
individuals.
In
general
screenplay
terms,
her
micro-‐sequences
can
be
mapped
to
scenes
and
macro-‐sequences
to
sequences
of
scenes;
and
a
specific
character’s
participation
in
a
storyline
represents
part
(or
all)
of
their
narrative
throughline,
which
itself
functions
as
a
macro-‐sequence.
So
can
story
events
be
formalized
or
functionalized?
According
to
Propp,
in
the
world
of
the
Russian
folktale,
they
can.
Metz
considers
Propp
to
be
a
structuralist
interested
in
structural
analysis
and
comments
(1974:16)
that
‘it
might
be
said
that
the
main
interest
of
structural
analysis
is
only
in
being
able
to
find
what
was
already
there,
of
accounting
with
much
more
precision
for
what
a
naïve
consciousness
had
“picked
up”
without
analysis.’
Propp’s
Morphology
of
the
Folktale
calls
the
constant
elements
of
a
folktale
“functions”
(1968:21)
and
states
that,
‘Function
is
understood
as
an
act
of
a
character,
defined
from
the
point
of
view
of
its
significance
for
the
course
of
the
action.’
Propp
proposed
that
these
functions
could
be
combined
into
31
folktale
patterns.
But
this
rather
mechanistic
analysis
was
later
challenged
by
Bremond’s
(1966:75)
existentialist,
process-‐centric
perspective
based
on
the
idea
that
three
functions
combine
to
form
a
sequence
of
logical
steps:
potentiality,
process
and
outcome.
This
potential
could
result
in
either
an
actualization
or
non-‐actualization
process
and
the
outcome
of
the
actualization
process
result
in
success
(improvement)
or
failure
(deterioration).
The
fundamentals
of
screenplay
narrative
analysis
assume
the
following
can
be
easily
identified
from
a
screenplay.
• What
sequences
of
scenes
are
represented
in
the
narrative
as
a
whole,
a
plot
or
sub-‐plot.
• Where
plot
intersects
with
scenes
that
are
part
of
the
throughline
of
specific
characters
in
the
screenplay.
Plots,
storylines
and
sequences
are
not
usually
“flagged”
in
the
text
of
the
screenplay;
in
fact
in
initial
drafts
a
screenwriter
may
not
even
be
aware
they
exist
–
only
identifying
them
and
rejecting
or
refining
them
in
the
revision/rewrite
process
when
some
kind
of
structure
is
applied
to
the
text
manually
or
surfaced
from
the
data
automatically.
Therefore
identifying
plots
and/or
sequences
within
a
script
requires
some
work
by
the
human
analyst
or
software
analytical
engine,
first
to
identify
them
and
then
to
visualize
them.
Non-‐linear
narrative
form
is
becoming
more
important
as
the
‘gamification’
of
stories,
to
create
online
interactive
narratives
that
leverage
the
full
potential
of
in-‐story
hyperlinking,
and
interactive
documentaries
or
‘i-‐docs’
become
more
popular.
Tools
that
support
the
creation
of
non-‐linear
narratives
like
Florian
Thalhofer’s
Korsakow
system
(korsakow.org),
Mozilla
Popcorn
Maker
(popcorn.webmaker.org)
and
Storyplanet
(storyplanet.com)
for
example,
enable
creatives
to
combine
text,
links,
images
and
audio/video
clips
in
ways
that
call
into
question
the
traditional
concept
of
a
screenplay
or
even
the
need
for
one
at
all.
In
effect
the
screenplay
is
not
used
to
drive
the
production
of
the
interactive
narrative
but
needs
to
extrapolated
from
it,
after-‐the-‐fact.
However,
visualizing
the
narrative
line
in
linear
narratives
is
useful
because
it
may:
Any
of
which
may
cause
an
audience
to
become
confused
or
irritated
by
the
resulting
movie,
reducing
the
potential
for
positive
word-‐of-‐mouth
recommendations.
Identifying
The
narrative
line
is
identified
by
the
order
in
which
the
scenes
in
the
screenplay
are
presented.
Individual
scenes
may
be
part
of
a
single
narrative
line
or
multiple
narrative
lines.
But
in
the
latter
case,
it
is
not
necessarily
easy
to
identify
where
one
narrative
line
ends
and
another
begins
(or
continues).
Although
this
may
be
more
evident
because
each
narrative
line
takes
place
in
the
same
milieu
or
within
a
specific
timeslot
or
involves
a
specific
set
of
characters
who
do
not
cross
narrative
lines
(e.g.
in
a
portmanteau
movie).
Visualizing
But
any
visualization
becomes
more
complex
when
the
screenplay
involves
multiple
narrative
lines
organized
non-‐linearly
or
makes
extensive
use
of
flashback/flash-‐forward
over
the
course
of
the
screenplay.
In
these
cases
there
may
be
multiple
narrative
“strands”,
which
may
overlap
each
other
and
narrative
“jumps”
both
backwards
and
forwards.
Figure 2.12 shows Pope’s (1998:44) analysis of Pulp Fiction with multiple
Figure
2.13
shows
Aronson’s
(2001:113)
analysis
of
the
narrative
structure
of
Shine
involving
the
interlocking
connections
between
the
“film
in
the
present”
and
the
“film
in
the
past”.
Plot Points
Many
screenwriting
“gurus”
advocate
the
use
of
defined
plot
points
such
as
“turning
points”,
“inciting
incidents”
“midpoints”
and
“climaxes”
to
punctuate
and
guide
the
screenplay
narrative.
These
plot
points
often
signal
a
significant
action
or
change
in
direction
within
the
narrative.
Apparently
some
script
readers
actually
look
for
these
plot
points
and
expect
them
to
occur
on
or
around
specific
pages
in
a
script.
So
a
visualization
of
these
plot
points
would
essentially
present
this
information
automatically
before
the
script
is
read,
saving
valuable
script-‐reading
time
to
find
them
manually
(except
of
course
if
readers
are
so
focused
on
this
approach
that
they
simply
skip
to
certain
pages
in
a
script
to
find
them).
Currently
screenwriting
programs
generally
do
not
provide
a
way
to
identify
plot
points
in
the
script.
So
again,
identifying
the
plot
points
may
require
the
writer
to
specifically
tag
them
in
the
content
either
as
they
are
written
or
after
the
fact,
in
the
absence
of
screenplay
parsing
software
sophisticated
enough
to
find
these
plot
points
and
tag
them
automatically
as
one
kind
of
screenplay
metadata.
Visualizing
Plot
points
can
be
visualized
as
a
series
of
peaks
and
troughs,
rollercoaster
fashion.
One
might
expect
at
least
3
such
peaks
in
the
average
3-‐act
movie
namely:
The
inciting
incident
(in
act
one),
the
mid-‐point
(in
act
two)
and
the
climax
(in
act
three).
The
kind
of
structure
reflected
in
Freytag’s
Pyramid
(see
figure
2.1)
where
(a)
is
the
introduction,
(b)
is
the
rise,
(c)
is
the
climax,
(d)
is
the
return
or
fall
and
(e)
is
the
catastrophe.
The
difficulty
is
identifying
them,
without
the
writer
signposting
them
by
explicitly
tagging
their
occurrence
in
the
script.
2.5 Structure
All
screenwriters’
practice
scene
writing
and
many
will
break
a
scene
down
into
“beats”
and/or
combine
scenes
into
“sequences”
and
“acts”.
These
may
be
regarded
as
the
core
structural
components
of
the
screenplay
narrative
and
represent
a
hierarchy
of
increasing
detail
such
as:
150-‐300 beats
Identifying
Whilst
scenes
are
always
identified
in
a
screenplay
–
by
means
of
the
scene
heading
or
slug
line
-‐
acts,
sequences
and
beats
are
not.
Unless,
that
is,
the
screenwriting
package
used
by
the
writer
provides
the
ability
to
organize
scenes
and
the
content
of
a
scene
in
this
way.
So
identifying
the
scope
of
these
structural
components
may
require
the
writer
to
specifically
tag
them
in
the
content
either
as
they
are
written
or
after
the
fact.
Visualizing
This
kind
of
visualization
is
better
suited
to
navigation
of
screenplay
content
rather
than
analysis.
It
is
useful
to
see
the
“forest
and
the
trees”
to
navigate
and
jump-‐around
the
script
content
and
to
use
as
a
means
to
“shuffle”
and
reorganize
the
script
content,
say
by
dragging
a
scene
from
one
sequence
and
dropping
it
into
another.
It
is
also
useful
for
understanding
if
the
script
is
“well-‐balanced”
and
does
not
deviate
too
far
from
accepted
norms
–
a
script
with
20
acts
and
500
scenes
would
be
perceived
as
unbalanced
for
example.
Balanced Acts
Proponents
of
the
three-‐act
structure,
including
script
readers
who
are
anecdotally
supposed
to
look
for
the
three-‐act
structure
as
a
basis
for
commercial
movie
scripts,
are
quite
exact
about
the
“balance”
between
the
content
of
the
acts.
Field
(see
figure
2.12
below)
divides
a
screenplay
into
roughly
one
quarter
(act
1),
two
quarters
(act
2)
and
one
quarter
(act
3).
In
this
context
an
unbalanced
act
structure
may
make
a
screenplay
less
commercially
acceptable.
Identifying
Balance
depends
on
the
ability
to
detect
act
breaks
that
are
unlikely
to
be
specifically
defined
by
the
screenwriter
in
the
script.
The
question/answer
balance
depends
on
identification
of
attribute
in
the
part
of
the
script
identified
as
act
1
that
can
be
found
to
have
been
referenced
again
somehow
in
the
part
of
the
script
identified
as
act
3.
Visualization
A
linear
representation
of
script
balance
seems
the
best
solution
to
show
balance
between
the
three
acts
but
visualizing
the
question
and
answer/setup
and
payoff
balance
between
act
1
and
act
3
is
more
difficult.
One
simple
option
is
a
two
column
display
headed
with
potential
questions
listed
in
the
left
column
(act
1)
and
potential
answers
listed
in
the
right
column
(act
3).
Questions
with
no
answers
or
answers
with
no
questions
would
then
be
easy
to
identify,
allowing
the
writer
to
revisit
the
appropriate
act
and
rewrite
to
put
the
screenplay
back
in
balance.
The
scene
is
the
key
structural
entity
within
a
screenplay
because
it
can
both
be
decomposed
into
shots
and
aggregated
into
sequences
or
storylines.
An
interesting
approach
to
scene
analysis
is
to
look
for
similarities
and
differences
between
a
set
of
scenes,
or
all
scenes
in
the
screenplay,
and
what
this
might
tell
us.
Scene
analysis
can
refer
to
either
data
or
metadata
or
both.
One
obvious
similarity/difference
is
whether
a
scene
is
internal
(INT)
or
external
(EXT)
and
whether
it
is
DAY
or
NIGHT
-‐
others
include:
• Does
one
specific
character
appear
in
more/less
scenes
than
other
characters?
Consider Ridley Scott’s Alien (1979) in the light of the above.
• Most
scenes
take
place
in
the
spaceship
except
around
the
beginning
(on
the
beacon-‐sending
planet)
and
at
the
end
(in
the
escape
shuttle).
These
differences
may
be
considered
important
in
leading
to
and
from
the
core
“middle”
of
the
movie.
The
propensity
of
scenes
in
the
same
place
is
also
something
that
is
likely
to
be
characteristic
of
a
specific
genre
e.g.
horror
or
a
sitcom.
• Many
scenes
that
involve
Ripley
and
one
other
character
–
even
if
that
character
is
“mother”
the
ship’s
computer
–
are
usually
scenes
where
Ripley
challenges
the
other
character
in
some
way.
Again,
indicative
of
protagonist
(or
antagonist)
behavior.
• In
the
last
third
of
the
movie,
Ripley
appears
in
many
“action-‐only”
scenes
–
unsurprising,
as
the
rest
of
the
crew
is
dead.
But
this
is
a
big
difference
from
earlier
scenes
that
are
relatively
dialog-‐heavy
as
the
whole
crew
discuss
their
situation
and
argue
about
how
to
kill
the
monster.
By
identifying
the
change
in
scene
type,
we
can
locate
some
kind
of
“tipping
point”
that
probably
occurs
around
the
time
that
the
• The
linguistic
footprint
of
the
scenes
up
until
the
last
crewmember
dies
may
possibly
indicate
rising
tension
or
fragmentation
of
the
team
under
pressure.
Perhaps
this
could
be
reflected
in
more
statements
than
questions,
more
expletives,
more
action
than
dialog.
Wherever
the
Alien
appears
in
a
scene,
death
often
occurs
also.
This
could
be
indicative
of
an
antagonist
role,
especially
as
towards
the
end
Ripley
(possible
protagonist)
and
the
Alien
(possible
antagonist)
are
essentially
the
only
characters
left
in
the
screenplay
(apart
from
the
cat
that
is).
Zhi-‐Qiang
Liu’s
ScriptViz
takes
well-‐formed
sentences
from
a
script
as
input
and
converts
these
into
agents
and
plans
for
those
agents
that
are
then
rendered
by
a
“scene
generator”
in
the
form
of
computer-‐generated
animations
as
the
story
evolves.
Coyne
and
Sproat’s
WordsEye
system
converts
text
input
into
scenes
by
tagging
and
parsing
sentences
to
convert
them
into
a
dependency
structure
that
is
converted
into
a
semantic
representation.
This
representation
is
subject
to
depiction
rules
that
generate
a
series
of
depicters
to
which
transduction
rules
are
applied
to
create
the
refined
depicters
that
are
used
to
manipulate
the
3D
objects
used
to
finally
render
the
scene
to
the
user
as
a
computer
generated
animation.
Ramirez
proposed
using
a
film
language
(FL)
based
on
Arijon’s
Grammar
of
the
Film
Language
(1976)
to
generate
an
ontology
from
a
given
script
input
that
could
then
be
interrogated
by
a
reasoning
engine
as
the
basis
for
analysis
and
generation
of
a
computer-‐generated
cinematic
version
of
the
story.
Whereas
Johsi,
Wang
and
Li’s
Story
Picturing
Engine
is
more
of
an
The
rise
of
computer
gaming
as
an
interactive
rather
that
traditional
narrative
has
focused
attention
on
interactive
storytelling
and
ways
of
generating
visually
interactive
products
from
texts
or
using
existing
stories
and
narrative
paths
to
generate
new
stories
or
alternative
narrative
paths
within
a
story.
A
review
of
screenwriting
literature
indicates
that
there
is
only
a
handful
of
content
visualization
archetypes
represented,
defined
here
as:
Linear,
Circular,
Nodal
and
Rollercoaster.
Samples
of
each
archetype
are
displayed
and
discussed
below.
Linear Archetype
The
linear
archetype
can
help
to
visualize
the
narrative
structure
and
the
chronology
of
the
screenplay.
Linear
visualizations
are
useful
for
viewing
timelines
and
throughlines
or
the
narrative
threads
that
relate
to
characters
or
plots/subplots
in
the
screenplay.
Figure
2.15
below
indicates
how
the
linear
archetype
can
also
be
used
to
visualize
parallel,
converging
or
intersecting
"throughlines"
as
in
the
screenplay
of
The
Day
of
the
Jackal
(1973,
Fred
Zinnemann)
that
help
to
generate
the
tension
that
reflects
both
the
‘closing
of
the
net’
around
the
Jackal
and
the
Jackal
getting
ever
closer
to
his
assassination
target.
Figure 2.15 -‐ Converging Plot Lines in The Day of the Jackal (Pope, 1998:173)
Linear
archetypes,
that
structure
screenplays
into
acts
and
sequences
are
not
well
represented
in
today’s
screenwriting
software,
perhaps
indicating
that
this
archetype
is
not
considered
to
have
a
practical
use
for
writers.
Circular Archetype
The
circular
archetype
is
less
suitable
for
chronological
timelines
and
more
suitable
for
visualizing
emotional
or
psychological
"journeys"
with
a
holistic
dimension
that
includes
a
return
to
the
start,
implying
psychological
resolution
or
re-‐integration.
Homer’s
Odyssey
is
the
story
archetype.
The
character
whose
journey
the
circle
reflects
may
in
fact
remain
in
or
around
the
same
physical
place
throughout
this
kind
of
journey.
Each
stage
of
the
journey
could
"map"
to
a
particular
sequence
of
scenes,
or
a
key
individual
scene
in
the
screenplay.
The
circular
archetype
is
more
suitable
for
visualizing
character
development
and
is
exemplified
by
Vogler's
Hero's
Journey
(from
his
1992
The
Writer’s
Journey
see
figure
2.16),
which
may
have
been
borrowed
from
Murdock's
1990
The
Heroine's
Journey
(see
figure
2.17).
Some
useful
examples
of
using
the
hero’s
journey
version
of
the
circular
archetype
for
movie
analysis
are
found
in
Voytilla
(1999).
Figure
2.16
shows
his
analysis
of
the
movie
Die
Hard
(1998),
which
maps
plot
points
onto
the
Rollercoaster Archetype
The
“rollercoaster”
archetype
(see
figure
2.19a
below)
reflects
that
fact
that
the
narrative
of
a
screenplay
often
delivers
a
series
of
peaks
(or
emotional
climaxes)
and
troughs
(or
releases
from
tension)
for
the
movie
audience;
involves
creating
escalating
tension
that
demands
resolution
in
a
satisfying
climax;
and
as
the
movie
progresses,
more
story
information
is
provided
and
the
characters
developed
so
that
the
"bulk"
of
the
movie
"mountain"
increases
until
it
reaches
its
“summit”
at
the
climax
of
the
movie.
Cooper
(1997)
uses
the
rollercoaster
term
whereas
Aronson
(2001:42)
prefers
the
term
“mountain”
and
Karetnikova
(1990:32)
simply
states,
“It
is
always
helpful
to
view
the
development
of
a
plot
graphically
as
a
kind
of
triangle,
in
which
the
angles
represent
the
opening,
the
climax
and
the
resolution.”
However,
as
Aronson
herself
points
out
(2010:
293)
the
mountain
visualization
can
break
down
when
applied
to
characters
within
movies
Figure 2.19b -‐ Paul and Jack’s Fractured Tandem in 21 Grams (Aronson, 2010:293)
Nodal Archetype
The
nodal
archetype
offers
a
number
of
implementations.
A
common
form
is
a
top-‐down
or
left-‐to-‐right,
tree-‐and-‐branch
visualization
to
show
hierarchies
or
parent-‐child
dependencies
(vertical
or
horizontal
dendrograms).
For
example,
figure
2.20
shows
an
“organization
chart”
view
of
the
tree
structure
of
a
screenplay
to
visualize
the
relationship
within
a
single
script
between
acts,
sequences,
and
scenes.
This
archetype
is
also
useful
as
a
way
to
visualize
parallel
or
multiple
storylines,
especially
where
these
storylines
are
nested
within
each
other.
Each
storyline
becomes
a
branch
with
its
own
set
of
dependent
nodes
that
may
or
may
not
be
nested
within
another
branch.
Equally
the
branches
could
be
literally
that
in
a
dendrogram
of
an
interactive
narrative
where
each
branch
represents
a
different
path
through
the
narrative
that
the
viewer/player
can
take.
Figure 2.20 -‐ Screenplay Structure as Node Tree (Kitchen, 2006:162)
There
are
dozens
of
chart
formats
that
could
be
used
to
display
screenplay
as
data
content
visually
(see
http://mbostock.github.io/protovis/ex/
-‐
accessed
11
June
2013)
for
over
50
chart
types
that
can
be
produced
from
the
Protovis
tool.
This
section
discusses
some
software
tools
that
have
been
designed
for
generic
data
analysis
and/or
visualization
that
interesting
to
apply
specifically
to
screenplay
content.
The
first
three
of
these
visualizations
utilize
tools
are
found
on
Jeff
Clark’s
web
site
at
www.neoformix.com.
The
example
visualizations
are
produced
from
my
own
script
Carpini.
Arc Diagram
Clark explains the process of generating an arc diagram as follows:
4. Calculate
a
similarity
metric
between
each
pair
of
segments
based
on
the
amount
of
overlapping
words.
5. Draw
a
diagram
where
the
document
segments
are
connected
by
arcs
with
the
transparency
determined
by
the
similarity
between
the
segments.
Use
a
threshold
so
that
weakly
connected
arcs
don't
get
drawn
at
all.
6. Show the top two words for each arc drawn at both segment endpoints.
This
visualization
could
be
more
interesting
when
applied
to
a
screenplay,
assuming
the
following
modifications:
1. If
the
squares
(see
step
3
above)
represented
each
scene
in
the
script,
rather
than
an
arbitrary
50
segments,
the
diagram
would
have
a
more
screenplay
friendly
structure.
2. If
the
character
names
included
in
each
scene
and/or
scene
headings
were
listed
against
each
square
consistently,
this
would
be
more
useful.
3. If
the
text
included
could
be
selected
as
just
dialog
elements,
just
action
elements
or
both,
rather
than
all
text
it
might
be
more
interesting.
If
the
language
content
could
be
defined
in
some
way
e.g.
conflict
language,
the
arcs
could
be
colored
to
reflect
this
and
used
to
connect
scenes
of
similar
linguistic
type.
I
used
one
of
my
own
scripts,
Carpini,
to
convert
into
a
suitable
data
input
in
order
to
generate
the
three
diagrams
shown
in
figure
2.22-‐2.24
below.
Combinations
of
character
names
are
listed
to
the
left
of
the
‘scene
square’
and
the
curves
represent
links
between
scenes
deemed
to
be
‘similar’
(the
orange
line
indicates
a
stronger
similarity
than
the
blue
Figure 2.22 -‐ Arc Diagram Applied to my Screenplay Carpini
Topic Flower
The
topic
flower
presents
an
interesting
and
artistic
tonal
impression
of
a
body
of
text
that
reflects
the
occurrence
of
certain
defined
categories
of
language
in
the
text.
Here
the
topic
flower
is
designed
to
reflect
the
content
Stewart
McKie
-‐
155
-‐
As
of
15/08/2014
in
terms
of
the
relative
weight
of
language
relating
to
Art,
Recreation,
Society,
Technology,
Science
and
Economy
–
categories
clearly
more
relevant
to
news
or
factual
content
rather
than
a
screenplay.
Clark
explains
the
process
of
generating
a
topic
flower
visualization
as
follows:
3. The
primary
topic
will
be
shown
using
the
associated
colour
on
the
outermost
two
layers
of
petals.
4. If
there
is
a
secondary
topic
it
will
be
shown
on
the
third
layer
of
petals.
This
pattern
repeats,
two
layers
using
the
primary,
then
one
with
the
secondary.
5. If
there
exists
a
tertiary
topic
its’
colour
is
used
to
accent
the
edges
of
some
of
the
primary
coloured
petals.
6. The
number
of
little
'hairs'
on
the
flower
is
indicative
of
the
number
of
personal
pronouns
used
in
the
text.
This
visualization
could
be
interesting
if
applied
to
a
screenplay,
assuming
the
following
modifications:
1. If
the
topics
were
changed
to
reflect
more
screenplay
relevant
factors
such
as
emotion
or
sex
or
violence
or
conflict
–
the
linguistic
categories
would
be
more
relevant.
According
to
Clark:
The
two
columns
of
squares
represent
the
two
documents.
The
leftmost
column
of
word
circles
shows
the
highest
frequency
non-‐trivial
words
found
in
document
1
but
not
document
2.
The
rightmost
column
of
word
circles
shows
those
words
unique
to
2
and
the
central
column
shows
the
words
that
are
common
to
both.
This
visualization
could
be
interesting
if
applied
to
a
screenplay,
assuming
the
following
modifications:
1. If
the
squares
represented
scenes
in
the
script,
the
diagram
would
have
a
more
screenplay
friendly
structure.
2. If
character
names
common
to
both
drafts
were
listed
exclusively
in
the
centre
column,
this
would
be
more
useful.
Figure 2.24 -‐ A Shared Word Diagram Applied to Two Drafts of a Screenplay
Dialog Analysis
Of
course
it
is
now
very
easy
to
search
any
digital
screenplay
for
specific
words
or
phrases
to
locate
potential
product
placement
opportunities
or
to
identify
profanity
and
sexual
terms
in
dialog,
which
could
impact
the
potential
movie
rating.
But
dialog
analysis
is
also
interesting
in
the
context
of
the
interplay
between
specific
characters
in
a
screenplay
or
in
relation
to
what
is
realistic
for
the
time-‐period
the
script
is
set
in.
Figure
2.25
was
produced
by
The
New
York
Times
(15
December
2007)
and
shows
the
names
referenced
by
major
presidential
candidates
in
the
series
of
Democratic
and
Republican
debates
leading
up
to
the
Iowa
caucuses.
What
this
visualization
seems
to
show
is
that
at
this
stage
the
Republican
and
Democrat
candidates
are
primarily
concerned
with
name-‐checking
the
rival
candidates
within
their
own
parties,
rather
than
attacking
the
opposition.
This
is
in
fact
a
form
of
social
network
visualization
that
could
equally
well
be
applied
to
a
selected
set
of
main
characters
in
a
screenplay
based
on
the
name-‐checking
of
other
characters
within
their
dialog
blocks
in
the
script.
Mrs.
Clinton
provoked
the
largest
number
of
name
checks
indicating
that
she
was
perhaps
considered
the
candidate
to
beat
at
that
The
top
section
shows
the
distribution
of
some
selected
words
within
the
text
across
a
'timeline',
which
goes
from
left
to
right.
Each
speech
segment
is
the
same
width
and
the
height
of
the
small
white
bars
show
the
number
of
occurrences
of
that
word
for
that
segment.
You
can
add
new
words
with
the
text
box
in
the
top
right
corner.
You
can
remove
existing
words
by
clicking
on
them.
Right
below
the
word
distribution
graphs
is
a
similar
coloured
set
showing
a
spectral
decomposition
of
the
text
based
on
who
spoke
and
how
much
was
said.
In
this
case
the
bar
heights
give
the
amount
of
text
for
each
segment.
Click
and
drag
This
kind
of
visualization
is
also
useful
for
screenplay
analysis.
The
timeline
could
represent
the
running
order
of
a
series
of
scenes.
The
speakers
become
characters
in
the
script,
the
text
bars
representing
dialog
blocks
and
the
popup
text
the
actual
dialog
spoken
in
a
given
text
bar.
Dialog
analysis
can
also
be
used
to
deliver
a
‘reality-‐check’
on
the
dialog
content
of
a
script
by
identifying
anachronisms
that
are
out
of
place
in
the
script
given
its
subject
matter
or
time
period
for
example.
Benjamin
Schmidt,
a
fellow
at
the
Harvard
Cultural
Institute,
has
focused
attention
on
uncovering
anachronisms
in
screenplays
such
as
those
by
Julian
Fellowes
for
the
UK
TV
series
Downton
Abbey,
Tony
Kusner
for
Lincoln
(2012)
and
Chris
Terrio’s
Argo
(2012).
Schmidt
uses
a
‘big
data’
resource,
such
as
Google’s
Ngrams
corpus,
to
compare
the
dialog
words
used
in
a
single
screenplay
to
works
from
around
the
same
time
period
in
the
corpus
to
identify
words
or
phrases
that
look
out
of
place
such
as
‘peace
talks’
in
Lincoln
or
‘lifetime
achievement
award’
in
Argo.
Schmidt
also
makes
use
of
word
cloud
visualizations
to
understand
how
well
a
script’s
dialog
‘fits’
the
time
period
as
shown
in
figure
2.28
for
Argo.
Storyline Analysis
The
New
York
Times
also
produced
storyline
visualizations
(figures
2.29a-‐c,
see
http://www.nytimes.com/2005/04/24/magazine/24TV.html
-‐
all
3
figures
accessed
from
the
online
article
on
6
July
2008)
to
compare
the
relative
narrative
complexity
of
selected
US
TV
shows
overtime.
In
the
magazine
article,
Watching
TV
Makes
You
Smarter
(April
24,
2005),
Steven
As
mentioned
in
chapter
1,
the
datafication
of
the
screenplay
makes
the
data
available
to
a
new
generation
of
analytic
tools
designed
to
work
with
‘big
data’
sets
and
automatically
derive
certain
analytics
with
minimal
user
intervention.
Here
I
briefly
mention
three
such
tools,
all
of
which
were
tested
with
data
derived
from
the
Scenepad
demo
script
Alien
(1979).
Because
this
script
was
already
datafied
in
Scenepad
the
dataset
needed
to
feed
these
analytic
tools
was
sourced
from
the
output
of
a
single
query,
another
reason
why
datafication
of
content
helps
to
make
analytics
easier
and
increases
the
range
of
options
available
to
the
analyst.
Splunk
Some
rather
prosaic,
but
easy
to
generate
analytics
of
screenplay
data
are
provided
by
the
Open
Source
data
analysis
tool
Splunk
(downloaded
from
splunk.com
–
accessed
April
28,
2013).
To
experiment
with
the
kind
of
analytics
that
tools
targeted
at
big
data
problems
can
deliver,
I
imported
a
version
of
the
Alien
(1979)
script
into
Splunk
for
analysis.
The
core
value
of
Splunk
lays
in
its
‘search
processing
language’
–
SPL.
With
the
screenplay
data
in
Splunk,
I
generated
some
basic
‘top
n’
analyses
of
the
data,
which
are
discussed
below.
Here
we
see
that
almost
two-‐thirds
of
the
Alien
script
consists
of
dialog
snippets
and
one-‐third
action
snippets.
At
first
glance
this
might
give
the
impression
that
the
script
is
dialog-‐heavy
and
action-‐light
but
in
reality
this
is
hardly
the
case.
Dialog
content
in
Alien
is
of
far
less
importance
than
action
content
to
both
the
narrative
flow
and
the
characters
–
since
much
of
the
action
consists
of
the
characters
being
killed
off
by
the
Alien.
Splunk
highlights
‘right’
as
the
most
frequent
word
in
the
snippet
content
(15
occurrences),
a
word
that
many
might
regard
as
a
‘noise’
word
rather
than
anything
that
provides
any
meaningful
analysis
value.
Splunk
tells
us
that
the
‘Alien’
role
is
referenced
in
523
snippets.
This
at
least
indicates
that
the
Alien
–
conventionally
the
‘antagonist
‘
–
is
probably
the
most
important
role
in
the
screenplay
with
almost
3
times
the
mentions
of
the
‘protagonist’
Ripley.
From
this
it
would
be
realistic
to
suppose
that
the
‘causality’
for
this
might
be
that
the
Alien
is
in
fact
the
‘driving’
character
in
the
screenplay
–
the
villain
rather
than
the
hero(ine).
Splunk
tells
us
that
the
‘bridge’,
‘mess’
and
‘infirmary’
locations
are
where
the
most
action
and
dialog
snippets
take
place.
This
makes
sense
when
you
consider
that
the
‘causality’
for
this
is
that
these
are
three
main
communal
areas
on
the
ship
where
multiple
members
of
the
crew
are
likely
to
spend
time
and
to
converse
with
each
other.
These
simple
analyses
make
minimal
use
of
the
SPL
and
other
Splunk
features
but
they
are
almost
‘one
click’
in
terms
of
analytical
effort
and
what
they
illustrate
is
that
even
these
simple
correlations
in
the
data
may
be
helpful
in
determining
‘causality’
–
i.e.
why
the
data
is
what
it
is.
BigML
Figure 2.34 shows the basic ‘immediate’ analysis you get from BigML.
1.
The
title
histogram
simply
confirms
all
data
is
from
a
single
script.
2.
The
heading
histogram
shows
the
distribution
of
action
and
dialog
‘instances’
by
scene
(the
top
3
locations
are
the
bridge,
the
mess
and
the
infirmary).
3.
The
int/ext
histogram
shows
that
most
scenes
are
INT
(they
take
place
within
the
Nostromo).
4.
The
day/night
histogram
shows
that
most
scenes
are
NIGHT
(although
this
is
not
that
helpful
as
they
all
take
place
in
space).
5.
The
cue
histogram
shows
that
the
top
3
characters
in
terms
of
dialog
instances
are
Dallas,
Ripley
and
Ash
but
also
that
the
instances
are
fairly
well
distributed
across
the
cast
from
Dallas
(top)
to
the
Alien
(bottom).
6.
The
gender
histogram
shows
there
is
just
over
twice
as
many
instances
involving
male
characters
than
female
(despite
a
female
protagonist).
7. The type histogram shows there are about six times as many action
8.
The
text
histogram
shows
that
Ripley
leads
the
number
of
text
instances
(i.e.
both
action
and
dialog)
over
Dallas
perhaps
reflecting
the
fact
that
she
lasts
longer
than
he
does
in
the
script.
Figure
2.35
shows
a
sample
predictive
analysis
‘path’
based
on
the
scene
data
provided.
Essentially
all
this
says
is
that
if
the
scene
is
INT
and
DAY,
contains
KANE
and
not
ASH
or
DALLAS
it
is
93.98%
likely
to
be
located
in
the
MESS.
It’s
easy
to
see
how
this
prediction
is
largely
based
on
which
characters
are
most
often
associated
with
which
scene
locations
(because
they
speak
dialog
at
that
location
or
take
part
if
action
at
that
location).
Figure
2.36
shows
another
predictive
analysis
path
using
the
character
cue
and
a
gender
attribute
to
predict
that
if
the
cue
is
not
Ripley
or
Lambert
or
Mother’s
Voice
then
the
gender
of
the
character
is
99.89%
likely
to
be
male.
In
reality
it’s
100%
likely
as
these
are
the
only
3
female
characters
identified
in
the
dataset
–
all
the
rest
are
male.
But
the
point
is
that
BigML
is
predicting
this
outcome
from
the
data.
Dataseed
1. There
are
1339
action
&
dialog
‘snippet’
rows
in
the
dataset.
2. 100
snippets
are
in
EXT
scenes
and
1239
are
in
INT
so
we
know
we
are
inside
most
of
the
time
(actually
inside
the
Nostromo).
3. 174
snippets
are
in
DAY
scenes
and
1165
are
in
NIGHT
scenes
(actually
the
‘darkness’
of
space
on
board
ship).
4. Most
of
the
action
and
dialog
takes
place
on
the
Bridge,
the
Mess
or
the
Infirmary.
5. There
are
514
action
snippets
and
825
dialog
(so
is
it
an
action-‐heavy
or
dialog-‐heavy
script
–
we
don’t
know.).
6. RIPLEY
and
DALLAS
have
the
most
important
roles
(so
one
or
other
is
likely
to
be/should
be
the
Protagonist).
What
these
three
simple
‘experiments’
in
uploading
screenplay
data
to
data
analytics
tools
tells
us
is
that
you
don’t
even
need
a
‘Screenwriting
2.0’
application
like
Scenepad
with
built-‐in
analytics,
you
just
need
an
easy
way
to
get
screenplay
content
delivered
in
the
form
of
a
data
file
(as
opposed
to
a
document
text
file)
to
enable
these
kinds
of
tools
to
deliver
a
‘starter’
set
of
analytic
visualizations
from
the
content.
The
data
file
provided
to
both
BigML
and
Dataseed
was
a
simple
.CSV
file
like
the
sample
shown
in
figure
2.38
below.
Summary
Screenplay
analytics,
the
analysis
and
visualization
of
screenplay
content,
is
a
very
underdeveloped
area,
both
for
individual
screenplay
analytics
and
for
screenplay
corpus
(e.g.
genre)
analytics.
Screenwriting
‘how-‐to’
manual
writers,
media
publications
and
even
the
odd
academic
are
among
the
few
sources
for
a
small
number
of
screenplay
content
visualizations
derived
from
analysis
of
the
screenplay
text.
Some
generic
data
analysis
tools
can
be
used
to
generate
analyses
and
visualizations
of
screenplay
content,
once
it
has
been
‘datafied’
into
an
appropriate
format
for
use
by
the
tool.
Despite
the
lack
of
screenplay
analytic
capabilities
in
most
screenwriting
applications,
screenplay
content
can
be
easily
imported
into
generic
data
analysis
tools
like
Splunk
in
order
to
drive
some
level
of
analytics
from
the
text.
Much
of
this
lack
of
screenplay
analytic
activity
is
a
result
of
the
prevailing
orthodoxy
of
working
with
screenplays
as
textual
documents
rather
than
screenplays
as
data.
As
more
screenwriting
software
datafies
the
screenplay
text,
and
especially
if
structured
and
standardized
formats
are
used,
it
is
very
likely
that
new
kinds
of
analysis
and
visualization
of
screenplay
content
will
emerge,
as
applying
analysis
and
visualization
to
the
‘datafied’
text
will
be
easier
to
do
and
the
text
will
become
more
easily
accessible
to
a
wider
range
of
analytical
and
visualization
software.
Writing
and
realizing
a
screenplay
as
an
audio-‐visual
work
is
not
a
discrete
event
but
a
creative
and
potentially
business
process
that
often
reflects
a
long-‐duration
lifecycle,
sometimes
extending
across
many
years,
with
many
different
activities
involving
many
different
stakeholder
roles
as
participants
in
the
process.
Therefore
screenwriting
implies
a
social
process
with
the
screenplay
text
itself
providing
the
context
or
‘anchor’
for
a
social
network
to
collaborate
around.
A
single
writer
working
on
a
‘closed’
screenplay
(i.e.
stored
on
their
local
PC
and
not
shared
with
others)
is
not
a
social
network
but
a
writing
partnership
with
just
one
other
partner
corresponds
to
the
minimum
dyadic
relationship
needed
for
the
basis
of
a
social
network,
especially
if
this
relationship
includes
use
of
an
‘open’
screenplay
that
is
stored
online
and
accessible
via
the
Web
for
sharing
with
other
collaborators.
Although
a
screenplay
shared
with
a
large
group
might
benefit
from
the
‘collective
intelligence’
gained
from
what
James
Surowiecki
popularized
as
‘The
Wisdom
of
Crowds’
in
his
2005
book
of
the
same
name,
it
is
much
more
likely
to
benefit
from
exposure
to
a
more
finite
and
smaller
group
of
collaborators
where,
according
to
Kao
and
Couzin
(2014):
…it
is
the
noise
inherent
in
these
small
groups
that
enhances
their
accuracy,
allowing
individuals
in
such
groups
to
avoid
the
detrimental
effects
of
correlated
information
while
exploiting
the
benefits
of
collective
decision-‐making.
A
simple
example
of
an
early
form
of
online
social
network
is
the
blog.
Typically,
the
owner/producer
posts
news,
reviews
or
opinions
and
the
reader/consumer
posts
comments,
rates
the
content
or
reblogs
the
content
to
co-‐create
a
conversation
or
debate
around
the
post
topic.
Here,
the
social
network
paradigm
we
are
more
interested
in
is
that
of
the
online
social
networking
site/application
(SNS/SNA),
such
as
Facebook
or
Twitter,
primarily
designed
to
function
as
social
networks
that
encourage
the
According
to
boyd
and
Ellison
(2007),
who
trace
SNS
development
over
the
decade
1997-‐2007,
social
network
sites
are
defined
as:
…web-‐based
services
that
allow
individuals
to
(1)
construct
a
public
or
semi-‐public
profile
within
a
bounded
system,
(2)
articulate
a
list
of
other
users
with
whom
they
share
a
connection,
and
(3)
view
and
traverse
their
list
of
connections
and
those
made
by
others
within
the
system.
However
this
is
a
rather
technical
definition
focused
on
online
SNSs.
For
our
purposes
here,
I
define
a
social
network
as
comprising
actors
with
relationships
between
them.
In
this
context
those
relationships
may
be
developed
and
managed
both
face-‐to-‐face
and
online.
The
exchange
of
data
between
participants
engaged
in
a
social
network
creates
social
capital.
The
relative
engagement
of
the
network
actors
is
what
enriches
this
social
capital.
This
engagement
is
reflected
in
the
amount
of
UGC
aggregated
around
a
specific
actor
and
their
individual
content
items
(e.g.
blog
posts,
Facebook
pokes,
Twitter
tweets).
This
UGC
can
take
various
forms
including
commenting
or
rating
(e.g.
1-‐5
star
ratings
or
Facebook
likes)
or
referencing
(e.g.
blog
backlinks
or
Twitter
retweets).
The
social
network
is
anchored
by
a
focal
point
around
which
a
specific
actor’s
social
capital
revolves.
Another
way
to
look
at
a
social
network
is
as
an
instance
of
a
creative
system
model
as
proposed
by
J
T
Velikovsky’s
blog
post,
CREATIVE
PRACTICE
THEORY:
The
Model,
of
15,
Dec
2012
(see
http://storyality.wordpress.com/creative-‐practice-‐theory/
-‐
accessed
09
July
2013)
that
identifies
some
characteristics
of
a
systems
model
that
could
equally
be
applied
to
a
social
network:
The
‘domain’
(e.g.
screenwriting),
the
‘field’
(e.g.
screenwriters)
and
the
‘agents’
(e.g.
individual
writers)
and
arguably
the
‘symbolic
capital’
at
the
centre
of
all
three
is
the
screenplay
content
itself.
The
writing
network
involves
the
writers,
readers/analysts
and
others
who
are
involved
in
writing,
rewriting
and
‘polishing’
the
script
content.
The
business
network
involves
those
agents,
producers
and
others
involved
in
financing,
selling
and
marketing
the
screenplay.
The
production
network
involves
those
involved
in
converting
the
content
into
a
movie
including
the
director,
talent,
cinematographers,
production
managers
and
others.
In
each
case
the
‘domain’
and
‘field’
is
different,
the
‘agents’
reflect
a
different
stakeholder
group
and
the
‘symbolic
capital’,
while
fundamentally
the
screenplay
content,
is
changing
all
the
time
and
presented
in
different
ways
depending
on
the
network
using
it
(e.g.
production
shooting
script
vs.
business
selling
treatment).
What
this
triple
domain
perspective
indicates
is
that
the
screenplay
can
be
at
the
heart
of
a
rich
social
network.
In
this
chapter
I
will
discuss
the
functionality
expected
of
an
online
social
network,
the
range
of
screenplay
stakeholders
and
screenwriting
as
a
process.
We
recognize
an
online
SNA
by
its
provision
of
specific
functionality
that
promotes
social
networking
and
fosters
ongoing
engagement
with
the
other
network
participants
and
their
content.
Typically,
SNAs
operate
in
both
public
and
private
modes
in
terms
of
their
content
visibility.
The
ability
to
flag
content
as
public
or
private
(either
to
you
or
a
specific
group
of
friends
or
followers
within
your
social
network)
is
integral
to
most
SNAs.
However
a
SNA
anchored
by
a
screenplay
that
is
commercially
‘in-‐play’
is
more
likely
to
operate
as
a
‘closed’
network
where
the
user
community
and
access
to
the
content
is
prescribed
by
the
screenplay
owner
or
copyright
holder.
Participants
in
the
network
must
be
invited
to
join
so
it
is
not
‘open’
in
the
sense
that
any
online
user
can
view
the
screenplay
content
and
interact
with
it
(as
is
the
case
with
a
typical
blog
A
SNA
is
by
definition
multi-‐user.
Note
that
many
screenwriting
applications
are
not
since
they
often
assume
a
single
user
working
with
the
screenplay
content
–
namely
the
owner-‐writer.
Multi
user
access
also
means
that
many
SNAs
recognize
the
need
for
user
roles
(e.g.
editor,
author,
viewer)
to
effectively
manage
content
access
and
usage
rights.
However
single
user
screenwriting
applications
do
not
support
user
roles
since
they
are
not
necessary.
In
an
‘open’
social
network
the
aim
is
to
expand
an
individuals
network
as
widely
as
possible
by
making
it
easy
to
share
content
between
users.
On
Facebook
this
is
known
as
‘friending’,
on
Twitter
‘following’
and
on
LinkedIn
‘linking’.
Sharing
activities
such
as
re-‐tweeting,
re-‐blogging
etc.
allow
specific
tweets
or
blog
posts
to
go
‘viral’
very
quickly,
reaching
many
more
participants
in
the
social
network,
if
the
content
happens
to
catch
the
imagination
of
the
crowd.
This
is
the
power
behind
tweets
that
‘trend’
on
Twitter
or
YouTube
videos
that
record
millions
of
views.
Contribute content
All
social
networks
depend
on
user-‐generated
content
(UGC)
to
function:
Facebook
wall
pokes
and
Twitter
tweet
posts
are
both
examples
of
UGC,
as
are
photos
posted
to
Flickr
or
video
clips
posted
to
YouTube,
and
it
is
this
UGC
that
comprises
much
of
the
core
‘data’
of
the
online
social
network
(the
rest
being
content
added
by
other
users
specifically
intended
to
enrich
that
core
content).
In
most
cases
the
initial
UGC
(blog
post,
tweet,
photo
etc.)
is
itself
the
trigger
for
generating
new
UGC
around
it.
It
is
this
content
enrichment
process
that
creates
the
‘conversation’
that
in
turn
has
the
potential
to
add
value
to
the
original
content.
In
a
social
network,
rating
content
is
a
way
of
crowdsourcing
an
indication
of
the
quality
of
that
content
and
also
a
means
for
filtering
network
content
programmatically
so
that
‘cream
rises
to
the
top’
in
the
form
of
an
automated
ranking
based
on
user
ratings.
The
Facebook
‘like’
is
a
simple
rating
system
for
ranking
leading
and
lagging
content.
The
Twitter
‘retweet’
is
another
way
of
saying
you
value
content
by
actively
sharing
it.
The
most
liked
and
most
retweeted
content
is
likely
to
indicate
popularity
that
is
perhaps
a
reflection
of
content
quality.
Crowdsourced
ratings
are
highly
effective
in
the
e-‐commerce
domain,
for
example
the
1-‐5
start
rating
system
for
both
products
and
sellers
on
Amazon
that
may
have
a
direct
impact
on
the
buying
decision
of
a
customer.
Usually
anyone
can
rate
content
and
it
is
up
to
content
consumers
to
decide
how
relevant/realistic
those
ratings
are
to
them
individually.
Providing
feedback
in
the
form
of
comments
is
an
integral
part
of
every
social
network
and
a
simple
example
of
a
peer
review
process
in
action.
Commenting
on
content
is
a
key
way
to
encourage
the
original
author
to
review
and
revise
their
content
based
on
the
multiple
perspectives
reflected
in
a
comment
stream.
Comments
are
generally
viewed
in
context
i.e.
alongside
or
below
the
content
being
commented
on.
The
number
and
quality
of
comments
is
generally
considered
to
be
an
indication
of
the
original
‘stimulating’
content’s
quality.
A
problem
with
many
SNA
comment
streams
is
that
they
contain
a
great
deal
of
‘chaff’
e.g.
of
the
‘awesome
dude’
or
‘this
sucks’
variety.
This
chaff
is
seldom
very
helpful
to
the
content
creator.
That
is
why
it
can
help
to
force
comment
senders
to
categorize
their
comments,
for
example
as
‘suggestions’
or
‘problems’,
which
in
turn
helps
the
comment
receiver
to
better
analyze
these
comments
and
take
action.
Categorizing
comments
will
not
prevent
Early
forms
of
online
content
aggregation
included
online
newsreaders
that
aggregated
RSS
(Really
Simple
Syndication)
feeds
from
multiple
source
sites.
The
use
of
RSS
in
this
way
facilitated
easy
syndication
of
content
to
multiple
content
consumer
target
applications
from
a
single
publisher
source
application.
Other
than
via
RSS,
the
usual
way
to
share
and
aggregate
content
programmatically
by
use
of
the
source
and/or
target
application’s
API
(Application
Programming
Interface).
An
API
generally
provides
a
secure
way
for
a
consuming
application
to
request
and
get
specific
content
from
a
publishing
application.
All
leading
SNAs
–
for
example
Twitter
and
Tumblr
-‐
offer
such
APIs
to
promote
posting
and
querying
their
SNA
data
programmatically.
A
SNA
highlights
the
engagement
of
its
users
by
making
much
of
their
engagement
activity
transparent
to
other
users
in
the
form
of
activity
streams
and
alerts
(e.g.
‘X
posted
Y’
or
‘A
is
now
linked
to
B’).
An
activity
Points,
Badges
and
Leaderboards
(PBLs)
have
also
become
an
aspect
of
social
networks,
borrowed
from
computer
gaming.
According
to
Werbach
and
Hunter
(2012),
‘gamification’
of
social
networks
can
be
a
way
to
increase
engagement
with
and
feedback
from
a
social
network.
This
gamification
often
uses
PBLs
by
awarding
points
for
activities
such
as
posting
content
comments
or
rating
‘likes’,
leading
to
award
of
badges
as
participants
‘level-‐up’
to
pre-‐defined
award
levels.
High
scoring
participants
are
then
showcased
on
leaderboards
e.g.
Top
10
Commentators
(on
the
network)
to
provide
recognition
for
their
efforts.
Gamification
and
PBLs
probably
make
less
sense
in
a
relatively
small
social
network
focused
on
a
single
screenplay’s
content
but
might
make
sense
in
a
larger
network
focused
on
a
corpus
of
screenplays
for
a
use
case
such
as
genre
analysis
and
are
certainly
more
applicable
to
sites
focused
on
delivery
or
discussion
of
movies
for
example,
rather
than
screenplays
Most
of
the
current
generation
of
screenwriting
applications
does
not
support
this
social
networking
perspective
of
screenwriting.
This
is
largely
because
many
were
conceived
or
developed
before
the
rise
of
social
networking
as
an
Internet
phenomenon
and
so
tend
to
focus
on
screenwriting
as
an
individual
creative
process
rather
than
as
a
Although
the
Screenwriter
or
Screenwriters
are
central
to
the
script
writing
process,
like
every
other
aspect
of
film
making,
development
is
collaborative
work
and
typically
requires
the
creative
input
of
a
number
of
other
film
professionals
including:
Script
Readers,
Writer's
Agents,
Producers,
Development
Executives,
Script
Editors,
and,
eventually,
Directors,
who
are
often
involved
in
the
final
versions
of
the
screenplay
and
shooting
script.
When
projects
are
developed
as
part
of
a
Screen
Agency,
Broadcaster,
or
National
Lottery
funded
film
scheme,
Development
Executives
from
these
agencies
and
script
development
staff
may
also
be
involved
in
the
process.
This
process
reflects
the
journey
that
the
script
makes
from
an
initial
idea
to
the
final
shooting
script
from
which
a
movie
is
more
or
less
directly
shot.
In
fact
screenwriting
as
a
collaborative
activity
has
much
in
common
with
the
idea
management
activity
within
the
business
domain
of
innovation
management.
The
progression
of
the
screenplay
development
process
from
ideation
to
realization
has
many
steps
that
include
genuine
commercial
‘stage-‐gates’
at
which
business
decisions
are
made
–
optioning,
developing,
green-‐lighting
-‐
just
like
any
other
commercial
product
development
process.
And
like
the
manufacture
of
a
physical
object,
a
screenplay
can
generate
many
versions
and
prototypes
in
the
form
of
script
drafts
and
treatments,
storyboards
and
pre-‐viz
visualizations.
A
script
may
begin
its
journey
owned
by
an
individual
screenwriter
or
a
partnership
or
team
of
screenwriters.
The
former
is
a
common
paradigm
for
either
a
speculative
or
commissioned
feature
film
screenplay
and
the
latter
for
a
screenplay
destined
for
TV
–
especially
if
written
as
an
episode
within
an
established
series
leveraging
an
established
writing
team
with
a
In
terms
of
collaborative
screenwriting,
what
is
of
interest
here
are
the
similar
yet
different
workflows
the
individual
and
team
scripts
follow,
the
common
phases
within
these
workflows
and
the
needs
and
activities
of
the
various
roles
who
participate
in
the
workflows.
In
practice,
the
original
or
‘initiating’
screenwriter
may
not
in
fact
participate
in
the
process
from
start
to
finish.
This
originator
may
in
fact
be
‘cut
loose’
from
the
moment
the
script
copyright
ownership
is
purchased,
replaced
by
other
writers
while
the
script
is
‘in
development’
or
simply
marginalized
by
more
powerful
production
or
commercial
roles
such
as
the
Director
or
Producer
even
if
they
remain
on
board
for
the
duration
of
the
project.
Screenplays
are
either
commissioned
(i.e.
paid-‐for
by
a
third
party)
or
produced
speculatively
(i.e.
without
advance
payment)
by
a
screenwriter
who
hopes
to
sell
his
work.
Kawin
(1992:302-‐326)
provides
a
thorough
explanation
of
these
two
paths
of
screenplay
genesis.
From
the
work
of
MacDonald
(2010)
on
the
screen
idea
and
its
development,
and
anecdotal
descriptions
of
working
with
a
writing
partner
(e.g.
http://spitball.com/2009/04/how-‐we-‐collaborate-‐on-‐a-‐screenplay,
accessed
28
August
2012)
it
is
clear
that
the
original
author(s),
or
any
other
writer
involved
with
the
script,
is
unlikely
to
be
individually
largely
responsible
for
or
in
control
of
every
draft
of
a
script
from
pre
to
post
production
(unless
the
screenplay
is
created
and
produced
by
a
writer/director).
In
other
words
most,
if
not
all,
screenplays
are
co-‐created
that
are
eventually
realized
cinematically.
As
a
collaborative
process
it
may
be
that
the
script
is
initially
written
and/or
developed
by
a
writing
partnership
or
team
–
this
is
often
the
case
with
scripts
written
for
television
(as
the
classic
US
television
series
The
Dick
Van
Dyke
Show
and
more
recently
30
Rock
portray).
But
whatever
the
genesis
of
the
script,
the
process
of
writing
and
rewriting,
combined
with
the
way
that
scripts
are
marketed,
developed
and
produced
will
almost
certainly
mean
that
any
"final’
shooting
script
will
reflect
input
from
a
wide
range
of
There
are
a
number
of
stakeholder
roles
involved
in
the
screenwriting
process.
Here
I
identify
some
key
roles,
their
involvement
in
the
process
and
their
potential
interest
in
being
able
to
analyze
the
screenplay
content
(as
facilitated
by
the
datafication
of
the
content).
Writers
The
writers
include
anyone
who
is
involved
in
writing
or
rewriting/revising
screenplays.
The
original
author(s)
and
subsequent
‘rewriters’
and
‘polishers’
attached
to
the
script
are
included
in
this
role.
This
is
the
primary
role
involved
in
conceiving
and
writing
the
initial
screenplay
content
(data
and
metadata)
re-‐writing
it
and
being
officially
credited
with
the
writing.
This
role
is
motivated
by
the
desire
to
write
a
better
script
to
increase
its
commercial
viability
or
to
respond
to
the
needs
of
the
producer/director
who
may
be
subject
to
their
own
budgetary
or
artistic
forces.
Investors/Producers/Directors
Investors,
Producers
and
Directors
include
anyone
who
is
involved
in
participating
in
the
financing,
buying
or
optioning
of
a
screenplay
and
who
may
require
the
work
to
be
formally
evaluated
prior
to
any
investment
or
purchasing
decision.
This
group
is
motivated
by
the
need
to
identify
scripts
that
are
judged
likely
to
succeed
commercially
and
therefore
worth
investing
in
for
an
acceptable
financial
return.
Script
Readers/Story
Analysts
Script
readers
and
story
analysts
include
anyone
who
professionally
(i.e.
as
a
job
role
or
as
freelancer
for
a
fee)
reads
and
analyzes
screenplays.
This
group
often
works
on
behalf
of
investors/producers/directors
or
writers,
in
Talent
Talent
refers
to
the
actors
who
are
potentially
or
contractually
attached
to
a
project.
Their
motivation
for
engaging
with
the
screenplay
content
may
be
in
better
understanding
the
screenplay
to
perform
their
role
or
for
deciding
whether
or
not
to
buy
or
option
the
screenplay
for
their
own
production
companies
or
whether
to
attach
themselves
to
an
existing
production
project
because
of
the
quality
of
the
role
or
its
‘Oscar’
potential
for
example.
Agents
Agents
sit
between
screenwriters
and
producers/directors/talent
to
perform
a
“filtering”
and
selling
role
that
may
also
require
the
engagement
of
script
readers/analysts
to
pre-‐qualify
screenplays
before
the
agent
can
pitch
them
to
potential
investors
in
the
script
(e.g.
producers/directors/talent/angels).
They
may
be
interested
in
using
screenplay
content
analysis
and
visualization
to
cut
their
slush
pile
of
CGI/SFX/VFX
The
increasing
use
of
green/blue
screen
techniques
and
computer
generated
images
(CGI)
to
create
special
and
virtual
effects
(SFX/VFX)
in
movie
production
means
that
a
relatively
recent
addition
to
the
stakeholder
group
are
the
technicians/programmers
and
others
required
to
deliver
these
effects.
Here
the
script
functions
as
a
functional
input
into
the
software
development
project
required
to
realize
this
aspect
of
the
movie
production.
This
range
of
roles
indicates
that
individual
screenplay
data
‘consumers’
will
need
to
interact
differently
with
a
screenplay
at
different
stages
of
the
script
development
and
production
process
depending
on
their
point-‐of-‐view.
Note
that
here,
we
are
not
concerned
with
the
audience
of
the
finished
movie
as
a
screenplay
stakeholder.
The
audience
of
a
finished
movie
is
seldom
aware
of
or
interested
in
the
screenplay
after
it
has
changed
form
i.e.
from
written
artefact
to
produced
movie.
Nor
are
other
stakeholders
involved
the
post-‐production
sale
and
distribution
of
the
movie
relevant
here.
Screenwriting as a business process can be discussed in at least three ways:
Again,
here
we
are
not
concerned
primarily
with
the
post-‐production
business
process,
when
the
screenplay
has
changed
form
(from
text
to
movie).
Once
a
movie
is
made,
the
screenplay
itself
has
changed
form
from
a
Pre-‐Production
Pre-‐production
is
the
process
phase
that
occurs
before
the
actual
production
(or
shooting)
of
a
movie
begins.
At
this
point
the
script
may
not
even
have
been
written,
if
commissioned
by
a
production
company
or
not
bought
but
only
optioned,
if
a
speculative
script.
The
stakeholders
involved
in
pre-‐
production
could
include:
-‐
The
Script
Analyst(s)
who
may
help
the
screenwriter(s)
to
refine
the
script
by
providing
analysis
or
coverage
of
the
script.
-‐
The
Script
Reader(s)
responsible
for
assessing
the
commercial
worth
of
a
script
in
terms
of
its
production
potential
for
a
specific
production
company.
-‐
The
Script
Rewriter(s)
and
Polisher(s)
who
may
be
hired
to
rewrite
or
otherwise
improve
specific
aspects
of
the
script
pre-‐production.
-‐
Producers,
Directors
and/or
the
Talent
who
may
provide
input
resulting
from
their
reading
and
interpretation
of
the
script
once
they
become
‘attached’
to
a
project.
At
this
stage,
the
content
of
the
script
can
be
highly
fluid
since
it
does
not
yet
have
any
direct
production
(i.e.
financial)
impact.
Production
Production
is
the
process
phase
in
which
shooting
the
movie
takes
place
and
the
bulk
of
the
movie
budget
is
spent.
At
this
point,
a
substantive
script
will
normally
exist
(unless
improvisational
techniques
are
being
used
by
the
director
and
the
script
is
being
created
largely
‘on-‐the-‐fly’
on
set)
and
the
-‐
The
original
screenwriter
(but
only
if
their
contract
with
the
production
company
continues
their
involvement).
-‐
The
Producer(s)
who
may
influence
the
script
to
meet
production
timing/budgeting
demands.
-‐
The
Director(s)
who
may
influence
the
script
to
reflect
their
personal
directorial
"vision".
-‐
The
Talent
who
may
influence
the
script
to
reflect
their
personality
or
acting
preferences.
-‐
Various
production
managers,
who
may
influence
the
script,
say
to
make
it
easier
or
more
cost-‐effective
to
make
into
a
movie
from
their
production
perspective.
-‐
The
Script
Doctors(s)
and
Polisher(s),
the
‘hired
guns’
who
rewrite
or
otherwise
improve
the
script
content
as
required
during
the
shoot.
Another
way
of
viewing
the
screenwriting
process,
specifically
from
the
screenwriter’s
perspective,
is
to
divide
it
into
pre-‐sale
and
post-‐sale
phases.
As
the
discussion
above
indicates,
a
pre-‐production
draft
may
bear
little
resemblance
both
in
form
and
content
to
the
final
shooting
script.
In
fact
they
are
being
used
for
different
purposes.
The
purpose
of
a
pre-‐production
script
is
to
sell
the
story
vision
of
the
writer,
whereas
the
purpose
of
the
production
shooting
script
is
to
efficiently
convert
the
script
into
shots
that
can
be
edited
into
a
movie.
During
this
selling
process,
the
screenplay
also
is
represented
by
a
variety
of
documents
that
have
different
purposes
within
the
process:
Treatments,
synopses,
contracts,
coverage
reports,
‘the
first
10
pages’
and
so
on
that
reflect
the
fact
that
not
every
stakeholder
involved
in
this
process
is
interested
in
the
actual
screenplay
content
itself
but
only
a
version
of
it,
appropriate
to
their
needs
as
a
stakeholder.
The
screenplay
itself
still
functions
as
the
‘anchor’
for
all
these
spin-‐off
documents
but
it
does
not
stand-‐alone
it
is
part
of
a
document-‐set.
Pre-‐sale,
the
script
has
latent
rather
than
actual
value
and
the
script
is
essentially
totally
controlled
and
owned
by
the
original
writer(s).
Pre-‐sale,
the
job
of
the
screenwriter
is
to
improve
the
script
so
that
its
latent
value
can
be
realized,
resulting
in
either
the
script
being
optioned
or
bought
or
at
least
winning
some
kind
of
award
or
competition
that
may
help
to
improve
its
chances
of
being
optioned
or
bought.
Coverage
is
probably
the
only
formal
script
‘analysis’
that
a
screenplay
will
ever
get
pre-‐sale.
But
all
coverage
inevitably
reflects
the
opinion
of
an
individual
script
reader
or
analyst–
albeit
an
individual
likely
to
be
skilled
in
providing
this
kind
of
analysis.
For
this
reason,
any
analysis
is
inevitably
Adding
a
new
step
into
the
screenplay
re-‐writing
process,
that
of
some
kind
of
script
content
analysis
and
visualization,
has
the
potential
to
significantly
enrich
the
process
as
a
whole
by
creating
useful
new
feedback
loops,
as
figure
3.2b
indicates.
However,
it
is
unclear
what
constitutes
a
‘high
quality’
script,
pre-‐
production.
For
example
does
this
mean
a
script
that
is
judged
as
having
a
satisfying
visual
narrative
or
one
that
is
judged
as
having
the
potential
for
high
box-‐office
(i.e.
commercial),
a
potential
Oscar
winner
or
what?
What
is
clear
is
that
it
is
impossible
to
tell
anything
about
the
quality
of
a
script,
(that
has
not
been
‘datafied’
in
order
to
facilitate
quantitative
analytics)
without
reading
and
re-‐reading
it,
either
as
a
whole
or
in
part,
since
script
quality
is
a
value
judgment
based
on
the
specific
reader's
interpretation
of
the
script
content
they
have
read
from
their
subjective
perspective.
But
if
certain
qualitative
characteristics
can
be
defined
and
a
script
"processed"
to
look
for
matches
(or
not)
or
correlations
with
these
qualitative
characteristics,
then
it
should
be
possible
to
make
meaningful,
“first
cut”
qualitative
judgments
about
a
script
before
needing
either
to
read
it
first
or
to
read
subsequent
revisions
made
based
on
the
qualitative
characteristics
revealed.
At
the
very
least
this
new
process
step
would
allow
the
script
analyzer
to
“see”
some
of
the
“unread”
content
and
“latent”
potential
of
the
script
before
even
reading
the
actual
text.
This
is
not
to
say
that
it
is
not
necessary
to
read
the
script,
far
from
it,
only
that
much
could
be
learned
about
the
characters,
narrative
structure
and
genre
conventions
of
the
script,
for
example,
before
reading
it
so
that
when
it
is
read,
it
may
be
read
from
a
different
start-‐point
-‐
one
that
reflects
a
level
of
evidential
analysis
that
has
already
been
done
in
advance
based
on
the
data.
Alternatively
the
script
could
be
read
first
and
then
analyzed/visualized
retrospectively
using
a
tool
so
that
the
latter
step
could
be
used
to
more
or
less
confirm
or
deny
aspects
of
the
“read”
analysis
or
prompt
the
reader/analyst
to
go
back
and
review
certain
aspects
of
the
script
again
based
on
what
the
tool
reveals.
In
this
sense
the
analysis
and
visualization
step
can
function
both
as
a
“pre-‐read”
and
a
“post-‐read”
diagnostic
aid.
The
screenplay
business
process
can
also
be
viewed
as
an
idea
development
process
or
workflow
whereby
an
original
idea
(whether
commissioned
or
speculative)
is
developed
from
a
raw
idea
into
a
series
of
‘deliverables’
in
the
forms
of
a
treatment,
synopsis,
rough
draft,
final
draft,
shooting
script
and
finally
transcript.
In
this
scenario,
the
‘business’
of
the
process
is
that
of
the
accretion
of
content
around
the
original
idea
kernel
together
with
some
kind
of
content
transformation
step
at
each
of
the
process
stage
gates.
This idea management perspective emphasizes the importance of the first
Director
Peter
Jackson
also
refers
to
a
3-‐stage
screenwriting
process
that
resembles
ideation
and
emphasizes
the
screenplay
beginning
as
an
imaginative
work:
(http://gointothestory.blcklst.com/2011/04/peter-‐
jackson-‐on-‐screenwriting-‐process.html,
accessed
04
September
2012).
We
always
find
there
are
three
distinct
phases
in
the
life
of
a
film
script.
First,
it
exists
before
the
film
starts
shooting.
In
this
period,
which
can
last
from
months
to
years,
the
script
is
a
theoretical
document—an
imaginative
version
of
the
movie.
Then
you
start
shooting
and
things
come
much
more
into
focus—
usually
in
a
very
positive
way.
We
now
have
actors
who
bring
their
skill
to
the
roles
and
suddenly
we
see
the
characters
in
a
more
vivid
and
tangible
way…
The
final
writing
phase
comes
in
post-‐production,
when
the
movie
is
edited.
No
matter
what
you
were
imagining
when
you
wrote
the
script,
and
what
you
imagined
during
the
shoot,
nothing
now
matters
beyond
the
actual
cut
film.
We
often
find
that
script
work
continues
during
post,
including
writing
and
shooting
new
scenes,
reorganising
the
order
of
scenes,
or
recording
additional
dialogue
to
slip
into
shots.
We
do
all
of
these
things,
and
the
writing
only
stops
when
the
film
is
finally
finished.
Clearly
the
process
view
of
screenwriting
and
the
recognition
of
the
collaborative
involvement
of
many
different
types
of
stakeholders
in
that
process
confirm
that
a
social
networking
perspective
of
screenwriting
and
the
screenplay
has
validity.
Here,
the
network
anchor/context
is
the
screenplay
text
itself
and
it
is
the
changing
text
of
the
screenplay
that,
in
effect,
functions
as
the
analog
of
the
Facebook
‘wall’
or
Twitter
Tweet
‘stream’.
In
this
sense
the
screenplay
text
also
functions
also
as
a
content
hub
to
which
other
UGC
can
be
attached
to
create
social
capital
and
further
enrich
the
screenplay
content
and
context.
A
use
case
of
a
screenplay
acting
as
the
anchor
for
a
social
network
and
able
to
benefit
from
social
networking
activity,
is
in
the
educational
domain
in
the
activity
of
learning
screenwriting,
where
each
student
is
creating
screenplays
(or
scenes
within
a
screenplay)
as
a
member
of
an
undergraduate
or
postgraduate
screenwriting
class.
Another
example
is
the
screenplay
anchoring
the
movie
production
team
or
‘on-‐set’
social
network,
where
each
practitioner
tends
to
approach
the
script
from
their
specific
production-‐role
point-‐of
view
(POV).
In
both
cases
there
are
a
range
of
social
networking
activities
that
we
can
expect
members
of
these
social
networks
to
be
engaged
in,
in
these
and
other
screenplay
anchor
use
cases.
One
key
activity
is
that
of
peer
review
for
qualitative
assessment
of
the
content.
Clayton
(2006)
discusses
the
importance
of
good
peer
review
practice
in
the
design
of
her
MA
in
Screenwriting
for
TV
and
Film
(Retreat
Programme).
This
Royal
Holloway
(London)
postgraduate
course
encourages
the
development
of
dyadic
relationships,
leverages
collaborative
‘group
boxes’
of
four
A
screenplay
is
often
the
result
of
an
act
of
collaborative
writing
(CW),
which
Henderson
and
De
Silva
(2006:3)
describe
as
‘the
process
of
multiple
authors
producing
one
document,
by
writing
together
and
soliciting
one
another’s
opinions
about
their
writing.’
The
authors
propose
a
narrative
based
business
process
model
for
CW,
founded
on
Rhetorical
Structure
Theory
(RST)
so
that
the
narrative
can
be
divided
within
a
team
to
help
to
enable
the
best
people
within
a
team
to
work
on
the
narrative
sections
they
are
best
suited
to.
They
emphasize
the
importance
of
author
rights
and
roles
and
more
emphasis
on
narrative
version
control
to
facilitate
the
CW
process.
It
should
be
noted
that
neither
task
allocation
to
roles
nor
version
control
capabilities
are
well
supported
in
any
current
screenwriting
application.
As
the
anchor
of
the
network,
the
screenplay
can
become
the
focus
for
a
number
of
social
networking
activities,
like
rating
and
commenting,
and
acts
as
a
content
hub
that
benefits
from
user
generated
content
linked
to
the
screenplay
by
the
network
participants.
Today,
most
screenwriting
applications
do
not
reflect
this
social
network
dimension
by
providing
the
functionality
required
to
allow
a
screenplay
to
be
effectively
co-‐created
and
socialized.
The prevailing design of screenplays is no longer fit for purpose.
Screenplay
as
design,
as
both
a
concept
and
practice
is
in
need
of
a
complete
overhaul.
Screenplay
design
is
steeped
in
20th
century
legacy
practices
of
writing,
publishing
and
distributing
scripts
on
paper.
The
most
obvious
‘legacy’
design
element
being
the
use
of
a
Courier
12
fixed
font
typeface
to
simulate
the
production
of
a
paper
artefact
on
an
obsolete
device
-‐
the
typewriter.
The
presentation
of
screenplay
text
generally
assumes
a
printed
rather
than
online
textual
artefact.
Kindles
and
other
mobile
devices
as
a
form
factor
and
ebook-‐like
formats
as
a
delivery
mode
have
largely
passed
screenplays
by.
Even
if
a
screenplay
is
only
conceived
as
more
like
a
web
page
where
the
text
also
acts
as
an
anchor
for
linked
content
then
the
screenplay
has
the
potential
to
become
an
interactive
rather
than
static
text.
This
interactivity
can
already
allow
individual
scenes
to
be
‘played’
in
different
ways
depending
on
the
linked
content
(e.g.
video
and
audio
clips):
for
example
for
dialog
to
be
spoken
out
loud
or
locations
viewed
via
video
clips
rather
than
just
described
in
scene
headings.
This
is
not
to
deny
the
utility
of
the
printed
screenplay
delivered
on
paper.
Script
supervisor
Sabi
Paisa
offers
proof
of
this
in
her
blog
post
Director’s
Homework
(see
http://scriptsuper.wordpress.com/2013/04/09/directors-‐
homework/about
-‐
accessed
17
June
2013)
about
the
use
of
a
printed
screenplay
by
Director
Ian
Barry
on
the
set
of
House
Husbands
II.
As
figure
4.1
shows,
Barry
uses
a
paper-‐based
‘script
book’
to
plan
shots
and
generally
annotate
the
script
using
his
own
personal
colour-‐coded
‘markup
language.’
Personally
I
find
this
approach
very
compelling
as
a
means
to
capture
a
single
individual’s
ideas
around
a
script
using
offline
media
(i.e.
a
printed
book).
Applications
such
as
Peter
Skarrat’s
Script
Supervisor
software
(see
http://peterskarratt.com
-‐
accessed
17
June
2013)
can
replicate
some
of
this
Stewart
McKie
-‐
199
-‐
As
of
15/08/2014
script
lining
capability
automatically
but
without
the
artistic
flexibility
that
plain
paper
naturally
offers
(see
figure
4.2).
While
a
paper
script
is
clearly
portable
and
easy
to
annotate
manually,
an
online
script
can
offer
the
significant
benefit
of
hyperlinking,
like
any
web
page.
The
interactive
screenplay
needs
only
the
ability
to
add
a
hyperlink
within
the
text
or
some
other
means
to
link
content
to
screenplay
data
or
metadata.
These
links
may
be
to
external
web
content
(you
can
do
this
in
any
script
written
in
any
popular
word
processor
(e.g.
Microsoft
Word)
or
to
‘internal’
content
based
on
relationships
inherent
in
the
data
structure
of
a
datafied
screenplay.
• popup
links
e.g.
to
popup
a
character
image
from
a
character
cue
or
a
location
image
from
a
scene
heading
• branch
links
e.g.
to
popup
alternative
scene
choices
at
the
start
or
end
of
a
scene
• comment
links
e.g.
to
list
a
series
of
comments
or
Tweets
posted
to
a
scene
• storyboard
links
e.g.
to
view
a
series
of
board
images
linked
to
a
scene
• clip
links
e.g.
to
play
an
audio/visual
clip
linked
to
a
scene
This
kind
of
screenplay
linking
creates
a
form
of
Augmented
Reality
(AR).
AR
layers
‘virtual’
information
on
top
of
a
physical
location.
For
example
if
you
point
your
smartphone
camera
at
a
hotel
on
a
street,
AR
may
layer
a
booking
form
over
the
hotel.
Your
physical
position,
as
determined
by
GPS,
is
what
enables
the
layering
on
of
content
to
augment
the
view
you
see.
In
a
screenwriting
2.0
screenplay,
the
physical
reality
is
the
on
screen
text
of
the
script,
the
virtual
reality
is
the
variety
of
content
linked
to
the
script
It
is
becoming
increasingly
clear
that
data
can
drive
the
design
of
almost
anything.
The
emergence
of
computer-‐aided
design
(CAD)
laid
the
groundwork
for
computer-‐
aided
manufacturing
(CAM)
whereby
digitized
design
data
is
used
to
drive
computer
numerically
controlled
(CNC)
tools.
Automobile
manufacturing
is
just
one
industrial
process
revolutionized
by
CAD/CAM
and
the
use
of
industrial
robots
to
carry
out
production
tasks.
Now,
the
recent
emergence
of
3D
printing
shows
that
the
potential
of
CAD
continues
to
expand
into
the
domain
of
direct
digital
manufacture
(DDM).
From
gun
parts
to
the
bioprinting
of
living
tissue
(see
http://www.explainingthefuture.com/bioprinting.html
accessed
03
January
2013)
3D
printing
is
widely
expected
to
generate
a
new
wave
in
CAD
driven
innovation
at
a
personal
rather
than
industrial
level.
Anderson
(2012)
envisions
3D
printing
as
enabling
a
new
generation
of
individual
craftspeople
to
participate
in
a
new
kind
of
creative
activity
–
CAD/CAM
for
the
person
rather
than
the
process.
My
brief
exposure
to
3D
printing
led
me
to
consider
whether
the
screenplay,
and
especially
Subtractive Production
Subtractive
production
uses
the
digitized
CAD
file
of
an
object
to
drive
a
process
that
reduces
the
volume
of
a
source
material
in
order
to
fashion
it
into
the
target
object.
For
example,
using
a
machine
(e.g.
a
Roland
Modela)
to
carve
a
curvaceous
fruit
bowl
from
a
square
block
of
wood.
This
has
an
application
to
screenwriting,
specifically
in
terms
of
the
process
of
adaptation.
As
the
term
suggests,
in
the
adaptation
process
the
screenwriter
takes
a
source
text
–
such
as
a
novel
or
theatre
play
text
–
and
adapts
it
into
a
screenplay
for
realization
as
a
movie.
So
how
can
subtractive
production
be
applied
here?
First
we
start
with
data,
in
this
case,
for
example,
the
digitized
text
of
the
novel
or
play
to
be
adapted.
This
data
can
simply
be
in
the
form
of
a
plain
text
(.txt)
file.
Now
when
this
data
is
fed
into
a
specific
type
of
content
analytics
tool
and
a
specific
technique
(algorithm)
applied,
the
tool
can
return
a
subset
of
data
found
in
the
text
that
is
relevant
to
a
screenplay
adaptation
process.
In
effect
the
tool
takes
the
text
(cf.
the
block
of
wood)
and
subtracts
this
screenplay-‐irrelevant
data
from
the
rest
of
the
text
(cf.
the
‘scrap’
wood
shaved
off
by
the
subtraction
process)
and
leaves
the
screenplay
relevant
data
(cf.
a
prototype
fruit
bowl
object
–
not
the
finished
object
–
I
am
not
suggesting
the
output
will
be
a
complete
screenplay).
The content analytics technique that applies here is not, for example,
Entity
extraction
is
a
process
that
starts
by
finding
entities
in
source
materials,
whether
web
pages,
email,
audio
streams,
images,
or
some
other
material
of
interest.
Once
discerned,
the
entity
is
disambiguated
(Is
“Ford”
a
car,
an
industrial
company,
an
actor
[which?],
a
theater,
or
a
place
to
cross
a
river?).
Then
it
is
typed
(Person,
organization
etc.),
and
(perhaps)
mapped
into
a
canonical
form
according
to
a
controlled
vocabulary.
It
may
be
designated
with
a
uniform
resource
identifier
that
facilitates
associating
diverse
information
to
the
source
material.
Now
it
just
so
happens
that
people,
places
and
things
have
screenplay
relevance
since
they
map
to
(potential)
characters,
locations
and
props.
So
it’s
easy
to
see
how
running
a
text
file
through
entity
analytics
creates
a
‘framework’
for
a
screenplay
by
automating
the
population
of,
say,
the
character,
location
and
prop
tables
in
a
screenwriting
application
that
utilizes
a
database
to
manage
datafied
screenplay
content.
Naturally
you
will
not
want
all
the
characters
and
locations
and
props
written
automatically
to
the
tables.
But
as
entity
analytics
is
also
capable
of
counting
the
number
of
times
these
entities
appear
in
the
text,
the
adapting
screenwriter
can
easily
intervene
and
select
say
the
top
20
or
50,
or
whatever,
of
each
entity
to
write
to
the
tables.
Unlike
subtractive
printing,
‘additive’
3D
printing
builds
3D
objects
in
layers:
Very
thin
‘slices’
of
material
are
layered
on
top
of
each
other
from
the
bottom-‐up
until
the
physical
object
is
fully
realized
from
the
CAD
plan
that
has
been
preprocessed
into
a
stereolithography
file
(e.g.
.STL
file).
Screenplays
can
be
also
considered
from
the
same
additive
perspective
(see
figure
4.3).
For
example,
using
a
structural
framework
such
as
Vogler’s
Hero’s
Journey
a
screenplay
can
first
be
populated
with
a
‘sequence’
layer
corresponding
to
Vogler’s
12
sequences
mapped
across
the
three
acts
of
Vogler’s
‘ordinary’
and
‘special’
worlds.
It
is
then
up
to
the
writer
to
‘add’
the
locations
and
scenes
to
‘flesh-‐out’
these
sequences.
Similarly,
Vogler’s
eight
character
archetypes
can
also
be
populated
into
the
screenplay
as
‘template’
roles
and
again
the
writer
can
choose
to
use
all
or
some
and
name
the
individual
roles
as
one
or
more
characters,
as
appropriate
for
the
story
she
is
trying
to
tell.
Onto
these
layers
is
added
the
‘entity’
layer
comprising
actual
character
roles
and
locations
and
individual
scenes
that
involve
these
automatically
added
characters
and
sequences.
The
‘snippet’
layer
populates
individual
scenes
with
dialog
and
action
description
until
the
screenplay
is
fully
realized
and
then
more
layers
are
added
during
production
to
create
the
script
storyboard,
shot-‐list
or
production
breakdown
reports
for
example.
In
this
way
a
script
can
be
viewed
as
being
‘developed’
subject
to
an
additive
or
layering
process.
However,
all
this
talk
of
‘automated
screenwriting’
is
likely
to
be
anathema
to
those
for
whom
screenwriting
is
perceived
primarily
as
a
creative
process
and
‘manufacturing’
screenplays
seen
as
a
negative
direction
that
will
result
in
formulaic
writing
that
delivers
repetitive
experiences
for
audiences,
as
Tom
Gauld’s
cartoon
from
The
Guardian
(review
section
23/03/2013)
in
figure
4.4
suggests:
And
many
may
regard
this
whole
exercise
as
too
trivial
to
care
about.
After
all,
the
subtractive
use
of
entity
analysis
hardly
compares
to
the
richly
creative
adaptation
process
presented
in
Adaptation
(2002,
Spike
Jonze)
and
if
the
additive
screenplay
framework
is
based
on
a
structure
that
has
been
characterized
as
a
kind
of
‘infantile
bromide’
(Langford
2011:256)
it’s
hardly
likely
to
be
selected
as
a
start
point
for
a
new
screenplay.
But
the
reality
is
that
the
subtractive
and
additive
manufacturing
techniques
of
3D
printing
can
be
applied
to
screenplay
metadata
generation
and
perhaps
over
time,
‘auto-‐populating’
a
screenplay
with
more
or
less
metadata
could
become
the
normal
way
to
start
the
‘design’
of
a
screenplay
in
a
Screenwriting
2.0
application.
…it
seems
a
less
than
ideal
metaphor
for
the
screenplay.
The
development
of
the
screen
idea
inevitably
involves
collaboration,
and
therefore
to
concentrate
solely
on
the
screenplay
as
a
source
for
the
film-‐to-‐be
seems
unnecessarily
restrictive.
Price
(2010:45)
is
also
not
a
fan
of
the
blueprint
metaphor
saying,
‘In
its
literal
sense,
a
blueprint
is
a
projection
of
a
design
for
a
material
object’
and
that
‘the
insidious
connotations
of
the
literal
meaning
[of
screenplay
as
blueprint]
have
proved
persistently
damaging.’
But
how
long
can
that
continue
to
be
a
realistic
attitude
given
the
increasing
sophistication
of
technology
that
can
already
leverage
screenplay
texts
as
design
blueprint
‘inputs’
from
which
visual
‘output
products’
are
automatically
generated?
FrameForge
then
lets
users
additively
enhance
this
pre-‐viz,
for
example
by
adding
background
images
and
3D
objects
or
people
from
its
digital
asset
To
date,
the
discourse
around
screenplay
as
design
has
been
unduly
focused
on
structure,
which
is
only
one
element
of
design.
For
example,
the
sitemap
structure
of
a
website
is
integral
to
its
design
but
perhaps
more
important
to
the
audience
(rather
than
the
website’s
information
architect)
is
the
user
interface
or
‘look
and
feel’
of
the
site
including
the
colours,
icons
and
typefaces
used.
There
are
other
story
models,
at
varying
levels
of
granularity,
which
could
be
used
to
drive
screenplay
design.
For
example
Soulier
and
Caussanel’s
(2002)
model
of
the
narrative
and
its
narrative
‘atoms’:
Situation,
complication,
resolution
and
result.
Or
Chris
Huntley’s
Dramatica,
a
highly
detailed
theory
of
story
(http://dramatica.com/theory/articles/Dram-‐
differences.htm
-‐
accessed
25
February
2013).
In
Huntley’s
article
How
and
Why
Dramatica
is
Different
from
Six
Other
Story
Paradigms
(http://dramatica.com/articles/how-‐and-‐why-‐dramatica-‐is-‐different-‐from-‐
six-‐other-‐story-‐paradigms
-‐
accessed
25
February
2013)
he
also
outlines
‘story
paradigms’
from
Huage,
McKee,
Seger
and
Truby.
All
of
which
share
As
Yorke’s
summary
shows,
the
3
Act
structure
has
been
adapted
into
4
(3
act
with
a
two-‐part
second
act),
5
(Shakespeare’s
favourite)
and
even
8
act
structures,
with
lots
of
different
interpretations
of
the
role
of
each
act
in
the
narrative.
Yorke
also
thinks
that
some
of
those
who
decry
the
influence
of
3
act
structures
–
he
quotes
Guillermo
Del
Toro,
David
Hare
and
Kaufman
as
examples
(2013:xv)
–
‘protest
to
much’
and
‘however
much
they
hate
it…they
can’t
help
but
follow
a
blueprint
they
profess
to
distrust’.
To
discuss
screenplay
as
design
we
must
also
consider
two
perspectives
in
particular:
design
patterns,
as
they
apply
to
screenplays,
and
digital
screenplay
content
manufacturing
i.e.
screenplay
content
generated
automatically
from
a
set
of
design
patterns.
The
intention
here
is
not
to
suggest
that
screenplay
designs
can
entirely
replace
human
creativity
but
that
they
may
be
able
to
automate
some
of
the
more
mechanical
aspects
of
screenwriting.
Each
pattern
describes
a
problem
which
occurs
over
and
over
again
in
our
environment,
and
then
describes
the
core
of
the
solution
to
that
problem,
in
such
a
way
that
you
can
use
this
solution
a
million
times
over,
without
ever
doing
it
the
same
way
twice.
(http://www.patternlanguage.com/leveltwo/caframe.htm?/leveltwo/../bio
s/designpatterns.htm,
accessed
January
15
2013).
The
concept
was
subsequently
adopted
for
use
in
software
engineering
in
Design
Patterns:
Elements
of
Reusable
Object-‐Oriented
Software
(1994)
by
the
so-‐called
‘gang-‐of-‐four’
–
Gamma,
Helm,
Johnson
&
Vlissides.
An
organization
of
design
patterns
specific
to
a
particular
domain
is
referred
to
as
a
pattern
language.
Pattern
Name
Describes
the
essence
of
the
pattern
in
a
short,
but
expressive,
name
Motivation
Provides
an
example
of
a
problem
and
how
the
pattern
solves
that
problem
Structure
Set
of
diagrams
of
the
classes
and
objects
that
depict
the
pattern
Participants
Describes
the
classes
and
objects
that
participate
in
the
design
pattern
and
their
responsibilities
Consequences
Describes
the
forces
that
exist
with
the
pattern
and
the
benefits,
trade-‐offs,
and
the
variable
that
is
isolated
by
To
see
how
this
could
be
applied
to
screenplays,
let’s
take
the
3
Act
structure
and
attempt
to
describe
it
in
terms
of
pattern
attributes:
Unlike
many
other
design
activities
–
manufacturing
an
aircraft
or
building
a
house
for
example
–
screenwriting
does
not
typically
involve
forward-‐
engineering
or
using
a
design
pattern
to
drive
the
manufacturing
of
something.
But
there
are
some
candidates
for
design
patterns
that
could
make
up
the
pattern
language
of
a
screenplay
to
drive
the
manufacture
of
a
screenplay
in
some
automated
fashion.
A
key
pattern
is
that
of
the
scene
and
the
scene
groupings
and
characters
that
are
instantiated
to
deliver
structural
paradigms
such
as
Field’s
3-‐Acts
or
Vogler’s
Hero’s
Journey.
These
paradigms
can
be
reused,
as
patterns,
to
manufacture
the
basis
of
a
screenplay
in
Alexander’s
words
-‐
without
ever
doing
it
the
same
way
twice
–
where
‘doing
it’
means
populating
the
screenplay
metadata
framework
generated
from
the
pattern
with
scene
content
data
-‐
thus
preserving
the
essential
creativity
of
screenwriting.
If
a
writer
sets
out
to
write
a
‘Hero’s
Journey’
screenplay,
he
knows
that
potential
elements
of
this
pattern
include
a
set
of
12
sequences
of
scenes
or
‘stages’
in
Vogler’s
terms
(Vogler,
1996:14)
and
a
prospective
cast
of
8
character
archetypes
(1996:31)
plus
the
‘hero’
(protagonist)
and
antagonist
characters.
So
if
I
pick
this
pattern
as
a
‘design’
for
my
screenplay,
I
should
at
least
expect
that
screenwriting
software
applications
provide
the
means
to
use
a
template
to
generate
an
empty
screenplay
framework
already
provisioned
with
12
sequences
and
10
identifiable
character
types.
These
sequences
in
turn
must
then
be
provisioned
with
scenes
by
the
screenwriter
in
order
to
enable
the
characters
to
interact.
Like
the
concrete
foundation
and
4
corner
posts
of
a
building,
this
screenplay
framework,
generated
from
Stewart
McKie
-‐
215
-‐
As
of
15/08/2014
a
pattern,
just
provides
a
base
to
work
on,
the
actual
‘content’
of
the
building
could
end
up
functioning
as
pretty
much
anything
from
an
art
gallery
to
a
power
station.
To
my
knowledge,
no
screenwriting
software
does
this
simple
job
of
generating
a
screenplay
framework
based
on
a
known
pattern
like
the
Hero’s
Journey
(other
than
perhaps
Chris
Huntley’s
Dramatica
–
designed
to
specifically
support
his
story
pattern).
Presumably
the
argument
is
that
nobody
actually
writes
screenplays
this
way
or
possibly
many
screenwriters
agree
with
Langford’s
rather
extreme
opinion
of
the
three-‐act
structure
as
‘tyranny’
and
Vogler’s
Hero’s
Journey
as
‘infantile
bromide’
in
Analysing
the
Screenplay
(2011:256).
Baboulene
argues,
correctly
in
my
opinion,
that
‘Structure
is
a
consequence
of
our
words,
not
a
template
for
our
words’
and
that
‘Structure
is
an
outcome
of
the
creative
process.’
(2010:
32).
In
his
opinion,
structure
is
not
useful
to
write
a
screenplay
–
as
a
design
pattern
-‐
but
as
an
analytic
tool
to
help
rewrite
it.
As
he
says
(2010:
33):
‘This
is
the
main
value
of
structure:
fault
finding
and
optimization
after
the
creative
outpouring
is
complete
and
we
are
in
rewrite
mode.’
Alien
Screenwriter
Dan
O’Bannon
also
offers
the
perspective
of
structure
as
an
‘abstraction’
from
the
text
(2013:
22-‐23).
He
considers
story
structure
to
be
‘an
invisible
construct
that
defines
the
relationships
between
parts
of
the
story’
and
that
‘The
only
way
to
detect
a
story’s
structure
is
for
a
knowledgeable
person
to
examine
the
story
and
infer
the
structure
from
the
story’s
visible
parts.
‘
And
because
structure
helps
to
show
the
screenwriter
what’s
missing
and
where,
O’Bannon
regards
it
positively
-‐
as
an
‘empowering’
tool
for
the
screenwriter.
But
what
these
perspectives
on
screenplay
structure
do
emphasize
is
that
software
could
be
useful
as
a
means
to
facilitate
the
uncovering
of
structure
implicit
in
the
design.
This
surfacing
of
structure
from
the
text,
via
diagnostic
tools
provided
by
screenwriting
software,
could
provide
a
useful
rewriting
tool
for
the
writer
and
a
quick
way
for
script
readers
and
other
‘evaluators’
to
easily
‘get’
the
structure
of
a
script.
Perhaps
this
kind
of
analysis
could
generate
a
simple
infographic
visualization
like
this
one
that
attempts
to
summarize
the
story
of
Alien
using
just
a
handful
of
icons:
Figure 4.6 – Alien as visualized by Milesi & Matteo (2012:9)
But
it
is
probably
unlikely
to
expect
that
screenwriting
software
will
be
able
to
automatically
generate
the
rich
infographic
in
figure
4.7
that
charts
selected
episodes
of
the
Inspector
Montelbano
TV
series
from
1994-‐2012
(see
http://cargocollective.com/federicafragapane/LA-‐LETTURA-‐
CORRIERE-‐DELLA-‐SERA
-‐
accessed
09
July
2013)
anytime
soon:
Another
key
pattern,
already
‘encapsulated’
in
the
pattern
discussed
above,
is
that
of
the
Protagonist
and
Antagonist.
Most
screenplays
have
one
of
each
and
since
this
is
a
likely
pattern,
again
it
should
be
easy
for
software
to
prepopulate
the
script
with
a
protagonist
and
antagonist
characters.
By
doing
this,
the
software
helps
to
encourage
the
screenwriter
to
focus
early
on
who
these
characters
are,
their
motivation
and
backstory
and
the
crucial
interactions
of
these
two
principal
character
types.
So
what
we
can
already
foresee
happening
is
that
by
thinking
in
terms
of
design
patterns
as
a
means
to
manufacture
screenplays,
we
can
propose
how
the
screenwriting
software
might
help
to
automate
and
execute
the
implementation
of
these
patterns
in
the
application.
Recently,
tools
have
been
released
that
deliver
analytics
directly
from
digital
video.
For
example,
digital
analysis
of
storylines,
say
within
multi-‐episode
TV
series,
has
been
taken
to
the
next
step
by
the
French
researchers
The
screenshot
from
StoViz
(figure
4.8)
shows
how
the
selected
digital
feed
-‐
episode
2
from
US
TV
series
Malcolm
in
the
Middle
-‐
can
be
de-‐interlaced
into
3
storylines,
each
of
which
can
be
played
individually
by
the
viewer
user
if
required.
Then,
variants
of
some
the
techniques
used
by
StoViz,
such
as
speaker
diarization
and
automatic
speech
recognition
come
into
play.
At
a
simplistic
level
this
could
mean
that
a
potential
storyline
can
be
partially
determined
by
commonality
between
scenes
of:
As with all analytics, even this kind of simplistic storyline analysis can be
Russell
Chun’s
Story
Visualizer
is
another
tool
that
reverse
engineers
analytics
from
digital
movie
files.
(see
http://www.russellchun.com/storystructure/storyvisualizer.html,
accessed
15
January
2013)
According
to
Chun,
what
he
does
is:
“measure
the
level
of
excitement
or
drama
over
time
by
combining
two
indices.
One
index
tracked
audio
levels,
assuming
that
dramatic
moments
are
accompanies
by
louder
sounds
(explosions,
shouting,
musical
crescendos).
The
second
index
tracked
changes
in
color,
assuming
that
dramatic
moments
are
also
marked
by
rapid
visual
changes
on
screen
(subject
or
camera
motion,
quick
edits).
The
combined
“drama”
index
is
plotted
to
show
the
movie’s
unique
fingerprint”.
The
screenshot
in
figure
4.9
shows
a
resulting
plot
from
the
analysis
of
the
movie
footage
from
a
gladiatorial
fight
scene
in
Gladiator
(2000).
In
fact,
this
kind
of
analysis
is
more
difficult
to
do
from
the
screenplay
text
than
from
the
digital
movie
file
as
many
screenplays
will
simply
not
include
enough
identifiable
metadata
relating
to
audio
levels
or
color
changes
to
enable
this
kind
of
text
analytics
to
succeed.
• an
inciting
incident
(the
distress
call
that
diverts
their
set
course)
• a
turning
point
(when
the
Alien
emerges
from
Kane’s
chest)
• raised
stakes
(the
emergence
of
Ash
as
an
antagonist
to
Ridley)
• conflict
(Alien
vs.
humans,
upstairs
and
downstairs
crew)
• complications
(Ash’s
secret
mission,
Alien’s
acid
blood)
• climax
(time-‐sensitive
‘escape’
of
Ridley
to
the
evacuation
shuttle)
• resolution
(Ridley
safe
in
shuttle
and
Alien
apparently
destroyed)
• genre
conformance
(horror
-‐
monster
loose
in
an
enclosed
space)
So
how
can
these
kinds
of
standard
screenwriting
tactics
be
reverse
engineered
from
the
screenplay
text?
As
an
example,
let’s
review
Alien’s
‘turning
point’
from
this
perspective.
One
structural
analytic
focus
might
be
to
try
to
locate
a
turning
point
in
the
screenplay
by
identifying
what
changes
that
is
of
significance
–
what
linguistic
marker
can
be
defined
as
an
‘event
indicator’
in
the
text?
In
the
past,
manual
textual
analytics
techniques,
such
as
concordances,
were
used
to
analyze
Shakespeare
plays,
today
technology
can
help.
For
example,
technology
has
made
navigating
texts
by
reference
to
a
specific
term
easier,
such
as
the
mentions
of
‘blood’
in
Macbeth
(see
http://www.shakespeare-‐
navigators.com/macbeth/Blood.html,
accessed
4
March
2013).
Statistics
based
on
words
used
by
Shakespeare
are
easy
to
find
using
sources
such
as
Open
Source
Shakespeare.org
(http://www.opensourceshakespeare.org/stats/,
accessed
4
March
2013.
Folger
Shakespeare
Library
director
Michael
Witmore
used
DocuScope’s
(http://www.cmu.edu/hss/english/research/docuscope.html)
rhetorical
analysis
data
mining
technique
to
analyze
vocabulary
and
syntax
in
Shakespeare’s
First
Folio
corpus
(see
http://www.fastcompany.com/1800987/data-‐minings-‐thing-‐shakespeare-‐
takes-‐center-‐stage-‐digital-‐age,
accessed
4
March
2013).
But
these
analyses
do
little
to
identify
event
notifiers.
A
wide
variety
of
sentiment
analysis
tools
attempt
to
analyze
text
to
determine
its
‘polarity’
e.g.
positive,
negative
or
neutral
or
to
find
indicators
of
an
emotional
state
e.g.
‘happy’
or
‘sad’.
Apart
from
helping
to
define
the
general
‘demeanor’
of
a
character’s
role,
for
example
a
positive
or
negative
character
or
influence,
or
a
happy
or
sad
scene,
if
the
sentiment
analysis
reveals
a
pattern
of
negativity
or
positivity
after
a
specific
scene
then
this
itself
may
function
as
an
event
indicator,
indicative
of
an
inciting
incident,
turning
point
or
twist
or
as
indicators
of
a
conflict
‘rollercoaster’
within
the
script
text.
In
linguistic
studies,
one
kind
of
event
indicator
is
a
‘discourse
marker’
usually
discussed
in
the
context
of
discourse
analysis
(see
Schiffrin,
Deborah.
Schilder’s
analysis
of
temporal
discourse
markers
such
as
after,
before
or
while
(see
http://www.aclweb.org/anthology-‐new/W/W98/W98-‐0310.pdf,
accessed
29
March
2013)
indicates
that
these
marker
words
alone
can
be
used
as
event
indicators.
According
to
Schilder,
analysis
of
the
clauses
that
follow
these
words
may
be
classified
to
indicate
a
state,
activity,
accomplishment
or
achievement.
The
problem
with
applying
this
to
screenplays
e.g.
Alien
is
that
what
follows
the
marker
word
in
a
script
is
usually
not
explicitly
stated
in
an
explicit
syntactic
unit
e.g.
‘After
the
alien
popped
out
of
his
chest
we
all
ran
away’
so
any
‘after
effect’
from
the
event
is
only
implicit
in
the
dialog
or
action
text
that
follows.
Or
the
marker
word
simply
is
not
there
to
find,
say
to
mark
the
event
signifying
the
transition,
for
example,
from
pre
to
post
Alien-‐loose-‐on-‐the-‐ship
worlds.
Another
kind
of
discourse
marker
may
be
the
lexical
cues
to
dialog
acts
discussed
by
Jurafsky,
Shriberg,
Fox
and
Curl
(see
http://acl.ldc.upenn.edu/W/W98/W98-‐0319.pdf,
accessed
29
March
29
2013).
Although
Alien
actually
has
a
character
who
largely
speaks
in
lexical
cues
(Brett)
these
kind
of
cues
add
little
value
as
event
markers
in
a
screenplay.
However
they
could
be
used
to
identify
character
alliances
within
a
screenplay.
For
example,
Brett’s
repeated
use
of
the
word
‘Right’
in
connection
with
dialog
involving
Parker
acts
as
a
token
representing
agreement
and
is
indicative
of
the
fact
that
there
is
a
(positive)
relationship
between
these
two
characters
(the
below
deck
engineers)
in
the
script.
So
isolating
words
like
‘Right’
and
identifying
the
current
speaker
and
the
previous/next
speaker
could
be
a
way
to
propose
types
of
relationships
between
characters.
In
this
specific
‘turning
point’
case
the
event
marker
that
really
identifies
a
change
has
taken
place
is
that
a
new
character
is
introduced
–
the
Alien.
And
here,
the
release
of
the
Alien
onto
the
ship
has
profound
significance
for
the
rest
of
the
script.
We
might
be
able
to
infer
this
from
a
character
timeline
because
from
this
scene
onwards
a
new
pattern
is
introduced
into
the
script,
A
similar
obvious
event
marker
might
be
a
significant
change
of
primary
location.
Consider
the
famous
cut
to
the
Vietnam
paddy-‐field
in
Michael
Cimino’s
The
Deerhunter
(1978)
switching
us
from
the
comfortable
buddy-‐
buddy
life
at
home
in
the
Pennsylvania
steeltown
to
a
landscape
of
death
and
destruction
now
surveyed
by
Michael’s
recently
acquired
thousand-‐yard
stare.
Vietnam
has
changed
everything
and
the
focus
changes
to
action
located
in
the
‘special
world’
of
Vietnam
(or
resulting
from
or
influenced
by
it)
rather
the
‘ordinary
world’
of
the
supermarket
and
bars
inhabited
by
those
left
behind.
Location
change
is
often
most
obvious
as
a
marker
in
the
transition
of
the
hero
of
the
Hero’s
Journey
from
the
ordinary
world
to
a
new
unfamiliar
world
(and
back)
and
the
turning
point
that
may
be
embodied
in
the
‘call
to
adventure’
or
‘crossing
the
first
threshold’
may
be
identifiable
simply
from
a
major
location
change
that
follows
it.
Other
kinds
of
event
indicators
that
could
be
used
to
identify
a
turning
point
or
conflict
and
complications
include
a
single
unusual
event
(within
the
context
of
the
screenplay
as
a
whole)
or
a
pattern
of
repetitive
events
–
for
example
sex
and/or
violence.
Alien
also
exemplifies
a
pattern
of
repetitive
events
after
the
turning
point,
namely
the
one-‐by-‐one
killings
of
the
crew
by
the
Alien,
that
reflect
complications
and
conflict
that
also
lead
to
the
crisis,
i.e.
Ripley
is
the
only
one
left
to
fight
off
the
Alien
and
prevent
it
getting
back
to
earth.
In
Michael
Winner’s
Death
Wish
(1974),
a
single
and
uncharacteristic
(in
terms
of
the
script
as
a
whole)
sexual
event
–
the
rape
-‐
is
the
turning
point
that
then
sets
off
the
series
of
violent,
vigilante
events
that
comprise
the
complications
and
conflict
in
the
rest
of
the
movie
(a
pattern
that
Winner
had
successfully
used
before
in
Chato’s
Land
(1972)).
Screenplay
design,
as
reflected
in
the
primary
debate
around
structural
paradigms,
is
in
its
infancy.
The
design
patterns
of
screenwriting
are
not
yet
well
defined
but
some
aspects
of
a
screenplay’s
design
can
already
be
reverse-‐
engineered
from
the
finished
movie
by
digital
audio/video
analysis
tools.
Although
screenplays
could
be
constructed
both
‘subtractively’
and
‘additively’
it
is
unlikely
they
will
ever
be
created
in
a
similar
fashion
to
a
physical
3D
printed
object.
In
fact
design
may
be
something
that
it’s
best
to
infer
from
a
screenplay
rather
than
work
to
as
a
creative
task.
Identifying
aspects
of
screenplay
design,
through
event
notifiers
in
a
text,
could
be
a
way
to
identify
where
important
design
elements
such
as
turning
points
occur
that
may
help
a
screenwriter
to
improve
their
use
of
these
essential
screenwriting
elements.
Again,
datafication
of
the
screenplay
content
is
helpful
or
necessary
in
order
to
facilitate
the
extrapolation
of
structure
from
content
or
to
help
identify
event
notifiers
within
the
text.
For
many
decades
the
technology
of
screenwriting
comprised
a
single
tool:
the
typewriter.
The
courier
twelve
font
of
modern
day
screenplays
is
a
legacy
of
the
default
fixed
size
font
of
pre-‐golfball
typewriters;
that
all
changed
in
the
1980’s
with
the
advent
of
the
personal
computer
(PC).
In
the
last
decade,
new
form
factors
–
the
mobile
phone
and
tablet
–
have
become
pervasive
and
stimulated
the
delivery
of
a
number
of
new
screenwriting
applications
adapted
to
suit
the
form
and
function
of
these
new
devices.
The
era
of
pervasive
personal
and
business
computing
is
generally
regarded
as
beginning
with
the
commercial
release
of
the
IBM
PC
(or
IBM
5150)
in
the
USA
in
1981.
The
PC’s
Microsoft
Disk
Operating
System
(MS-‐DOS)
and
later
MS
Windows
were
the
operating
system
platforms
that
triggered
the
development
of
a
rapidly
expanding
universe
of
personal
and
business
software
applications.
And
it
was
over
the
next
decade
that
the
first
screenwriting
applications
appeared.
Write
Brothers
Inc.
claims
that
it
released
the
first
‘screenplay
formatting’
program,
called
Scriptor,
in
1982.
However,
one
of
the
first
applications
to
gain
real
market
traction
was
Final
Draft
(FD)
launched
a
decade
later
in
1992,
which
now
claims
to
be
‘the
world’s
best
and
best-‐selling
scriptwriting
program.
The
industry
standard
for
films,
television
shows
and
stage
plays.’
Whether
this
is
true
or
not,
FD
is
certainly
a
de-‐facto
standard
in
that
most
other
screenwriting
applications
can
either
import
and/or
export
files
in
Final
Draft’s
.fdx
xml-‐based
file
format.
In
fact
there
is
no
need
to
buy
a
specialist
screenplay
formatting
program
at
all
since
most
standard
word
processing
applications
can
be
used
to
write
and
format
screenplays
using
the
document
template
formatting
functionality
that
comes
as
standard
with
leading
applications
such
as
Microsoft
(MS)
Word.
Indeed
the
BBC’s
own
Script
Smart
is
a
set
of
custom
templates
that
‘add-‐in’
to
MS
Word
to
facilitate
script
writing.
These
Some
applications,
like
Chris
Huntley’s
Dramatica
Pro
and
Dramatica
Story
Expert
are
specifically
designed
to
support
a
single
story
development
paradigm;
in
this
case
Dramatica,
a
substantive
methodology
for
writing
screenplays
based
on
a
four-‐act
structure.
So
far
no
similar
programs
have
been
specifically
developed
purely
to
support
a
single
popular
story-‐writing
paradigm,
such
as
Christopher
Vogler’s
Hero’s
Journey
for
example.
In
fact
few
screenwriting
programs
even
contain
specific
built-‐in
support
for
what
is
widely
considered
the
most
influential
screenplay
structural
paradigm
of
all
-‐
Syd
Field’s
three-‐act
structure.
Scripts also became input for other non-‐writing applications designed for
The
Internet,
and
now
the
widespread
use
of
mobile
platforms
such
as
the
Apple
iPhone
and
iPad,
also
triggered
a
new
wave
of
innovation
in
the
screenwriting
market.
In
September
2012
there
were
at
least
ten
screenwriting
applications
available
on
the
Apple
iPhone/iPad
App
Store
for
writing
or
viewing
screenplays.
And
new
‘Open
Source’
and
online
screenwriting
applications
such
as
Celtx,
Trelby
and
Logline
are
also
proving
popular,
partly
because
a
‘freemium’
model
ensures
that
they
can
be
delivered
for
free
initially,
only
requiring
a
paid
subscription
if
users
require
more
specialist
features.
Celtx
styles
itself
as
a
media
pre-‐production
application.
It
uses
a
project
paradigm
to
manage
the
production
of
a
wide
variety
of
output
products
including
film
screenplays,
theatre
scripts
and
novels.
Like
its
predecessor
Sophocles,
Celtx
also
includes
production
functionality
to
support
scheduling
and
other
production
related
reporting.
Scripts
can
be
stored
online
and
projects
shared
with
other
users
to
foster
collaborative
working
via
the
Internet.
Celtx
allows
various
digital
assets
to
be
attached
to
the
screenplay
to
enrich
the
content.
I
use
the
term
‘screenwriting
2.0’
to
refer
to
application
functionality
and
ways
of
working
that
reflect
some
different
approaches
to
screenwriting
than
those
generally
available
in
contemporary
screenwriting
applications
It
is
the
following
brief
survey
of
screenwriting
technology
that
informs
my
experimental
online
screenwriting
application
prototypes,
developed
during
my
research,
and
my
final
application
deliverable,
submitted
with
this
thesis,
called
Scenepad.
Screenplay
analytics
is
the
most
obvious
functionality
missing
from
most
of
today’s
screenwriting
applications,
so
this
section
reviews
some
analyses
and
visualizations
already
provided
by
the
current
generation
of
story-‐
planning
and
screenwriting
software.
Note
that
these
are
generally
not
applications
that
store
their
screenplay
content
as
data
in
a
relational
database
(as
Scenepad
does)
but
store
the
content
in
some
kind
of
file
format
as
a
document.
Format
The
most
common
screenplay
visualization
is
the
presentation
of
a
correctly
formatted
script
for
viewing
on-‐screen.
This
is
not
an
analysis
of
the
script
content
as
such,
but
is
a
visualization
of
the
content
according
to
prevailing
industry
conventions.
Often
this
view
is
itself
based
on
the
writer
selecting
a
specific
format
template
to
work
with
when
they
begin
their
new
script.
The
script
may
be
presented
in
an
“uncluttered”
full-‐screen
view
or
as
part
of
a
workspace
where
it
is
surrounded
by
other
panels
that
display
content
from
within
the
script
(e.g.
a
role
list)
or
content
linked
to
the
script
(e.g.
images).
In
figure
5.1
below,
the
script
(on
the
right)
is
next
to
two
navigational
panels
on
the
left.
The
upper-‐left
panel
offers
a
menu
of
functional
options,
and
the
lower-‐left
panel
displays
a
list
of
scenes
in
the
script
that
provides
Hierarchy
Another
common
visualization
is
of
the
script
hierarchy
(act
and/or
sequence
and/or
scene)
in
the
form
of
an
interactive,
collapse-‐and-‐expand
browser
tree,
which
is
used
to
navigate
the
script
as
a
whole
and
to
jump-‐to
specific
script
content,
such
as
a
scene
(see
figure
5.2).
By
expanding
each
“node”
or
branch
in
the
tree
by
double-‐clicking
nodes
with
their
mouse,
the
user
can
display
acts,
sequences
and
scenes.
Usually
when
a
scene
is
selected
(clicked
with
the
mouse)
in
the
tree,
the
scene
content
is
displayed
in
a
Index Cards
For
example,
a
card
or
post-‐it
may
represent
a
story-‐beat
within
a
scene
or
a
scene
itself
and
may
be
color-‐coded
to
reflect
the
fact
that
it
relates
to
a
specific
character-‐arc
or
plotline
for
example.
Traditionally,
cards
are
pinned
to
a
corkboard
or
notes
stuck
on
a
wall/whiteboard
so
that
the
whole
screenplay
can
be
seen
at
once
and
individual
cards/notes
easily
moved
around
to
manually
re-‐organize
the
flow
of
the
script
if
required.
Charts
Some
other
kinds
of
screenplay
visualizations
use
business-‐style
charts
to
visualize
script
information.
These
include
simple
pie
charts
showing
the
proportion
of
DAY
vs.
NIGHT
and
INT
vs.
EXT
scenes
(see
figure
5.4)
or
bar
charts
of
scenes
represented
by
number
of
words
or
the
relative
proportion
of
action
vs.
dialog
used
in
a
scene.
On
the
basis
of
these
charts,
even
without
reading
the
script,
one
can
tell
that
most
of
the
movie
Casablanca
takes
place
inside
and
at
night,
which
makes
sense
when
you
know
that
“Rick’s
Place”
is
a
nightclub.
This
charting
may
seem
very
simplistic,
but
even
these
visualizations
may
tell
one
something,
or
help
one
to
frame
questions,
about
a
script,
for
example:
– The
lack
of
night
scenes
in
say
a
horror
movie
might
indicate
that
the
script
is
deviating
from
genre
conventions.
Will
this
movie
meet
audience
expectations?
Another
visualization
provided
by
Sophocles
is
a
form
of
social
network
showing
character
relationships
and
the
size
of
each
character
node
(represented
in
figure
5.5
as
a
circle)
indicating
the
relative
“size”
of
the
speaking
part
of
an
individual
character.
Again,
without
reading
the
Casablanca
script,
one
can
tell
that
the
key
parts
are
those
of
Rick,
Ilsa,
Laszlo
and
Renault
and
that
many
relationship
lines
lead
to
Rick
–
so
he
is
probably
the
protagonist
(or
antagonist).
In
this
case
the
script-‐level
social
network
is
a
useful
overview
of
all
the
characters
in
the
script
but
needs
to
be
complimented
by
character-‐specific
networks
generated
around
a
single
selected
character,
that
use
the
size
of
the
“satellite”
character
circles
to
show
how
important
the
character
is
in
relation
to
the
“centre
node”
character.
In
the
case
of
Casablanca
this
could
be
a
useful
way
of
visualizing
Renault’s
apparently
dual
loyalties:
To
his
friend
Rick
and
to
his
Nazi
“boss”
Strasser.
Figure 5.5 -‐ The Social Network of Casablanca in Sophocles
Work
by
Agarwal,
Balasubramanian,
Zheng
and
Dash
and
by
Gil,
Kuenzel
and
Suen
to
parse
screenplays
in
order
to
extract
social
networks
from
movie
scripts
provides
much
more
sophisticated
techniques
than
that
used
by
my
ScriptFAQ
prototype
that
automatically
generates
a
social
network
for
a
specific
character
in
a
script
by
using
the
vis.js
library
(see
Appendix
C).
Structure
Visualizations
of
structure
are
hard
to
find
in
the
current
generation
of
screenwriting
software
but
Plotbuilder
(www.plotbuilder.com)
makes
explicit
use
of
what
the
application
calls
an
‘excitement
graph’
as
the
basis
for
constructing
your
script
by
enabling
the
writer
to
place
scenes
onto
specific
plot
points
based
on
a
graphic
representation
of
a
script
structure
(see
figure
5.6)
that
clearly
reflects
Field’s
three
act
structure
‘paradigm’.
Visualizations
found
in
specialist
story
planning
or
outlining
software
such
as
StoryView
(now
known
as
Outline
4D),
typically
focus
on
the
structure
of
a
screenplay
(e.g.
the
acts,
sequences
and
scenes)
against
a
movie
timeline
(above
the
structure
in
figure
5.7)
and
optionally
include
one
or
more
“tracklines”
(which
would
be
below
the
structure
in
figure
5.7)
used,
for
example,
to
display
a
character
throughline
or
a
plot
throughline.
This
representation
of
acts,
sequences
and
scenes
as
larger
or
smaller
content
blocks
depending
on
their
relative
duration
in
the
movie
is
subject
to
a
US
patent.
Figure 5.7 -‐ The StoryView Structural View of Pulp Fiction
In
fact
StoryView
allows
the
whole
script
to
be
printed
in
the
form
of
a
wall
poster
(see
figure
2.26)
to
visualize
the
entire
structure,
complete
with
a
timeline
and
selected/all
tracklines.
This
combination
of
timeline,
structure
and
throughline
lends
itself
well
to
a
particularly
versatile
implementation
of
screenplay
analysis
and
visualization,
as
illustrated
in
figure
5.8.
Here
the
visualization
uses
a
framework
that
consists
of
structure
(acts,
sequences,
scenes)
and
timeline
“below
the
line”
and
selected
throughlines
“above
the
line”.
So
against
a
Visualizing
the
script
as
a
storyboard
was
discussed
above
as
a
form
of
pre-‐
visualization
of
the
movie
that
might
result
from
the
script.
Usually
this
is
done
in
a
specialist
storyboarding
package
but
this
function
is
provided
in
the
Celtx
screenwriting
application
(see
figure
5.10).
Note
that
that
this
storyboarding
capability
depends
on
the
writer
(or
other
authorized
script
collaborator
such
as
a
storyboard
artist)
manually
adding
the
storyboard
images
to
the
script;
the
storyboard
is
not
automatically
generated
in
some
way
by
the
package
itself.
So
how
does
it
work?
Storyteller
first
scans
a
movie
script
uploaded
to
Amazon
Studios,
after
which
it
identifies
every
scene,
location
and
character,
and
then
“casts
them
from
a
library
of
thousands
of
characters,
props
and
backgrounds."
But
if
you're
not
totally
satisfied
with
Storyteller's
board,
then
you
can
manually
recast,
change
locations
and
upload
your
own
images.
What
is
perhaps
of
more
interest
here
is
that
every
script
uploaded
to
Amazon
Storyteller
is
being
‘datafied’
and
that
data
refined
by
user
intervention
(i.e.
to
develop
the
storyboard
from
the
initial
auto-‐generated
version).
So
Amazon
is
beginning
the
process
of
creating
a
‘big
data’
screenplay
repository
from
which
they
may
be
able
to
derive
interesting
insights
later
on.
What’s certain is that new generations of ‘screenwriting 2.0’ applications -‐
CollaboWriter
allows
you
to
collaborate
on
and
discuss
a
script
with
other
Final
Draft
users
anywhere
in
the
world
via
the
Internet.
One
person
initiates
the
session
(the
Host).
The
Host
or
another
person
can
control
the
script
(the
Controller)
while
others
view
changes
as
they
are
made.
CollaboWriter
also
contains
a
chat
window
so
ideas
and
critiques
can
be
shared
instantly.
This
‘session-‐based’
sharing
was
an
early
attempt
by
FD
to
provide
some
kind
of
collaborative
script
sharing
that
leveraged
the
Internet.
But
FD
simply
doesn’t
have
a
concept
of
a
‘shared’
script
that
others
can
contribute
to
driven
by
role-‐based
permissions.
Celtx
has
a
concept
of
sharing
a
script
‘project’.
You
can
link
users
to
your
project
and
give
them
permissions
to
access
your
project
e.g.
view
only
or
change
rights.
Projects
can
also
be
‘checked
out’
–
so
that
no
changes
can
be
made
by
other
users
while
the
project
is
in
a
checked
out
state.
This
is,
in
effect,
applying
basic
document
management
principles
to
a
screenplay
script.
The
issue
with
this
approach
is
one
of
granularity
–
it
is
the
project
as
a
whole
that
is
being
shared
rather
than
specific
entities
within
it
or
ways
of
working
with
it
(see
Borst,
pp.223-‐225).
But
for
many
scriptwriters
this
may
be
‘good
enough’
sharing.
And
because
many
screenwriting
tools
are
not
multi
user
there
is
no
support
for
the
functional
roles
that
are
needed
once
you
open
up
a
screenplay
to
collaboration
within
a
social
network.
If
screenplays
are
defined
as
collaborative
artefacts
then
a
minimum
of
2
roles
are
needed:
View
and
Writer/Partner.
The
former
only
allows
a
user
to
view
script
content
and
add
value
to
it
(in
the
form
of
linked
content)
but
not
to
mess
with
the
core
screenplay
content
(i.e.
add/change/delete
it).
The
latter
may
allow
a
user
to
add/change/delete
specific
or
all
script
content.
Obviously
the
additional
availability
of
add/change/delete
rights
for
the
Writer/Partner
role
could
permit
more
granular
access
to
the
screenplay
content.
The
practical
element
of
my
research
involved
the
creation
of
publicly
accessible,
online
applications
as
prototypes
for
new
screenwriting
tools.
I
began
my
PhD
as
a
non-‐programmer
so
initially
a
third
party
coded
these
sites,
as
acknowledged
elsewhere.
However
in
all
cases
the
applications
were
designed,
data-‐modeled
in
the
MySQL
database,
tested
and
deployed
by
me.
By
the
end
of
my
PhD,
I
became
an
‘amateur’
PHP
programmer
myself
so
my
final
prototype
–
Scenepad
-‐
contains
a
significant
amount
of
my
own
coding
albeit
with
some
‘hard’
coding
(e.g.
the
script
import
function)
done
by
someone
else.
I
briefly
discuss
and
give
examples
of
each
prototype
below.
In
each
case
I
define
the
concept
and
aim
of
the
prototype,
the
technology
used
and
my
My
first
prototype
was
Scriptcloud.
Scriptcloud
launched
in
March
2006
on
scriptcloud.com.
Hannah
King
coded
the
application
in
PHP
using
my
design
and
data
model,
managed
in
the
MySQL
database.
As
figure
5.12
shows,
at
retirement
in
July
2008
the
site
had
276
active
users
who
had
uploaded
343
scripts
as
the
source
for
text
clouds.
The
idea
behind
scriptcloud
was
to
allow
screenwriters
to
create
a
word
frequency
cloud
from
the
text
of
their
screenplay,
in
a
similar
way
to
creating
a
‘tag’
cloud
from
the
tags
linked
to
blog
posts.
The
aim
was
to
understand
if
this
simple
analysis
and
visualization
had
any
analytical
value
in
terms
of
helping
the
writer
to
understand
their
screenplay
better.
Scriptcloud
requires
users
to
register
to
upload
a
text
file
of
an
English-‐
language
screenplay
into
their
personal
script
‘library’.
On
upload,
a
word
cloud
is
generated
that
is
stored
in
the
database
and
can
be
downloaded
to
a
PDF
or
simply
copied
to
paste
somewhere
else.
The
user
can
then
access
their
clouds
from
their
library,
on-‐demand.
I
added
hundreds
of
popular
movie
scripts
for
reference
purposes
and
made
these
accessible
to
all
registered
users.
Conventionally,
a
cloud
displays
more
popular
tags
in
a
bigger
font
and/or
in
a
specific
colour.
The
cloud
itself
is
usually
limited
to
displaying
a
top-‐n
number
of
terms
(e.g.
the
top
50
tags
from
a
specific
content
set)
and
tags
representing
a
single
language.
Tag
clouds
can
also
be
used
as
navigational
Stewart
McKie
-‐
248
-‐
As
of
15/08/2014
devices.
If
a
tag
word
is
“live”
(i.e.
represents
a
link
to
a
web
URL)
the
user
can
navigate
to
a
web
site
or
page
or
blog
post
or
specific
instance
of
a
term
within
the
content
set,
simply
by
clicking
the
tag.
Although
a
script
as
a
whole
could
be
tagged
with
specific
metadata,
such
as
the
genre
of
the
script
for
example,
and
a
tag
cloud
produced
from
a
set
of
scripts
tagged
in
this
way
my
intention
with
Scriptcloud
was
to
show
how
cloud
visualization
can
be
used
in
a
different
way
–
potentially
to
surface
themes
on
the
script.
A
‘Scriptcloud’
uses
the
textual
content
of
a
script,
rather
than
any
user-‐
added
metadata
tags,
to
produce
what
is
more
accurately
termed
a
“keyword
cloud”
of
the
script
content
itself.
The
default
scriptcloud
generated
from
a
user-‐uploaded
script
(see
figure
5.14)
shows
the
64
most
popular
terms
used
in
the
script
(after
an
exclusion
or
stop
list
is
applied
to
filter
out
common
“noise”
words
e.g.
“a”,
“the”,
“and”
etc.).
The
user
also
has
the
capability
to
produce
clouds
from
their
script
that
exclude
additional
user-‐specified
terms
(e.g.
profanities)
or
include
only
specific
terms
e.g.
character
names
in
the
script.
What
a
scriptcloud
represents
is
a
very
limited,
but
potentially
interesting,
linguistic
‘fingerprint’
of
a
screenplay.
Users
have
reported
that
it
can
help
them
to
identify
or
recognize
keywords
or
themes
in
their
script.
Their
attention
has
also
been
drawn
to
overused
nouns
or
verbs
in
the
script,
prompting
them
to
be
more
inventive
in
their
choice
of
vocabulary.
Producing
a
scriptcloud
from
a
corpus
of
scripts
is
likely
to
produce
a
cloud
full
of
relatively
banal
terms
that
can
then
be
iteratively
added
to
the
general
exclusion
list
so
that
subsequent
scriptclouds
of
the
same
corpus
are
likely
to
be
that
much
more
representative
of
genuine
keywords
in
the
corpus.
Once
the
corpus
includes
a
large
enough
sample
of
scripts
within
a
specific
genre
then
a
genre-‐specific
scriptcloud
can
be
produced
that
also
facilitates
the
creation
and
use
of
a
genre-‐specific
exclusion
list.
Then
when
a
script
is
uploaded
and
linked
to
specific
genre
metadata,
this
genre-‐specific
exclusion
list
could
be
used
as
the
default
stoplist
rather
than
any
generic
exclusion
list.
As
noted
above,
each
script
uploaded
to
the
site
is
also
tagged
with
a
genre
classification.
If
a
significant
enough
content
set
were
established
on
a
site
like
Scriptcloud,
new
kinds
of
scriptclouds
can
be
produced
that
indicate
the
most
popular
genres
and
produce
a
fingerprint
of
the
most
popular
terms
across
all
scripts
tagged
to
a
specific
genre.
This
could
be
useful
commercial
In
any
case,
the
usefulness
of
a
Scriptcloud
as
a
script
analysis
tool
is
limited
since
it
depends
largely
on
the
composition
of
the
exclusion
or
stoplist.
Too
many
words
in
the
stoplist
and
keywords
that
might
be
indicative
of
theme
could
be
lost,
having
been
excluded
from
the
cloud.
To
few
words
in
the
stoplist
and
keywords
might
be
crowded
out
by
noise
words.
So
some
algorithm
would
be
needed
to
optimize
the
stop
list
to
reduce
the
impact
of
either
scenario
on
the
cloud
generation.
Also
it
is
likely
to
be
coincidental
that
a
scriptcloud
does
in
fact
provide
some
thematic
clues
to
a
script’s
content.
For
example,
the
scriptcloud
generated
from
a
version
of
the
scripts
of
Coppola’s
The
Godfather
(1972)
surfaces
the
word
‘family’,
which
many
would
consider
an
important
thematic
element
of
the
script.
However,
it
would
be
hard
to
tell
from
the
surfacing
of
this
keyword
that
The
Godfather
is
not
about
the
humdrum
life
of
some
regular
‘mom
and
pop’
family
but
the
violent
saga
of
a
Mafia
clan.
Refining
the
stoplist
to
exclude
more
of
the
most
frequent
words
from
the
initial
scriptcloud
is
a
way
to
further
isolate
‘suspected’
keywords.
In
the
case
of
The
Godfather,
it
also
generates
a
useful
result
that
is
almost
text-‐
book
‘apple-‐pie’
in
its
Americaness:
America,
family
and
love.
Yet
arguably
the
‘genco’,
‘sicily’
and
‘war’
terms
give
some
clue
that
this
script
is
not
likely
to
be
about
some
Norman
Rockwell
family.
But
what
if
a
theme
is
not
easily
identifiable
from
an
actual
word
in
the
script?
For
example,
one
might
propose
that
one
theme
of
Friedkin’s
The
French
Connection
(1971)
is
‘persistence’
-‐
as
in
Popeye
Doyle’s
persistence
in
getting
his
man,
aka
‘the
frog’.
However
the
term
‘persistence’
does
not
appear
in
the
scriptcloud
and
neither
does
anything
that
clearly
relates
to
this
term.
What
does
surface
though
are
a
number
of
active
verbs
that
suggest
this
script
might
be
some
kind
of
action
movie.
When
you’ve
seen
the
movie,
then
the
surfacing
of
words
like
‘heroin’
and
‘junk’,
‘chase’
and
‘pursuit’
and
‘subway’
for
example,
are
significant
but
not
especially
illuminating
if
you
haven’t
seen
the
movie.
We
get
no
clue
that
the
movie
is
set
in
New
York
city
and
is
a
battle
between
a
couple
of
dogged
NYPD
vice
squad
cops
and
a
French
drug
lord.
To
further
develop
the
potential
of
scriptclouds,
the
next
version
of
Scriptcloud
was
Contentcloud,
a
site
that
focused
on
another
viable
use
for
scriptclouds:
for
text
comparison
purposes.
For
example
to
compare
one
version
of
a
script
with
another
-‐
either
drafts
of
the
same
script
or
sequels
–
or
one
‘act’
of
a
script
with
another
within
the
same
script.
To
facilitate
this
new
usage,
an
update
to
Scriptcloud
was
produced
to
allow
for
side-‐by-‐side
comparison
of
2
sets
of
content.
The
scope
of
Scriptcloud
was
also
expanded
to
allow
for
the
upload
of
any
type
of
text
file,
not
just
a
screenplay.
For
example,
this
enhancement
enabled
the
text
of
a
screenplay
to
be
compared
to
that
of
the
novel
it
was
adapted
from.
In
the
comparison
of
the
screenplays
of
The
Godfather
(1972)
and
The
Godfather
II
(1974)
in
figure
5.19,
it
is
clear
that
the
‘theme’
of
family
still
runs
through
the
text.
The
Contentcloud
comparison
also
includes
words
shared
and
not
shared
between
the
texts.
At
first
glance
these
clouds
may
appear
to
be
of
the
same
script,
with
the
consistent
repetition
of
many
of
the
same
nouns
and
verbs.
But
there
are
clues
that
these
scripts
are
different
such
as
references
to
the
Lake
Tahoe
‘boathouse’,
Las
Vegas
‘gambling’
and
the
Cuban
hospital
‘nurse’
from
The
Godfather
II.
Given
enough
drafts
of
a
single
script
it
might
even
be
possible,
by
comparing
scriptclouds,
to
trace
a
real
change
of
theme
between
early
and
later
drafts.
This
in
turn
could
show
how
the
writer’s
perspective
changed
as
she
wrote
or
how
other
pressures
–
genre-‐conformance,
budgetary
etc.
–
necessitated
changes
in
the
script.
It’s
also
interesting
to
trace
scriptcloud
keywords
through
the
‘act’
structure
of
a
screenplay
or
theatre
script.
In
the
comparison
of
the
scriptclouds
of
Shakespeare’s
Macbeth
Acts
1
and
2
below,
we
can
detect
some
kind
of
‘turning
point’
that
has
changed
the
atmosphere
of
the
play
from
Act
1’s
‘hail’,
‘honour’,’love’
to
Act
2’s
‘bloody’,
’daggers’
and
‘horror’.
There
is
also
consistency
of
language
in
the
‘thee’,
‘thou’
and
‘thy’
-‐
words
that
would
have
been
in
an
Elizabethan
stoplist
but
were
not
in
mine
as
they
do
not
reflect
today’s
noise
words.
Further
indication
of
the
sensitivity
required
in
Contentclouds
do
a
useful
job
of
basic
‘delta’
analysis
between
two
texts
to
highlight
similarities
and
differences
based
on
the
word
content
only.
A
potential
development
of
Contentcloud
would
be
to
create
a
scrolling
‘timeline’
view
of
drafts
where
only
most
frequent
‘delta’
words
between
each
draft
are
highlighted
as
this
might
help
to
show
how
new
themes
emerge
or
theme
consistency
is
maintained
through
the
drafts.
Thanks
to
funding
from
LCACE,
Scriptgeist.com
was
created
to
deliver
a
better
platform
for
both
more,
and
more
sophisticated
analyses
and
visualizations
of
screenplay
content.
The
aim
was
to
create
my
first
screenplay
datafication
prototype
as,
unlike
both
Scriptcloud
and
Contentcloud,
Scriptgeist
accepts
a
text
file
upload,
parses
the
content
and
applies
rules
to
‘shred’
it
into
a
set
of
relational
entity
data
stored
in
tables
in
a
MySQL
database.
The
main
database
entities
created
from
the
script
content
are
scenes,
characters
and
locations.
Scriptgeist
is
the
direct
David
North
coded
the
application
in
Ruby
on
Rails
based
on
my
design
and
data
model.
The
site
is
no
longer
accessible.
Scriptgeist
built
on
Scriptcloud
by
decomposing
the
script
content
into
‘snippets’
of
action
or
dialog
and
then
generating
a
series
of
simple
analyses
and
visualizations,
in
addition
to
more
scriptclouds,
from
this
content
that
Scriptgeist
enables
a
user
to
generate
three
keyword
clouds
based
on
all
the
script
text
(as
in
Scriptcloud),
or
clouds
based
on
dialog
or
action
text
only.
Scriptgeist
generates
a
character
throughline
chart
to
show
which
scenes
the
top
10
characters
(by
dialog
quantity)
appear
in
throughout
the
script.
Scriptgeist
generates
pie
charts
to
show
the
scenes
in
a
script
categorized
by
INT/EXT
and
DAY/NIGHT.
A
list
of
scenes,
characters
and
locations
are
generated
from
the
uploaded
script
text.
The
character
list
shows
the
number
of
words
and
dialog
snippets
linked
to
a
character
to
help
analyze
comparative
part-‐size.
Clicking
on
the
dialog
snippets
number
lists
all
dialog
text
spoken
by
a
character
to
help
analyze
voice
consistency.
Given
the
explosion
of
the
blogging
paradigm
and
pervasive
use
of
social
networks
by
2010,
it
seemed
important
to
explore
how
to
socialize
the
scene
writing
process.
I
decided
to
do
this
by
leveraging
the
popular,
open
source
blogging
platform
Wordpress
as
the
basis
for
my
next
prototype
called
Sceneclass.com.
The
aim
of
sceneclass
was
to
focus
on
scenewriting
as
a
group
activity
where
the
scene
content
functioned
like
a
blog
post.
The
application
was
coded
by
Nick
Ohrn
and
deployed
as
a
Wordpress
plugin.
Apart
from
John
August’s
Scrippets,
a
text
formatting
plugin
for
generating
screenplay-‐formatted
text
from
plain
text
input,
this
was
the
first
group
screenwriting
plugin
ever
produced
for
Wordpress.
The
site
is
currently
located
at:
http://sceneclass.tripos.biz.
Sceneclass
was
tested
in
July
2010
by
a
group
of
12
students
at
a
scenewriting
class
tutored
by
Adam
Ganz
at
Royal
Holloway
as
part
of
a
Masters
level
course
in
screenwriting
run
by
Sue
Clayton.
The
task
was
to
write
a
‘cold
opening’
for
the
hit
US
comedy
series
30
Rock.
In
a
period
of
about
3
hours
the
students
not
only
got
up
to
speed
on
Sceneclass,
but
also
wrote
a
scene
and
contributed
to
the
88
comments
posted
to
the
scenes
via
Sceneclass.
Feedback
from
students
on
the
sceneclass
paradigm
was
positive
and
they
had
no
difficulty
using
the
prototype
following
a
brief
‘getting
started’
presentation
on
the
day.
The
Sceneclass
paradigm
starts
with
a
Wordpress
user
group
called
a
‘Class’
with
two
user
roles
-‐
a
‘Tutor’
and
a
‘Student’
–
each
with
a
set
of
rights.
For
example,
only
a
tutor
can
create
a
class.
The
tutor
or
the
students
create
a
‘Script’
as
a
container
for
‘written
by
the
students.
Students
could
create
their
own
script
and
scenes
to
share
with
the
group
or
the
tutor
could
create
a
single
‘group
script’
into
which
students
in
the
group
add
their
own
scenes.
Scenes
are
written
just
like
a
regular
Wordpress
blog
post
[explain]
but
with
certain
conventions
e.g.
character
names
are
in
CAPS
so
that
the
scene
text
can
be
formatted
to
screenplay
conventions.
Once
a
scene
is
‘posted’
to
the
script
it
can
be
viewed
correctly
formatted.
The
scenes
are
flagged
as
‘private’
or
‘shared’
to
share
with
the
rest
of
the
group
so
that
each
scene
may
be
commented
on
by
the
rest
of
the
class
in
much
the
same
way
as
any
regular
blog
post
in
Wordpress
(or
any
other
blog).
Properly
formatted
scenes
can
be
viewed
by
anyone
in
the
class
group
and
commented
on
to
provide
a
social
scenewriting
experience,
as
shown
below.
The
blogging
paradigm
is
quite
suitable
for
scene
writing
in
that
each
blog
post
functions
as
a
scene
and
a
collection
of
posts
represent
a
script.
With
a
little
background
work
in
CSS,
scenes
can
be
viewed
correctly
formatted
and
commented
on,
shared
and
rated/’liked’
just
like
a
regular
blog
post.
Rewriting
is
easy,
you
just
edit
your
post,
and
scenes
can
be
tagged
to
aid
with
searching
and
the
wealth
of
Wordpress
plugins
includes
word
cloud
generators
that
could
create
a
scriptcloud
from
a
series
‘scene
posts’
either
by
a
single
writer
or
a
class
of
students.
Sceneclass
showed
that
students
quickly
‘got’
how
to
use
the
scenewriting
and
commenting
paradigm
and
in
the
post-‐session
feedback,
they
said
they
got
value
from
it.
A
handful
of
other
Universities
and
colleges
expressed
an
interest
in
using
Sceneclass
and
some
tried
to
use
it
but
it
failed
to
gain
any
real
traction
with
these
prospective
users.
Despite
this
poor
take-‐up,
commenting
is
an
integral
part
of
Scenepad
and
is
informed
by
my
experience
of
developing
and
using
Sceneclass.
A
number
of
online
deliverables
were
made
publicly
available
to
prototype
new
or
different
ways
of
managing
and
socializing,
analyzing
and
visualizing
screenplay
content.
All
of
these
prototypes
were
used,
more
or
less,
by
a
range
of
users
including
practitioners,
academics,
school,
undergraduate
and
postgraduate
students.
Although
all
the
prototypes
included
ways
to
contact
me
or
provide
feedback
and
in
some
cases
formal
feedback
was
requested,
actual
feedback
was
minimal
and
so
their
research
value
limited.
These
days,
the
availability
of
over
a
dozen
free
online
screenwriting
applications
competing
for
user
mindshare
means
that
many
users
(myself
included)
tend
to
sign
up,
try
the
app
and
then
never
return.
This
was
the
case
with
my
prototypes
–
for
example
in
Scriptcloud
most
users
who
signed
up
then
uploaded
a
script.
But
once
they
had
generated
a
scriptcloud
from
their
script
they
never
came
back.
Scriptgeist
users
came
back
mainly
to
play
the
Geistmeister
game
and
prospective
Sceneclass
users
could
not
put
enough
time
and
effort
into
getting
Sceneclass
running
in
their
institutions
despite
good
intentions.
So
on
the
basis
of
the
user
response
to
these
prototypes
and
the
lack
of
substantive
feedback,
it
is
difficult
to
draw
any
valid
conclusions
about
the
usefulness
or
not
of
the
functionality
provided.
Scenepad
is
my
final
‘assessment’
deliverable.
It
is
informed
by
the
prototypes
that
preceded
it,
as
discussed
above.
Scenepad
is
my
attempt
to
distil
some
of
the
best
of
these
prototypes
into
a
single
application
that
can
be
used
to
create
and
manage,
present
and
share,
analyze
and
visualize,
screenplay
content
in
new
or
different
ways.
It
is
my
practical
contribution
to
the
screenwriting
2.0
debate
and
I
hope
that
much
of
what
Scenepad
delivers
will
become
standard
functionality
in
the
next
generation
of
commercial
screenwriting
applications.
Scenepad
was
coded
(at
various
times)
in
PHP
&
Javascript
by
myself,
Scott
Darby,
Matt
Kenyon
and
Hannah
King
based
on
my
design
specifications
and
my
data
model
in
MySQL.
Scenepad
is
owned
by
Tripos
Publishing
Ltd.,
the
company
that
funded
the
occasional
costs
of
the
coding
effort.
The
first
iteration
of
Scenepad
(‘scenepad1’)
went
into
a
limited
public
‘beta’
phase
in
January
2012
at
this
location:
http://scenepad.tripos.biz
A
full
list
of
contributors
to
Scenepad4
and
components
used
in
the
application
can
be
found
on
the
site’s
Credits
page
at:
http://scenepad4.tripos.biz/credits.php.
The
screenshots
provided
in
this
section
reflect
all
4
iterations
of
Scenepad,
each
of
which
had
a
slightly
different
user
interface.
The
second
to
fourth
iterations
of
Scenepad
use
the
popular
Twitter
Bootstrap
framework
for
the
user
interface
so
look
slightly
different
from
the
initial
version.
The
third
and
fourth
iterations
use
examples
of
a
‘responsive’
user
interface,
better
for
use
Stewart
McKie
-‐
267
-‐
As
of
15/08/2014
on
an
iPad
as
it
resizes
automatically.
These
four
iterations
are
referred
to
as
Scenepad1,
2,
3
and
4
below.
The
Scenepad1
beta
was
tried
by
a
small
group
‘beta
test’
users
of
which
only
a
couple
of
user
actually
engaged
usefully
with
the
prototype
by
providing
a
few
comments
in
the
application
and
some
email
feedback.
I
wish
to
thank
Carmen
Sofia
Brenes
of
the
Universidad
de
los
Andes
for
her
help
in
this
beta
test.
As
a
work
in
progress
subject
to
multiple
user
interface
and
functionality
changes,
it
was
perhaps
unrealistic
to
expect
busy
academics
to
engage
with
testing
a
screenwriting
application
like
Scenepad.
All
Scenepad
content
is
stored
as
data
and
metadata
in
tables
in
a
MySQL
relational
database
management
system
(RDBMS).
So,
for
example,
the
PDF
files
that
can
be
downloaded
to
print
out
script
or
scene
content
are
generated
on-‐the-‐fly
by
querying
data
and
metadata
in
the
database
tables
and
do
not
pre-‐exist
as
files
stored
in
the
file
system.
Any
screenplay
textual
Scenepad
clearly
has
a
‘database’
rather
than
‘document’
design
and
delivery
paradigm.
This
will
not
suit
many
screenwriters,
maybe
most
screenwriters.
But
this
approach
has
enabled
me
to
produce
an
application
that
is
fully
featured
and
runs
entirely
online
for
relatively
low
cost.
I
chose
this
approach
as
the
basis
for
Scenepad
largely
because
I
understand
SQL
databases
better
than
the
XML
file
format,
which
would
have
been
the
obvious
alternative
choice
as
a
way
to
datafy
the
screenplay
content.
In
MySQL,
the
Scenepad
design
is
anchored
by
three
main
tables:
script,
scene
and
snippet
and
these
main
entities
are
supported
by
role
and
location
tables.
A
‘snippet’
is
a
block
of
action
description,
dialog,
a
caption
or
a
transition.
Snippets
belong
to
scenes
and
scenes
belong
to
scripts.
A
script
must
contain
one
or
more
scenes
and
a
scene
must
contain
one
or
more
snippets.
From
a
production
perspective,
a
snippet
could
be
linked
to
one
or
more
shots.
The
current
version
of
Scenepad
does
not
support
shots
as
an
entity
concept
or
linking
shots
to
snippets/scenes
as
indicated
by
the
dashed
arrow
&
box,
but
this
would
be
relatively
easy
to
add
(although
low-‐cost
applications
like
ShotList
(see
http://solubleapps.com/shotlist/)
already
do
a
very
good
job
of
this
on
iPhone
devices).
Scenes
take
place
at
locations
and
scene
dialog
snippets
are
spoken
by
a
role.
The
actual
content
of
a
scene
is
stored
in
two
tables:
the
snippet
table
(representing
the
current
‘datafied’
version
of
the
scene
content)
and
the
version
table,
which
stores
the
text
of
current
and
all
previous
versions
that
were
saved
to
the
database.
The
datafication
of
the
script
in
this
way
means
that
any
kind
of
presentation
of
the
script
content,
from
an
individual
snippet
to
the
whole
script,
is
in
fact
based
on
a
database
query.
Scenepad
does
not
retrieve
a
file
containing
the
script
content
but
assembles
the
script
content
on
the
fly
using
a
query
depending
on
what
you
want
to
see
and
how
you
want
to
see
it.
This
is
a
different
way
of
interacting
with
a
screenplay
than
the
traditional
document-‐focused
presentation.
Scenepad
provides
a
PDF
version
of
the
script
at
multiple
levels:
Script,
Role,
and
Location.
The
PDFs
include
all
the
scenes
that
are
linked
to
the
whole
script,
role
or
location.
Sequence
and
storyline
level
PDFs
are
also
available.
Screenplays
stored
as
document
files
are
usually
very
easy
to
search
to
find
specific
instances
of
a
term.
Scenepad
also
includes
3
search
pages
to
search
Given
Syd
Field’s
assertion
that
‘The
Scene
is
the
single
most
important
element
in
your
screenplay’
(2005:162),
screenwriter
David
Mamet’s
definition
of
a
film
as
essentially
a
progression
of
scenes
(2007:85)
and
Wells
(2011:101)
perspective
of
scenes
as
a
micro-‐narrative
in
their
own
right
(in
animation
scripts),
surprisingly
few
screenwriting
pundits
and
academics
have
focused
on
scenewriting
as
a
discipline.
Any
significant
reference
to
the
art
of
scenewriting
is
also
missing
from
works
focused
on
screenplay
‘coverage’
such
as
Sher’s
Reading
Screenplays
and
Garfinkel’s
Screenplay
Story
Analysis.
McKee
considers
scenes
to
be
comprised
of
a
series
of
‘beats’
and
scenes
themselves
to
form
the
beats
of
sequences:
‘Ideally
every
scene
is
a
STORY
EVENT’
(1998:35-‐38).
Scofield
defines
a
scene
as
having
four
basic
elements:
event
and
emotion,
function,
structure
and
a
pulse.
(2007:14).
Aronson
emphasizes
the
importance
of
the
scene
that
includes
the
first
turning
point
as
the
one
striking
and
unpredictable
scene
(2010:101)
and
what
the
audience
needs
to
know
about
characters
in
a
scene
(ibid:93).
Batty
and
Waldeback
include
a
useful
section
on
scenes
as
an
aspect
of
structure
and
narrative,
emphasizing
the
need
for
scenes
to
have
their
own
arc,
the
importance
of
topping
and
tailing
a
scene,
and
paying
attention
to
scene
transitions
in
relation
to
their
preceding
and
succeeding
scenes,
Much
scene
work
tends
to
be
intuitive
but
it
is
very
useful,
not
only
for
writers
but
for
all
development
personnel,
to
analyze
and
approach
them
with
a
committed
level
of
craft.
Scene Versioning
Most
scriptwriting
applications
also
lack
the
ability
to
version
scenes
and
compare
versions.
One
exception
is
Mariner’s
Storymill
application
that
does
include
the
ability
to
compare
a
current
to
a
prior
version
(or
‘snapshot’
as
they
call
it)
and
to
replace
the
current
version
with
a
prior
version
or
delete
versions.
There
are
a
number
of
reasons
why
scene
versioning
can
help
scriptwriters,
especially
with
the
rewriting
process:
Scenepad1
allows
comparison
of
the
current
version
against
any
number
of
previous
versions
and
highlights
the
differences
between
the
current
and
‘reference’
version
–
red
for
deleted
words
and
green
for
inserted
words.
Scene Grouping
Scenepad3
&
4
include
the
capability
to
group
scenes
into
dramatic
units
or
by
specific
types
of
scene.
Scenes
can
be
linked
to
either
a
storyline
or
a
sequence
or
flagged
as
having
a
specific
content
e.g.
SFX,
VFX,
Sexual,
Violence,
Crowds
or
stunts.
Flagging
scenes
in
this
way
enables
storyline
and
sequence
thrulines
to
be
visualized
and
a
set
of
dials
used
to
quickly
understand
the
how
profane,
violent
or
stunt
heavy,
for
example,
a
script
is
written
to
be
(see
figure
6.5).
Scene
status
can
also
be
indicated
with
a
‘traffic
light’
to
show
writing
status
e.g.
in-‐play
(amber)
or
final
(green)
in
the
scene
list
(see
figure
6.6).
Scenepad3
&
4
also
enable
writers
to
quickly
apply
the
basics
of
Vogler’s
Hero’s
Journey
as
a
template
for
their
script
by
optionally
selecting
to
use
the
template
when
the
initial
script
entity
is
created.
This
‘starter’
template
automatically
creates
the
12
core
sequences
and
8
character
archetypes
for
the
writer
to
build
on.
Scene
sequencing,
grouping
scenes
into
dramatic
units
called
‘sequences’,
is
missing
from
both
Final
Draft
and
Celtx.
While
both
include
scene
navigators
to
jump
around
a
script
and
focus
on
a
specific
scene,
with
Celtx
providing
a
nice
drag-‐and-‐drop
feature
for
reordering
scenes
on
the
fly,
neither
formally
recognize
either
the
3-‐Act
structure
or
grouping
scenes
either
into
sequences
or
plot/storylines.
Scenepad
3&4
provides
a
drag
and
drop
scene
reordering
while
Scenepad1
provided
a
script
navigator
to
navigate
through
scenes
by
means
of
Acts
and
Sequences
using
a
conventional
collapse
and
expand
tree
(see
figure
6.8
below).
Scenepad4
lets
writers
tag
scenes
as
‘belonging’
to
a
sequence
or
a
storyline
(see
figure
6.9).
This
enables
the
script
to
be
managed
by
sequence
or
storyline
so
that,
for
example,
it
would
be
possible
for
a
specific
user
or
user
role
to
manage
one
or
more
sequences
or
storylines
to
effect
a
division
of
labour
within
a
writing
team.
Scenepad4
also
lets
you
view
scenes
or
print
a
PDF
of
the
scenes
by
sequence
or
storyline
so
the
view/PDF
only
includes
scenes
tagged
to
that
specific
sequence
or
storyline
to
help
review
and
manage
these
structural
entities
more
easily.
Scene Storyboard
Scenepad
recognizes
that
it
may
be
advantageous
to
the
writer
or
simply
necessary
to
share
a
script
with
others.
Scenepad
enables
the
script
owner
to
decide
the
sharing
status
of
her
script.
The
script
status
‘private’
means
script
content
is
only
accessible
to
the
script
‘owner’
user.
The
script
status
‘shared’
means
script
content
is
may
be
accessible
to
another
user
or
other
users
that
are
part
of
a
group
that
the
script
owner
creates
and
invites
users
to
join.
Scenepad
groups
(see
figure
6.11)
could
reflect
a
screenwriting
class
at
a
college,
a
writing
team
or
the
members
of
a
production
set
for
example.
Group
members
have
a
role
within
the
group
and
may
have
the
sharing
rights
of
‘Partner’
or
‘Viewer’
–
the
former
enabling
more
content
addition
and
editing
rights
than
the
latter
(see
figure
6.12).
Individual
scripts
can
be
shared
with
a
specific
group
so
all
users
within
the
group
can
engage
with
the
script.
If
you
accept
that
a
script
has
a
creative
lifecycle
then
you
should
also
accept
that
it
has
the
potential
to
have
a
‘scriptstream’
–
a
variant
of
the
‘lifestream’
concept
conceived
by
Eric
T
Freeman
at
Yale
University
in
1997:
Replace
‘life’
with
‘script’
and
‘your’
with
‘its’
and
you
have
the
concept
of
a
‘scriptstream’
that
in
turn
helps
to
reframe
screenwriting
as
a
process,
and
the
screenplay
as
a
content
hub.
This
scriptstream
content
may
take
the
form
of
images,
location
videos,
voice
clips
and
continuity
snaps.
All
of
which
serve
the
dual
purposes
of
both
helping
to
realize
the
script
in
a
professional
manner
and
providing
a
record
of
the
realization
process
itself
for
future
diagnosis
and
analysis
say
in
the
editing
process
or
to
assist
with
filming
reshoots
or
pick
up
shots.
The
scriptstream
provides
rich
content
that
annotates
the
script
itself
and
can
significantly
enhance
its
meaning
and
immersion
of
workgroup
roles
in
the
‘world’
of
the
script.
There
are
at
least
three
ways
this
content
can
be
added
to
the
script.
1. Writers could sit at a desk and attach content found on the Internet.
In
the
case
of
[2]
and
[3]
above,
this
depends
on
the
use
of
mobile
devices
as
content
capture
devices
and
then
on
the
ability,
somehow,
to
link
content
captured
‘on
the
go’
to
the
relevant
aspects
of
the
script
–
for
example
to
link
a
video
of
a
building
to
a
location
in
the
script
or
a
recording
of
a
birdsong
in
a
forest
glade
to
the
soundtrack
of
a
scene.
Scenepad4
provides
a
content
hub
at
script
level
(see
figure
6.13)
that
enables
users
to
view
almost
all
data
associated
with
a
script
in
one
place
and
to
link
social
content
in
the
form
of
comments,
documents,
images
and
web
links.
Scenepad4
also
provides
a
content
hub
concept
at
scene,
role
and
location
entity
levels.
We
have
already
seen
above
how
a
scene
can
have
a
storyboard
attached
to
it.
Scenepad
also
assumes
that
both
roles
and
locations
may
also
have
their
own
gallery
of
images
attached
to
them
to
act
as
further
visualizations
of
the
‘world’
of
the
script
(e.g.
role
gallery
in
figure
6.14).
These
galleries
do
not
function
as
a
storyboard
in
that
the
images
are
not
intended
to
be
sequenced
(i.e.
as
individual
‘shots’
are
in
a
scene
storyboard)
instead
they
function
as
a
place
to
gather
visual
research,
say
about
the
character,
and
to
visually
remind
the
writer
of
the
character
they
are
writing
for.
A
location
or
role
gallery
can
also
be
useful
to
propose
the
kind
of
location
or
character
that
is
in
the
writer’s
mind.
Script Mashups
Once
the
screenplay
becomes
a
content
hub
then
the
need
for
‘mashups’
Stewart
McKie
-‐
282
-‐
As
of
15/08/2014
becomes
more
likely.
Here,
the
term
mashup
is
used
to
reflect
the
ability
to
use
application
programing
interfaces
(APIs)
to
link
a
screenwriting
application
to
other
online
applications
in
order
to
combine
content
or
provide
specialist
functionality
provided
by
the
third
party
application.
Scenepad1
included
a
mashup
with
Dropbox
-‐
a
popular
online
file
storage
service
-‐
that
facilitates
its
ability
to
support
the
Screenplay
as
content
hub
paradigm.
Scenepad
allows
script,
scene,
role
and
location
entities
to
have
any
number
of
attachments
attached
to
them.
The
simple
way
to
do
this
is
simply
to
link
to
the
content
via
a
web
link.
But
by
linking
Scenepad
to
Dropbox,
users
can
retain
control
over
their
own
attachment
content,
by
physically
storing
it
in
their
Dropbox
account,
and
Scenepad
can
leave
the
storage
and
management
of
this
content
to
a
service
that
is
optimized
for
this
purpose.
Neither
Final
Draft
nor
Celtx
have
any
support
for
mashups
of
this
kind.
Scenepad2
included
a
mashup
with
blogging
platform
Tumblr
to
link
content
posted
to
Tumblr
with
a
Scenepad
script.
Scenepad3/4
enables
users
to
view
photos
posted
by
email
to
kee.ps
and
to
view
Tweets
posted
to
a
specific
Twitter
user
account
(which
could
be
the
name
of
a
script
for
example).
In
the
script
realization
stage
(i.e.
during
production),
writers,
cast
and
crew
adopt
the
generic
role
of
‘content-‐providers’
to
the
script,
each
with
a
specific
focus
in
terms
of
the
content
they
provide
and
the
script
entities
that
they
link
it
to.
Now
the
script
can
become
the
‘hub’
of
a
universe
of
content
that
helps
to
realize
and
reflect
the
world
of
the
script
realization
process.
And
surrounding
the
script
with
this
content
may
begin
before
any
actual
filming
has
taken
place
as
part
of
the
pre-‐production
activity.
Then,
as
a
result
of
this
additional
linked
content,
a
script
is
realized
in
two
ways,
both
as
an
intermediary
‘rich-‐content’
artefact
and
as
some
form
of
end
product
–
the
audio/visual
experience
itself.
Scene Commenting
Scenepad4, like the Sceneclass prototype before it, recognizes that scenes
This
means
that
if
a
script/scene
is
shared
with
a
group
of
users,
say
a
screenwriting
class,
multiple
users
can
easily
comment
on
the
same
scene
at
the
same
time
as
part
of
a
scene
feedback
and
development
assignment
for
example.
Today’s
social
networkers
are
used
to
interacting
with
their
social
network
from
mobile
devices,
especially
their
smartphones.
They
tweet
from
their
phone
they
submit
pictures
taken
with
their
phone
camera,
they
rate
or
post
Scenepad4
recognizes
this
need
for
mobile
access
to
screenplay
data
and
the
potential
utility
of
contributing
data
to
a
screenplay
from
a
mobile
device.
This
begins
with
generating
a
Quick
Response
code
(QR
code)
for
each
script
to
enable
content
to
be
accessed
from
mobile
devices
(see
figure
6.16).
The
script
owner
can
then
copy
the
QR
code
from
Scenepad
and
paste
it
wherever
it
might
be
utilized
from
e.g.
a
blog
or
Facebook
page.
A
smartphone
user
with
a
QR
reader
app
installed
can
simply
snap
the
code
to
access
the
screenplay
content
via
the
Scenepad
mobile
site.
The
Scenepad
mobile
site
provides
view
only
access
to
script
content
(scenes,
roles,
locations)
and
to
a
range
of
Scenepad
analytics
including
charts
and
word
clouds
(see
figure
6.17).
The
Scenepad
mobile
app
allows
users
to
‘pull’
content
and
analytics
via
their
mobile
device
but
does
not
yet
allow
users
to
push
content
directly
into
Scenepad
via
their
mobiles
devices,
for
example
enabling
content
rating
from
the
mobile
app
or
pushing
photos
taken
on
the
phone
camera
into
a
Scenepad
storyboard.
This
is
perfectly
practical
but
would
require
a
more
sophisticated
app
on
the
device
and
ideally
the
addition
of
an
application
programming
interface
(API)
to
Scenepad.
One
workaround
for
posting
content
to
Scenepad
is
to
allow
Scenepad
users
to
post
content
to
other
online
applications
that
do
have
a
more
sophisticated
smartphone
app
and
an
API
and
then
‘pull’
the
data
from
these
apps
into
Scenepad.
Please
note
that
as
this
functionality
depends
on
3rd
party
APIs
that
frequently
change,
the
Scenepad
functions
may
not
continue
to
work
as
expected,
or
at
all.
There
are
three
examples
of
API-‐based
interaction
with
3rd
party
sites
in
my
Scenepad
prototypes.
In Scenepad2 users could post any kind of data to a Tumblr blog, link it
Figure 6.18 -‐ Scenepad2 -‐ showing Tumblr-‐sourced images displayed on Scenepad role wall
In
Scenepad
3
&
4
users
can
display
photos
posted
to
a
kee.ps
account
via
Scenepad.
Kee.ps
in
an
online
service
like
Flickr
and
others
that
lets
you
take
a
photo
on
your
smartphone
and
post
it
to
your
online
photo
portfolio
where
they
can
be
stored
in
different
directories.
So
if
you
create
a
directory
(e.g.
‘Alien’
on
kee.ps
to
represent
your
script,
then
Scenepad
can
use
the
kee.ps
API
to
retrieve
these
photos
and
display
them
as
shown
in
figure
6.19.
Figure
6.19
-‐
Scenepad4
-‐
showing
Images
sourced
from
Kee.ps
displayed
under
script
Keeps
tab
A
third
example
of
using
an
API
to
access
3rd
party
site
content
is
the
displaying
of
tweets
linked
to
a
script
by
use
of
the
Twitter
API.
By
setting
up
a
user
account
on
Twitter,
say
using
the
name
of
your
script,
multiple
users
can
then
post
Tweets
to
this
account
and
these
tweets
displayed
in
Scenepad
as
a
timeline
as
shown
in
figure
6.20.
Figure
6.20
-‐
Scenepad4
-‐
showing
Tweets
sourced
from
Twitter
displayed
under
Script
Tweets
tab
Theoretically
any
content
posted
to
a
3rd
party
site,
with
an
API
that
Scenepad
can
use,
could
be
retrieved
and
surfaced
in
Scenepad,
significantly
extending
the
possibilities
of
the
screenplay
as
content
hub.
The
design
of
Scenepad
is
script
data-‐centric
rather
than
script-‐document
centric.
The
content
of
the
script
is
contained
in
the
text
of
individual
data
snippets,
which
are
in
turn
defined
contextually
by
their
snippet
and
scene
metadata.
The
snippet
text
is
essentially
of
two
types:
dialog
and
action.
Other
snippet
types,
such
as
‘caption’
or
‘transition’
function
as
metadata
that
relate
more
to
scene
contextualization
and
the
filmic
flow
of
the
content.
It’s
worth
remembering
that
an
important
purpose
of
content
analytics
is
to
give
anyone
about
to
read
the
script
an
impression
of
the
script
content
without
needing
to
read
it
first
and
to
help
writers
‘see
the
forest
from
the
trees’.
So
in
what
ways
and
for
what
purposes
can
this
Scenepad
snippet
text
be
analyzed?
Entity Grouping
Scenes
are
an
obvious
entity
to
group
in
order
to
get
some
insight
into
various
aspects
of
the
‘balance’
of
a
script.
For
example,
scenes
can
be
grouped
as
internal/external
and
day/night.
This
helps
give
an
immediate
feel
for
script
balance
that
may
have
genre
implications
e.g.
more
night
than
day
scenes
might
be
expected
in
a
horror,
or
may
indicate
budgetary
considerations
e.g.
lots
of
external
night
scenes
may
be
more
difficult
and
expensive
to
film.
Scenes
can
also
be
grouped
to
reflect
their
respective
dialog/action
content.
This
helps
to
identify
a
potentially
‘dialog-‐heavy’
script
and
those
scenes
that
standout
as
either
dialog
or
action-‐centric.
In
all
screenwriting
software,
the
scene
content
is
a
collection
of
snippets.
Other
ways
to
group
snippets
are
by
role
or
location.
For
example,
in
Scenepad
you
can
view
all
dialog
snippets
by
role
(role-‐dialog)
and
all
action
snippets
by
location
(location-‐action).
The
purpose
of
this
simple
grouping
analysis
is
to
help
the
writer(s),
the
talent
and
set/location
managers
focus
on
a
specific
POV
of
the
script.
By
grouping
action/dialog
snippets
by
role,
writers
and
talent
can
get
a
quick
idea
of
relative
part
size
and
by
identifying
a
role
as
protagonist
or
antagonist
writers
can
get
an
idea
of
the
balance
of
these
two
key
roles
and
when
they
enter
and
exit
the
script.
Locations
can
be
grouped
by
their
use
in
the
script
and
by
the
number
of
roles
that
are
involved
at
the
location.
This
provides
some
insight
into
the
most
popular
and
‘crowded’
locations
in
the
script.
The
grouping
analytics
discussed
above
is
not
focused
on
the
actual
text
and
individual
words
contained
in
action/dialog
snippets,
whereas
snippet
text
analysis
is.
Scenepad
provides
a
range
of
word
clouds
to
help
analyze
textual
content.
The
word
clouds
are
generated
at
various
levels:
Dialog Cloud – a word cloud of all dialog text in the script
Action cloud – a word cloud of all action text in the script
Like
those
on
the
original
Scriptcloud
site,
all
the
Scenepad
word
clouds
are
subject
to
a
‘stop-‐list’.
And
like
Scriptcloud,
the
Scenepad
scriptclouds
give
an
‘impression’
of
the
vocabulary
of
the
script
by
displaying
‘top
n’
words
by
frequency
or
those
words
that
are
used
over
a
certain
limit
e.g.
all
verbs
used
more
than
5
times.
Unlike
Scriptcloud,
Scenepad
provides
forms
for
the
user
to
set
the
topN
value
(e.g.
20
or
50)
and
frequency
limits
and
to
manage
(insert
and
delete)
stoplist
words.
A
relatively
easy
addition
would
be
to
enable
a
script-‐specific
stoplist
–
for
example
to
handle
non-‐English
scripts
since
the
default
stoplist
includes
666
common
English
words
only.
Unlike
Scriptcloud,
Scenepad
provides
some
ability
to
extract
both
Noun
and
Verb
clouds
from
the
script
textual
content.
This
is
done
by
using
a
lexicon
of
Stewart
McKie
-‐
294
-‐
As
of
15/08/2014
tagged
parts
of
speech
based
on
the
Brown
Corpus,
compiled
in
the
1960s
by
Henry
Kucera
and
W.
Nelson
Francis
at
Brown
University,
Providence,
Rhode
Island.
The
code
used
to
parse
the
source
text
and
compare
it
to
the
lexicon
is
based
on
the
tagger
code
originally
written
by
Eric
Brill
and
subsequently
modified
by
Mark
Watson.
Essentially
words
from
the
script
content
are
compared
to
the
part
of
speech
classification
of
the
lexicon
word
tags
(e.g.
VB
to
VBZ
for
verbs
and
NN
to
NR
for
nouns)
and
included
in
the
Noun
and
Verb
clouds
as
appropriate.
If
a
word
is
tagged
with
both
noun
and
verb
tags
then
the
primary
tag
is
used
to
define
which
cloud
the
word
appears
in.
For
example,
the
lexicon
entry
Aid
NNP
NN
VB
is
classified
as
both
a
noun
and
a
verb
but
would
be
selected
into
the
noun
cloud
rather
than
the
verb
cloud
whereas
Aim
VB
NN
NNP
would
be
selected
into
the
verb
cloud
due
to
the
order
of
part
of
speech
identifiers.
This
simplistic
approach
will
inevitably
result
in
some
words
being
misclassified
so
the
word
clouds
are
unlikely
to
be
accurate
every
time.
The
addition
of
verb
and
noun
clouds
helps
to
also
give
an
impression
of
the
vocabulary
of
action
and
dialog
snippets
from
the
perspective
of
two
key
parts
of
speech
contained
in
a
screenplay.
Most
nouns
in
a
script
can
be
directly
mapped
to
a
‘prop’
used
in
a
production
set.
Most
verbs
in
a
script
are
indicative
of
the
kind
of
action
that
the
script
embodies.
A
potential
application
of
noun
and
verb
analytics
is
for
the
purposes
of
a
marketing
firm
analyzing
a
script
for
product
placement
purposes
–
to
identify
a
script
that
offers
a
context
that
presents
an
opportunity
for
specific
product
placements.
Sternberg
(1997,
p.49)
gives
a
specific
example
of
an
analysis
of
the
2nd
draft
of
the
script
of
Thelma
and
Louise
(1991)
by
product
placement
agency
Prime
Time
Marketing
that
indicates
how
the
availability
of
noun
and
verb
clouds
could
have
helped
the
agency
make
a
decision
about
whether
and
where
to
use
product
placement
in
this
script.
A potential application of verb analytics is to train an actor in a particular
Thrulines
The
set
of
thrulines
for
characters
in
Alien
shows
how,
towards
the
end
of
the
script,
Ripley
is
the
only
crew
member
left,
which
either
indicates
total
focus
on
a
single
character
towards
the
end
of
the
script
or
the
situation
in
Alien
where
all
other
characters
are
dead.
In
figure
6.29
we
see
how
in
scene
222
(in
this
version
of
the
script)
the
Alien
disposes
of
Dallas
(see
dot
in
row
Sentiment Analysis
As
with
the
stop
list
applied
to
word
clouds
this
dictionary
largely
determines
the
polarity
of
the
text
and
so
the
efficacy
of
this
dictionary
is
essential
to
the
accuracy
of
the
analysis.
Figure 6.30 shows a sentiment analysis of every snippet in the Alien script
Scenepad
also
helps
to
manage
the
overall
ownership
of
a
script
that
may
have
been
written
and
rewritten
by
multiple
parties.
Based
on
the
ownership
of
a
snippet,
Scenepad
provides
a
dashboard
that
shows
how
much
of
the
script
is
owned
by
the
top
5
users
who
have
worked
on
the
script
–
in
terms
of
the
whole
script
content
and
the
action
or
dialog
content
only,
as
shown
in
figure
6.32.
Summary
The
various
Scenepad
prototypes
show
that
using
a
‘datafied’
script
as
a
foundation
enables
many
of
the
screenwriting
2.0
concepts
discussed
above
to
be
applied
and
realized
in
screenwriting
software.
Scenepad4
provides
significantly
more
screenplay
analytics
and
visualization
functions
than
are
available
in
any
of
today’s
commercial
screenwriting
applications.
Scenepad4
delivers
more
social
networking
capabilities
than
any
of
today’s
screenwriting
applications.
Scenepad4
supports
more
screenplay
structural
capabilities
that
most
of
today’s
screenwriting
applications.
Scenepad4 is a fully working prototype that shows the potential of the next
To
return
to
Mark
Norman’s
question
cited
at
the
beginning
of
this
thesis,
the
datafication
of
screenplay
content
–
the
transition
from
a
document-‐
centric
to
a
data-‐centric
screenplay
-‐
has
many
interesting
implications
for
screenwriting
as
a
practice,
as
a
research
area
and
for
the
development
of
a
new
generation
of
screenwriting
2.0
software
applications.
But
first
it
will
require
moving
on
from
the
kind
of
thinking,
referred
to
by
Edgar
(2009:6-‐7)
in
How
Plays
Work,
that
persists
in
the
idea
that
creative
works
are
not
subject
to
rules:
‘writers
who’ve
read
any
twentieth-‐century
literary
theory
are
understandably
irked
by
the
arithmetical
reductionism
of
so
much
thinking
in
this
field,
with
its
mechanical
lists,
symbols,
charts
and
graphs.’
Edgar
reflects
that
rules
are
‘a
sedimentation
of
all
of
the
plays
(and,
to
an
extent,
all
of
the
stories)
that
we
have
ever
encountered’
and,
at
some
level,
reflect
what
audiences
expect
to
see.
Here,
Edgar
is
referring
to
play
scripts
and
a
theatre
audience
but
the
same
principles
apply
equally
well
to
the
structure
debate
around
screenplays
and
a
cinema
audience.
For
example,
it
is
much
more
likely
that
application
designers
will
approach
screenwriting
from
a
social
networking
or
analytics
perspective
when
they
come
to
design
the
next
generation
of
screenwriting
applications,
rather
than
as
simply
a
way
to
write
and
print
out
a
‘correctly’
formatted
script.
The
influence
of
games
designers
may
mean
that
screenplay
applications
are
approached
from
the
‘start
point’
of
playing
the
script
and
managing
the
branching
storylines
of
a
user-‐controlled
narrative
for
example.
Or
the
pervasive
use
of
mobile
devices
may
mean
that
screenplays
are
‘reverse-‐
engineered’
from
a
series
of
images
being
linked
together
using
simple
apps
Something
that
screenplay
datafication
will
also
help
to
prevent
is
the
screenplay
as
pre-‐formed
artefact
becoming
anymore
redundant
than
improvisational
directors
have
made
it
already.
Back
in
1974,
Metz
(1974:201-‐204,
referring
to
Marcel
Martin)
discusses
whether
a
“film-‐makers
cinema”
was
replacing
a
“scriptwriter’s
cinema”.
Referencing
the
work
of
French
director
Jean
Luc
Godard,
Metz
suggests
that
Godard
‘is
one
of
those
men
for
whom
inspiration
can
only
be
fired
during
the
shooting’
and
that
it
is
during
the
shooting
that
the
scenario
is
‘born’
as
a
consequence
of
the
film.
In
his
section
‘Ban
the
Script?’,
Lee
(2013:6-‐10)
refers
to
the
improvisational
preferences
of
British
director
Mike
Leigh
and
Danish
director
Lars
Van
Trier’s
Dogme
movement
whose
‘philosophy
was
initially
to
get
totally
away
from
the
script.’
This
might
suggest
that
the
future
of
the
screenplay
as
an
artefact
is
in
doubt.
However,
this
is
unlikely
to
be
the
case
if
all
screenplays
are
datafied.
In
fact,
in
this
case,
it
is
possible
that
it
is
filmmaking
as
solely
human-‐
directed
process
that
is
in
doubt.
Pre-‐viz
software
is
the
pathfinder
here.
If
screenplays
are
datafied,
and
especially
if
they
are
datafied
using
a
standardized
format,
then
it
is
only
a
matter
of
time
before
ever-‐more
sophisticated
algorithms
can
interpret
this
data
more
effectively
and
start
to
generate
‘first
cut’
movies
(initially
probably
only
animations),
directly
from
the
script.
The
job
of
the
production
team
is
then
to
take
this
first
attempt
and
develop
it
either
directly
(in
video)
or
indirectly
first
by
making
changes
to
the
screenplay,
thus
changing
the
data,
and
re-‐generating
the
movie
from
the
script.
Somehow
this
does
not
feel
like
it
is
many
years
off.
In
this
scenario
the
screenplay
is
not
something
you
can
‘get
way
from’
since
the
screenplay
data
is
the
movie
or
at
least
a
significant
part
of
it.
CAD/CAM
becomes
SGF
or
screenplay
generated
filmmaking.
And
this
will
not
just
apply
to
animations,
where
the
utility
and
practicality
of
this
approach
is
For
example,
take
a
single
action
snippet
from
a
‘human’
movie
or
a
hybrid
‘humanimation’,
combining
human
actors
with
CGI
background,
that
can
be
translated
into
a
short
sequence
or
a
single
shot
like:
They paused and watched the setting sun disappear into the Ocean.
or
The
sunset
clip
or
the
clip
of
a
Rolls-‐Royce
could
simply
retrieved
from
the
online
database
and
inserted
into
the
movie’s
screenplay
database
as
a
link
to
the
online
clip
that
is
in
turn
linked
to
the
‘action’
snippet
data
record.
This
promises
a
new
kind
of
automated
‘bricolage’
to
reference
Wells’
article
in
Analysing
the
Screenplay
(2011)
that
takes
the
idea
of
Ruecker
et
al.
of
‘playing’
the
theatre
play
script
(see
http://academia.edu/3155085/WATCH_MY_MOVES_FROM_DIGITAL_PLAYS
_TO_THE_DIGITAL_PLAYBOOK
-‐
accessed
11
July
2013)
to
a
whole
new
level.
Aside from automated movie generation from a script, which is surely the
Innovation
could
emanate
from
the
use
of
‘cloud’
technology
both
to
store
and
share
scripts
(already
widely
in
use
now
by
many
online
screenwriting
applications
like
Scenepad)
and
application
programming
interfaces
or
APIs
(surfaced
as
web
services)
for
deploying
and
accessing
applications,
mashing
them
together
and
storing
and
accessing
content;
the
pervasiveness
of
social
networking,
collaboration
and
crowdsourcing;
and
the
form
factor
and
new
user
interface
(UI)
controls
-‐
including
touch,
swipe
and
pinch
–
offered
by
mobile
platforms
such
as
the
iPhone
and
iPad.
The
new
tactile
UIs
are
not
just
changing
the
way
we
work
with
content
on
handheld
devices.
Large,
wall-‐based,
touch
screens
are
also
an
interesting
possibility
for
placing
the
script,
and
specifically
scene
content
within
a
script,
at
the
centre
of
a
display
of
content
linked
to
the
script/scene.
This
kind
of
large
tactile
surface
was
glimpsed
in
Minority
Report
(2002)
and
more
recently
in
Den
Som
Draeber
(2010)
and
is
implemented
in
the
real
world
by
Hornall
Anderson
and
Nike
among
others.
These
‘touch-‐walls’
present
a
content
‘canvas’
that
could
enable
writing
teams
to
work
in
a
visual,
collaborative
and
tactile
way
with
both
text
and
images
to
develop
script
content
and
re-‐fashion,
rather
than
just
rewrite,
content
relationships
with
the
swipe
of
a
hand.
Dynamic,
node-‐based
representations
of
content
and
relationships,
such
as
those
facilitated
by
arbor.js
(http://www.arborjs.org)
are
one
dynamic
way
to
present
data
on
this
kind
of
touch-‐wall.
The
screenplay
itself
will
become
an
interactive
online
text
where
the
anchoring
reality
of
the
scene
text
is
augmented
by
layers
of
additional
linked
content
that
surrounds
and
enriches
this
text.
Of
course
the
printed
script
will
not
go
away
anytime
soon
but
how
long
can
it
be
before
the
digital
script
on
an
iPad
essentially
replaces
the
printed
document
on
set
and
augmented
reality
screenplays
become
the
norm?
Much
of
this
linked
content
will
come
directly
from
user-‐generated
content
captured
on
mobile
devices.
These
devices
will
act
as
the
primary
means
to
capture
and
connect
content
to
the
screenplay
such
as
photos,
audio
and
video
clips.
This
content
will
flow-‐through
to
the
screenplay
via
an
application
programming
interface
(API)
that
enables
any
external
application
to
interface
to
it
–
both
to
put
data
into
the
screenplay
and
to
get
data
from
it.
In
this
sense,
the
screenplay
becomes
the
analog
of
the
Facebook
‘wall’
that
a
community
of
interest
engages
with
to
enhance
and
enrich
the
core
content.
This
community
engagement
could
prove
especially
useful
in
the
production
phase
of
the
screenplay
realization
process
for
activities
such
as
location
management,
shot
planning
and
script
continuity.
The
mere
fact
that
it
will
There’s
no
reason
why
this
new
kind
of
datafied
screenplay
could
not
also
be
managed
on
its
own
dedicated
device
–
a
‘Screenplay
Kindle’
if
you
will.
By
tying
the
hardware
to
a
known,
datafied
content
format
the
device
can
provide
additional
capabilities
that
enhance
the
user
experience
when
you
interact
with
the
content,
for
example:
-‐ VCR Buttons to jump through the script by scene or by role or by location
-‐ A button to trigger a Siri-‐like voice to read out the dialog within a scene
-‐ A button to mark a note entry in the text and type in the note content
The
ability
to
build
a
device
dedicated
to
screenplay
content
would
be
a
lot
easier
if
a
standard
screenplay
data
format
(e.g.
an
XML
schema)
was
agreed
that
is
‘open’
and
not
‘owned’
by
a
specific
software
vendor
(e.g.
Final
Draft).
Once
a
properly
documented
standard
is
adopted,
this
is
likely
to
encourage
the
wider
software
development
community
to
engage
with
screenplay
content
management
as
a
domain
and
help
to
drive
the
development
of
low-‐
cost
add-‐on
apps
to
further
enhance
the
screenwriting
experience.
Datafication
of
screenplays
means
that
stakeholders
will
come
to
expect
a
great
deal
more
from
their
screenwriting
application
in
the
way
of
analytics.
Writers
will
expect
more
analysis
to
help
them
improve
the
quality
of
their
script,
financial
stakeholders
will
expect
more
analysis
to
help
them
judge
the
commercial
potential
of
a
script,
and
script
readers
and
analysts
will
expect
more
data-‐based
evidential
analytics
to
support
or
challenge
their
intuition-‐based
judgments
of
a
screenplay.
Some
of
the
visualizations
that
the
how-‐to
manuals
have
presented
as
diagrams
will
be
able
to
be
generated
directly
from
the
screenplay
content
at
the
click
of
a
button.
A
library
of
screenplay
algorithms
could
be
developed
in
order
to
define
common
analytical
tasks
such
as
how
to
generate
a
role
throughline
or
identify
a
turning
point.
The
potential
of
event
identification
in
a
screenplay
also
seems
a
rich
area
for
further
research.
If
events
can
be
recognized
and
subsequent
patterns
visualized
there
is
real
potential
for
the
deep
structure
of
a
screenplay
to
be
surfaced
evidentially
rather
than
intuitively.
This
could
re-‐energize
the
screenplay
structure
debate
in
that
this
kind
of
data-‐driven
emergent
structure
is
potentially
much
more
interesting
to
the
screenwriter
as
questioning
tool
than
attempting
to
write
to
some
deliberately
imposed
n-‐
act
structure.
In
terms
of
screenwriting
2.0,
it
is
the
datafication
of
screenplays
that
will
fundamentally
drive
‘what
happens
next’
and
there
is
every
reason
to
be
excited
about
what
that
‘next’
could
be
in
terms
of
the
screenplay
as
artefact
and
screenwriting
as
practice.
My
Scenepad
application
deliverable
merely
scratches
the
surface
of
all
this
potential
but
does
deliver
an
indication
of
how
the
datafication
of
the
screenplay
can,
I
believe,
positively
impact
creating
and
managing,
presenting
and
sharing,
analyzing
and
visualizing
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2007.
Shakespeare:
Soulier,
Eddie
and
Caussanel
(2002).
Narrative
tools
to
improve
Collaborative
Sense-‐Making.
AAAI
Technical
Report
WS-‐02-‐09.
http://www.aaai.org/Papers/Workshops/2002/WS-‐02-‐09/WS02-‐09-‐002.pdf
-‐
accessed
7
February
2007.
Strapparava,
Carlo
and
Mihalcea,
Rada.
Learning
to
Identify
Emotions
in
Text
in
SAC’08
March
16-‐20,
2008,
Fortaleza,
Ceara,
Brazil.
http://web.eecs.umich.edu/~mihalcea/papers/strapparava.acm08.pdf
-‐
accessed
12
May
2014.
Walker
M.A.,
Grace
L.I.,
Sawyer
J.E.
An
Annotated
Corpus
of
Film
Dialog
for
Learning
and
Characterizing
Character
Style.
Proceedings
of
LREC
2012.
http://www.lrec-‐conf.org/proceedings/lrec2012/pdf/1114_Paper.pdf
-‐
accessed
12
May
2014.
Wordseye.
http://www.cs.columbia.edu/~coyne/images/wordseye_siggraph.pdf
-‐
accessed
07
February
2007.
Zhuang,
Li,
Feng
Jing,
and
Xiao-‐Yan
Zhu
(2006).
‘Movie
Review
Mining
and
Summarization’
(2006)
in
CIKM
'06
Proceedings
of
the
15th
ACM
international
conference
on
Information
and
knowledge
management,
43-‐50.
http://www.csai.tsinghua.edu.cn/~zxy/paper/cikm249_zhuang.pdf
-‐
accessed
07
February
2007.
This
is
a
very
simple
example
of
using
XBRL
as
provided
by
Charles
Hoffman
(aka
the
‘father’
of
XBRL)
for
learning
purposes
–
see
http://xbrl.squarespace.com/journal/2008/12/18/hello-‐world-‐xbrl-‐
example.html
-‐
accessed
6
June
2013).
Note
that
all
data
content
is
enclosed
within
<start>
and
</end
>
tags.HelloWorld
Instance
File
The
initial
lines
of
HelloWorld.xml
provide
links
to
essential
reference
files
managed
by
the
global
XBRL
authority
at
xbrl.org
<xbrl xmlns="http://www.xbrl.org/2003/instance"
xmlns:xbrli="http://www.xbrl.org/2003/instance"
xmlns:link="http://www.xbrl.org/2003/linkbase"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns:xsi="http://www.w3.org/2001/XMLSchema-
instance"
xmlns:iso4217="http://www.xbrl.org/2003/iso4217"
The
next
lines
refer
to
the
online
location
of
this
specific
instance
file
and
the
location
of
the
XBRL
schema
this
instance
file
references
-‐
HelloWorld.xsd.
Typically,
many
instance
files
point
to
one
schema
file,
which
is
why
an
XBRL
schema
can
be
considered
‘mutually
agreed’.
xmlns:HelloWorld="http://xbrl.squarespace.com/Hell
oWorld" xsi:schemaLocation=" ">
<link:schemaRef xlink:type="simple"
xlink:href="HelloWorld.xsd"/>
Then
some
contexts
are
defined
for
the
data
points
listed
in
the
file,
which
in
this
case
include
a
reporting
year,
a
reporting
entity
and
a
reporting
period
date:
In
this
instance,
there
are
two
contexts
representing
the
reporting
years
2006
and
2007.
Then
the
reporting
units
are
defined
as
monetary
and
denominated
in
US
dollars:
Now
that
the
overall
data
context
has
been
defined,
the
file
lists
a
series
of
data
points
within
that
context
and
their
respective
attributes,
known
as
‘facts’,
that
comprise
a
title,
a
year,
a
decimals
identifier
and
an
amount
(one
fact
each
for
reporting
years
2006
and
2007):
A
number
of
facts
are
listed
in
the
file,
the
above
example
simply
reporting
the
data
fact
for
‘Land’
for
each
of
the
two
context
years:
2006,
2007.
<element
name="Land"
type="xbrli:monetaryItemType"
substitutionGroup="xbrli:item"
xbrli:periodType="instant"
/>
-‐ All data and metadata stored in the MySQL database
-‐ All views of script content ‘assembled’ by querying multiple, related tables
-‐ Content views (PDFs) at script, scene, location (action) and role (dialog)
-‐ Data granularity to snippet (i.e. dialog or action text) level
-‐
Additional
metadata
for
all
entities
(e.g.
role
gender,
location/scene
type,
script
genre
etc.)
Screenplay Analytics
-‐
Word
frequency
clouds
derived
from
whole-‐script,
dialog-‐only
and
action-‐
only
text
-‐ Word frequency clouds based on parts of speech: Nouns and verbs
-‐ Data and metadata-‐based charting at script, scene, location and role levels
-‐ Timeline visualization of scene grouping at sequence and storyline levels
-‐ ‘Dial’ visualization of script scenes by scene type metadata
-‐ Sentiment analysis of snippet content at script, action and dialog levels
-‐
Multi
user
application
and
ability
to
create
script
groups
(i.e.
communities
of
interest)
to
share
scripts
with
-‐
Content
hubs
at
script,
scene,
location
and
role
levels
for
users
to
contribute
images
and
links
-‐
Access
to
a
‘read-‐only’
mobile
site
to
review
the
script
content
either
via
a
web
link
or
a
QR
code
-‐
link
Scenepad
entities
(e.g.
role
or
location)
to
images
uploaded
from
a
user’s
mobile
device
and
stored
on
a
third
party
website
(e.g.
Kee.ps.com
or
Photobucket.com)
-‐
link
Scenepad
entities
(e.g.
script)
to
tweets
posted
to
Twitter.com
with
the
appropriate
hashtag
-‐
Populate
new
blank
script
with
sequence
and
role
metadata
based
on
Vogler’s
Hero’s
Journey
-‐ Group scenes into structural devices such as sequences and storylines
-‐
Attach
images
at
script,
scene,
location
and
role
levels
to
help
to
visualize
the
design
of
the
screenplay
-‐
Log
ownership
of
script
content
at
snippet
level
for
authorship
credits
Stewart
McKie
-‐
339
-‐
As
of
15/08/2014
Appendix
C:
Screenplay
Analytics
–
A
Use
Case
Screenplay
analytics
of
a
datafied
script
enables
the
use
of
quantitative
analysis,
via
machine-‐reading
of
the
screenplay
content,
as
a
supplement
and
complement
to
the
qualitative
analysis
that
can
be
gained
from
human-‐
reading
of
the
script.
Using
my
ScriptFAQ
application
(accessible
at
http://www.screenplayanalytics/scriptfaq/login.php)
I
have
imported
a
Final
Draft
.fdx
file
in
order
to
‘datafy’
the
screenplay
content,
by
which
I
mean
parsing
the
screenplay
text
in
the
file
and
‘shredding’
it
to
store
in
a
MySQL
database.
As
soon
as
the
script
is
imported
we
can
go
to
the
script
‘home’
page
and
see
that
some
basic
statistics
about
the
screenplay
content,
namely:
-‐
It
has
71
Scenes
involving
17
roles
across
30
locations
-‐
It
has
1369
Snippets
comprising
510
dialog
and
342
action
snippets
If
we
go
to
the
role
list
we
can
see
a
list
of
roles
identified
from
the
script
import.
Notice
some
metadata
–
e.g.
gender,
type
and
logline
–
that
would
not
have
come
from
the
script
import
but
was
added
by
the
author
later.
If
we
click
the
‘Home’
icon
next
to
the
role
called
‘Maggie’
we
can
already
see
some
basic
statistics
about
this
role
that
may
be
interesting
such
as:
-‐
The
number
of
scenes
and
snippets
the
role
is
linked
to
-‐
The
role
rankings
vs.
other
characters
in
the
script
So
of
our
17
roles
who
looks
most
likely
to
be
the
protagonist?
We
go
to
the
Role
FAQs
page
to
investigate.
Here
we
see
there
are
9
Role
FAQs
to
choose
from
–
clicking
the
button
on
the
right
of
the
question
displays
an
answer.
1. On-‐Screen Time
One
indicator
of
a
strong
protagonist
is
likely
to
be
a
character
that
benefits
from
significant
‘on-‐screen’
time
-‐
in
relation
to
other
characters.
On
screen
time
is
can
be
determined
by
at
least
three
factors:
In
the
Role
FAQ
section,
ScriptFAQ
presents
3
simple
charts
to
help
understand
on-‐screen
time
as
shown
in
figures
5
and
6
below.
Figure C5 – Top 5 Roles by Scene (Note: each dot represents a unique scene)
In
figure
5
we
can
see
that
the
role
‘MAGGIE’
has
a
speaking
part
in
a
significant
number
of
scenes
(actually
35
out
of
71).
The
next
most
significant
character
by
this
analysis
is
‘DOREEN’
who
only
speaks
in
15
scenes.
In
figures
6
&
7
we
can
see
that
of
the
five
major
characters,
Maggie
enters
the
script
first
(in
scene
4)
and
exits
the
script
joint-‐last,
in
scene
69.
So
she
enters
the
screenplay
early
and
leaves
late
–
both
of
which
are
likely
to
be
good
indicators
of
a
protagonist
role.
If
you
did
not
know
that
Maggie
is
the
protagonist
then
you
might
already
guess
that
she
could
be.
It’s
hard
to
imagine
that
a
strong
protagonist
would
not
say
and
do
a
lot
in
a
script.
On
screen
time
is
unlikely
to
count
for
much
if
the
character
is
mute
and
rooted
to
the
spot
as
audiences
are
likely
to
become
bored
quite
quickly
with
such
a
character.
So
in
the
Role
FAQ
section,
as
shown
in
figures
8
and
9
below,
ScriptFAQ
provides
2
more
analyses
that
count
how
many
dialog
snippets
a
character
speaks
and
an
indication
of
how
much
action
they
participate
in.
In
figure
8
we
see
that
Maggie
speaks
172
dialog
snippets
(of
510)
and
the
next
most
vocal
character
appears
to
be
Doreen
(with
81
dialog
snippets).
In
figure
9
we
see
that
Maggie’s
role
cue
is
mentioned
in
163
action
snippets
and
the
next
most
‘active’
character
appears
to
be
the
Sergeant
(mentioned
in
47
action
snippets).
We
know
from
figure
7
that
the
script
as
a
whole
contains
342
Action
snippets,
so
Maggie
is
involved
in
almost
half
of
them.
Currently,
ScriptFAQ
does
not
provide
any
sophisticated
textual
analysis
of
the
content
of
a
character’s
dialog
and
action
snippets
except
for
some
basic
part-‐of-‐speech
analysis,
of
nouns
and
verbs
in
particular,
that
can
provide
some
clues
as
to
whether
a
character
refers
to
potentially
‘interesting’
things
or
does/takes
part
in
potentially
‘interesting’
action.
In
fact,
figures
10
and
11
do
not
tell
us
that
much
but
might
if
more
sophisticated
text
analytics
was
available
to
apply
to
the
script
content.
Figure C11 -‐ Most Frequent Nouns/Words in Action Snippets of Role
Let’s
make
the
assumption
that
Maggie
is
the
Protagonist.
As
the
writer
I
know
this
already
and
so
I
would
be
expecting
these
kinds
of
results
from
my
quantitative
analysis
of
my
script.
If
Maggie
had
not
turned
in
these
kinds
of
results
I
might
have
wondered
why
and
whether
in
fact
Maggie
would
be
perceived
by
others
(e.g.
a
reader/analyst
or
the
potential
audience
of
my
movie)
as
the
protagonist
of
this
script.
So
if
I
had
not
done
so
already,
now
would
be
the
time
to
‘flag’
Maggie
as
the
protagonist
by
adding
this
metadata
to
her
role
record
and
while
I’m
at
it
I
might
add
other
metadata
(e.g.
her
gender)
as
in
figure
12
and
probably
do
Once
you
have
identified
your
Protagonist
and/or
Antagonist
in
your
script
you
can
use
another
set
of
Key
Role
FAQs
to
analyze
their
relative
dynamic.
Stewart
McKie
-‐
350
-‐
As
of
15/08/2014
Figure
C13
–
Key
Role
FAQs
A
strong
protagonist
is
likely
to
have
a
rich
set
of
social
relationships
in
the
script
-‐
this
role
in
particular
is
unlikely
to
be
‘isolated’
from
the
rest
of
the
cast.
In
other
words
the
protagonist
generally
participates
in
an
extensive
social
network.
ScriptFAQ
provides
various
analyses
of
role
interactions
as
shown
in
figure
14
below.
Here
we
see
that
Maggie
(the
‘central’
role
and
identified
by
her
‘protagonist’
metadata)
has
dialog
relationships
with
10
other
characters.
Maggie
is
at
the
centre
of
a
social
network
‘hub’
where
the
thickness
of
each
connecting
‘spoke’
line
is
indicative
of
the
number
of
relationships
she
has
with
other
characters
in
terms
of
the
number
of
scenes
in
which
both
characters
have
a
speaking
role.
6. Protagonist Sentiment
In
figure
15
above
we
can
see
that
Maggie’s
dialog
is
more
positive
than
negative.
Some
might
argue
that
a
Protagonist’s
strength
can
only
be
determined
in
relation
to
the
script’s
Antagonist.
This
kind
of
analysis
requires
both
the
protagonist
and
antagonist
character(s)
to
be
identified
by
role
metadata
and
that
both
can
be
mapped
to
a
specific
character.
It
may
be
that
the
protagonist
and
antagonist
roles
are
in
fact
represented
by
more
than
one
character.
In
this
script,
there
is
one
character
identified
as
the
protagonist
but
two
characters,
loosely
working
in
tandem,
identified
by
metadata
as
the
antagonist
or
antagonistic
‘force’.
Figure
16
shows
there
is
a
roughly
70/30
‘balance’
in
this
script
between
scenes
that
the
protagonist
role(s)
speaks
in
(35)
and
the
antagonist
role(s)
speak
in
(15).
Figure C16 -‐ Script Balance: Protagonist vs. Antagonist Dialog Scenes
Figure
17
shows
who
speaks
more
dialog
snippets
-‐
protagonist
or
antagonist?
In
fact
it’s
172
vs.
81
again
about
a
70/30
balance.
Figure C17 -‐ Script Balance: Protagonist vs. Antagonist Dialog Snippets
Finally,
figure
18
shows
the
balance
of
scenes
that
the
protagonist
speaks
in
in
vs.
scenes
the
rest
of
the
cast
speaks
in
but
the
protagonist
does
not
(49/35).
We
can
also
get
some
idea
of
the
relative
weight
of
the
protagonist
vs.
the
antagonist
by
comparing
their
social
networks.
Figure
19
shows
the
network
for
antagonist
Doreen
(vs.
Maggie’s
network
in
figure
14
above).
Clearly,
on
the
basis
of
these
comparisons,
Maggie
remains
a
contender
for
classification
as
a
strong
protagonist.
Screenplay
role
analytics
clearly
has
a
long
way
to
go,
both
in
theory
and
in
practice,
but
even
these
basic
analyses
show
that
you
can
learn
something
about
the
relative
‘strength’
of
a
protagonist
even
before
you
read
the
script.
Assuming
the
screenplay
is
‘datafied’,
additional
metadata
must
be
added
to
the
role
record
(in
the
database)
to
facilitate
many
of
these
analyses
but
this
is
a
relatively
trivial
task
for
the
script
author
to
do.
The
figures
above
illustrate
just
some
of
the
role-‐based
analytics.
ScriptFAQ
also
includes
many
more
charts
that
analyze
more
about
the
script,
its
scenes
and
locations.
For
example,
Reconciliation
looks
like
a
good
script
for
strong
female
roles
since,
as
figure
20
shows,
female
roles
speak
slightly
more
dialog
than
male
roles
(264/246
snippets).
In
fact
the
script
does
have
a
very
strong
female
protagonist
so
this
is
not
surprising
to
me
(the
author).
Of
course
it
is
your
qualitative
analysis
from
reading
the
script
that
will
help
to
confirm
or
deny
the
validity
of
these
quantitative
analyses.
This
kind
of