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J says...

I have been thinking about this upgrade since the announcement of FInal Draft 8. As much as I think it's a sham to pay $99 for a text editor with über macros - FD and I have had an ongoing relationship now - going on 13 years.  Boiling it down to its essence, FD's ability to help me spend more time writing and thinking about story, rather than format sold me on day one. Since then it has all been fluff IMHO. VO, story cards have just sucked - lets just say it now. They have been done so much better in apps like Scrivener, but those apps don't have the industry adoption that FD has (Ugh). Basically the Tab key, and auto complete make FD worth the $300 initial investment. Anything on top of that is well ... gravy? Im not sure. I've been waiting for a while foe a company to come along and clean up in this space. But it hasn't happened yet. 

Collaboration is a huge hole, as it is in most of the production world - just look at the post world if you want to see a train wreck. Apps like CeltX rock with server side integration, story board and budget information, as well as bleeding into production. CeltX allows you to save a document and pull it down from any machine, anywhere - it also shows you when the last time the document was modified and the changes made - It's like SVN meets screenwriting. Most writers are like WTF is version control? But those of you who understand versioning and its importance will get it, and fall in love with that openness. However, CeltX has put the cart before the horse - its scripting tool isn't 100% - in fact its more like 75% in its feature set - no ability to create shooting scripts for one, a serious deal breaker with most authors - so again we are back to working with FD.

Our current workflow involves parking versions on our public Mobile Me™ accounts, pulling versions down and manually updating version numbers after we've made comments. Then of course there is the system of printing out the entire script, making notes with a Sharpie and then returning it. We do that about once every couple of months - there is something very important and organic about marking up a script with a pen, rather than on the computer. I know there is a developer out there who is listening  and taking notes :) 

For the first time in quite a while I can appreciate the new features that have gone into version 8. I think it will make collaboration with my writing partner that much easier (at least I hope..pray). Most interesting to me are the floating palettes, new layouts, index cards (although i think scrivener is still better visually), and the new .fdx format. This last little bit could be a real game changer in incorporating Final Draft in with third party applications for Production, Post, and on the iPhone; that is so long as there is a strong enough developer support and proper SDK provided by the small and often ill-equiped FD staff. 

Going to upgrade now - I'll write an addendum after my initial first impressions - and after FD gets another $99.00 out of me. 

J

Here's the review:
  • Final Draft 8

Screenwriting software gets a refresh, adopts new file format

As a 15-year user of Final Draft, I’m fairly accustomed to the program’s quirks and subtleties. I wasn’t really looking for an upgrade. But even I appreciated some of version 8’s feature refurbs and flourishes. For example, users who take advantage of Final Draft’s ScriptNote feature to give and get feedback from other writers will appreciate the readily accessible ScriptNote navigation controls, transplanted to the toolbar at the top of the main screen.

Similarly, newbies no longer have to search the drop-down menus to update their title pages; a button on the toolbar makes it quick and easy. Likewise, the Split Panels controls, which make it easier to view your Index Card outline and actual script pages simultaneously in parallel panels, have been relocated to this same prime real estate.

Final Draft 8 is also a lot easier on the eyes—literally. The once frail and marginally legible onscreen Courier font has gotten a collagen injection, making it plumper and easier to read. And the Zoom feature now boasts twice the range (75 percent to 300 percent) of its predecessor, facilitating a better user experience with today's large widescreen monitors.

Final Draft’s Index Card feature also gets a usability boost in version 8. The virtual index cards that are used for outlining and notes are now double-sided—one side displays scene notes and the other displays corresponding scene dialogue and description. Unfortunately, flipping the cards is a little clunky, as you have to select the appropriate Index Cards state in the View menu, which then flips all cards simultaneously. Though I really enjoyed the double-sided interface, I found myself wishing that I could just flip individual cards with a mouse click.

Also useful for story planning and evaluation is the newly added Scene View feature, which strips your script to its bare bones, displaying only slug lines, a little description, and page numbers. Most importantly, it lets you add a title to each scene, like “Hero Finds Amulet.” The resulting view essentially becomes a high-level skeletal outline of your story--very handy.

Final Draft 8’s Scene Navigator is a big improvement over previous versions’ Navigator function. First off, it’s now a floating palette, so you can leave it open all the time when you’re writing and use it to quickly navigate to portions of your script in progress. In addition, it now provides a variety of scene information in table format, including scene start pages, scene page count, and color coding. How is this useful? Well, one might color-code scenes according to whether they represent the adventure A-story, the romance B-story, or the humorous C-story. Thanks to color coding in the Scene Navigator, a single glance helps you identify improperly interwoven stretches of story.

Also new to Final Draft 8 is the Scene Properties Inspector floating palette. Here you can add and edit additional scene information, including notes and scene titles, as well as more color coding. Personally, I use it as a mini “grocery list” to make sure that I don’t forget any key ingredients of the scene when I’m writing.


Final Draft 8.0 moves key controls such as Split Panels to the main toolbar for easy access.

Perhaps Final Draft 8’s most substantial change is its new XML-based .fdx file format, which allows Final Draft scripts to work seamlessly with a variety of third-party story planning, budgeting, scheduling, and storyboarding applications. The bad news: Previous versions of Final Draft are unable to open this new format. This could make it a little more complicated to script-swap with others who have not yet made the upgrade—which might irritate some users whose main reason for purchasing Final Draft was its universal, cross-platform compatibility.

The good news: Saving a script in the legacy .fdr format couldn’t be easier. But be forewarned that page count and pagination can vary when bouncing between Final Draft 7 and Final Draft 8 formats, and that can be irksome when your lean 110-page comedy puts on a few pages.

Overall, I was very impressed by the stability and formatting consistency of Final Draft 8. It does what it’s supposed to do, and it does it well. Veteran Final Draft users contemplating an upgrade can rest assured that all the bugs that plagued the release of version 7 didn’t show up for the picnic this time around. During 10 days of testing, I experienced nary a crash or freeze.

Also welcome was Final Draft’s continued commitment to multi-tiered customer support. In addition to e-mail support and live chat, Final Draft still provides 24/7 phone support, the first 20 minutes of which are free. Subsequent minutes will set you back a hefty $2.50 apiece, but when it’s 3 a.m. and your deadline is first thing in the morning, it seems like a bargain.

Macworld’s buying advice

Final Draft 8 is simpler than ever for beginning users; subtle feature fixes, bountiful script templates, and top-notch support for the production rewrite process ensure that an aspiring A-list writer won’t quickly outgrow the software. But for existing users, the decision to upgrade may have less to do with new features than an increasing pressure to switch to the .fdx file format, which may follow in the footsteps of the .fdr format to become a new de facto industry standard.

Filed under: Creative Screenwriting

J says...

This was a real pleasure to listen to re: the convergence between the industries and those who are leading the charge

http://tinyurl.com/comiconfilmdiscussion-com

and by the way - Transformers 2 sucked.

Also you will find this article interesting curtesy of our trusted friend Branwyn Biggletron at Image Comics:

Comicbooks promote upcoming films

Hollywood studios court fans prior to pic bows

Comicbooks are starting to do double duty in Hollywood.

It seems as if every day, a new deal is announced to turn a graphic novel into a high-profile feature like "300," "Watchmen" or "Wanted."

Development executives love the books, since they give a visual sense of what a film and its characters may end up looking like on the bigscreen.

But filmmakers are now hoping the launch of new comics will help promote properties moviegoers may not necessarily be familiar with before films bow at the megaplex.

Paradox Entertainment, the company that's developing a reboot of the "Conan the Barbarian" film franchise, inked a deal last week with Dark Horse Comics that will launch books for characters, created by pulp writer Robert E. Howard, that the shingle wants to turn into film franchises.

While Conan may be familiar among the masses, Dark Agnes, El Borak, Cormac Mac Art and James Allison are more obscure characters.

Earlier this year, Paradox and Dark Horse began publishing a series of Solomon Kane books to promote the shingle's upcoming actioner, based on the character played byJames Purefoy.

"Although it's a legacy character, a new generation had never heard of him," says Paradox president and CEO Fredrik Malmberg, who hopes the books help introduce the 16th-century swordsman to audiences, while turning into a viable publishing biz for the shingle.

Comicbooks like "Solomon Kane" often serve as prequels and establish characters, flesh out backstories and the overall world or storyline that will drive the pic's plot. The goal is to interest a new generation of fans who will recommend the film to others through a flurry of Internet chatter.

This summer, comicbook prequels were published to hype Paramount's reboot of "Star Trek" and Warner and Sony's "Terminator Salvation." A new series of books was handed out at last week's Comic-Con to tubthump Par's "G.I. Joe: The Rise of Cobra."

In fact, the interest in comicbooks has grown so much in Hollywood that publishing one to help drive a pic has become a standard piece of a film's marketing campaign -- especially for major tentpoles.

"Studios have come to the realization that having a presence out there and the ability to build interest is valuable to a film," says Dark Horse prexy Mike Richardson. "We reach the same demographic the studios are trying to reach," namely 16- 30-year-old males.

Because of that demo, Malmberg sees comicbooks as "one component of a character or franchise launch."

But it's a strategy that needs to follow a set of rules in order to strike a chord.

"You have to do the book for the love of the game and not as a crass marketing play," says one studio marketing maven.

While that's easier said than done, it's why Paradox turned to Dark Horse -- the company is producing films (its recent credits include the "Hellboy" films and "30 Days of Night"), but publishing comicbooks is Dark Horse's core business.

"We tap into their editorial knowledge, so we're not just Hollywood types wishing for comicbook sales," Malmberg says. "You can't fool the readers. If it's not a comicbook, they don't want to read; they're not going to buy it. And if they don't buy it, they don't help your movie."

Dark Horse prefers publishing prequels that end right where the movie begins.

"We're happy to do the straight adaptations, but those are less fulfilling," Richardson says. "You're just retelling the story you'll see in the theater."

It's too early to tell whether comicbooks can serve as an effective marketing tool.

In the overall comicbook market, DC and Marvel overwhelmingly dominate the charts each month with their lineup of superheroes, creating little room for movie-based books to break through. And like other media, the comics biz is struggling, with a 10% decline in sales this year.

Yet TV networks have launched successful books to promote "Fringe" and "CSI," and keep older ones like "Angel" alive with fans. "Buffy the Vampire Slayer" moves around 100,000 copies per run for Dark Horse. Even videogame companies have launched books for "World of Warcraft," "Mirror's Edge" and, soon, "Mass Effect" among others, to promote titles.

For a book to be considered successful, it needs to move 20,000 units per issue. Generally, trade paperback collections wind up breaking even or generating profits sincethey have a longer shelf life, carry higher pricetags and are sold at large bookstores.Books for "Star Trek," "Star Wars" or "Transformers" have been successful "because the fanbase is so rabid," says one senior comicbook agent. "The material sells no matter what."

A prequel setting up the first "Transformers" pic in 2007 was expected to sell a strong 50,000 copies overall, but wound up moving more than 1 million books for IDW Publishing. Another prequel book for this summer's sequel has also sold well.

Sales like that are usually unreachable for more unknown titles. Most wind up losing money.

Summit Entertainment sold only around 20,000 copies for a six-issue series, published by DC Comics' Wildstorm division, to promote its sci-fi actioner "Push." The run ended in February.

Paradox has done better with "Solomon Kane," so far. Its first five books have sold more than 57,000 copies.

"Comicbooks do a better job at helping set up a movie or TV show at a studio," says an agent who reps comicbook publishers and clients looking to adapt them or launch their own. "That's where you're going to make the most money. More obscure properties aren't going to sell enough to warrant attention."

Yet even if the books aren't successful, studios aren't risking too much by publishing them, at far less than $1 million for a run."We view comicbook publishing as a viable business that stands on its own," Malmberg says. "It's a profitable and growing business for us. You have to see the comicbook as one piece of a much broader launch so that the film becomes the big tentpole and all the other things can support it. This is a town of hype, so any buzz for a project is positive."

Filed under: Creative Screenwriting

beingbrad says...

"If by page 8 you don't know what the story is, what the guy wants and what stands in his way, then you're just treading water"

- from an interview by Jeff Goldsmith, Creative Screenwriting Magazine Podcast, Fri, March 13, 2009
(Download the whole interview)

Filed under: creative screenwriting