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Phobian Marvel:
Comics giant Jim Shooter lends his creative skills to Phobos
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By Keith J. Olexa
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At 6-foot-7, Shooter can let his mind soar
while keeping his feet on the ground. |
For a creative genius, Jim Shooter is a very pragmatic man.
It’s a combination of traits that serves the
former Marvel Comics Editor-and-Chief and Valiant and Defiant Comics
founder and president very well. For while enthusiasm alone is hardly a
sufficient reason to start a science fiction writing contest, Shooter
believes that the Phobos Fiction Contest has definite, if somewhat
intangible, merits: “The main benefit I see at present for Phobos
Entertainment is good Karma,” he explains. “Offering an opportunity to
writers generally seems like a good idea, and, in theory, that could
eventually bear fruit in a number of ways.”
And he should know, for as a media barometer, few
come more qualified than Shooter. This literal giant of the
entertainment industry has done everything from writing, editing and
even drawing comics to writing books, plays and TV series. He has also
helped develop a number of innovative game and toy designs, like the new
G.I. Joe and The Transformers. His experience is instrumental to
Phobos, as the company will not only be publishing the Fiction Contest’s
winning stories as a hardcover anthology, but also hopes to transform
any or all of the tales into films, TV series, electronic games and web
media.
All that means nothing, however, if the stories
fail to impress readers. Shooter details why these submissions had what
it took to win. “First, they actually were stories,” he explains, “with a
status quo that was disrupted, precipitating a problem or problems and
attendant conflicts, which were developed, generated suspense and
reached a climax that resolved the problems and conflicts, leaving a new
status quo. Second, the characters breathed. Third, the writer actually
had something to say. The underlying ideas upon which the stories were
based were all pretty good.”
Storytelling means a great deal to Shooter, as
anyone who read the Turok, Dinosaur Hunter or The X-Men
Phoenix Saga could assert. It might be one reason why he finds the idea
of choosing the most visually compelling winning story such a
thorny task. “The easy [response], and the wrong [response],” he says,
“would be to name the stories with the grooviest-sounding creatures,
spaceships or explosions. However, as some big-budget SF film disasters
have proven, such things are no guarantee of real visual interest. You
can often find superior visual opportunities in stories that lack what
one might think initially as visual slam-dunks.
“I'm not one of those people who works out the
movie in my mind as I read a story. My mental video card supplies basic,
functional visuals and occasionally, if something is really brilliantly
described, a fully rendered image. If I take the time to go through the
full visualization process–a process quite different than just
reading–all of them could be well told in visual/verbal language. I work
with what's there and translate the story into visual/verbal language–a
language quite different than English. Most science fiction, in fact,
lends itself pretty well to visual/verbal language.”
Likewise, he finds the idea of adapting any one
of the Phobos tales into a comic a tricky proposition. “Adaptation to a
different medium requires just that: adaptation,” he notes. “I would
have to get into it and really think through how I would adapt these
stories to get a feel for which ones might have the best potential.”
As discussed in an earlier Phobos interview (check out www.phobosweb.com
for the full Shooter story), Shooter began his career at the ripe old
age of 13, after a work sample sent to National Periodical Publications
catapulted him not only into the colorful comics universe, but also into
the Guinness Book of World Records as the world’s youngest comics
writer. He has been in the entertainment biz, particularly the comic’s
biz, ever since, and has helped more than a few notables find success in
four-color print. “I gave a chance to a bunch of guys who never
amounted to anything,” he quips. “Eventually, I gave Frank Miller a
shot, and he has done OK. David Lapham grew up to be a contender, too.”
But for all his years in the industry, Jim has
never waxed terribly philosophical about the “real” meaning of
fantastical tales. According to him, a genre writer’s primary job “is to
entertain. Any insight into the human condition, the nature of the
world or the future is a bonus. But it's also what sets the great ones
apart from the punters.”
And while he’s “tired of post apocalyptic and
dystopian futures,” Shooter recognizes the cons as well as the pros of
living what Sci Fi Channel Head of Programming Tom Vitale refers to as
“Sci Fi Lives.” “Our technology is getting so far beyond our
common-sense, Newtonian understanding of the world–what's really being
done in here–sounds almost as fantastic as the stuff we make up. There's
a fict/fact blur effect.”
If fact is destined to fuse with fiction, Shooter
only asks that it be done creatively and intelligently. He even offers a
little pearl of wisdom for those brave stalwarts determined to ply the
author’s trade. “Too many beginners don't think their story through
before they plunge in to writing it,” he says. “They think they have an
idea for a story, but 5,000 words later it turns out that what they had
was a really just a bit or a thin gimmick, and the end product is an
immense shaggy dog.”
Jim Shooter’s advice for beginning writers is simple then. “Learn the
craft,” he advises. “Writing is architecture as well as art. Learn the
language and all you can about the language. Learn structure, mechanics
and devices. Know what you're doing and why.”
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