I produced the interactive version of The Joy of Sex in the late 90s. First we
had to scan and digitise all of those original drawings. They were held in the
publisher’s basement vault, so we had them couriered down from London. They
needed insurance and security, as each drawing was worth a lot of money.
The book had been a phenomenon, breaking taboos in media and publishing. Nobody ever owned up to buying it but it sold squillions.
Big
problem - one drawing was missing - the erect penis. So I commissioned 'Big
Bill' (6'5"), a Brighton illustrator, to come up with the goods. It took
longer than expected as he used himself (and a mirror) as the model, so whenever
he turned to draw in detail, it drooped. Had staying power, did Bill but still took a couple of days.
People will do anything for money
The video
shoot was even weirder. The young couple were great in a narcissistic sort of
way, a couple in real life, they did what they had to do – for the money. The
shoot for the old couple, in a swimming pool, in the section on ‘Sex for the
older couple’ was toxic. They had broken up recently. She hated him, he still
loved her. She feigned arousal and undying love in a worryingly, well practiced
manner, while he was bitter with unrequited love. It was horrible.
Edutainment is neither fish nor fowl
This CD
(pre-internet) was an educational product, commissioned by the publisher. I say
‘educational’ but the interactivity, which was quite smart, didn’t do what the
book did – which was not educate, but titillate. I’ve been suspicious of edutainment,
serious games and gamification ever since (see critique here).
People want porn
This project taught me that people are pure in their wants
and when it comes to sex, they want porn. Sure enough, the internet exploded
not long after this work and porn drove lots of the innovation in tech. It was
ever thus. Read ‘The Erotic
Engine: How Pornography has Powered Mass Communication from Gutenberg to
Google” by Patchen Barrs. Payment models, methods of payment, streaming,
biofeedback, driving up demand for broadband – and lots more. It made SnapChat
a success, expect it to be central to the development of the VR market.
Expect the unpredictable
Despite
what I said above about games, the best bit of the product was the ‘Mr &
Mrs’ game. You could play this with your partner at home. First the presenter
pops up and asks you a question, while your partner has earphones on or is out
of the room. You write it down. Then you’re partner is asked the same question
and you compare answers. Simple but a real hoot., especially at parties – if
you want them to end in bitter accusations, acrimony and people heading for the
door shouting abuse at each other.
If you
don’t know the famous story about the TV version of this game, listen up. The
husband was asked “What’s the strangest place you’ve ever had sex?” After lots
of evasions the husband finally says “…in a bus shelter”. His partner comes out
of the booth and is asked the same question. She is horrified and refuses to
answer. Several times she refuses to answer. Then the presenter says “…but your
husband has already given us an answer”. She looked horrified, thought for a
moment and said, “OK… it was up the
bum”.
Rules of one medium don’t always apply to
another
I worked
with a really lovely guy, Peter, from the BBC, but TV production is different
from interactive production. In games and sims, it’s POV, you are the director,
so you have to break a lot of the traditional rules of TV and film production.
These lessons apply to the new medium on the block – VR. Virtual reality has a
grammar of its own and it’s not the grammar of TV and film. You need to think
in terms of scenes, slow things up, understand that the viewer will look
around, take their time and explore.
Lesson 7: When
it comes to consumer buying nobody knows jack
We built
this thing but it sold diddly squat. Wasn’t as bad as our foray into feature
films, where we lost a fortune on funding “The Killer Tongue”. You can watch it
on YouTube – if you have patience, resilience and the ability to watch plotless
tat.
Conclusion
I’d like to
say I came out of these experience s a better person but I didn’t. I came out
wiser, more cynical and determined to avoid mistakes. Forget all that bullshit
about failure being good for you - that’s usually mouthed by people who have a
fall back position – rich parents. It’s
painful and to be avoided at all costs.
1 comment:
Did you also produce the interactive version of Killer Tongue - Point & Lick?
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