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Richard Curtis on Publishing in the 21st Century

Wednesday, July 9, 2008

All About Media Tie-Ins

Novelizations of movies, television shows and video games are among the most intriguing subspecies of commercial fiction. I say subspecies because they obviously cannot be spoken of in the same breath as Lolita or Portrait of a Lady; indeed, even commercial novelists look down their noses at novelizations as possessing not a shred of redeeming social value, as the literary equivalent of painting by numbers. On the spectrum of the written word, tie-ins are as close to merchandise as they are to literature.

There's some truth in this. Tie-ins are kin to souvenirs, and in some ways are not vastly different from the dolls, toys, games, calendars, clothes, and other paraphernalia generated by successful motion pictures and television shows. Those who write them usually dismiss them with embarrassment or contempt, or brag about how much money they made for so little work. Yet, when pressed they will speak with pride about the skill and craftsmanship that went into the books and assure you that the work is deceptively easy. And if you press them yet further, many will puff out their chests and boast that tie-in writers constitute a select inner circle of artisans capable of getting an extremely demanding job done promptly, reliably, and effectively, a kind of typewriter-armed S.W.A.T. team whose motto is, "My book is better than the movie."

How are tie-ins created? Their birthplace of course is the original screenplay or video game bible. The Writers Guild of America Basic Agreement entitles screenwriters to ownership of literary rights to their screenplays. When they sell a screenplay they may retain the novelization rights or include them, at terms to be negotiated, in the screenplay deal. In the case of movies or television, most of the time the screenwriter sells novelization rights to the buyer—the film's producer, studio or network. The new owner of these rights now tries to line up a publication deal for the tie-in by contacting paperback publishers and pitching the forthcoming theatrical or television movie or series.

If the film has a big budget, terrific story, bankable actors, unique special effects, or other highly promotable features that promise a hit, publishers will bid for the publication rights. (In the case of television tie-ins, the producers almost always wait until a series is a hit before arranging for a tie-in. And one-shot movies of the week seldom trigger novelizations because of the brief period—one evening—in which they are exposed to the public.) A deal is then struck, the publisher paying an advance against royalties to the producer, studio or network.

The publisher then engages a writer to adapt the screenplay. It should be readily apparent that if the movie is indeed shaping up to be a hit, or the television show is already a hit, the publisher will be forced to pay such a high advance and royalty to the producer or studio that little will be left for the writer. That's why novelizations are generally low-paying affairs, with modest advances and nominal royalties of 1 or 2 percent. Flat fees are by no means unheard of. And, because the competition among writers for novelizations is intense, few writers are in any position to bargain.

But if the pay scale is so miserable, why do authors seek novelization assignments so ardently? Because they think it's easy money. Sometimes it is. But it's not like falling off a log, as we shall soon see.

Publishers are nowhere near as enamored of movie tie-ins as authors are, and they weigh the profit potential of such books as critically as they do that of the thousands of other manuscripts submitted to them annually. They know that most movies do not translate well into books. There are also technical and timing problems with tie-ins that are daunting to publishers. For instance, the screenplay may undergo alterations, some of them radical, right up to or even during the shooting of the film. By the time filming is complete there is insufficient time before the release of the movie for a writer to write the novel and the publisher to publish it.

Another problem for publishers is the greed that has set in at the studios. Originally, tie-ins were regarded as free publicity for movies, and publishers regarded them as little more than list-fillers. For a modest payment to the studio a publisher would get the screenplay, stills, cover photo, and promotional material, and everybody was happy. Then the studios began to smell profit, and arranging tie-ins became a little less complex than building a space shuttle.

Anyone who thinks that tie-in writing is a mere matter of adding he-saids and she-saids to the screenplay dialogue has certainly never attempted such an adaptation. For one thing, most screenplays are too short to convert page for page into book manuscripts. Therefore, even if you are following the script scene by scene, you are required to amplify on character, action, and location descriptions. Any good novelist can translate a terse screenplay direction ("EXTERIOR, OLD MACDONALD'S FARM, A STORMY NIGHT") into a few pages of descriptive prose ("A bitter, shrieking north wind lashed the trees and hurled sheet after sheet of icy rain against the clapboard siding of Old MacDonald's farmhouse . . ." etc.). The problem is that when you analyze screenplays you realize that most of them don't lend themselves comfortably to scene-for-scene conversion. In fact, many of them present nightmarish challenges. The same is true of video games.

The reason is that movies and games are watched with one lobe of the brain, and books read with another. If you'll take the trouble to compare a novel with its film adaptation, you'll immediately realize that whole chapters have been cut or reduced to takes that last a few seconds on the screen; or that, conversely, a sentence or paragraph has been dramatized into a full-dress scene that consumes five or ten minutes of movie time. This is because some material in books is distinctly more cinematic than other material. (It also explains why few novelists make good screenwriters, and most screenwriters are dreadful novelists.)

By the same token, owing to the demands of the book reader's imagination, elaborate scenes in a movie may seem far too long to merit the same expansive treatment in a novelization; fast transitional scenes, flashbacks, establishing shots, short takes, and the like may require a novelist/novelizer to build them into whole chapters.

Every tie-in writer talking shop will tell you how he or she overcame such challenges, challenges complicated by the insistence of the producer on approval of the novel or a run-in with some middle-management studio exec who demanded that whatever was in the movie must go into the book, and whatever wasn't in the movie must not go into the book. The fact that novelizations may take only a few weeks does not mean that many, many hours of thought and years of writing experience did not go into them. Novelizers earn every penny, and for all but the biggest books, pennies are what they make. One author I know, one of the genre's top authors, earned a total of some $45,000 in royalties for a labor of less than a week on the film tie-in of a blockbuster Broadway show, but that is exceptional.

The best advice I can give prospective tie-in writers is, if possible never write one for a flat fee, no matter how dumb the movie, no matter how quick and simple the job. Years ago, Ace hired me to write a tie-in for a perfectly dreadful and quite disgusting horror movie called Squirm, which portrayed in all its graphic revoltingness what happened when a small town was invaded by millions of bloodsucking earthworms. Ace offered me a flat fee of $2,500, and, seeing the prospect of earning $250 a day, I grabbed the deal. The movie came and, blessedly, went. But my book went through numerous editions for Ace, and was sold to English and other foreign publishers where it endured for years.

My book was better than the movie. Big deal! That and a good agent would have earned me a nice profit. Unfortunately, I don't have an agent. I don't trust them.

- Richard Curtis

This article was originally written for Locus, The Newspaper of the Science Fiction Field. It's reprinted in Mastering the Business of Writing. Copyright © 1990 by Richard Curtis. All Rights Reserved.

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