Post by Nicholas "Niko" Scott on Jun 17, 2010 0:51:12 GMT -5
Naturalistic science fiction
*Taken From Battlestar Wiki
en.battlestarwiki.org/wiki/NSF
Definition:
Ron Moore's Essay on NSF
*Taken From Battlestar Wiki
en.battlestarwiki.org/wiki/NSF
How this applies to Colony of Caprica:
*Taken From Battlestar Wiki
en.battlestarwiki.org/wiki/NSF
Definition:
"Naturalistic science fiction" (NSF) is a term created by the Re-imagined Battlestar Galactica co-creator Ronald D. Moore to describe that show's aesthetic. NSF is meant to be a realistic take on the SF genre, with its roots in drama rather than adventure tales. It diverts from science-fiction staples such as one-dimensional characterizations, clear-cut conceptions of good and evil, so-called "technobabble" (technical-sounding terms that have mostly been made up), and "deus ex machina" approaches (in which a seemingly intractable problem in the plot is solved using a previously-unknown technical capability). In the case of episodic drama like the re-imagined Battlestar Galactica, there is also more of an effort at continuity - the events in one episode have visible effects in subsequent episodes, unlike other science-fiction shows in which episodes are more stand-alone. Naturalistic SF combines elements of "soft" science fiction (where characterization is of prime importance) and "hard" science fiction (where plausible technical accuracy is preferred).
Fundamentally, it is a drama with sci-fi elements.
Ron Moore's Essay on NSF
*Taken From Battlestar Wiki
en.battlestarwiki.org/wiki/NSF
The following essay, written by series co-creator Ron D. Moore, details his goals in bringing the Re-imagined Series to life.
Battlestar Galactica: Naturalistic Science Fiction or Taking the Opera out of Space Opera
Our goal is nothing less than the reinvention of the science fiction television series. We take as a given the idea that the traditional space opera, with its stock characters, techno-double-talk, bumpy-headed aliens, thespian histrionics, and empty heroics has run its course and a new approach is required. That approach is to introduce realism into what has heretofore been an aggressively unrealistic genre.
Call it "Naturalistic Science Fiction."
This idea, the presentation of a fantastical situation in naturalistic terms, will permeate every aspect of our series:
Visual. The first thing that will leap out at viewers is the dynamic use of the documentary or cinema verite style. Through the extensive use of hand-held cameras, practical lighting, and functional set design, the battlestar Galactica will feel on every level like a real place.
This shift in tone and look cannot be overemphasized. It is our intention to deliver a show that does not look like any other science fiction series ever produced. A casual viewer should for a moment feel like he or she has accidentally surfed onto a "60 Minutes" documentary piece about life aboard an aircraft carrier until someone starts talking about Cylons and battlestars.
That is not to say we're shooting on videotape under fluorescent lights, but we will be striving for a verisimilitude that is sorely lacking in virtually every other science fiction series ever attempted. We're looking for filmic truth, not manufactured "pretty pictures" or the "way cool" factor.
Perhaps nowhere will this be more surprising than in our visual effects shots. Our ships will be treated like real ships that someone had to go out and film with a real camera. That means no 3-D "hero" shots panning and zooming wildly with the touch of a mousepad. The questions we will ask before every VFX shot are things like: "How did we get this shot? Where is the camera? Who's holding it? Is the cameraman in another spacecraft? Is the camera mounted on the wing?" This philosophy will generate images that will present an audience jaded and bored with the same old "Wow -- it's a CGI shot!" with a different texture and a different cinematic language that will force them to re-evaluate their notions of science fiction.
Another way to challenge the audience visually will be our extensive use of the multi-split screen format. By combining multiple angles during dogfights, for example, we will be able to present an entirely new take on what has become a tired and familiar sequence that has not changed materially since George Lucas established it in the mid 1970s.
Finally, our visual style will also capitalize on the possibilities inherent in the series concept itself to deliver unusual imagery not typically seen in this genre. That is, the inclusion of a variety of civilian ships each of which will have unique properties and visual references that can be in stark contrast to the military life aboard Galactica. For example, we have a vessel in our rag-tag fleet which was designed to be a space-going marketplace or "City Walk" environment. The juxtaposition of this high-gloss, sexy atmosphere against the gritty reality of a story for survival will give us more textures and levels to play than in typical genre fare.
Editorial. Our style will avoid the now clichéd MTV fast-cutting while at the same time foregoing Star Trek's somewhat ponderous and lugubrious "master, two-shot, close-up, close-up, two-shot, back to master" pattern. If there is a model here, it would be vaguely Hitchcockian -- that is, a sense of building suspense and dramatic tension through the use of extending takes and long masters which pull the audience into the reality of the action rather than the distract through the use of ostentatious cutting patterns.
Story. We will eschew the usual stories about parallel universes, time-travel, mind-control, evil twins, God-like powers and all the other clichés of the genre. Our show is first and foremost a drama. It is about people. Real people that the audience can identify with and become engaged in. It is not a show about hardware or bizarre alien cultures. It is a show about us. It is an allegory for our own society, our own people and it should be immediately recognizable to any member of the audience.
Science. Our spaceships don't make noise because there is no noise in space. Sound will be provided from sources inside the ships -- the whine of an engine audible to the pilot for instance. Our fighters are not airplanes and they will not be shackled by the conventions of WWII dogfights. The speed of light is a law and there will be no moving violations.
And finally, Character. This is perhaps, the biggest departure from the science fiction norm. We do not have "the cocky guy" "the fast-talker" "the brain" "the wacky alien sidekick" or any of the other usual characters who populate a space series. Our characters are living, breathing people with all the emotional complexity and contradictions present in quality dramas like "The West Wing" or "The Sopranos." In this way, we hope to challenge our audience in ways that other genre pieces do not. We want the audience to connect with the characters of Galactica as people. Our characters are not super-heroes. They are not an elite. They are everyday people caught up in a enormous cataclysm and trying to survive it as best they can.
They are you and me.
Our goal is nothing less than the reinvention of the science fiction television series. We take as a given the idea that the traditional space opera, with its stock characters, techno-double-talk, bumpy-headed aliens, thespian histrionics, and empty heroics has run its course and a new approach is required. That approach is to introduce realism into what has heretofore been an aggressively unrealistic genre.
Call it "Naturalistic Science Fiction."
This idea, the presentation of a fantastical situation in naturalistic terms, will permeate every aspect of our series:
Visual. The first thing that will leap out at viewers is the dynamic use of the documentary or cinema verite style. Through the extensive use of hand-held cameras, practical lighting, and functional set design, the battlestar Galactica will feel on every level like a real place.
This shift in tone and look cannot be overemphasized. It is our intention to deliver a show that does not look like any other science fiction series ever produced. A casual viewer should for a moment feel like he or she has accidentally surfed onto a "60 Minutes" documentary piece about life aboard an aircraft carrier until someone starts talking about Cylons and battlestars.
That is not to say we're shooting on videotape under fluorescent lights, but we will be striving for a verisimilitude that is sorely lacking in virtually every other science fiction series ever attempted. We're looking for filmic truth, not manufactured "pretty pictures" or the "way cool" factor.
Perhaps nowhere will this be more surprising than in our visual effects shots. Our ships will be treated like real ships that someone had to go out and film with a real camera. That means no 3-D "hero" shots panning and zooming wildly with the touch of a mousepad. The questions we will ask before every VFX shot are things like: "How did we get this shot? Where is the camera? Who's holding it? Is the cameraman in another spacecraft? Is the camera mounted on the wing?" This philosophy will generate images that will present an audience jaded and bored with the same old "Wow -- it's a CGI shot!" with a different texture and a different cinematic language that will force them to re-evaluate their notions of science fiction.
Another way to challenge the audience visually will be our extensive use of the multi-split screen format. By combining multiple angles during dogfights, for example, we will be able to present an entirely new take on what has become a tired and familiar sequence that has not changed materially since George Lucas established it in the mid 1970s.
Finally, our visual style will also capitalize on the possibilities inherent in the series concept itself to deliver unusual imagery not typically seen in this genre. That is, the inclusion of a variety of civilian ships each of which will have unique properties and visual references that can be in stark contrast to the military life aboard Galactica. For example, we have a vessel in our rag-tag fleet which was designed to be a space-going marketplace or "City Walk" environment. The juxtaposition of this high-gloss, sexy atmosphere against the gritty reality of a story for survival will give us more textures and levels to play than in typical genre fare.
Editorial. Our style will avoid the now clichéd MTV fast-cutting while at the same time foregoing Star Trek's somewhat ponderous and lugubrious "master, two-shot, close-up, close-up, two-shot, back to master" pattern. If there is a model here, it would be vaguely Hitchcockian -- that is, a sense of building suspense and dramatic tension through the use of extending takes and long masters which pull the audience into the reality of the action rather than the distract through the use of ostentatious cutting patterns.
Story. We will eschew the usual stories about parallel universes, time-travel, mind-control, evil twins, God-like powers and all the other clichés of the genre. Our show is first and foremost a drama. It is about people. Real people that the audience can identify with and become engaged in. It is not a show about hardware or bizarre alien cultures. It is a show about us. It is an allegory for our own society, our own people and it should be immediately recognizable to any member of the audience.
Science. Our spaceships don't make noise because there is no noise in space. Sound will be provided from sources inside the ships -- the whine of an engine audible to the pilot for instance. Our fighters are not airplanes and they will not be shackled by the conventions of WWII dogfights. The speed of light is a law and there will be no moving violations.
And finally, Character. This is perhaps, the biggest departure from the science fiction norm. We do not have "the cocky guy" "the fast-talker" "the brain" "the wacky alien sidekick" or any of the other usual characters who populate a space series. Our characters are living, breathing people with all the emotional complexity and contradictions present in quality dramas like "The West Wing" or "The Sopranos." In this way, we hope to challenge our audience in ways that other genre pieces do not. We want the audience to connect with the characters of Galactica as people. Our characters are not super-heroes. They are not an elite. They are everyday people caught up in a enormous cataclysm and trying to survive it as best they can.
They are you and me.
How this applies to Colony of Caprica:
We create our own content within the world created by the producers of the Re-Imagined "Battlestar Galactica", and the Newly created Series Caprica, therefore we must maintain the same aesthetic that was created in both series. Although original characters and individual story lines are accepted by reading and agreeing to the sites rules all characters must stay within the NSF genre as it applies to both series. This includes posting non cannon technology (anything Not seen on both series), Vehicles (Planet based or Space based), Concepts that divert from the Sites overall plot line.
In simple terms, there will be no Vampires, Outlandish Alien Races, No USS Enterprise or Millennium Falcon's and X-Wings, No cloaking fields or Halo Weapons and armor, or anything similar that dose not appear on either series, or dose not follow the guidelines of the NSF genre.
--Finalized Technology Guide coming soon--