- The extent to which a character has been fleshed out into a person may or may not be the key deciding factor for people to liking a movie (or a TV series or a book).
- Memorable fictional villains are almost always: really cool on the outside, really not cool on the inside. E.g. Darth Vader, Don Corleone, Hannibal Lecter, Vincent Vega & Jules Winnfield, Heath Ledger's Joker.
Cinematic after-images du jour / Book reviews from the pith / And more stuff
Showing posts with label SORQ. Show all posts
Showing posts with label SORQ. Show all posts
Tuesday, 29 May 2012
SORQ notes to self
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Sunday, 13 May 2012
Subjective-Objective Relatability Quadrant: the Roll-out
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The Subjective-Objective Relatability Quadrant or SORQ or simply the Quadrant is a tool that has been designed to assess the extent to which something imitates life. This something can be anything, but will here be primarily used for movies, books, and music. Also, it's made up.
Now, imagine a grid divided horizontally into two sections. The upper part denotes the Subjective section, the lower part the Objective section. Both are then further divided vertically into two subsections each, i.e. Story and Characters.
So, moving clockwise from the upper left corner of the quadrant, we now have:
1) Section Subjective, subsection Story, which asks whether the story of a movie (for example) relates on a personal level (if yes rate = 1, if no = 0, if neutral = 0.5);
2) Section Subjective, subsection Characters, which asks whether the characters of a movie relate on a personal level (yes = 1, no = 0, neutral = 0.5);
3) Section Objective, subsection Characters, which asks whether the characters of a movie are 'real' (yes = 1, no = 0, neutral = 0.5); and
4) Section Objective, subsection Story, which asks whether the story of a movie is 'real' (yes = 1, no = 0, neutral = 0.5).
The highest achievable score is 4, the lowest nought.
SORQ is based on the assumption that the degree to which someone likes a movie (or a book or a band) correlates directly with the extent it relates to that person and/or the real world. The personal experience is subjective and may therefore vary among individuals, whereas the realness factor can be perceived objectively and is rather conformable.
This is the roll-out of SORQ and tweaks and modifications will be made along the way.
Now, imagine a grid divided horizontally into two sections. The upper part denotes the Subjective section, the lower part the Objective section. Both are then further divided vertically into two subsections each, i.e. Story and Characters.
So, moving clockwise from the upper left corner of the quadrant, we now have:
1) Section Subjective, subsection Story, which asks whether the story of a movie (for example) relates on a personal level (if yes rate = 1, if no = 0, if neutral = 0.5);
2) Section Subjective, subsection Characters, which asks whether the characters of a movie relate on a personal level (yes = 1, no = 0, neutral = 0.5);
3) Section Objective, subsection Characters, which asks whether the characters of a movie are 'real' (yes = 1, no = 0, neutral = 0.5); and
4) Section Objective, subsection Story, which asks whether the story of a movie is 'real' (yes = 1, no = 0, neutral = 0.5).
The highest achievable score is 4, the lowest nought.
SORQ is based on the assumption that the degree to which someone likes a movie (or a book or a band) correlates directly with the extent it relates to that person and/or the real world. The personal experience is subjective and may therefore vary among individuals, whereas the realness factor can be perceived objectively and is rather conformable.
This is the roll-out of SORQ and tweaks and modifications will be made along the way.
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