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Inventing a Language, from the Guy Who Made Dothraki (2015)

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Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#2
I guess this partially explains why making a movie or TV episode can cost millions / hundreds of millions of dollars :-/

Yes, Dothraki being an actual language is probably "better" than Leia speaking gibberish to Jabba, but to me it feels like it's way past the point of diminishing returns.

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#3

I guess this partially explains why making a movie or TV episode can cost millions / hundreds of millions of dollars :-/ Yes, Dothraki being an actual language is probably "better" than Leia speaking gibberish to Jabba, but to me it feels like it's way past the point of diminishing returns.

Honestly paying this guy to invent a language mustn't have been that expensive. It's just one extra salary in a show that employs hundreds/thousands of people. And I think these details help create a stronger following, because nerds love this kind of stuff. The community behind the Dark Souls games for example wouldn't be the same without all the secrets in those games.

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#4

I guess this partially explains why making a movie or TV episode can cost millions / hundreds of millions of dollars :-/ Yes, Dothraki being an actual language is probably "better" than Leia speaking gibberish to Jabba, but to me it feels like it's way past the point of diminishing returns.

See also the articles about the level of detail in the costumes in Game of Thrones.

There is a lot of attention to detail, probably including a fair bit that doesn't make it on camera, in big budget video/film productions. You could probably cut a lot of it and still have a "pretty good" final product. But being obsessive about detail rather than being content with good enough in all sorts of aspects of production, including the acting, is one of the things that separate competent shows from really good ones.

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#5
post #4

I guess this partially explains why making a movie or TV episode can cost millions / hundreds of millions of dollars :-/ Yes, Dothraki being an actual language is probably "better" than Leia speaking gibberish to Jabba, but to me it feels like it's way past the point of diminishing returns.

See also the articles about the level of detail in the costumes in Game of Thrones. There is a lot of attention to detail, probably including a fair bit that doesn't make it on camera, in big budget video/film productions. You could probably cut a lot of it and still have a "pretty good" final product. But being obsessive about detail rather than being content with good enough in all sorts of aspects of production, i…

I get that. But spending a lot of money on things that don't make it to the final cut always felt like a waste to me. I'm very very marginally into filmmaking (see bio), and I've always had the impression that costs and time could be cut drastically just with better planning.

I often wonder what would happen if you applied startup principles to making a movie. Thinking in terms of MVP, customer value, efficiency, on top of the artistic vision. This is not just talk, I'm putting my ideas to practice by producing two zero-budget feature films with an extremely lean mentality. Let's see how they turn out :)

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#6
post #4

Earlier quoted context omitted.

See also the articles about the level of detail in the costumes in Game of Thrones. There is a lot of attention to detail, probably including a fair bit that doesn't make it on camera, in big budget video/film productions. You could probably cut a lot of it and still have a "pretty good" final product. But being obsessive about detail rather than being content with good enough in all sorts of aspects of production, i…

I get that. But spending a lot of money on things that don't make it to the final cut always felt like a waste to me. I'm very very marginally into filmmaking (see bio), and I've always had the impression that costs and time could be cut drastically just with better planning. I often wonder what would happen if you applied startup principles to making a movie. Thinking in terms of MVP, customer value, efficiency, on…

Reminds me of "The Matrix" with detailed sketches of how exactly should it look.

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#7
For another famous conlang, there's a cool video where Mark Okrand discusses the process of inventing Klingon: https://www.youtube.com/watch?v=e5Did-eVQDc

(He also briefly talks about the Vulcan language at the beginning.) What's interesting here is that he was brought in for the third Star Trek movie. But there was already a small amount of spoken Klingon in the first movie, created by James Doohan. So Okrand, while he was tasked with actually inventing the language, felt constrained by continuity. He discusses trying to rationalize the preexisting bits and then extend the language coherently.

(And his enthusiasm is really clear. It's fun to listen to someone smart talk about something they're really excited by.)

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#8

I guess this partially explains why making a movie or TV episode can cost millions / hundreds of millions of dollars :-/ Yes, Dothraki being an actual language is probably "better" than Leia speaking gibberish to Jabba, but to me it feels like it's way past the point of diminishing returns.

I don’t see how this explains those massive costs. It’s one salary out of hundreds of millions, and it’s a one-time investment.

Plus, once you have a language, you can translate an English script into it vs constantly making up (inconsistent) foreign dialogue as you go.

Re: Inventing a Language, from the Guy Who Made Dothraki (2015)

#9
post #4

Earlier quoted context omitted.

See also the articles about the level of detail in the costumes in Game of Thrones. There is a lot of attention to detail, probably including a fair bit that doesn't make it on camera, in big budget video/film productions. You could probably cut a lot of it and still have a "pretty good" final product. But being obsessive about detail rather than being content with good enough in all sorts of aspects of production, i…

I get that. But spending a lot of money on things that don't make it to the final cut always felt like a waste to me. I'm very very marginally into filmmaking (see bio), and I've always had the impression that costs and time could be cut drastically just with better planning. I often wonder what would happen if you applied startup principles to making a movie. Thinking in terms of MVP, customer value, efficiency, on…

you don't know what's gonna make the final cut though. Stuff like language creation is super early on in the process at which point you're trying to engineer a system for success. It makes sense because you don't know what you're gonna end up with and overshooting is better than missing.
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