Are We There Yet?
Some years ago we developed a series about a girl in the
back of a car who, like most children on long car journeys, was bored. She was surrounded by the sort of toys you
might find in a car: a nodding dog, a cute alien character stuck to the window
with plastic suckers and a long fabric snake.
When the girl says the words Are
We There Yet? she is suddenly propelled into a fantasy world inspired by
the view outside the window, where she and her toys have an adventure. If it’s raining, she might be plunged into a
submarine adventure. If she is passing
large cooling towers she might be transported to a kitchen where a giant is
cooking in some extremely large pots. It
it’s night time she might visit the moon.
We thought this was a good idea, mainly because it was a
situation that everyone could recognise.
To make it interesting, and as a respectful nod to Disney’s Alice
series from the 1920s, we designed it as a combination of a live action
girl with 2D characters and backgrounds in the fantasy sequences.
Here is an extract from the Bible:
You know the situation. We’ve all
been there. You’re stuck in the back of
a car on a journey to a place you may or may not want to go, and you’re bored. You’ve tried the Gameboy, but it gives you a
headache. You’ve played “I spy”, you’ve
counted telegraph poles, and that’s just made it worse. These are two of the most boring games in the
world and now you feel even more bored than ever! Added to which, you’re not
the sort of girl who will tolerate being bored for very long. It’s not that you’re hyperactive or anything,
but you’re an imaginative kid and you have a will of iron. There’s no reason why you should have to put
up with a future that seems to hold nothing but the sight of the back of your
parents’ heads and the world flashing by outside.
The nodding dog on the back ledge agrees.
Especially when you’re going over speed bumps. But the alien stuck to the window just grins
stupidly, and the felt caterpillar in the side looks so… well, floppy and
useless.
You know you have to do something, but what? There’s something bubbling up inside you, and
you’ve just got to let it out! Then you
hit on the question . It’s not that it
winds up your parents, though, perhaps that helps. It’s that this question changes everything.
It brings your toys to life, and propels you into a world fashioned entirely by
your imagination. So, with a glint in
your eye, you ask:
Are We There Yet?
We wrote a couple of scripts, made a trailer, and took it to
the Cartoon Forum, where the response was underwhelming. We liked the project because it gave us
unlimited scope for fantasy, because the combination of live action and 2D was
attractive and, at the time, unusual, and because it was a classic situation
that children all over the world could sympathise with.
Later, we realised that it was not really a concept for a
series at all. It was a concept for an
introduction and ending to a story but there was nothing inherent in the idea
that would generate conflict. Fantasy
stories about a girl and her toys who tangle with an octopus, or escape from a
giant’s cooking pot do not need to start with a girl in the back of the
car. We found ourselves writing stories
that had little or no connection with car journeys.
Children’s stories should start with a bang. There is nothing duller than watching someone
else looking bored and, however much we might empathise with the situation, this
was not going to make riveting television.
Although the concept provided a catchy way of getting into the stories
and we came up with characters for the toys that provided both humour and
conflict, we had problems coming up with a device to get us back into the real
world. If something happened to bring
the girl back to reality before the fantasy story could conclude dramatically,
e.g. arriving at the destination, or a comment from a parent, then the viewers
would feel cheated. If the fantasy story
was allowed to resolve satisfactorily, then there was no real point in returning
to the dull reality of the interior of the car.
Even the technique, which we thought attractive and
interesting, was a deterrent to overseas buyers. As soon as you have a live action character,
foreign buyers get nervous about dubbing costs and ask whether lip-sync can be
achieved credibly. Cultural differences
come into play that do not apply when you are dealing with animation. Children from different countries dress
differently, whether the major clothing brands like it or not.
So we didn’t get anywhere with this project. Since then we
have taken more care to ensure that the concept itself generates enough
conflict to drive storylines. I believe
that the characters we came up for this project could generate the dramatic
narrative we required, but this had little to do with a bored girl in the back
of a car.
...fascinating! I think you've just helped me realize that a show I've had gestating in the cluttered upstairs back bedroom of my alleged mind has the same problem.
ReplyDeleteAs informative and enlightening as always. Thanks Mr. L.