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WIL WHEATON dot NET
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50,000 Monkeys at 50,000 Typewriters Can't Be Wrong

Get Excited And Make Things Revisited

Posted on 17 August, 2011 By Wil

Three-Wheaton-Moon-ShirtMy friend Joel and I got excited and made a thing. We announced it last night, and in about 12 hours, it's become more popular than either of us expected, so this seemed like a good time to revisit Getting Excited And Making Things.

I don't know how many of you have been reading my lame blog long enough to remember my Get Excited and Make Things post. The tl;dr is: print on demand + internet distribution = zero risk for creative people who get excited and make something.

Why not take a creative risk and see if it works out? Unlike the old days, when we had to purchase a lot of stock ahead of time and hope we could sell it, we can just Get Excited and Make Things, knowing that the very worst that can happen is that nobody likes that thing we made as much as we thought they would.

In the old days, creators had to hope that:

1. A store would carry their Thing.

2. Once in the store, their Thing would be in a place where people could see it.

3. People would buy their Thing.

4. People would buy enough of their Thing to get the cycle to start over at step 1.

Oh, and to have any hope of being successful, they have to do this in different stores all over the place, competing for space and attention with huge companies that have massive advertising budgets. It was, to say the very least, daunting.

But look at how much things have changed! Creative people can get excited, make something, and get it to their customers without ever having to go through any of those steps. The financial risk has been almost entirely taken away, so now we can take chances on our really crazy ideas, just because we're excited about them.

I've met a lot of people since I wrote that post who have told me it inspired them to Get Excited and Make Things of their own. Some of them have actually made money from it, others haven't, but they've all enjoyed the experience of creating something and putting it out there, which is awesome.

DND-Ramones-Parody

Fighting-Time-Lords-Shirt I bring this up today because I have a personal example that I think illustrates my point perfectly. I've been making T-shirts with Joel for a few months now, and we've been selling them at Sharksplode. Some of them are wildly popular, while others have only sold two, because he and I bought them for ourselves … and that's totally okay.

See, I have really weird tastes. I like obscure stuff, and jokes that only 5% of the audience gets.This is great for me and 5% of people, but it's not exactly a ten lane highway that goes straight to the Fuck You money, you know? In the old days, when I'd have to order a ton of stock in advance, and keep it in my garage, it wouldn't be possible to make something like I'm a Loner Data, A Rebel, that I think is clever and silly, because it's just too much of a financial risk. Using print on demand and telling the Internet about it, though, means there is no risk at all (except to Joel, who has to make the actual design, but he tells me he enjoys that and I believe him.)

Anyway, this is your reminder to Get Excited And Make Things, because when you do, you just might end up making The Three Wheaton Moon that Paul Sabourin has been telling you for two years you should make, and when you finally do, the Internet goes "HOLY CRAP I MUST HAVE THAT RIGHT NOW."

I am easily amused

Posted on 16 August, 2011 By Wil

So io9 did this thing called the 10 Suckiest Fake Video Games That People Play In Science Fiction. Spoiler Alert: The Game from, uh, The Game is number one.

1) Suckdisk from Star Trek: The Next Generation. Actually, we don’t remember this game having an actual name on the show, but “suckdisk” feels like a good name for it. The object of the game is to suck a disk into a tentacle with a mouth. That’s it. And it’s not even a game of skill – you win by “letting it happen.” D00d. At least the UI is simple, but basically this episode is a cautionary tale about improved technology – once we have the ability to stimulate the pleasure centers of your brain, you may be ridiculously satisfied with some pretty weak gameplay. Actually, I like this episode, despite the game looking seriously ridiculous.

So when I saw that they decided to call it "Suckdisk", my mind immediately crafted the following scene:

INT WESLEY'S QUARTERS.

Wesley looks down at the game, then up at Robin. 

WESLEY

Um, this isn’t the game I wanted to play.

LEFLER

But you asked me to come to your quarters and play Suckdisk!

WESLEY

Right. I think you misheard me.

Tip your waitress, folks.

You want to accept Anorak’s Invitation. Trust me.

Posted on 15 August, 2011 By Wil

I love narrating audiobooks, because it gives me a rare opportunity to combine my love of reading with my love of performing into something that hopefully entertains people, and gets the Bursar at Ryan's college off my back for another month.

I did a few when I was much younger (Huck Finn, Tom Sawyer, and and Why I Left Harry's All-Night Hamburgers), then nothing for about ten years, when I did an audio version of Just A Geek, and then The Happiest Days of Our Lives. I guess someone liked the stuff I'd done recently, because I was invited to perform a story in METAtropolis: Cascadia, and that led to doing a bunch of books for Scalzi, which eventually led to the point of this post: Ernie Cline's upcoming book, Ready Player One.

I first discovered Ernie's work about ten years ago, when I heard him performing his sensational spoken word piece When I Was A Kid. I loved it so much, I submitted it to Fark, where it was greenlit, resulting in fives of album sales for Ernie (You're welcome, Ernie).

Years went by. Ernie wrote Fanboys. I wrote some books, too. Then, on a magical, unicorn-filled day earlier this year, my manager called and said I'd been asked to perform a new book called Ready Player One, by an author named Ernest Cline. I didn't even need to know what it was about; I knew it would be rad because Ernie wrote it, so I said yes right away. I had an incredibly good time reading it, marvelling every day that I was getting paid to read and perform a book that I loved. I counted down the days until August 16th, because that's when it would finally be released.

Knock Knock, Motherfucker: tomorrow's August 16th, and Ready Player One comes out in both print and audio editions. You can hear a sample of me doing my thing right now, though, because that's how we do things around here.

Ready Player One was in the New York Times this weekend, and I urge anyone who is on the fence about the book to go read it. Here, I'll make it easy and all linky.

Seriously? You're still here? Fine. Here's a taste:

With its Pac-Man-style cover graphics and vintage Atari mind-set “Ready Player One” certainly looks like a genre item. But Mr. Cline is able to incorporate his favorite toys and games into a perfectly accessible narrative. He sets it in 2044, when there aren’t many original Duran Duran fans still afoot, and most students of 1980s trivia are zealous kids. They are interested in that time period because a billionaire inventor, James Halliday, died and left behind a mischievous legacy. Whoever first cracks Halliday’s series of ’80s-related riddles, clues and puzzles that are included in a film called “Anorak’s Invitation” will inherit his fortune.

The world Ernie created for Ready Player One will blow your mind, and alternately make you wish you could live there, while being really glad that you don't. You'll want to meet the characters, and challenge them to a game of Galaxian (though they'll probably kick your ass. Damn kids in the future, I swear to god.)

It's already been bought by Warner Brothers, and will eventually be a film. I'm doing my best to call dibs on playing Halliday, but even if that doesn't work out, at least I got to play Wade in the audio version. Which you should totally go buy, because it is awesome.

 

I’ve never been so grateful to be so exhausted.

Posted on 12 August, 2011 By Wil

"How are you feeling?" The question sounded like it had been asked by a person standing at the other end of an aluminum tube, possibly while underwater.

"I can taste sound, and I can hear color," I said, only partially joking. "Can someone please turn down the sky?"

It was just before 8 in the morning, and I had been awake for close to 27 hours. I was standing in the airport in Vancouver, but my day had actually begun in Portland, because I'm working on two shows at once, playing Cha0s in the season finale of Leverage and Doctor Parrish in what it turns out is the series finale penultimate episode of Eureka.

This is a weird and awesome life, and I've never been so grateful to be so exhausted.

Because this happened in the middle of the night, and was only on Twitter, most of you missed it. However, it's hilarious to me and I wanted to make sure you saw it:

@TimHutton: return of the @BethJRiesgraf robot with an introduction by @wilw http://www.twitvid.com/9DSZG

and

@TimHutton: and now… almost live from west linn oregon, @wilw as mecha Chaos and… wait for it…… #Leverage http://www.twitvid.com/6X3ZW

We really do have this much fun when we work together (remember this and this from Eureka last season?) but we can still focus and get the work done … though I'm not sure it's really accurate to call it "work", when we love what we do so much.

I was worried that I would be so tired and spacey by today that there was a real risk that Doctor Parrish and Cha0s would bleed into each other, so I made two lists on the back of a script page. One is titled Cha0s, and the other is titled Dr. Parrish. On each list, I wrote down all the defining charactaristics, as simply and specifically as possible, for each character, so I have it clearly in my head and available to me at a glance on the set. I also drew a thick black line all the way down the page, to remind myself that there needs to be a firewall between the two of them. And because I know it'll be a FAQ, the fundamental difference between the two of them is: Isaac is, in his heart, basically a good person who is a little insecure, and easily annoyed. Cha0s, though, is basically a bad person who is profoundly arrogant, and easily amused.

I have a mercifully late call to Eureka today, before I head back to PDX at ouch-it-hurts-me-are-you-fucking-serious-o'clock tomorrow … and I couldn't be happier about that.

Saying goodbye to Eureka

Posted on 9 August, 2011 By Wil

Last year, my friend Amy told me she was moving from writing Leverage to writing Eureka. She asked me if I was interested in playing a scientist who was kind of a jerk. I said "yes" as fast as I could, and ended up playing Doctor Isaac Parrish for seven of the ten episodes in season 4.5. When season 5 was announced, I was invited back for more, and I said "yes" even faster this time, violating several laws of physics that I made up for the occasion.

Late last night, my Twitter exploded with people who were furious at the network formerly known as Sci-Fi for canceling Eureka. I figured that these people were talking about the news from last week, where we thought the show would have a six episode sixth season (that we would film in October), to end its run … but it was unlikely that dozens and then hundreds of people would be spontaneously upset about news that was a week old all in the same few minutes, so I did a little digging on the googles.

It turns out that the network formerly-known as Sci-Fi changed its mind, and took back the six episode sixth season. Eureka will have to wrap up season five and the entire series with the episode that starts filming on Thursday. I know they'll have to do some rewriting, so I'm hopeful that Bob Newhart is available.*

At this point, I know as much as you do, because I found out the same way you did. I'm trying really hard not to be upset with the network for issuing a statement to the press before the cast knew, so we wouldn't have to find out the way we did; as you can imagine, it isn't exactly easy.

Jaime and Bruce (the show's executive producers) called me shortly after the news broke, to thank me for being part of the show, and tell me how sad they were that it was over. I could tell that they were as shell-shocked as I was. I feel comfortable telling the public what I told them: I'm proud of Eureka. I think it's an incredible show, and while I'm sad for them to lose something they've been working on for so long, I'm selfishly sad that I won't get to work with this cast and crew any more. Eureka is a tremendously fun show to make, and from the very first time I set foot on the set, the cast and crew made me feel like I was part of their family. To have that taken away so soon after it began makes me profoundly sad; I can feel the loss in my heart and what would be my soul if I had one and wasn't made of pure beardstuff from the sixth dimension.

At the same time, I'm grateful that I'm sad, because if I wasn't, that would mean I never had any good times working on the show. You know that thing they say about loving what you do means it isn't really work? Well, I've been lucky enough to feel that way on four different shows for the last several years, and Eureka is the one I've been able to call home the longest.

Please join me in thanking Amy Berg, Jaime Paglia, Bruce Miller, Matt Hastings, Todd Sharp, all the Eureka Writers, and especially the cast and crew for letting me visit their town and work for GD, even if it was only for a short time. I've had a wonderful time, bringing a great character to life with actors I love and respect. I've made friendships that will last the rest of my life, and done work that makes me genuinely proud.

Goodbye, Eureka. I have been, and always will be #TeamParrish.

*Kids, ask your parents.

 

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