![]() Most of these problems are solved pretty simply with pay raises, better trailers, personal assistants, makeovers, plastic surgery, and/or press exposure. If your talent feels he or she isn't getting paid enough, his or her trailer isn't nice enough, he or she doesn't have a big enough entourage, or he or she's generally unhappy about his or her personal appearance, the talent will get grumpy right quick. There are stress factors aside from production, too, most of which are rooted in your talent's ego. The Movies lets you choose whether you want to be a studio boss, a filmmaker, or both. In turn, this can send the cost of your production through the roof as you send the person to your own private in-studio rehab center. This is tolerable in moderation, but some people have a greater proclivity toward vice than others, which, if left unchecked, can bring a production to a screeching halt. A stressed-out actor or director won't turn in a very good performance, and he or she will often turn to food and drink for comfort. Most of your problems basically come down to stress-and how your talent deals with it. Their true characters will often be revealed under the duress of filming, informed by a dozen or so different stats unique to each person. Though most of your employees are basically just automatons doing the job assigned to them, actors and directors are much more complicated, emotional creatures, requiring significant quantities of your attention. You don't have much control once shooting commences, though that doesn't mean you shouldn't keep a watchful eye over the production. How experienced is your crew? What sort of mood is your talent in? Do the director and the lead actor get along well? Though it can make the process of casting your movies quite maddening, it's actually rather impressive to realize the minute details that can have an impact. Who you choose to fill these roles will ultimately affect your end product. But in the end, you're always going to need a director, some actors, a movie crew, and, usually, a handful of extras. The size of your cast and crew will grow over time as you produce bigger, more-sophisticated movies. ![]() Once you have your screenplay in hand, it's time for casting. Different genres have greater general interest in different eras, so even if the film itself is good, the wrong genre at the wrong time could spell box-office disaster. Even with the latter hands-off approach, you'll still have to determine the genre of your film, with the given choices of action, comedy, romance, sci-fi, and horror. ![]() First, you'll need a screenplay, which means you can choose to write your own (more on that later), or you can hire a staff of screenwriters to do the heavy lifting for you. The core moviemaking process itself can be pretty dense. This handholding remains pretty intensive for your first few decades as a movie mogul-and that's a good thing, because there's a lot to digest. The game starts out extremely slowly by carefully guiding you through the process of hiring studio staff (like janitors and builders), helping you decide which cinematic hopefuls will be actors and directors (and which ones will be extras or film crew), building your first set, and releasing your first movie. Well, as less of a challenge and more of a suggestion, the free-form (or so-called "sandbox") nature of The Movies means you can go about your business however you see fit, without a "wrong" or a "right" way. Kicking things off in 1920, The Movies starts you as the chief of a small upstart movie studio, putting the challenge before you to slowly cultivate it into a top-grossing, award-winning cinematic machine staffed with the best and the brightest talent-both onscreen and off-the industry has to offer. By clicking 'enter', you agree to GameSpot's
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