By David J. Bodycombe: Free Sample Version
By David J. Bodycombe: Free Sample Version
By David J. Bodycombe: Free Sample Version
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By David J. Bodycombe
With a Foreword by
Michel Rodrigue, Distraction Formats
FOREWORD
by Michel Rodrigue
President and CEO, Distraction Formats
Television formats have existed since the very earliest days of television but it is only in the
last few years, with the global success of shows like Who Wants To Be A Millionaire?,
Survivor, Big Brother and others, that an international “market” for TV formats has really
taken off. It’s already a multi-million dollar business, but it is still relatively young.
I set up Distraction Formats five years ago as an independent format distribution company
and today it is recognised as a leading international formats “brand”. From the start of
operations, we have worked hard to nurture the broader, international business – and our
philosophy has been based around three key elements:
§ Commercialism
§ Security
§ Education
On the commercial point, the turnover of the international formats business has yet to be
measured – we’re hoping for some reliable figures soon - but there’s no doubt it is a
burgeoning sector and rewards for the owners of the “hot” formats can be very great. In
terms of security, we have always advocated that formats be promoted as “secure” products
and I have supported the setting up of FRAPA (the Format Recognition and Protection
Association) to develop awareness of protection issues.
On the education front, a healthy conference, festival and trade publishing environment has
already developed around formats. And it is for its rich educational value that I am wholly
endorsing this, David Bodycombe’s new book.
I have known David for a number of years, during which he has often impressed me with the
quality of his thinking and his presentation of format-related material. David has been
devising games for over 12 years. From board games to radio and TV shows, web initiatives
and all points in-between, he has amassed exceptional multi-platform experience in aspects
of games and puzzle creation. It’s safe to say he is one of greatest authorities on the subject
in the world.
I knew this, the first book of its type, would be good – but actually it’s excellent, both as a
guide for newcomers to the formats game, and as a work of reference for those already in the
business. Read, digest – and create!
I would also like to take this opportunity to thank Georges Luks at the Golden Rose Festival,
plus my friend and colleague, John Gough, for the help and exposure they have given to
format devisors in recent years.
INTRODUCTION
Since the beginning of broadcasting, the addictive nature of games has brought long-term
success for many light entertainment shows. However, to my knowledge there has not been
a detailed guide analysing what makes game shows tick.
This Guide does exactly that. A key aim has been to make the text as accessible as possible
by provide comprehensive coverage of the subject matter. Therefore, I have considered the
two main audiences throughout – (i) members of the public hoping to devise and sell their
own format, and (ii) TV companies who wish to use it as a way of training internal
development staff. Both audiences have different requirements, and as such different parts
of the Guide will be more relevant than others.
As I am a British author and UK formats are somewhat in vogue at the moment, there is a
bias towards British programmes where examples have been necessary to illustrate points
in the text. However, I have attempted to include well-known international programmes too.
Despite being a major media success story, comparatively little has been written about
game shows. As such, there are may be some areas that I have missed which deserve
inclusion. Feedback and suggestions for additional material for future editions are welcomed
– please email these to [email protected]. We hope you find this Guide
illuminating and I look forward to seeing your next format hit the airwaves.
David J. Bodycombe
London, June 2002
David J. Bodycombe is one of the UK’s most active games devisors, acting as advisor and
author in many different media. He has devised challenges for TV shows including The Mole
(Channel 5), Sub Zero (BBC TWO) and five series of The Crystal Maze (Channel 4). On BBC
Radio 4 he appears on the problem solving show Puzzle Panel, and is also the researcher and
question setter for the treasure hunt game X Marks the Spot.
David has authored numerous highly acclaimed puzzle books, and writes 1000 puzzles a
year for columns in periodicals such as the Daily Express, the Big Issue and Metro. He is also
active in the interactive field, including work for Pyramid (a major BBC ONE documentary),
Mind Games (BBC FOUR) and several websites. He also compiled the first ever crossword on
interactive television!
At time of writing, David is working on numerous projects including writing clues for the new
version of Treasure Hunt (BBC TWO), devising challenges for Starfinder (a new ITV children’s
show), and piloting his own game show with S4C (Channel 4 Wales).
He has won World Creative Thinking Championship twice and, as an occasional game show
contestant, won £160 of Jeremy Beadle’s money and a Palm Pilot that didn’t work.
Author’s website: http://www.labyrinthgames.com/
ACKNOWLEDGEMENTS
DISCLAIMER
Any financial figures mentioned herein are to give the reader a rough order of magnitude of
what to expect, but ultimately in the business world everything is negotiable. Similarly, any
legal points mentioned are merely to raise awareness of the type of issues often involved in
the formats business, rather than providing an authoritative account. Regulations may have
changed since publication and operate differently in other countries. Always take proper
legal advice for your individual circumstances where necessary.
A. INDUSTRY OVERVIEW.......................................................................................... 13
1. Why are game shows made? ......................................................................................................13
2. Who devises game shows?.........................................................................................................13
3. Once an idea is accepted.............................................................................................................15
4. The potential rewards ..................................................................................................................15
5. “I have a great idea for a show!”..................................................................................................19
B. GENERATING IDEAS............................................................................................. 21
1. Useful skills ..................................................................................................................................21
2. Basic areas to start with..............................................................................................................22
3. Game show sub-genres ...............................................................................................................25
4. Two basic approaches .................................................................................................................27
5. Some classic principles ...............................................................................................................27
6. Testing the idea............................................................................................................................28
7. Keep going! ...................................................................................................................................31
C. DEVELOPMENT ISSUES........................................................................................ 33
1. People issues ...............................................................................................................................33
2. Feasibility.....................................................................................................................................36
3. Regulations ..................................................................................................................................40
4. Contestants..................................................................................................................................74
5. Comedy.........................................................................................................................................75
6. Ordinary people doing extraordinary things..............................................................................76
7. Aspirational location ....................................................................................................................77
8. Play-along value...........................................................................................................................77
9. Jeopardy.......................................................................................................................................79
10. Stakeholding ................................................................................................................................82
11. Positive vs. negative entertainment ..........................................................................................83
12. Subject matter..............................................................................................................................84
F. ANALYSING A FORMAT......................................................................................... 85
1. Negative aspects .........................................................................................................................85
2. Positive aspects...........................................................................................................................88
3. Other comments ..........................................................................................................................88
4. Could it be fixed?..........................................................................................................................89
M. BIBLIOGRAPHY.................................................................................................. 145
1. Books – game show history ......................................................................................................145
2. Books – contestant guides .......................................................................................................146
3. Books – general interest ...........................................................................................................146
4. Magazines ..................................................................................................................................147
5. Useful web sites .........................................................................................................................147
1. Hosts
Even a fairly straightforward programme can have its chances of
success transformed if a big star hosts it. It’s no wonder that some
shows are billed as Jim Davidson’s Generation Game or Bruce’s Price
is Right.
There are different styles of host, and matching up the right host
with the right vehicle for their talents is a delicate decision. 1 For
example:
§ Good cop, bad cop – One host guns for the contestants while the
other tries to thwart them. This can lead to a childish,
pantomime style.
The larger the pulling power of the host, the larger their popularity
and hence their salary! Bear in mind that the top stars receive quite
a number of approaches and so you cannot guarantee that the
person you want to participate will be available or affordable. Hence,
it is dangerous to try to devise a game show that revolves around
1
On rare occasions, more than one host can be used for different roles on the same show in
order to use the best combination of available talent. For example, one host could introduce
the show and contestants while another asks the actual questions.
Also be aware that “the talent” (as they are known in the trade) often
sign golden handcuffs deals that prevent them from hosting
programmes for rival channels. It can be useful to keep abreast of
entertainment news sources that carry semi-reliable details of
these contracts. It can be slightly embarrassing if you suggest a
show to one network if all your suggested presenters are exclusive
to their archrival.
2. Celebrity guests
a) Professional celebrities
In its broadest sense, a celebrity could be defined as “someone that
people like to spend time with”. Celebrity guests on a programme
can be the same each episode, completely different every time, or a
mixture (e.g. regular team captains with new guests). The last of
these options has the benefit of setting up long-running jokes
between the regulars while introducing new possibilities for gags
with the special guests.
2
A devisor contacting a celebrity's agent to sound out their support for a project is a double-
edged sword. A big name attached to a project could help unless the broadcaster wants to
use someone different.
During the first craze for TV quiz shows in the 1950s, returning
champions became celebrities in their own right. The ability of the
audience to get to know someone over a number of programmes,
together with the increasing amounts they were accruing in prize
money, meant for compelling viewing and excellent PR in the press.
The technique of using carry-over champions seems to be out of
vogue at the moment, and it’s not without its risks. One contestant
on the Channel 5 quiz 100% won 75 consecutive shows and the
producers were forced to change their rules since it was having an
effect on the ratings! On Jet Set, the losing finalist gets another
chance to play again the following week, which can lead to grudge
matches with the reigning champion.
3. Supplementary hosts
Traditionally, any on-screen staff supporting the host would take the
form of one or more hostesses. In many shows this is still the case,
and it’s interesting to theorise why. Undoubtedly there must be
some element of sex appeal. Both men and women prefer seeing
women on screen so, since most game show hosts are male, 3 using
hostesses is a good way of introducing women into a programme.
3
Presumably this came about through a combination of: (i) the game show audience
having more women than men, (ii) men being seen as more authoritative traditionally, and
(iii) most comedians being male.
4. Contestants
If a game show does not have a strong play-along element for the
audience at home, then it must have strong contestants that we are
interested to watch playing the game effectively on “our behalf”. We
discuss ways in which the audience’s interest in the contestants
can be increased in the Jeopardy section below.
4
A curious phenomenon about quizzes is that, as a broad-brush observation, wealthier
people have had a better education and therefore can get even richer by winning quizzes. It
might be worth thinking of alternative testing systems that have a more equitable
methodology in order to capture a “everyone has a chance to win” feel to your show.
Often the reactions from the different parties can be very different –
someone on Millionaire might be confident and want to go for the
£1million question while their spouse behind them is anxious,
silently mouthing that they’ve got the wrong answer.
5. Comedy
Clearly, comedy is an excellent way of providing entertainment. In
game shows, it can come in a number of forms.
a) Scripted comedy
This is probably the most honest form of comedy used in game
shows. We know that a scriptwriter has written a light-hearted skit
and the contestants and/or the host are going to act them out in
some way. The introductions on many shows involving extrovert
contestants (e.g. Generation Game) follow this pattern.
b) “Improvised” comedy
Note the quotation marks in the title. Many game shows that involve
the participants making off-the-cuff remarks are mainly “on rails”
5
Since some of these things happen at the same time, the director will cheat by cutting
together the videotape so that the reactions appear to happen in quick succession. This
enables the maximum amount of emotion to be shown and prevents the viewer from
thinking that they've missed anything.
c) “Unexpected” moments
Again, note the quotation marks in the title. Many accidents in game
shows are more planned than you might think.
Shows such as the Golden Shot and Blankety Blank made light of
their self-admittedly poor production values, but many of the
“accidents” that occurred were in fact scripted. When genuinely
accidental moments do occur, hosts with good improvisational
talents can make excellent use of them.
The power of the television camera and the high budgets offered to
some shows mean that for a few brief minutes Nigel Stevens – a fruit
packer from Stockport – can become a contender fighting the
6
In the credits, the scriptwriters are normally credited as Researchers or Programme
Associates in order to hide the fact that so much of the material is scripted.
7. Aspirational location
Television is a visual medium and as such it’s very useful if you have
a setting that is nice to look at. You can either do this using a
specially built interior set (Crystal Maze), using an existing location
as if it were a set (Fort Boyard) or by using the natural landscape
(Survivor).
8. Play-along value
One of the key benefits of word games and quiz shows is the
possibility for the viewer to play along with the game alongside the
contestants. Other programmes can introduce an element of a play-
along game even though the viewer can’t actually get involved with
the individual rounds themselves. One example is The Mole. While
there’s very little play-along value with each game, since they are
mainly physical stunts, the audience can still try to guess the
identity of the Mole from the various clues woven into the
programme.
With highbrow quizzes, one might assume that the audience will be
a clique. While this is true to an extent, in practice the average
viewer is happy to keep watching if they can answer the occasional
question. This could be assisted by including some easier questions
in the pack every so often to maintain interest.
One other programme that made good use of this technique was The
Crystal Maze. When the contestant entered the game room, we (as
viewers) would be spoon-fed shots of the crystal in a locked box, a
key at the end of a maze, a set of arrows on the floor, and a sign. This
is the director telling us the story in pictures – i.e. the contestant
has to read the sign, follow the arrows around the maze, pick up the
key, come back again, unlock the box and get the crystal. From a
contestant’s point of view they don’t have any idea what to do, the
room is very big with a few things in it, and they have five team-
mates screaming five different suggestions to them from outside
while a 2-minute countdown timer is ticking down. We feel clever
because we’ve seen exactly what needs to be done, but the
contestant feels under pressure and freezes while they suss out the
situation.
probably know the answer, but only the contestant is risking many
thousands of pounds on the right answer.