from here
There's a lot more including a couple paragraphs about Wookiepedia and Curtis Saxton. I just wasn't sure how much I could paste in here.On the wall behind Leland Chee's desk is a portrait of an Ithorian, an alien with a hammer-shaped head that you glimpse briefly in the famous Star Wars cantina scene. In its leathery, foot-long fingers, the Ithorian holds a cube decorated with elaborate metallic tracings, a device known as a holocron. Think of it as a Force-powered hard drive, capable of storing an enormous quantity of information. "It's a piece of Jedi technology," Chee says. "It tells you ... everything."
To Star Wars fans, Chee is the Keeper of the Holocron, arguably the leading expert on everything that happened a long time ago in a galaxy far, far away. His official title is continuity database administrator for the Lucas Licensing arm of Lucasfilm—which means Chee keeps meticulous track of not just the six live-action movies but also cartoons, TV specials, scores of videogames and reference books, and hundreds of novels and comics.
Keepin' it canonical: Leland Chee, continuity database administrator at Lucas Licensing, maintains the Holocron — a vast FileMaker database that's consulted to make sure that any new elements added to the Star Wars franchise fit within the existing mythology.
Producer: Annaliza Savage, Editor: Michael Lennon, Camera: John Ross
Of course, Chee's Holocron isn't a Force-sensitive crystal. It's a FileMaker database, a searchable repository of more than 30,000 entries covering almost every character, planet, and weapon mentioned, however fleetingly, in the vast array of Star Wars titles and products. The Holocron isn't just for fun—when Lucas Licensing inks a deal with a toy company or a T-shirt designer, it vets those ancillary products to ensure they conform to the spirit and letter of the continuity that has come before and will continue afterward. In the past 31 years, Star Wars movies have grossed in excess of $4 billion worldwide. But retail sales of merchandise stand at $15 billion, and 20 percent of that has been earned since 2006, the year after the final film was released. Careful nurture of the Star Wars canon—thousands of years of story time, running through all the bits and pieces of merchandise—has kept the franchise popular for decades.
So Chee spends three-quarters of his typical workday consulting or updating the Holocron. He also approves packaging designs, scans novels for errors, and creates Talmudic charts and documents addressing such issues as which Jedi were still alive during the Clone Wars and how long it takes a spaceship to get from Dagobah, where Yoda trained Luke Skywalker, to Luke's homeworld of Tatooine. The Keeper of the Holocron takes this very seriously: "Someone has to be able to say, 'Luke Skywalker would not have that color of lightsaber.'"
The screening room at the Letterman Digital Arts Center, Lucasfilm's sprawling facility in San Francisco's Presidio District, is as opulent as you would expect—plush seats, wood panels, crystal-clear projection, and a perfect sound system. So when that classic John Williams fanfare begins and the Star Wars logo appears onscreen in that distinctive font, in that distinctive yellow, it quickens the pulse.
It's also when Chee, sitting next to me, tells me that in an early version of what we're watching—a new LucasArts videogame called The Force Unleashed, due out in September—the logo was slightly wrong. "It was off by only a few pixels, but someone in Licensing spotted it and submitted a report."
I grab an Xbox 360 controller and soon I'm striding through the corridors of a satellite that orbits the smugglers' moon of Nar Shaddaa, destroying everyone in my path. My character, Starkiller, is the secret apprentice of Darth Vader, sent here to eliminate a Jedi elder ... and leave no witnesses. I deflect laser blasts from militia troops with my lightsaber and then use the Force to hurl a chunk of metal through a window behind them. The glass shatters, and several foes are sucked into the vacuum of space before a safety wall snaps shut.
I'm beginning to understand the power of the Dark Side.
On the scale of badassedness, obliterating legions of good guys with the Force ranks right up there with leaping Snake River Canyon in a monster truck that can transform into a robot. And it's true that the game's sophisticated physics, combined with clever AI software for characters, means that when you Force-throw a Wookiee into a tree on its home planet, Kashyyyk, the Wookiee writhes realistically and the tree explodes in a botanically accurate cloud of splinters. But that's not what has fans most excited about The Force Unleashed. It's the stuff that happens between the interactive killing sprees: brief cinematic interludes that add new details—new plot points—to the saga.
"The game is set between episodes III and IV," says Haden Blackman, who led the development team. Translation: Play it and you'll learn what happened before the original Star Wars film trilogy and after the prequels, two decades that have been shrouded in mystery. Over the course of the game, players will learn the details of the internecine feud between Darth Vader and his mentor, Emperor Palpatine, and the way these two unwittingly created the very rebellion that brought them down.
The game has yielded a bountiful crop of tie-ins: a book, a graphic novel, a tabletop role-playing game supplement, and several lines of toys. With no more live-action Star Wars films forthcoming (or so we are told), games from the subsidiary division LucasArts are becoming ever more important in expanding the universe—and perpetuating the story-product ecology. And with every narrative beat and plot point, Chee and his dozens of colleagues with Holocron access are there. "Licensing approves everything," he says. "Text, dialog, art ... It all comes through our office." This is where the work of hundreds of writers and artists gets woven into a vast, internally consistent continuum.
The power of the Dark Side: LucasArts' Haden Blackman discusses the story and the technology behind the upcoming game Star Wars: The Force Unleashed.
Producer: Annaliza Savage, Editor: Michael Lennon, Camera: John Ross
For more, visit video.wired.com.
In his 1932 book Sherlock Holmes: Fact or Fiction, T. S. Blakeney used the term canonicity in reference to the mystery novels and short fiction of Arthur Conan Doyle. Holmes enthusiasts treat Doyle's work as if the great detective inhabits a coherent and logically consistent universe. Some of the stories written by Doyle were canonical—genuine events in that alternate universe—while others had to be considered apocryphal. (It should come as no surprise that fans would appropriate theological terms. The ecstasy of true fandom can, after all, approximate religion.)
Today, canon and its serial-fiction cousin, continuity, are integral to genres like mystery, fantasy, and sci-fi. The giants of the field are known as world-builders as much as writers. J. R. R. Tolkien supplemented his Lord of the Rings series with hundreds of pages of appendices, genealogical charts, even pronunciation and usage guides for the languages he invented.
Yet in the multiverse of fictional realities, Holmes's London, Frodo's Middle-earth, Buffy's Sunnydale, and Batman's Gotham are mere planetary systems compared with the grand galactic enterprise of Star Trek. When the original series—known to devout fans as The Original Series—went off the air in 1969, acolytes kept the flame alive. They extended the stories with their own fiction. They created technical manuals. Eventually, the series became a movie, and then another, and then another TV series, and a few more after that. Each new iteration produced more canonical information. Spock's death, Kirk's son, Picard's adventures as a cadet ... eventually, the writers' room on a Trek show became a minefield. "Someone would tell you that a Voyager episode last year mentioned a bit of backstory with the Romulans, and now you can't do this over here," says Ron Moore, a writer and producer on several Star Trek shows who went on to create the new Battlestar Galactica. "You'd argue the validity of that, but they'd be, like, 'No, now it's established.'"But the many strata of Star Trek books, games, comics, and cartoons haven't been well tended. Some events in the movies and even later TV shows contradict preexisting lore. (A backward change like that is called a retcon, short for "retroactive continuity.") Gene Roddenberry himself, creator of Star Trek, was known to second-guess his own pronouncements about what was and was not canonical. After a while, the retcons and inconsistencies can become off-putting to fans and render once-beloved universes impenetrable to newcomers.
One solution: a reboot. Start from scratch, like Moore did with Galactica. Clever preservation of original story elements retains the old fans, and streamlining and modernizing lets newbies spend their hard-earned quatloos, too.