John Frankenheimer
and the playing of Reindeer Games
By Jerry Roberts
Reindeer Games stars Ben Affleck, Gary Sinise,
Charlize Theron, Dennis Farina and Clarence Williams III in the story of
an ex-con who, in order to gain the favors of a girl, impersonates his
former cellmate, triggering three days of mistaken identity.
DGA Magazine talked with Frankenheimer about the film,
his career and his work with the DGA as a Guild Vice President and
Co-Chair of the Creative Rights Committee.
What drew you to Reindeer Games?
I loved the script. It was so well written, so smart - I
loved the story. It was brilliantly conceived and fleshed out and the
dialogue has quite a bit of humor. It sort of has the best of everything
with all of these elements alive throughout. Bob Weinstein sent me the
script thinking I would like it and I did. The writer's name is Ehren
Kruger. And he's working on another script for me right now, also a
thriller.

How did you select the cast?
I sought Ben Affleck because I needed an everyman for this
role. Ben appeals to men and women. He gives you a sense of intelligence,
the notion of a guy who can think on his feet. And he's a leading guy
playing someone who has been in jail, yet he wasn't a hardened criminal.
Ben gives you all of this. And a big important part of casting is the
ability to get along and go through the picture on the same wavelength. I
have gotten to a point in my life where I don't want to have dinner with
someone I don't like. I like sitting down to dinner with Ben and with
Charlize Theron, Gary Sinise, Clarence Williams III and Dennis Farina. We
all hung out together and had a good time. I have had experiences in which
I've loathed one of the leading actors and that doesn't make for a
good way to face the day. This cast was one of the best and we enjoyed
each others' company.
Like all your pictures, this has a very intriguing cast.
How do you go about casting?
Casting is 65 percent of directing. If you cast the
picture correctly, you have a whole lot of leeway. You can make mistakes
in other aspects but pull it off with the right actors. If you don't
cast well, you can be in real trouble. I look at actors very closely. It's
not an accident when the actors excel. I work very, very hard with casting
people to get the best possible ensemble I can.
What was the most difficult part of the Reindeer Games
shoot?
[laughs] The snow. I had to have snow. We shot in gray
weather and we were shooting in March. So, we had to shoot the exteriors
first and fit them in before the weather changed. We were able to hang on
and get it all done. We worked like hell for a few of those days.
You've done a lot of outdoor work and a couple of other
pictures in which the cold and snow played elements, The Fixer and
The Fourth War. Do the elements in any way affect the company's
morale or alter what you intend to do?
Snow - it is what it is. You just work through it. And
you take advantage of it when you have it, make it work for you and for
the picture.
What about the process of selecting your DGA directing
team? Do different types of projects require certain kinds of ADs and UPMs?
Oh yeah. The choice of the UPM I leave to the line
producer because, as I told you, the UPM is completely overshadowed in a
feature film by the line producer. But I really am very active in the
choice of the line producer with the producer of record and the
distributing company, because I've had some terrible, terrible
experiences with some line producers, particularly in cable. On the other
hand, I've worked with some great ones, like Marty Katz and [Robert L.]
Bob Rosen, in features. So that's the first choice that has to be made
- who is the line producer? - because, as the director, one of your
main relationships on the movie is going to be with the line producer.
What about the AD?
The first assistant director is just so important that the
choice of that person is critical to the movie. You have to really work
with someone who you think is going to be a collaborator, who you think
understands what you want to do with this movie and how you want to do it.
The first assistant director runs the set. The whole mood of the movie,
the whole tenor of the set comes off that person, and it's just a
critical choice.
Then I usually leave the choice of the second assistant
director and any other assistant directors to the first assistant
director, who will choose because he or she is responsible for the conduct
and the efficiency of the second assistant directors. So I don't impose
anyone on the first. I let him or her choose their own team.
I've been very fortunate in the fact that I have done
five movies now, including Reindeer Games, with the man whom I
consider to be a brilliant first assistant director. That's a guy named
James D. Sbardellati. He's brilliant. He is absolutely terrific.
And I had a very, very good guy in Europe on Ronin
who's trilingual, an excellent man named Michel Cheyko. He was superb.
So I've had really great assistant directors for my last seven movies.
The importance of the assistant director cannot be overemphasized.
I talked to Gary Sinise about working with you on Reindeer
Games and he said that you're one of the most energetic people he's
ever known. Is there any source for that energy? Where does it come from?
The first thing I can really tell you is I really love the
work. I really, really love directing films. It's something that fuels
me. It's something that gives me back a hell of a lot. And I kind of
feel that I have a responsibility to the people that invest their time and
money with me to show up on the set every day and do the best of which I
am capable. To do that I try and keep myself in pretty good shape
physically and I try to lead my life in such a way that I'll be able to
be as strong at the end of the movie as I am in the beginning. I think
that's very important. But I don't have any great secrets for anybody,
you know, I really don't. I don't do anything that lots of other
people don't do.
The whole thing of this business is to retain your
enthusiasm and in a sense retain your innocence and try and practice as
much humility as you can.
One of the other things I think that I've been able to
do in my life, is to listen well. I do. I think that I'm able to listen
to what people say and then make a decision after I've heard what people
have to say. One of the first lessons you learn as an actor is to listen.
I think all great actors - and I don't classify myself as one of them,
incidentally - but I think all great actors listen well and I've
learned that from a lot of the very good actors with whom I've worked
- to really listen to what people say. It helps, let me tell you.
In the past you've talked about politicians coming down
hard on filmmakers about violent content. You've had violent scenes in
your films. How do you approach violence?
First, speaking for myself, I don't want to ever be in a
position where I'm telling other directors how to make movies, because I
don't think it's any of my business.
But I really try to examine anything that's remotely
violent in my movies and ask myself: "Is it necessary?" and
"How do I want to depict this? How far do I want to go with it?"
If it can be implied, I'll do it that way. If it's a plot point that I
have to really show a certain thing happening, then I'll do it that way.
But I hope that in my own particular case I am able to exercise some
element of good taste in what I do and hopefully it's responsible.
You're not only a busy, sought-after director for
features and movies for television, but you also serve the Guild as
Co-Chairman of the Creative Rights Committee, you're a member of the
Western Directors Council, a member of the National Board and Fifth Vice
President of the Guild. What do you see from all those vantage points as
the most pressing need or the thing that the Guild needs to face?
The first thing is that we're being attacked by both the
Writers Guild and the Producers Guild. Both of these groups are trying to
diminish the importance and strength of the director. They're trying to
do it through both frontal and side attacks. It's a very, very real
problem and we're going to have to face it and we're going to have go
come to grips with it. The Writers Guild in particular is becoming very
confrontational, very contentious using things like the possessory credit
to erode the director's role.
Historically the director has been the key creative
element in a film and we must maintain that. We must protect that, in
spite of the fact that there is new technology that's continually trying
to erode that. I mean, this whole digital revolution is really eroding the
director's importance on a movie because, number one, just from a
practical standpoint, with floppy disks and the ability to put all of the
film onto a disk, more people have access to the movie. A disk unbeknownst
to the director can go to the producer in another city or in another
office and that producer can edit behind the director's back much easier
than in the old days. Since these dailies are now put on videotape, more
kinds of people have access to dailies.
There are so many effects and so many things that are done
digitally now that it's so hard for the director to really control the
process, because there are more and more experts that come in. I've
found that the more experts you have on a movie, the less control the
director has. And in Hollywood, you know, everyone is an expert. Most of
them are expert editors. They can't direct, they can't write, they can't
act, but, by God, they all think they can edit. That's just an aside to
illustrate that you've got this continual invasion into what's always
been the director's territory.
I have great respect for the writer. I think that you can't
make a movie without a script. But you also can't make movies without
actors. You also can't make movies without technicians. And there has to
be just one person in charge of everybody, and to me that one person is
the director. The producer's job ends, as far as I'm concerned,
creatively, on the first day of shooting. Many times the producer will
develop a script with the writer and they'll help cast it and so forth,
but then the producer has to let go and be there to support the director.
More and more, the age-old problem of second- guessing has become a
disease. This is the main problem that the Directors Guild faces - to
protect the position and the dignity of the director.
This would be in the creative rights area?
Yes, and the Directors Guild faces a tremendous number of
problems in creative rights. The Directors Guild is a very diversified
guild in the fact that you have people that are called directors who do
completely different jobs. For instance, the person who directs a
three-camera situation comedy on television has very little to do with
what the director of a feature motion picture does. The two jobs are not
interchangeable. I'm just talking about the directors. You have a person
who is a stage manager of a TV sitcom who has very little in common with
the first assistant director of an A-budget feature film. The role of the
production manager, the UPM, is one that has to be defined because the UPM
in feature films is being replaced by the line producer. Whether they like
it or they not, that's what's happening. In television, the UPMs have
extraordinary power, because they go from one show to the next to the next
to the next, while the director comes in and is only there for one or two
episodes. In other words, the director is the guy who's the least
familiar sometimes with what the show is. That's a terrible position to
be in.
We have many problems as a Guild, and the thing we have to
do as a Guild in order to survive is understand that the Guild was founded
by the feature directors. That the strength in this Guild is directly
related to the strength of the feature directors and that the membership
must support the feature directors. If it comes to a strike over the
preservation of the possessory credit, the associate director in
television who has nothing to do with the possessory credit and may never
be able to negotiate for it, has to support the feature directors who do
get the credit. We cannot have a fragmented Guild. We are coming to a
point where I think that this is going to be very, very hot. I can see it
heading toward a real showdown with the Writers Guild, with the Producers
Guild, and eventually with management. I may sound as if I'm being as
rough as I can get, but that's what I see.
What does being a member of the Guild mean to you?
The DGA is a great, great Guild. What it has done for
members in the area of creative rights is enormous. It has merged many
disparate groups into a force to be reckoned with, from sitcom directors
to Martin Scorsese and Francis Ford Coppola. A lot of credit goes to
[National Executive Director] Jay D. Roth, who has done a wonderful,
wonderful job. The DGA is out to really protect the rights of the
director, who can come under siege in many ways. It has been a very
positive organization for me and I'm going to remain very active with
the Guild.
You've been a director for nearly half a century and
started directing in live television in your early 20s.
I am a grateful man. I've had a helluva long run. I have
been able to do what I've wanted to do. I'm tired of people taking
shots at this business, that it's a shitty business. To hell with them.
We live a dream almost every day of our lives. I've gone places, done
things, met people. If I had never had this career, those things never
would have happened. If I had followed through on a tennis career, it
would have ended around age 30. Thank God I didn't do that. If there is
a secret, it's just keep working. You don't become a better director
by talking about movies you never make and having endless meetings with
studio chiefs. I've been fortunate to get better at what I do and to
keep doing it. Be active, whether it's cable, feature, network or in the
theatre - direct it.
I also spoke with Martin Manulis and he said that you have
this reputation as an actor's director, but from the get-go you were
technically expert, knew the equipment, knew the crew, knew the process in
a thoroughly technical sort of way.
I've always thought you have to be a plumber before you
can be an artist. By that I mean I think you have to know the tools of
your trade. I mean, the great impressionist painters who did all these
abstract things drew very, very well. It's only after you've mastered
the tools of your trade that you can go off and try and experiment, in my
opinion. And it's only after you know technically exactly how you're
going to do something that you can really have the time to really spend
with the actors and really talk to the actors and really have the leisure
to make sure of what the actors are doing to get the effect on the screen.
People always pigeonhole, you're an actor's director,
an expert with thrillers. How would you yourself like to be known?
I want to be known as a professional. When I say that,
what I mean is that I have done all of the groundwork and all of the
homework that there is to be done. Each movie is a different experience, a
different learning arc professionally. It has never, ever gotten any
easier. I know what's involved technically and emotionally to make one
of these things happen, to realize a movie. I have done my best to
understand and utilize all of the tools at my disposal - script, camera,
editing and postproduction. I also learned and understand fighting my way
through the executive jungle, which is an acquired skill. This is my
definition of a professional: An amateur only does things he or she wants
to do, and a professional does what he doesn't want to do. I'm an
amateur cook, an amateur race driver, an amateur tennis player. But I'm
a professional movie director. If it was up to the amateur in me, I wouldn't
have shown up on a lot of occasions. But I did show up and I got the job
done, because I'm a professional.
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