2013 Oscar nominations in full

Seth Macfarlane and Emma Stone announce this year’s nominees

The noms are in. Journalists and industry insiders shuffled along to the Academy’s Samuel Goldwyn Theatre in Beverly Hills for the 5:30am announcement, nicely in time for lunch on this side of the pond. The list, usually reserved until 24 January, is being released earlier this year to allow audiences extra time to see the nominated films. So, what are you waiting for?

Best Picture

Amour - Producers TBD

Argo - Grant Heslov, Ben Affleck and George Clooney, Producers

Beasts of the Southern Wild - Dan Janvey, Josh Penn and Michael Gottwald, Producers

Django Unchained - Stacey Sher, Reginald Hudlin and Pilar Savone, Producers

Les Misérables - Tim Bevan, Eric Fellner, Debra Hayward and Cameron Mackintosh, Producers

Life of Pi - Gil Netter, Ang Lee and David Womark, Producers

Lincoln - Steven Spielberg and Kathleen Kennedy, Producers

Silver Linings Playbook - Donna Gigliotti, Bruce Cohen and Jonathan Gordon, Producers

Zero Dark Thirty - Mark Boal, Kathryn Bigelow and Megan Ellison, Producers

 

Actor in a Leading Role

Bradley Cooper, Silver Linings Playbook

Daniel Day-Lewis, Lincoln

Hugh Jackman, Les Misérables

Joaquin Phoenix, The Master

Denzel Washington, Flight

 

Actor in a Supporting Role

Alan Arkin, Argo

Robert De Niro, Silver Linings Playbook

Philip Seymour Hoffman, The Master

Tommy Lee Jones, Lincoln

Christoph Waltz, Django Unchained

 

Actress in a Leading Role

Jessica Chastain, Zero Dark Thirty

Jennifer Lawrence, Silver Linings Playbook

Emmanuelle Riva, Amour

Quvenzhané Wallis, Beasts of the Southern Wild

Naomi Watts, The Impossible

 

Actress in a Supporting Role

Amy Adams, The Master

Sally Field, Lincoln

Anne Hathaway, Les Misérables

Helen Hunt, The Sessions

Jacki Weaver, Silver Linings Playbook

 

Animated Feature Film

Brave, Mark Andrews and Brenda Chapman

Frankenweenie, Tim Burton

ParaNorman, Sam Fell and Chris Butler

The Pirates! Band of Misfits, Peter Lord

Wreck-It Ralph, Rich Moore

 

Cinematography

Anna Karenina, Seamus McGarvey

Django Unchained, Robert Richardson

Life of Pi, Claudio Miranda

Lincoln, Janusz Kaminski

Skyfall, Roger Deakins

 

Costume Design

Anna Karenina, Jacqueline Durran

Les Misérables, Paco Delgado

Lincoln, Joanna Johnston

Mirror Mirror, Eiko Ishioka

Snow White and the Huntsman, Colleen Atwood

 

Directing

Amour, Michael Haneke

Beasts of the Southern Wild, Benh Zeitlin

Life of Pi, Ang Lee

Lincoln, Steven Spielberg

Silver Linings Playbook, David O. Russell

 

Documentary Feature

5 Broken Cameras, Emad Burnat and Guy Davidi

The Gatekeepers, TBD

How to Survive a Plague, TBD

The Invisible War, TBD

Searching for Sugar Man, TBD

 

Documentary Short Subject

Inocente, Sean Fine and Andrea Nix Fine

Kings Point, Sari Gilman and Jedd Wider

Mondays at Racine, Cynthia Wade and Robin Honan

Open Heart, Kief Davidson and Cori Shepherd Stern

Redemption, Jon Alpert and Matthew O’Neill

 

Film Editing

Argo, William Goldenberg

Life of Pi, Tim Squyres

Lincoln, Michael Kahn

Silver Linings Playbook, Jay Cassidy and Crispin Struthers

Zero Dark Thirty, Dylan Tichenor and William Goldenberg

 

Foreign Language Film

Amour, Austria

Kon-Tiki, Norway

No, Chile

A Royal Affair, Denmark

War Witch, Canada

 

Make-up and hairstyling

Hitchcock - Howard Berger, Peter Montagna and Martin Samuel

The Hobbit: An Unexpected Journey - Peter Swords King, Rick Findlater and Tami Lane

Les Misérables - Lisa Westcott and Julie Dartnell

 

Music (Original Score)

Anna Karenina, Dario Marianelli

Argo, Alexandre Desplat

Life of Pi, Mychael Danna

Lincoln, John Williams

Skyfall, Thomas Newman

 

Music (Original Song)

Before My Time - Chasing Ice, Music and Lyrics by J. Ralph

Everybody Needs A Best Friend –Ted, Music by Walter Murphy, Lyric by Seth MacFarlane

Pi’s Lullaby - Life of Pi, Music by Mychael Danna, Lyric by Bombay Jayashri

Skyfall – Skyfall, Music and Lyric by Adele Adkins and Paul Epworth

Suddenly - Les Misérables, Music by Claude-Michel Schönberg

Lyric by Herbert Kretzmer and Alain Boublil

 

Production Design

Anna Karenina

Production Design: Sarah Greenwood

Set Decoration: Katie Spencer

The Hobbit: An Unexpected Journey

Production Design: Dan Hennah

Set Decoration: Ra Vincent and Simon Bright

Les Misérables

Production Design: Eve Stewart

Set Decoration: Anna Lynch-Robinson

Life of Pi

Production Design: David Gropman

Set Decoration: Anna Pinnock

Lincoln

Production Design: Rick Carter

Set Decoration: Jim Erickson

Short Film (Animated)

Adam and Dog

Minkyu Lee

Fresh Guacamole

PES

Head over Heels

Timothy Reckart and Fodhla Cronin O’Reilly

Maggie Simpson in “The Longest Daycare”

David Silverman

Paperman

John Kahrs

 

Short Film (Live Action)

Asad, Bryan Buckley and Mino Jarjoura

Buzkashi Boys, Sam French and Ariel Nasr

Curfew, Shawn Christensen

Death of a Shadow (Dood van een Schaduw), Tom Van Avermaet and Ellen De Waele

Henry, Yan England

 

Sound Editing

Argo, Erik Aadahl and Ethan Van der Ryn

Django Unchained, Wylie Stateman

Life of Pi, Eugene Gearty and Philip Stockton

Skyfall, Per Hallberg and Karen Baker Landers

Zero Dark Thirty, Paul N.J. Ottosson

 

Sound Mixing

Argo - John Reitz, Gregg Rudloff and Jose Antonio Garcia

Les Misérables - Andy Nelson, Mark Paterson and Simon Hayes

Life of Pi - Ron Bartlett, D.M. Hemphill and Drew Kunin

Lincoln - Andy Nelson, Gary Rydstrom and Ronald Judkins

Skyfall - Scott Millan, Greg P. Russell and Stuart Wilson

 

Visual Effects

The Hobbit: An Unexpected Journey - Joe Letteri, Eric Saindon, David Clayton and R. Christopher White

Life of Pi - Bill Westenhofer, Guillaume Rocheron, Erik-Jan De Boer and Donald R. Elliott

Marvel’s The Avengers - Janek Sirrs, Jeff White, Guy Williams and Dan Sudick

Prometheus - Richard Stammers, Trevor Wood, Charley Henley and Martin Hill

Snow White and the Huntsman - Cedric Nicolas-Troyan, Philip Brennan, Neil Corbould and Michael Dawson

 

Writing (Adapted Screenplay)

Argo, Screenplay by Chris Terrio

Beasts of the Southern Wild, Screenplay by Lucy Alibar & Benh Zeitlin

Life of Pi, Screenplay by David Magee

Lincoln, Screenplay by Tony Kushner

Silver Linings Playbook, Screenplay by David O. Russell

 

Writing (Original Screenplay)

Amour, Written by Michael Haneke

Django Unchained, Written by Quentin Tarantino

Flight, Written by John Gatins

Moonrise Kingdom, Written by Wes Anderson & Roman Coppola

Zero Dark Thirty, Written by Mark Boal

 

The 85th Academy Awards will be presented on 24 February at the Dolby Theatre in Los Angeles.

Jaoquin Phoenix, nominated for Best Actor.

Philip Maughan is a freelance writer in Berlin and a former Assistant Editor at the New Statesman.

GRAHAM TURNER/GUARDIAN NEWS & MEDIA
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How board games became a billion-dollar business

A new generation of tabletop games escaped the family table – and fuelled a global industry.

In Birmingham not long ago, I watched a political catastrophe take place. A cabal of academics was clamouring for a liberal manifesto and an anti-capitalist government agenda. The working classes were demanding authoritarian rule with fewer socialist policies. And the ruling party, beset by infighting and resignations, was trying to persuade everyone that it had their interests at heart. It all felt disturbingly familiar – except that these politicians were brightly coloured cartoon drawings, their policies were drawn from a fat deck of cards and the people pulling the strings of government were a young family and a bunch of cheerful twentysomething men in T-shirts.

This was Statecraft, one of hundreds of board and card games on display at the UK Games Expo (UKGE) in Birmingham last summer. Now in its tenth year, UKGE is Britain’s biggest event in the increasingly crowded and profitable world of tabletop gaming and, with its milling crowds, loud music, packed stalls and extraordinary costumes (I spotted Judge Dredd, Deadpool, innumerable Doctors Who and more sorcerers than you could shake a staff at), it felt like a mixture of a trade show, a fan convention and a free-for-all party.

For anyone whose last experience of board games was rainy-day Monopoly and Cluedo, or who has doubts about the place of cardboard in an entertainment landscape dominated by screens, there was no better place to come for a Damascene conversion.

Statecraft’s creator, Peter Blenkharn, a gangly and eloquent 23-year-old with an impressive froth of beard, was in his element. “Our game also has one-party state scenarios,” he explained, brandishing a colourful deck of terrifying political events. “Sectarian violence. Hereditary establishments. An egalitarian society. Each one tweaks the mechanics and the mathematics of the game. There might be a housing crisis, a global pandemic, extremist rallies, a downturn in the economy, and with each you get a choice of how to react.”

Blenkharn is one of many new designers making careers out of the current boom in tabletop gaming. He founded his company, Inside the Box Board Games, with Matthew Usher, a friend from school and Oxford University, and raised £18,000 on the crowd-funding platform Kickstarter to make their chemistry-themed puzzle game, Molecular. It was manufactured in China and shipped to Blenkharn’s mother’s house, where his family helped to send copies to the game’s backers. Last year, a second Kickstarter campaign for Statecraft made more than twice as much money, prompting Blenkharn to go into the business full-time.

“Publishing your own games is definitely profitable,” Blenkharn told me. “The profit margins are enormous on medium runs, and there’s a huge amount of room for more indie publishers . . . People collect 20, 30 or 40 board games at £20 or £30 a time. You can play with a range of different people. And while video games have a fairly niche age range, as you can see . . .” – he gestured around at the milling crowds – “. . . these games appeal to everyone. The market is exploding.”

The figures appear to support this optimistic prognosis. Last August, the trade analysis magazine ICv2 estimated that the “hobby games” business in 2015 – that is, board and card games produced and sold for a dedicated “gamer” market, rather than toys – was worth $1.2bn in the US and Canada alone. On Kickstarter, where independent designers can gauge interest and take pledges to fund production, tabletop games made six times more money than video games in the first half of 2016.

One of the most startling of these Kickstarter success stories was Exploding Kittens, a simple, Uno-like game illustrated by the creator of a web comic called The Oatmeal. This unassuming deck of cards, crammed with daft cartoons and surreal humour, earned nearly $9m in the month of its crowd-funding campaign, making it the seventh most successful project in Kickstarter’s eight-year history; so far, the only products on the platform to raise more money have been four iterations of the Pebble smart watch, a travel jacket with a built-in neck pillow, a drinks cooler that ices and blends your drinks – and a reprint of another board game, the fantastical (and fantastically expensive) Kingdom Death Monster, which costs $200 for a basic copy and is taking pledges of up to $2,500. It has already raised more than $12m. The figures for other games are scarcely less impressive: a game based on the Dark Souls series of video games, for example, raised £4m in crowd-funding pledges last April.

Touring the aisles of the UKGE, I started to wonder if there was any subject about which someone hadn’t developed a board game. A family was deep in a new edition of Agricola, a German game that involves scratching a living from unforgiving 17th-century farmland. “I’m going to have trouble feeding my child this harvest,” I heard one of the players say. Nearby, two people were settling into Twilight Struggle, a tussle for ideological control set in the Cold War, in which the cards bear forbidding legends such as “Nuclear Subs”, “Kitchen Debates” and “We Will Bury You”.

I spotted three games about managing fast-food chains, one about preparing sushi, one about eating sushi, one about growing chillies and one about foraging mushrooms; I watched sessions of Snowdonia, about building railways in the Welsh mountains, and Mysterium, a Ukrainian game in which a ghost provides dream clues to a team of “psychic investigators” using abstract artwork. A game called Journalist (“‘Where is that promised article?’ roars your boss”) seemed a little close to home.

Spurred by the opportunities of crowd-funding and the market’s enthusiasm for new ideas, a legion of small and part-time designers are turning their hands to tabletop games. I met the Rev Michael Salmon, an Anglican vicar whose football-themed card game Kix, a tense battle between two players with hands of cards representing their teams, has echoes of the Eighties classic Top Trumps. Nearby was Gavin Birnbaum, a London-based driving instructor who designs a game every year and carves them individually from wood in his workshop; 2015’s limited edition from his company, Cubiko, was Fog of War, in which perfect little tanks crept around a board of wooden hexagons, zapping each other.

Perhaps the most impressive prior CV belonged to Commander Andrew Benford, who developed his hidden-movement game called They Come Unseen beneath the waves in the Seventies while serving on Royal Navy subs. Sold at UKGE in a snazzy cardboard version by the war games company Osprey, it had come a long way from the “heavily engineered board covered with thick Perspex and secured to an aluminium board” that the nuclear engineers prepared for the original. Benford, now retired, was already thinking about an expansion.

This surge in innovation has also made these interesting times for established creators. Reiner Knizia, one of the best-known names in board games, told me, “There are enormous changes in our times, in our world, and this is reflected in the games. It’s wonderful for a creative mind.” Knizia is a German mathematician who quit a career in finance to become a full-time designer in 1997. His interest in games began in his childhood, when he repurposed money from Monopoly sets to devise new trading games, and he now has more than 600 original games to his credit.

Knizia’s games are frequently remarkable for a single innovative twist. In Tigris and Euphrates, a competitive tile-laying game set in the Mesopotamian fertile crescent, players compete to win points in several different colours, but their final score is calculated not on their biggest pile but their smallest. His licensed game for the Lord of the Rings series developed a method for co-operative adventure – players collaborate to win the game, rather than playing against each other – that has become a separate genre in the 17 years since its release.

But Knizia is no doctrinaire purist. The design experiments he conducts from his studio in Richmond, London (“I have 80 drawers, and in each drawer I have a game, but no sane person can work on 80 products at the same time”), embrace new methods and unusual technologies – smartphones, ultraviolet lamps – in their pursuit of what he calls “a simple game that is not simplistic”. When I mentioned the assumption common in the Nineties that board games would be dead by the millennium, he raised an eyebrow. “That clearly wasn’t going to happen,” he said. “Just as if you said travelling would die out because you could see everything live on television. There are basic needs of human beings: to socialise with other people, to explore things, to be curious, to have fun. These categories will stay. It doesn’t mean that we have to have printed cardboard and figures to move around: we might lay out a screen and download the board on to the screen. The act of playing, and of what we do in the game, will stay,
because it is in our nature.”

This question of the appropriate shape for board games – and how they are to utilise or shun the glowing screens that follow us everywhere – is one that many game designers are asking. Later in the summer, I had the chance to play the second edition of a game called Mansions of Madness, a reworking of an infamously complex board game based on the work of the horror writer H P Lovecraft. In its original incarnation, players navigated a series of terrifying colonial mansions, encountering monsters and events that needed to be drawn from piles of pieces and decks of cards by a human opponent. Like many games that involve huge numbers of interacting decisions, the first edition was a horror of its own to manage: the set-up took an eternity and one false move or misapplied card could ruin an entire game. For the second edition, its publishers, Fantasy Flight Games, streamlined the process – by handing over responsibility for running the game to an app for smartphones and tablets.

“To some, I’m the great Satan for doing that,” Christian T Petersen, the CEO of Fantasy Flight, told me when we discussed the integration of apps and games. “There was a portion of the gaming community that resisted it for various reasons: some on the basis that they didn’t want a screen in their lives, some on the basis of interesting thought-experiments that if they were to bring their game out 50 years from now, would the software be relevant or even possible to play? Maybe it won’t. I don’t even know if some of these inks that we have will last 50 years.”

Also a designer, Petersen was vigorous in his defence of the possibilities of mixed-media board gaming. “We’re trying to use technology to make the interface of games more fun,” he said. “Too much integration and you’ll say, ‘Why am I playing a board game? I might as well be playing a computer game.’ Too little and you’ll say, ‘Why is it even here?’ But I believe there’s a place in the middle where you’re using software to enhance the relevance of what this can be as a board game. We’re still experimenting.”

Other experiments have gone in different directions. The program Tabletop Simulator, released in 2015, is a video game platform that represents tabletop games in a multiplayer 3D space. Players can create their own modules (there are hundreds available, many of them no doubt infringing the copyright of popular board games) and play them online together. A recent update even added support for VR headsets.

While designers debate the future of the medium, tabletop gaming has been creeping out of enthusiasts’ territory and into wider cultural life. In Bristol, one evening last summer, I stopped by the marvellously named Chance & Counters, which had recently opened on the shopping street of Christmas Steps. It is a board game café – like Draughts in east London, Thirsty Meeples in Oxford and Ludorati in Nottingham – where customers pay a cover charge (£4 per head, or £50 for a year’s “premium membership”) to play while eating or drinking. The tables have special rings to hold your pint away from the board; the staff read the rule books and teach you the games.

“When I was growing up,” explained Steve Cownie, one of the three owners of Chance & Counters, “board games were associated with family time: playing Monopoly at Christmas and shouting at each other. Now, it’s been repositioned as a way for young professionals, students, just about anyone, to spend time with each other. It’s a guided social interaction, where there’s a collective task or a collective competition.”

There is barely a smartphone in the place. “People aren’t sitting around checking Face­book,” agrees Cownie. “They’re looking each other in the eye, competing or co-operating. It’s amazing to see, really.”

A board games café is an odd social experience but a compelling one. Before taking our seats at Chance & Counters, my companion and I were ushered by a waiter towards a wall of games that ran down the side of the building, past tables of other people bent in rapt concentration or howling in riotous disagreement over rules. “Would you like something light?” he asked. “Something heavy? Something silly? Something strategic?” The rows of gleaming boxes stretched out before us. Somewhere in there, I knew, was exactly the game we wanted to play. 

This article first appeared in the 19 January 2017 issue of the New Statesman, The Trump era