Archive for the ‘storytelling’ Category

The difference between science and magic

Posted on November 21st, 2010 in Culture, Science, Skepticism, storytelling | 1 Comment »

Clarke’s Third Law: Any sufficiently advanced technology is indistinguishable from magic.
– Arthur C Clarke

Harry Potter bursts back on to our screens again this week, with the final book split into two no-doubt lumberingly ponderous full-length motion picture “events”. But, we must take solace in the fact that a) it will soon all be over and b) remember that magic has been a huge part of the fabric of narrative since stories began and try not to be too grumpy about the success of this “franchise”. If the appeal of stories is their ability to take us to places and show us things which ordinary life denies us, then it’s easy to see why magic should play such a strong part in especially early stories. Most fairy stories have a magical element – in fact the word “fairy” implies magic.

As we grow up, we leave such things behind, for the most part. The broad appeal of those Harry Potter books and films (and the amusing existence of editions of Harry Potter novels with “adult” covers and a £2.00 price premium) is a notable exception, but especially among male readers, although fairy stories are left behind, fantasy and especially science fiction stories remain popular.

I have observed before that the key feature of stories, the primary quality which distinguishes story from not-a-story is cause and effect. Without cause-and-effect, all you have is a succession of images. (Ironically, if you present such a succession of images to an audience, they are apt to invent the missing cause-and-effect, justifying the action they see in terms of A causing B, such is the storytelling hard-wiring in the human brain.)

Even in stories which don’t present themselves as fantastical, we can often see cause-and-effect being applied in a very limited way. Consider the phenomenon, often noted in pulp, pop or escapist fare, of “goodat”. If characters suddenly announce some convenient talent, skill, expertise, relationship or ability hitherto unmentioned and unsuspected, the audience is likely to feel cheated. “Oh, didn’t I mention I can speak Japanese / crack safes / recite pi to 150 decimal places / fly unaided / control birds with the power of my mind?” It doesn’t matter if these powers are magical, merely require talent and/or practice or are borderline. Conversely, however, if it is set-up that the character in question is “goodat” languages / escapology / mathematics / psychokinesis / animal sympathy, then the audience will probably accept almost any manifestation of this ability, no matter how fantastic. The archetypal version of this would be – as I think Eddie Izzard noted – the ability of someone who is goodat computers to hack into any system in a matter of minutes, just by waggling their fingers lightly over the keyboard and announcing “I’m in”.

So far, so fair enough. Storytellers take short cuts but even bad ones stop short of outright cheating. But there’s a difference between someone, for example, using their total mastery of Spanish to eventually make communication possible with a person who speaks only Catalan – and on the other hand, somebody uploading a Macintosh virus to an alien computer. I suggest that the latter is magic and that the distinction lies in the cause and effect.

Let’s pause for a moment and consider three ways in which a fictional person may be made to disappear before our eyes – Star Trek transporters, Star Trek phasers and Harry Potter vanishings. In Star Trek as you may know, a device known as a transporter is able to whisk people from one location to another. In effect, this device disintegrates the body at one end, transmits only the pattern (transmitting data is much quicker and easier than moving mass I suppose) to the other end, where it is reassembled. The practical difficulties of achieving this are not to be underestimated. A human being is composed of around 10^25 atoms, the exact location and type and state of which all have to be recorded. That’s a heckuva big file. This data is then transmitted to a precise location where no specialised machinery exists, and then the original body is reconstructed out of – what exactly? The TV shows, films and books are generally vague on this point.

But you could (and I’ve no doubt others have) construct vaguely plausible theories about what is going on here. The transporter pad creates a sort of cone or column around the person to be “transported” and everything within that column is processed. 23rd century computers have to “lock on” to remote locations. Maybe something like a tractor beam (not that that exists yet either) is used to process atmospheric atoms within a similar column at the destination in order to make the mass required to reconstruct the transportee. It’s a hugely big problem, but as presented in Star Trek, a hugely big solution is required to make it all work – and sometimes it doesn’t. It can go wrong, with horrible consequences. So this is borderline, but I would say, provided one makes allowances for three hundred-odd years of technological advancement, there is cause-and-effect here, and crucially, the cause (although we can’t examine it all in detail) seems sufficient for the effect.

Now compare those instances with death-by-phaser. Here’s a YouTube video. Watch the phaser deaths that occur around the 1’05” mark.

A phaser beam hits someone and they simply disappear. On a very basic level, there’s cause-and-effect here. Pull trigger on phaser, phaser beam hits redshirt, redshirt disappears. But what do we suppose the phaser beam is doing? It’s not just a narrow pencil-thin column of heat, it doesn’t drill a neat hole through its unfortunate victim. It’s not affecting the air between the barrel and the target, so it’s not radiating out a destructive cone – that would also affect surrounding matter, or if you were too close, not get the whole target. No, the phaser, or the beam itself, just “knows” what is target and what isn’t, what is to disappear in a flash and what is to be left unaffected. Not only is there no plausible mechanism by which this information could be imparted, the presentation doesn’t even begin to hint at a possible solution. Transporters are almost certainly impossible, but at least the series waves its metaphorical hands in the direction of a proper cause. Here the given cause is far to slight for the actual effect.

So, to me, death-by-phaser is far more like a wand being waved and a word being spoken and a Harry Potter character vanishing into thin air. No mechanism exists to define the scope of this action. No care must be taken to isolate only that which you wish to vanish. The waving of a wand and the saying of a word are in no way sufficient to account for the immensity and the complexity of the action which results – which is why Harry Potter is magic and not science-fiction. But magic gets smuggled in under our noses all the time. “I’m in” is a form of magic, as is the bus jump in Speed as is Radar’s ability to anticipate Colonel Blake and so on. The rule is – if the cause is sufficient for the effect, then what you have is science, but if the cause is insufficient for the effect, then what you have is magic.

But this applies to the real world of knowledge, science and medicine as much as it does to storytelling. Remember that humans look for cause-and-effect even where none is present. So, in earlier times, we ascribed the sudden and unpredictable shaking of the earth to the wrath of peevish gods. But since we have no idea where these gods are, what we have done to annoy them, or how they physically interact with the earth to cause such violence, this is magical thinking. Modern plate tectonics provides a much more thorough model (although not yet quite complete) with all the cause-and-effect you could wish for.

Another area where this test can be applied – one familiar to regular readers – is that of homeopathy. Both homeopathic and pharmaceutical treatments for a given condition, joint pain say, have the same superficial cause-and-effect appeal. You take pill. Pill makes pain better. But ask the chemist how their pill works and the answer will include fantastic quantities of detail, each element enhancing the cause-and-effect in the account. Non-steroidal anti-inflammatories inhibit cyclooxygenases, leading to a decrease in prostaglandin production. Opioids bind to and activate opioid receptors in the body’s tissues, and so on and so on. As with plate tectonics, the account may not yet be complete, but gaps are acknowledged, and effort continues to plug them. Pharmacology is science.

With your homeopathic pill on the other hand, the explanation is far sketchier. Like cures like, you may be told. How? It just does. Dilution increase potency. How? It just does. Does that mean half a pill will be twice as powerful as a whole pill? No, you have to dilute and the succuss (shake). What does that do? We don’t know. A cursory examination of the cause-and-effect supposedly driving homeopathy is enough to tell anyone that a woefully insufficient cause exists for the claimed results. Thus, we can confidently state that homeopathy is magic.

And, of course, the other thing we know about magic is that it isn’t real.

Individualised dialogue – an example from 30 Rock

Posted on May 26th, 2009 in screenwriting, storytelling | No Comments »

Tina Fey’s breakout American sit-com 30 Rock is an exemplar of the genre in many ways. Its sketch sensibility means that it has an astonishingly high gag-rate, but the characters are well-drawn and create the comedy rather than simply being mouthpieces for it.

A well-known test of dialogue is to cover up the character names in your script and see if you can still tell who is speaking which line – does each character have their own individual voice? Here are some quick pen portraits of some of the main 30 Rock characters, which I’ll use in a minute to show you how Fey and the other writers extend this principle.

Liz Lemon – the lead, played by Tina Fey. Head writer on NBC sketch show “TGS”. Fundamentally decent girl nerd, good at her job, bad at most other things. Sample dialogue: (on being asked her religion) “I pretty much just do whatever Oprah tells me to.”

Jack Donaghy – Liz’s boss, played by Alex Baldwin. Ruthlessly ambitious corporate suit who becomes a mentor to Liz despite their differences. Sample dialogue: (on being asked why he’s wearing a Tuxedo) “It’s after six. What am I, a farmer?”

Kenneth Parcell – a page at NBC, played by Jack McBrayer. Endlessly optimistic and naive country boy, drawn to the big city by his love of television. Sample dialogue: “I don’t vote Republican or Democrat. Choosing is a sin, so I always just write in the Lord’s name.”

Tracy Jordan – star of TGS, played by Tracy Morgan. TV and movie superstar with a tenuous grasp on reality. Sample dialogue: “That’s not me. That’s a Tracy Jordan Japanese Sex Doll. You can tell us apart because it’s not suffering from a vitamin deficiency.”

Jenna Maroney – female star of TGS, now usurped by Tracy, but still consumed with self-obsession. Played by Jane Krakowski. Has been friends with Liz for years. Sample dialogue: “I got a residual check for that Japanese commercial I did! Three hundred dollars! I’m going to use the money to buy us all new boots for myself.”

Hopefully you agree that these are all good jokes, and all reflect their different personalities. But 30 Rock also scores because it avoids having Liz Lemon as the bland focal point around which a bunch of entertaining crazies orbits. Liz’s foibles, insecurities, strengths and opinions are a big part of the show, and so are her relationships to all the foregoing (and the other characters). How well do the writers know these relationships? Let’s look at how each of the other characters listed above typically refers to the lead character…

  • Jack, the corporate suit, calls her “Lemon”
  • Kenneth, the page, calls her “Miss Lemon”
  • Tracy, the lunatic, calls her “Liz Lemon” (every time)
  • Jenna, her friend since childhood, calls her “Liz”

If you can nail the relationships of your characters as clearly as this, you really know the world of your story.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service from just £50 with a guaranteed seven-day turnaround. Send your script in today.

“Even the sonic screwdriver won’t get me out of this one!”

Posted on May 14th, 2009 in storytelling | No Comments »

Does a timelord need a sonic screwdriver?

A bit of context first of all. Doctor Who has been many things over the years, from experimental and educational children’s drama in the 1960s to much-loved BBC warhorse in the 1970s to public embarrassment in the 1980s and now – resplendent and resurgent – a massive cashcow for its broadcaster and a national institution. The new series, which began under executive producer and head writer Russell T Davies in 2005, has had the hell marketed out of it, from indepth and grown-up behind-the-scenes tomes covering every inch of its production in obsessive detail, to toys and games for kids, some too young to remember 2005, let alone the so-called “Classic Series”.

Most people who worked on the show for its initial 26 year run are extremely complimentary of the new series, and possibly envious of its bigger budget and wider appeal. Some are more critical, and one such person is Christopher H Bidmead. Bidmead became script-editor in 1980 and oversaw Tom Baker’s last year in the role. He wrote Baker’s last story, Peter Davison’s first and one subsequent script on a freelance basis. He had a significant hand in shaping the scripts that were broadcast during that period and has a reputation among Doctor Who fans for wanting science over humour, for wanting logic over entertainment and for a particular style of take-no-prisoners, thump-the-arm-of-the-chair rhetoric when it comes to anyone who takes issue with his particular way of doing things. And he’s been getting cheerfully cross at what he sees as some of the shortcomings of the writing of twenty-first century Who.

The other player in today’s narrative in the sonic screwdriver. This handy gadget was first seen in a Patrick Troughton story called Fury From The Deep, back in 1968, when the world was in black-and-white. It became a fixture with subsequent Doctors Jon Pertwee and Tom Baker, where it was used for anything from detonating mines, to cutting rock to discombobulating robots, but its most famous use was to unlock doors. Incoming producer John Nathan-Turner, who joined the series at the same time as Bidmead, shared his script-editor’s feelings when it came to reducing the larking about which had characterised the previous season of stories, and wanted more hard science and fewer narrative short-cuts. Once he’d axed robot dog K9 and brilliant Time Lady Romana, the universe was looking a bit less cosy for the Doctor. One more thing to go – the sonic screwdriver was written out in an early Peter Davison story called The Visitation – by incoming script editor Eric Saward.

Russell T Davies has simply ignored this – assuming no doubt that the Doctor built the first one and so can knock together a new one whenever he wishes. As far as he’s concerned, he remembers the Doctor having one when he watched the programme as kid, he wants kids to play with sonic screwdrivers in the playground, and of course, the commercial bits of the Beeb are overjoyed because they can license toy manufacturers to produce plastic replicas by the thousands. And that’s why the poor arm of Bidmead’s long-suffering chair is taking such a pounding.

Bidmead’s point is that it’s lazy scriptwriting. Any problem which needs solving – point the sonic at it and it goes away. No need for Doctor or writer to come up with anything new. If you want the Doctor to get from A to B unimpeeded by a door, then – as writer – don’t put a bloody door there. Put a locked door there only for the Doctor to unlock it and you’re just wasting everybody’s time.

Makes sense?

Makes no sense at all.

On a perfectly practical, story construction level, Bidmead apparently can’t think of a single situation where it might be useful – dramatic, interesting, exciting – to have a door which only the Doctor can open but which other people can’t. Or a door which the villain believes is secure but which the Doctor can in fact open. This is basic, basic stuff. And should the writer want a door to be immune to the sonic’s charms, that too is possible. The currently popular formulation is to assert that the door in question contains a “deadlock seal” which defeats even the sonicest of screwdrivers.

But worse, Bidmead fails to understand who the Doctor is with this comment. He isn’t us, he isn’t the ordinary joe stuck in an extraordinary situation and having to make do with things that we understand. He’s a wizard. He’s a magician and that’s his magic wand. He’s a non-human character with powers we can’t even understand, and if it’s a convenient shorthand, if it gets us on to the adventure quicker to have him swiftly brandish a prop at a stubborn door instead of laboriously constructing some elaborate (and equally fictitious) bespoke door-opening device then that’s all to the good. This is Doctor Who, not McGyver. So why put the door there at all? Quite apart from the fundamental plot reasons mentioned above, it’s fun to see a magician work his magic. We like seeing the Doctor accomplish the impossible, it’s part of his charm.

And this is also good cause-and-effect storytelling. Once we’ve seen him make short work of a door, it’s more credible that he might be able to save the universe from the Daleks / Cybermen / Master / Jaggaroth / Hggliubdiums etc.

And if that means more kids using their felt-tip pens as sonics in the playground, you’ll hear no argument from me about that. Bidmead wrote some good scripts (especially Frontios, after he’d left the show) but his view of how and why David Tennant is forever waving this particular prop around is amazingly limited and almost entirely wrong.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service from just £50 with a guaranteed seven-day turnaround. Send your script in today.

Rules of physics, not surefire templates

Posted on April 10th, 2009 in screenwriting, storytelling | No Comments »

Ever wonder why rockets like the ones that put humans on the moon have several stages? Why even the space shuttle, which was designed to be reusable is blasted off by those huge non-reusable boosters which then drop away and burn up in the atmosphere? Why not just build ’em like a plane? Put plenty of fuel in, blast ’em off, bring ’em back empty.

It’s not that easy.

It takes a lot of fuel to get a capsule big enough to hold people into orbit – that’s at least 100 miles up. And if you want to carry a lot of fuel, you have to have a box big enough to hold it all. That box is big and heavy, and the more mass you’re trying to lift, the more fuel you need. Crunch the numbers, with reasonable estimates for the weight of fuel and the weight of the tank and you discover that it’s impossible to build a rocket which could carry a reasonable payload and which can be reused. What you have to do is build an enormous tank, use the quantity of fuel in there to get you part-way up, then ditch that tank so you can use a smaller amount of fuel to keep pushing the now smaller mass higher and higher. Two stages is the minimum and diminishing returns sets in after three, so most rockets which don’t need to be reused come in three stages.

If you want one stage, you can have one stage, but you can’t deliver a capsule big enough to take a human high enough to make it into a stable orbit, let alone go to the moon. This isn’t because of some tradition of rocket-building – it’s simple physics.

So in a world where everyone has their own pet screenwriting structure, whether it’s Chris Soth’s eight reels, Blake Snyder’s fifteen beats, Syd Field’s two plot points or any of the countless others, it’s worth bearing in mind that these structures all come from the same place – they are all different ways of describing the laws of storytelling physics. Each emphasises one aspect or the other, and some allow for a little more give than others, but everybody who writes stories obeys the laws of storytelling physics, whether consciously or unconsciously. 

“Rules” like make your hero active, not passive, don’t emerge in a vacuum. They aren’t a cultural tradition, peculiar to a particular form of western, Hollywood, 21st century narrative, waiting for some brave young iconclast to bring the whole edifice tumbling down with their revolutionary new take on the narrative form. They all come back to the basic elements which make stories stories, as opposed to not stories. And our ability to tell story from non-story is an innate part of what makes us human, which is why the fundamentals of stories have remained unchanged since history began.

A story must have cause-and-effect, which means somebody has to make things happen. And an audience expects the storyteller’s choices also to be purposeful, so if you spend the first thirty pages of your screenplay getting us to know and like some guy, you better be having that guy making things happen for the remaining ninety pages. You can no more ignore these forces in your audience than a rocket-builder can ignore how much the fuel tank weighs.

Can you think of successful movies that buck this trend? Sure you can, and so can I, but they are almost always violating these rules because something else is more important or because they want to achieve a very particular narrative effect. Alfred Hitchcock spends ages setting up a heist plot with Janet Leigh at its centre, only to bump her off spectacularly around the half-way mark. The cost to the narrative is that the audience is confused, shocked and frustrated, which is exactly what Hitchcock wanted. The benefit is that the remaining half of the movie is totally unpredictable. If Janet Leigh can get hacked up in the shower, then nobody is safe.

But you know what? It’s harder. It’s an awful lot harder to write an entertaining screenplay which ignores these rules than one which follows them. If the detail of your world is compelling and original enough, and you hide your plot points with grace and elegance, then nobody will ever know whether the superstructure you had in mind was McKee’s or Snyder’s or Soth’s or whether you just felt it. But the reader – and if you’re really lucky, the viewer – will be drawn in to the story and want to know what happens next. And your rocket won’t come crashing back down to earth, 12 miles short of orbital altitude.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.

The Hierarchy of Storytelling Ideals

Posted on March 31st, 2009 in storytelling | 1 Comment »

The first draft of this was written some years ago, in response to a perfectly idiotic book about storytelling, which I shan’t name, in which a lot of badly-researched synopses of famous stories were marshalled in support of a predetermined idea of what stories ought to be – a regrettable example of opinion presented as fact. What struck me most about this nameless book and its anonymous author is that he (yes, it was a he) seemed to be examining stories and trying to expose their workings like a Martian who had never seen a story before and didn’t quite “get” it. Humans do get stories, we communicate all the time by telling each other stories, so I thought it would be interesting to go all the way back to first principles and looking at what makes a story a story (as opposed to not-a-story) and to keep adding qualities until we reached the very best that a story can be. Think of Maslow’s Hierarchy of Needs and you’ll get the idea. I ended up with seven qualities, and here they are…

1.    Coherent

  • The story should be clear. We should understand its setting, its characters and its events. There should (almost) never be confusion in the mind of the reader, only curiosity.
  • The timing and construction should be such that we learn new information as we need to.
  • The choice of characters, settings and events should be purposeful.
  • Without coherence, a “story” barely even qualifies as such (although humans tend to use justification to provide coherence where it has been omitted).

2.    Consistent

  • The story should make sense. Later events should not contradict earlier events.
  • The theme of the story should be apparent throughout. This is a more stringent requirement than mere coherence.
  • Cause-and-effect drives the narrative. The characters, especially the central characters take action to achieve their goals.
  • Reincorporation should be used to strengthen and make consistent plot, character and theme (e.g. second appearance of witches in Macbeth).
  • Lack of consistency makes for episodic or confusing narratives.

3.    Convincing

  • The story should be believable on its own terms. This is a more stringent requirement than mere consistency.
  • The story should never provoke a reaction of disbelief from the audience which causes them to reject the story.
  • The story must not rely on coincidence.
  • The story must evince sufficient detail to paint a vivid picture.
  • Unconvincing stories do not engage the emotions since the failing cuts off empathy. It is possible to tell very simple stories which lack convincing detail (e.g. fairy stories) if the human drama is sufficiently accessible.

4.    Transforming

  • The characters or setting of the story must be transformed over the course of the story. Ideally the hero is transformed in a life-changing manner (and in a way which is also coherent, consistent and convincing) but even a restoration of the status quo for both heroes and setting– as in a James Bond film – may be sufficient if…
  • The hero is made to suffer.
  • Moment-to-moment transformations are as important, if not more important, than story-long “arcs”.
  • A story may even sacrifice consistency for transformation very occasionally (e.g. The Big Sleep).
  • Failure to transform, especially characters, may make a story seem inconsistent (because there is no cause-and-effect as measured by reactions to events), unconvincing (because transformation is likely given the events and setting of the story) or dull (because without transformation the story seems ‘pointless’ – and therefore incoherent).

5.    Surprising

  • To the extent allowed by being coherent, consistent, convincing and transforming, the story should be surprising.
  • This can mean that the story’s structure, theme, setting or style are novel at the time (Pulp Fiction, Citizen Kane, Look Back in Anger) or that…
  • The events of the story are not easily predicted.
  • A story may be surprising but lack transformations and thus seem “flat” (The Village).
  • It may be more important to surprise the characters than the audience. (“I am your father, Luke”).
  • Without surprise, a story is dull through being overly predictable (although audiences will take a lot more ‘obviousness’ than some writers believe).

6.    Ironic

  • An additional layer of interest and meaning can be provided by dramatic irony, wherein the audience has information that the characters do not. This can be at the cost of surprise so the choice as to whether to surprise audience and characters simultaneously (“I am your father Luke” or to withhold information from the characters only for the purpose of irony (any number of mistaken-identity plots) is a matter of style.
  • Ironic resolutions or situations may seem richer than their simpler counter-parts, (the B52’s desperation to reach its target in Doctor Strangelove, compared to many similar race-against-time situations).
  • Without irony, a story is dull through being too simplistic. An ironic layer (or more than one) creates a sense of complexity more readily than multiplying elements in a story does.

7.    Subtle

  • Audiences appreciate being allowed to come to their own conclusions. Finding room for subtlety among the earlier constraints is the mark of a great writer.
  • Subtlety allows for the possibility of personal interpretation on the part of the audience, giving a story richness and enduring power.
  • Subtlety may allow a writer to create irony, surprise and transformations, without sacrificing coherence, consistency and verisimilitude.
  • Subtlety may even allow for ambiguity if there is enough of the foregoing to occupy the reader.
  • Without subtlety, a story may be entertaining, even enduring, but also crude and simplistic.
  • Unsubtle writing may also seem expositional or “clunky”.
  • Some very crude and simple stories nonetheless contain subtle imagery which elevates them – often transformational (The Ugly Duckling, Jekyll and Hyde, Cinderella’s coach and horses)

These are all things that stories need to be. Stories can of course be any number of other things as well – funny, true, political and so on, but they still need to have the qualities on this list. Sometimes, other forces conspire to promote or demote one or more of these qualities.

The ACTION story or the MUSICAL are often coherent, consistent and convincing but rarely surprising or more than moderately transforming. ACTION SEQUENCES or MUSICAL NUMBERS distract the audience from the paucity of story. (Marx Brothers films for example often function as MUSICALS, whether or not there is much music in them).

The THRILLER, compared to the ACTION story, contains more surprise, but sometimes at the cost of being convincing. PLOT TWISTS keep the audience guessing, and distract from the paucity of transformation.

The ROMANCE, compared to the THRILLER story, contains more transformation (unless it is constructed as a thriller, like Romeo and Juliet) but often less surprise.

More thoughts on some of the details herein to follow in future posts…

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.

False Reincorporation

Posted on March 9th, 2009 in screenwriting, storytelling | 2 Comments »

When a storyteller of any kind begins a story for an audience, it is understood between them that the story will make sense and have a point. Some stories lack cause and effect and so don’t make sense: “Today I bought a vase to put flowers in. I actually put a rhino in it. And then fell off the balcony.” This is suprising but not coherent.

Some make sense but have no point: “Today I bought a vase to put flowers in, but it was the wrong colour so I took it back”. This is coherent but unsuprising – the effect is not interesting.

In each case, some element of cause and effect is missing.

When elements from earlier in the story are reincorporated, there may or may not be cause and effect.

Star Wars. The Force is SHELVED (disregarded) while Luke makes his attack on the Death Star, but then MEMORIES of Ben CAUSE Luke to turn off his aiming computer and fire the winning shot using just the Force – which proves to be successful. Cause and effect all present and correct.

However, Han Solo is also SHELVED – he has opted out of the mission – only to be REINCORPORATED when he suddenly show up in time to blast Darth Vader’s ship and allow Luke to make his final run unmolested. What caused Solo to return and at that exact moment? Well, it’s far from clear, but because it’s a reincorporation, you get a pass. The CAUSE is the storyteller. A random pilot showing up out of nowhere just isn’t satisfying.

So, the understanding between storyteller and audience contains another detail, which is an extension of the first. “I include elements in this story for a reason.” Trouble is, audience members get wise to this. When the director includes a bloody big close up of a spike during a fight scene, and for no obvious reason, the audience *knows* that the bad guy is going to get that same spike in the face pretty shortly. When James Bond gets a certain gadget from Q, you’re waiting and waiting for him to use it in the field. If he never used it, you’d be disappointed. Once he does. you relax.

There’s nothing wrong with this, but what do you do if you want to suprise an audience? Bringing in something arbitrary, especially at the end is what audiences generally call a “cop out”. If at the end of the Wizard of Oz, Glinda says “just hold a cat above your head and say ‘fiddlesticks’ three times and you’ll be home in a jiffy”, that would be nonsense. It’s the ruby slippers (silver in the book, but this is the movie) on Dorothy’s feet the whole time which have the power to get her home, BUT WE DIDN’T SEE THAT COMING.

So, how do you hide your suprises in plain sight? Plenty of ways. John Cleese has said that in writing Fawlty Towers, he and Connie Booth would bend over backwards to make the set ups as funny as possible. That way the audience would remember but not analyse.

More subtly, the Ruby Slippers have already played a role throughout the Wizard of Oz. It’s the presence of the slippers on Dorothy’s feet which antagonises the Wicked Witch in the first place, and her desire to posess them causes her to try to kill Dorothy. Because they’ve already played a part, they aren’t hanging around like an as-yet-unused Bond gadget.

Now consider the last film I happened to see: 16 Blocks. Not a masterpiece of screenwriting by any means, but solidly constructed nonetheless. The movie begins with Bruce Willis trapped on board a bus, apparently believing that the end is near, dictating his last will and testament into a dictaphone. The movie then flashes back to earlier that day and over the next hour or so, we see the events which brought him to the bus. When one of the passengers drops a dictaphone and Willis scoops it up we think “well, I know what that’s for” and we feel very pleased with ourselves. But there’s still a good 40 minutes or so to go before the end.

30 minutes later, Willis has a verbal showdown with antoganist David Morse, during which they both articulate their moral positions. Willis then turns himself in as a witness against his fellow cops and in the courthouse, an attempt is made on his life and he falls to the floor. The dictaphone falls out of his pocket and begins to play… David Morse incriminating himself.

The POINT of the dictaphone is NOT to be reincorporated on the bus, it’s to be reincorporated in the court room. But unless Willis has a reason to pick it up on the bus, it sticks out like a sore thumb. Willis has NO REASON to pick it up on the bus, he doesn’t even get to finish his last will and testament, but the structuring reassures the audience that that loose end has been tidied away and we don’t need to look out for it anymore. We’ll sure as hell remember it when it comes up again though. This is a FALSE REINCORPORATION.

Another example, from The Incredibles. In a flashback early in the film, we see Mr Incredible pestered by his biggest fan, Buddy. Later in the flashback, Buddy is reincorporated during Mr Incredible’s attempt to defeat bad-guy Bomb Voyage and his further pestering is seen as being responsible for the anti-superhero law suits which have condemned Mr Incredible to a life of tedious office-work. The audience knows why Buddy was introduced, and has seen him reincorporated. The tick him off their list of things to worry about. The other shoe has dropped.

When, later in the movie the villain Syndrome is revealed to be Buddy all grown-up and hell-bent on revenge it’s hard therefore to see it coming. The first, false, reincorporation hides the second.

Maybe you’re smarter than me and you saw both those twists coming. Fair enough, some of the audience will often be ahead of the storyteller, and that’s just a fact of life. But I believe FALSE REINCORPORATION is an excellent substitute for both Obvious Set-ups and Cheap Suprise if you want to catch at least some of the audience unawares without them feeling cheated.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.

What is a story anyway?

Posted on March 4th, 2009 in screenwriting, storytelling | 1 Comment »

There are a lot of different answers to this question, and I plan to explore some other ways of tackling this issue in later blog posts.

Here’s a couple of initial forays into this dense thicket.

1. A story is a linked series of questions and their answers. When all questions are answered, the story is over.

2. A story is a device for establishing a hero and then making them suffer.

The first answer tells you the structure of a story. The second answer tells you about the content of a story. Between them, they give you the point of the story. If either of these two elements is missing or underdeveloped, then the story will feel pointles.

Most screenwriting manuals (and many screenwriters) talk in terms of “acts”. These are fairly arbitrary divisions, a bit like chapters in a book. They describe separate portions of the story but are rarely flagged up to the audience. So one person’s six acts might be another person’s long middle act. But you can see in, for example Star Wars, that there’s an introductory bit with the droids escaping, a bit on Tatooine, a bit on the Milennium Falcon, a bit where they rescue Princess Leia and a bit where they attack the Death Star. Each of these could be called an act.

At the beginning of a story, questions are raised. What is Leia’s message? Who is Old Ben? Will Han Solo help Luke and Ben? Can Luke become a Jedi? As some questions are answered, others are raised through the middle of the story. Who will win the lightsaber duel – Vader or Ben? Answer: Vader – but what did Ben’s last words mean? At the end of the story, all questions are answered, and that’s how we know it’s the end. Acts often end when a lot of pressing questions have all been answered. If a lot of questions are answered, and then a lot of new independent questions are raised and then these are answered in turn, and this pattern repeats, then we feel a movie is episodic.

But this is all very dry and brittle. Stories don’t feel dry and brittle, they feel emotional and engaging. Most importantly, we have to have a hero of some kind that we engage with on some level. Heroes don’t have to be likeable – although you do make your life a helluva lot easier if they are – but we have to have some kind of empathy with them or why should we care if they live or die, succeed or fail? And once we know who they are, you have to get them into trouble, you have to make them suffer.

I’m generally rather wary of  statements about stories which include the word “all” or “never”. I often find myself searching for exceptions to the rule. But I’ll stick my neck out and claim the following: all stories involve somebody suffering in some way. Try this. Think of something you wouldn’t want to have happen to you. Whatever you’re thinking of, somebody would pay to see.

Different genres of story mean different kinds of suffering. Suffering in Die Hard means being trapped at the top of an exploding skyscraper. Suffering in the books of Jane Austen means being female, unmarried and over thirty, but it is still suffering.

So, artful screenwriters use the process of raising and answering questions as a framework, within which to establish an interesting hero and make them suffer in exotic ways. When these two elements mesh, we have the exquisite anguish of Jack Lemmon realising that he has facilitated his boss’s affair with the girl that he loves in The Apartment, or the horrible spectacle of Robert de Niro’s explosion of violence at the end of Taxi Driver, or the pure excitement of Indiana Jones’s pursuit of the Ark of the Covenant by horse and by truck in Raiders of the Lost Ark.

Some of these are also set pieces which will be the subject of a future blog entry.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.

Storytelling II: Character flaws are also cause-and-effect

Posted on March 2nd, 2009 in storytelling | No Comments »

Comparing different gurus who tackle the same subject-matter is always fascinating. Robert McKee, for example, appears to know almost nothing about reincorporation. He briefly mentions foreshadowing, but completely fails to spot that good structure is not just about timing sub-plots and breaking down long stories into smaller acts, it is also about “planting” what you need early to reincorporate it later.

Keith Johnstone, on the other hand, who sees reincorporation as the primary technique for structuring stories, is very weak when it comes to creating characters. The best he can offer is a super-objective persued by different means and to remind us that characters need to be affected by what happens to them. Unhappily, we are given no guidance as to how to combine the two. His work on status, which doesn’t appear to be about character, is much more useful.

McKee is much stronger on creating characters and on how to assemble a cast of characters which will work well together. Rambo, he tells us (or I paraphrase him, at any rate) is a less successful and less interesting character than James Bond because Rambo is entirely consistent. Rambo looks like a killer and behaves like a killer. Bond looks like a playboy and behaves like a killer. With contradiction comes fascination. 

Having designed a central character with lots of contradictory elements, you can then round out your cast by having characters likely to bring out their different qualities. When Bond is with M, he behaves like a loyal footsoldier. When Bond is with the villain, he behaves like an assassin. When Bond is with the girl, he behaves like a lothario.

So, it’s not surprising that a great many heroes who have been given exciting skills, or even superpowers, such that they can legitimately achieve what the plot demands of them are also given fatal flaws. This not only allows the possibility of failure, but also makes them more interesting.

But it’s not as simple as creating a character who – let’s say – can run very fast and then giving them a lisp. You can’t just give with one hand and take with another. Even if the lisp turns out to be a vital plot point, preserving narrative cause-and-effect (he can’t make a voice-activated gadget work at a crucial moment!?) we still don’t feel like we buy in. There is no way in which we perceive a lisp as being the cost at which his amazing running was bought. There is no cause-and-effect.

Consider on the other hand, one of literature’s first and most successful superheroes: Sherlock Holmes. Is Holmes’ lonely existence, lack of empathy and opium addiction just colour? Are these arbitrary choices to lend dimension and enticing contradiction to a bland character? No, they also *justify* his amazing powers of deduction. Only because he has devoted his life to learning botany, chemistry, mythology and heaven knows what else, can he solve the crimes he does – but this has come at a price: he has cut himself off from human contact, and now seeks solace in the chilly beauty of classic music and the impersonal intoxication of opium.

The original Superman – Kal El / Clark Kent – is an even more interesting case study. His allergy to Kryptonite is simply a plot point, like Achilles Heel. It tells us nothing whatsoever about his character. The price he pays for his awesome powers is that he can’t connect with Lois Lane. His social failures as Clark Kent does far more to make us accept his astonishing powers than any scientifully vacuous blather about yellow suns.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.

Storytelling I: Cause and effect

Posted on March 1st, 2009 in storytelling | No Comments »

The fundamental quality of stories is cause and effect. A happens and so B happens. The famous quote comparing “The king died and then the queen died” to “The king died and then the queen died of a broken heart” exemplifies this perfectly.

Consider what we do NOT like about stories. We reject a story when…
– it is too episodic
– it contains too many elements
– it is confusing
– it relies on coincidence
– it “cheats” by introducing new concepts late in the day (deux ex machina)
– (more subtly) the resolution is “too easy”

These are all failures of causality.

The last one is deserving of special attention. Let’s start by looking at the beginning of the story.

Little Red Riding Hood begins with the following (trivial) cause-and-effect.

LRH’s mother asks her to take a basket of cookies to grandma -> LRH sets out on her journey.

Without this causality, the story doesn’t begin.

But there is a deeper causality too. LRH’s mother tells her “don’t stray from the path” (or “don’t stop to pick flowers on the way” or “don’t talk to strangers” or some combination, depending on which version you read). When LRH does stray/stop/talk she brings about her own brush with death, further strengthening the bonds of cause-and-effect. Without this instruction and disobeyment, the wolf feels arbitrary. With them, we understand what CAUSES the interaction with the wolf.

Hence, when a story is resolved too easily – we sometimes feel that cause-and-effect is missing. If at the end of Star Trek II, the engines are fixed in time to escape the Genesis Wave, then the audience feels they are fixed in time BECAUSE that gets the Enterprise out of danger and for no other reason. If (as actually happens) the engines are fixed at the cost of Spock’s life, then the audience knows that the Enterprise was saved BECAUSE Spock was willing to make the ultimate sacrifice.

The following film, despite some bright moments, effectively unpicks the previous films causality.

If you want me or one of the other Script Surgeons to read your script and send you a detailed report on what works and what doesn’t then we are currently offering this service for just £50 with a guaranteed seven-day turnaround. Send your script in today.