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Rising with setbacks |
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why spoilers suck |
The twelve-gauge, double-barreled Remington-- S-Mart's top of the line. You can find this in the sporting goods department. That's right, this baby was made in Grand Rapids, Michigan and retails for about $109.95. It's got a walnut stock, cobalt blue steel, and a hair trigger.
To get to my point, though...
The great advantage of the shotgun is that it’s very hard to miss with one. Load a few shells of buckshot and you can pretty much guarantee you’ll hit whatever reanimated dead thing you’re more-or-less aiming at. Heck, even if you’re not sure what you’re aiming at, you’ll still probably hit it. You won’t hit it with full force, granted, but with that amount of spread you will hit something. And if you’re lucky and hit enough of it, you’ll do more than slightly annoy your chosen target.
With that being said, I’d like to tell you a story...
It’s the story of Yakko Warner, a young man who wanted nothing more than to grow up and be on the Olympic pie-throwing team. It was his dream for as long as he could remember. But then, in the womb, tragedy struck...
Yakko was diagnosed with Sudden Infant Death syndrome and Alzheimer’s. Despite this, he fought on, born an orphan just two years after his parents were killed by a drunk driver. Working his way through private school and an ivy-league college by collecting deposit bottles every night and weekend, he graduated and became an alcoholic writer, artist, and musician on the same day he discovered he had AIDS, brain cancer, and Lou Gehrig’s disease. The next day, a random gang shooting killed his pregnant wife and four-year old son and left him crippled and in a wheelchair.
Yakko decided to become a teacher, in the hopes his story would inspire inner city autistic children to stay out of gangs. Alas, his students were all killed by drug dealers, crooked cops, homophobic bigots, racists, tragic suicides, random household accidents, and Somalian pirates.
Then he decided to write a book about the experience. Then he decided to option the book to be a screenplay. Then he decided to skip teaching and writing the book and just sell the story to Hollywood for the money. The screenplay won a Nicholl Fellowship, a Pulitzer, a Nobel Peace Prize, and a Nickelodeon Kids Choice Award.
Finally, on the day Yakko went to pick up his Academy Award for General Excellence, he was killed by a drunk driver. Ironically, the same drunk driver who had killed his parents five years earlier. As he bled out in the gutter, waiting for an ambulance that was delayed because Republican politicians he’d backed had slashed health care bills, a dove landed nearby. Then--as he stared at the bird and realized he’d wasted his life in books when he should’ve been out there living-- Yakko died the most painful, agonizing death ever imagined.
~Fin~
Okay, you’re probably chuckling a bit, but what might be hard to believe is how common this kind of storytelling is. I saw it in writers’ groups in college (part of the reason I don’t belong to such groups anymore) and countless times when I used to read for screenplay contests. You wouldn’t believe the number of dramatic stories that are just brimming with excess plot devices and story threads.
This all springs from a common misconception--that writing a bunch of plot points and character elements is the same thing as writing a story. The logic is that if I load up my story with every possible dramatic cliché for every single character, one of them’s bound to hit the target, right? And then, eventually, the story will be dramatic. Plus, adversity builds character, therefore it stands to reason all this extra adversity in my story will make for fantastic characters.
I mean, Yakko comes across a dramatic, dynamic character, right...?
In all fairness, it’s not just the dramatic types looking to create literature and art who do this, although I must admit, they seem to be the most common offenders. I just read a book a while ago that puts the old action pulps to shame. Every punch drew blood, every car chase (or skimobile chase, or quad-runner chase...) ended with an explosion, and every leap rattled bones. Not only that, but every character had a snappy one-liner to toss out before, during, and after offing one of the villains. And there were lots and lots of villains...
There’s also the horror story that has blood and gore and chunks of flesh everywhere. Well, it would be everywhere except the story is told in complete darkness. Plus there’s a little chalk-skinned child who moves in high-speed “shaky vision” and the borderline psychopath and the one person who isn’t a psychopath but snaps anyway and gets dozens of people killed because he or she opens a door or invites something in or plays with the puzzle box.
Don’t even get me started on the sci-fi stories that have epic alien wars and ancient technology and sacred orbs and unstoppable monsters and long-prophesied, godlike, cosmic beings and cyborg ninjas and out-of-control nanites. God, I hate nanites. You’d think they’re more common than bacteria, the number of stories they show up in...
Y’see, Timmy, whatever your chosen genre is, just loading up with plot elements and blasting away with your No.2 shotgun does not create a story. That’s called mad libs, and it’s the opposite of writing in just about every way possible.
Which brings us to the flipside of using a shotgun. At close range your shot will definitely hit. It will hit with everything. And when that happens, you will completely annihilate your target. Nothing left but rags.
Take that as you will.
Next week I have a ton of deadlines so I might not be able to post anything, but if I do it will be pure magic, as always.
Until then, go write.
I ended last week in mid-pontification, so let’s do a quick recap. We’d talked about linear structure and then about dramatic structure. Now I want to talk about how they interact and tie together. It isn’t really that complicated an idea, but I’m going to use a few examples to make things clear.
As I mentioned before, dramatic structure is separate from linear structure, because it’s what the audience is experiencing. The dramatic structure follows the narrative while the linear structure follows the characters. Narrative is the way the story is set out for the audience. It’s the way we read a story or a screenplay, from the first page to the last, unless you’re reading a Choose-Your-Own-Adventure book or one of James Burke’s clever histories. Simply put, narrative is the path the storyteller has chosen to take us along. Sometimes it’s the direct route, sometimes there are sidetrips. Picture a city with a system of elevated trains and subways. There are trains that circle the city, some that stop at every single platform, and there’s the express that takes you straight to Shell Beach. As the reader, you can decide which train to get on--or which book to pick up--but after that you’re on a set path that was chosen by someone else, and that path is the narrative.
So, keeping that little analogy in mind, let’s look at linear and dramatic structure on our train ride. Now, dramatic structure is easy in this analogy. It’s the speed of the train. As the train gets faster and faster, or gets to go for longer and longer without stopping, it becomes a more exciting, smoother ride. If your train is constantly having to decelerate, accelerate, brake, and so on, it’s jarring and distracting. Pretty soon the passengers have put on their iPods, focused on an ad poster, started thinking about that project at work or ordering pizza when they get home-- they’re thinking about anything they possibly can except the train ride. When the train ride is your story, well... that’s not good. It’s breaking the flow. Screenwriter Peter Staughn recently used a similar idea in an interview. “Once the story engine's up and running, you stop it at your peril.”
Linear structure’s a bit tougher, but look at it this way. Suppose you know that all the platforms on your ride go in a certain order. Perhaps they’re numbered or alphabetical. So while you ride the train, you can look out and see A, B, C passing by. Sometimes you see Z, Y, X out the window and you realize this particular train started at the other end of the commute. Now on one or two trains, you might look and see A, D, G, which seems weird as hell at first, but then you realize this is the green line and it’s got those strange curves in it that only hit every third station. Notice that in all these examples the platforms are still in alphabetical order, but this particular train is passing them at different points, giving the appearance that they’re random or in some strange order.
So, that’s how linear structure, dramatic structure, and narrative all fit together. That being said, let’s take a quick peek at the most common way they don’t fit together.
Last week I mentioned a common clash between linear and dramatic structures. The writer puts things out of linear order in the narrative for no reason, and this means the dramatic structure takes a hit.
Consider it this way. Suppose my linear story is A-Z, and so is my dramatic structure. The waves are smallest at A, largest at Z (or probably W with a bit of denouement). If I randomly rearrange these story points into our now-classic mqnw berctx yzuai sopdl fkgjh order, the corresponding dramatic waves become a jagged, roller-coaster mess of different highs and lows. To be more specific, the waves become static. If you want to stick with the train analogy, this is some bizarre track that loops and circles and leaps between stations almost at random, which means the engineer is constantly slamming on the brakes and leaning on the throttle to hit all the stations in time. It’s the kind of train ride where you just can’t wait for it to be over. Or maybe you’ll just get off at the next station--wherever it is--and take a cab from there.
So, if there’s going to be a flashback or non-linear sequence in your narrative, there needs to be a dramatic reason for it. It shouldn’t be a burst of static, it should fit into the pattern of dramatic escalation--the wave-- you’ve already got going. It should push us higher up the wave or deeper into the trough.
Here’s a quick point of interest. When people talk about how flashbacks don’t work and shout never to use them, this is why. Far too many writers will throw in a flashback that explains something in the story (often in a horrid, expositional way-- yes, I’m looking directly at you, Highlander II) but does nothing for the dramatic structure or the narrative. You get out that vital fact, but the story grinds to a halt in the process. heck, sometimes you don’t even get a vital fact (much as it pains me to say it, like many of the flashbacks in the finale of Battlestar Galactica). So gurus and other “experts” will tell you to avoid flashbacks because 95% of fledgling writers are going to do awful, pointless ones, and it’s easier to say “don’t” then to explain how to do them correctly.
In all fairness, I’ve made this mistake myself. When Ex-Heroes first went out to my little secret cabal of readers, more than one commented that one of the final flashback chapters was smack in the middle of a pitched battle. It disrupted the flow and killed all the dramatic tension the past two chapters had built up. They were dead right, too. When I rearranged things, it gave me a much more powerful ending
In a way, this hearkens back to something I’ve said three or four times before. All that matters is your story. If something isn’t helping or contributing to your story, it shouldn’t be there. Lots of fledgling writers try to do cool things with structure because they think this will make their story cool. The different forms of structure are so intertwined, though, that attempting to change one of them for the heck of it will most likely damage the others. Shuffling Raiders of the Lost Ark would just create a convoluted mishmash. Straightening out Pulp Fiction or Memento would be... well, pretty boring, really.
In architecture, there’s a reason that beam is there and that column is here. When you’re laying out a train system, you put tracks and stops in specific places, and the trains have certain schedules to reach them all efficiently. When writing a story, it’s the same thing. You can use whatever elements you like, but these elements need to fit together in a cohesive way to create a specific result.
And that, ladies and gentlemen (all twelve of you) concludes our intensive three week course on story structure. Is there anything else you’d like to know?
No, seriously. Anything else? I’m beat and I have no idea what to rant about next week. Any suggestions?
Well, we’ll figure something out.
Until then, go write.
So, anyway... if you know the second part of that title (many thanks to Paula Abdul), you're already way ahead of the pack...
I left off in mid-rant having talked about linear structure. Your characters and your action need to have a logical order to them--even if they’re not presented to your audience in that order. Which brings us to the second thing I wanted to talk about, and that's dramatic structure. While linear structure is experienced within your story (but still perceived by the reader) dramatic structure is experienced by the reader (yet your characters are still aware of many of its elements).
All stories need some level of drama. Drama comes from conflict, and that comes from challenges the characters have to face. They can be action challenges, emotional, intellectual, almost anything. Having to blow up the Death Star before it destroys the Rebel base is dramatic. So is having to face the love of your life who abandoned you in Paris. And so is having to deduce why someone would hire a red-headed man just to copy the encyclopedia.
Now, one challenge all by itself is not a story. If all I have to do is beat the monster and I win, that's not much of a story, is it? It's just a step. Readers and audiences don't want to see someone do X and win. That's boring, no matter if we're talking about action, emotion, or pure cleverness. They want to see the hero do A, B,C, X, Y, Z, and win by the skin of his or her teeth. So a good story has a series of challenges for the hero to face, and this is where dramatic structure comes in.
For this next bit, it’d help if you pictured a wave diagram. Just one of those nice up and down ones, perhaps with the zero-level line drawn across the horizon.
(this graphic, by the way, sent today’s ranty blog almost two hundred thousand dollars over budget. Just saying...)
A good story is like a series of waves, each one representing different challenges your characters encounter. The troughs are setbacks they suffer between, or perhaps because of, each success. For example, Indy finds the Ark of the Covenant, but then he gets sealed alive in the Well of Souls with a few thousand Egyptian asps. If your characters never suffer any setbacks (and you’d be amazed how many stories and scripts I’ve seen with this problem) you don’t have waves, you have a line. Likewise, if your story is nothing but an ongoing string of defeats and failures (which tends to go with “artistic” writing), that’s just another line, too. And let’s face it, lines are flat and boring. It’s the same thing as having nothing but “cool” dialogue. It’s just monotonous.
Which brings us to the second part of good dramatic structure. As the story progresses, the waves should be getting taller, every one a little more than the last. The troughs between them should get deeper and deeper. The height of the waves is a good measure of the tension level the characters are facing. The troughs is the level of failure or setback they’re encountering. If you have a kayak or a surfboard, the journey’s pretty smooth near the shore as you’re starting out. You can coast over those little waves without even noticing them. As you get further out, though, closer to where you want to be, the waves get bigger and there can be some serious drops between them. Then you’re at the point where staying down too long means that next wave will just crush you...
To go back to our very expensive graph, there’s a reason for this ever-increasing structure. If the story’s waves are always five up and five down, they cancel each other out and we’re back at that very dull, monotonous line. The all winning/ all losing lines are boring, yes, but you really don’t want that line to be at zero. Each victory should lift the hero (and the reader) a little higher, just as each setback should send them reeling a little harder.
Let’s take a minute to look at Raiders of the Lost Ark. Once we get past that wonderful opening sequence and into the main story, the first few challenges are almost imperceptible. Indy tries to keep his students’ attention, worries about why government agents want to talk to him, and is excited to hear they’ve enlisted him to search for the Ark. He saves Marion from the Nazis only to have her die in an exploding truck. He learns the secret of the medallion and the location of the Ark, but Sallah’s grabbed before he can escape the Map Room. He finds the Ark, but the Nazi leave him buried alive in the Well of Souls. There’s always a “but” in there, all the way up to Indy infiltrating the secret Nazi island and getting Belloq in the sights of an RPG, but Belloq calls his bluff and Indy is finally captured by the Nazis. After all these increasing ups and downs, the big, terrifying up the film ends on is God himself coming down to stomp the bad guys.
Try to beat that.
Now, a few things to watch for as you consider waves, the expensive graph, and your own story.
One is you shouldn’t have two waves which are the same height. If this challenge is equal to that challenge, one of them either doesn’t need to be there or needs to be lessened/increased a bit. Again, when things are the same, it’s monotonous.
Two is these should be valid challenges and they really should be bigger. Don’t fabricate a wave just so your character has a challenge and then try to convince the readers its a vital, integral part of the story. A ninja attack is cool. A ninja who attacks out of the blue just to create an action sequence is not. You don’t want to be the literary equivalent of the surfer who insists the waves in Lake Michigan are just as big as the ones at Venice Beach.
Three is something I touched on above. Dramatic structure is separate from linear structure, because it’s more what the audience is experiencing. Your story can be structured like this...
Ghijkl abcdef mnopqrs wxyz tuv
...but the dramatic challenges still need to go from smallest to biggest. The waves always have to increase with the narrative, not with the actual order of the story. In this example, abcdef should be a bigger wave than ghijkl, even though abcdef happened to the characters first. If it doesn’t increase drama to have it at this point in the narrative, why is it here? This is one of the biggest problems non-linear stories have--there’s no dramatic reason for them to be out of order. I saw one film that was a non-linear mish-mash, but it accomplished nothing except to confuse the audience.
This is leading into something else, and I’ve prattled on a bit too long as it is. So why don’t I stop again and next week I’ll try to finish up with a convoluted definition of narrative. And maybe some more pictures.
Until then, go write.