Family films, especially animation, make up a large chunk of summer blockbusters. And the one technique these films use to produce their massive worldwide audience is the Comic Journey. We see this in the big tent-pole animation films like Madagascar, Ice Age, Toy Story and Shrek, as well as individual animation hits like Up, The Incredibles and Finding Nemo.
Comedy poses a unique problem for anyone wanting to write a blockbuster. The studio has to be able to sell it outside the United States. Action stories and myth stories travel very well, because they are two genres based on a universal language. But comedy is notoriously stuck in its home of origin. What is funny in the U.S. may not cause a laugh in Germany, Italy and Japan.
Comic Journey gives you a number of advantages when trying to sell a comedy to the worldwide market. First, it lets you create the comedy out of the structure, not the dialogue. That’s because it’s using the storytelling strategy known as irony. Irony says that life is filled with failing to reach our goal or reaching a different goal than we intended. That goal is the spine of the story.
Why is this so valuable? Because dialogue is specific; structure is universal. Structure travels; dialogue stays at home.
A second advantage of the Comic Journey is that it gives you the benefits of the journey - such as story movement, heroic action, and character change - and adds the benefits of comedy - such as irony and laughter. This is a powerful and popular combination.
A third advantage of the Comic Journey is that it’s an excellent way to make social commentary, since your hero encounters many different people from many strata of society on the route. That tends to give your comedy a stronger theme, which is always a good idea, and lets you people your story with a wealth of fun, quirky characters. That appeals to the parents, so they actually enjoy taking their kids out for those summer family films.
So how do you set up a comic journey? Begin by focusing on your hero. You have probably heard how important it is for comedy to come from character. In the Comic Journey, one of the ways you do that is to create a pompous person who encounters a harsh reality or a normal person who encounters pompous or insane people. Notice either way you get a comic contrast that allows you to drop the characters, to deflate them, throughout the script. This is crucial. Many movie comedies die after the first fifteen minutes because the essential comic contrast disappears.
Next, give the hero a goal that forces him/her to travel. This is the spine of the story and is the line on which you hang the comic encounters.
Because the Comic Journey is inherently episodic, it’s also a good idea to give this goal some urgency. The more intense the hero's desire line, the more comic encounters you can hang on the line without the line collapsing.
One of the best tricks for a great Comic Journey is to come up with a reason for the hero to take the family along for the ride. Again the episodic nature of the journey is your biggest problem. In the Comic Journey story, this quality comes from the succession of opponents your hero encounters along the way. Every time your hero meets and overcomes an opponent, that’s a mini-story. Hence the episodic feel.
But if you bring the family along for the ride, the hero has an ongoing opposition that never goes away. You get a through line to the journey as well as characters other than the hero that the audience can get to know and invest in.
Above all, when writing the Comic Journey, make sure the hero’s encounters create comedy, not just conflict. Laughs only happen when an inflated person is punctured. Structurally, there are only two ways for that to happen. A pompous person keeps running up against a harsh reality or a sane person keeps meeting and exposing a bunch of pompous or phony people. In every encounter, someone must be deflated or you are wasting the scene.
The Comic Journey is just one of hundreds of story techniques that you can use to be successful. The most important thing is to realize that success comes from mastering the craft. It takes a lot of work and a lot of study, but the rewards are tremendous.
Jun 26, 2012
May 29, 2012
The Avengers
The Avengers is why Disney bought Marvel and paid them so much money. It’s all
about the character bank. In a worldwide market, companies put a premium on
branding, which is selling an already recognizable product, and transmedia,
which is telling the same story through many media forms. If you own a large
bank of appealing, recognizable and repeatable characters, you rule the
storytelling world.
But the characters in your
bank can’t just be distinctive and memorable. Stanley Kowalski from A Streetcar Named Desire won’t help you
here. They have to be characters who can go on many adventures, which is why
they almost always come from the myth and action genres, and they are heroes,
superheroes and gods.
Marvel has made a number of
hugely popular films focusing on a single superhero, like Thor, Spider-Man and Iron Man. But The Avengers takes this genre to a whole new level, because it’s
all about the lure of the All-stars, the Dream Team.
The all-star story is as
old as myth itself. The Greek gods on Mt. Olympus and the Norse gods in Asgard
are each communities of the best in their field. In more recent story forms
like the caper film (Ocean’s Eleven)
and the suicide mission story (The Dirty
Dozen), the pleasure comes from watching a bunch of highly talented
individuals come together as a team to accomplish an apparently impossible
goal.
Few writers get an
assignment like The Avengers, but you
can create your own all-star story, and start a wildly successful character
bank of your own. Unfortunately, it’s not as easy as writer-director Joss
Whedon makes it appear. Using The
Avengers as our guide, let’s explore some of the challenges of the all-star
story.
Just because these are
superheroes or gods doesn’t mean you don’t have to establish a strong
weakness-need for them at the beginning of the story. One of the strengths of
the Marvel characters has always been that they run counter to the old
conventional wisdom that superheroes are all good. In a great story, regardless
of genre, the plot always plays out the character’s internal flaw.
Marvel characters have
loads of flaws. For example, the Hulk has a real problem with rage, Thor is
arrogant, and Iron Man’s Tony Stark is a raving narcissist.
All well and good. But with
all-star stories you face an additional challenge in this area. You have to
establish the weakness-need for a lot of major characters, and you have to do
so in a relatively short period of time, without delaying the plot. This
challenge is what hurt the Watchmen
film. It took so long to establish the ghost and weakness-need of each of the
major characters that the story died before it ever got going.
Whedon’s smart solution to
this character challenge is to use two story techniques at once. The first
technique, which Whedon brought over from his experience as a television
writer, is to generate the primary conflict among the heroes. In the middle of
the film, the heroes have gathered together but are not yet a team. Some of the
Avengers imprison the main opponent, Loki, in their huge mothership. Loki
doesn’t seem to put up much of a fuss about this, and that’s because he is
planning to defeat the Avengers by getting them to fight amongst themselves.
Conflict among the heroes
is more dramatic because we care more about our heroes than some super-villain.
In TV you always want to generate most of your conflict among the leads, not
between the leads and an outside opponent new to that episode.
This internal conflict also
delays the unification of the heroes into a Dream Team. That’s another huge
advantage because, when they do unite, during the final battle, it is under the
greatest possible jeopardy.
And how do our heroes fight
each other? They attack each other’s ghost and weakness, ultimately destroying
their own ship in the process. So we get a plot beat – attack by the opponent –
along with quick character sketch of each hero’s flaw. It’s all interesting to
the audience because it’s expressed through conflict, not as boring exposition.
Notice the dissension also
sets up the basic character change in the story, which is from troubled
individuals to a perfect team. That moment of character change, when the heroes
form a ring to fight as one against the alien forces, is the sweetest emotional
moment of the film.
Here’s another tough story
challenge. If you are going to have a team of all-star heroes, you have to come
up with an equally strong opposition to match them. That’s hard, given that
your heroes together must surely be the most powerful force in the universe. So
your tendency is to create a team of all-star opponents, the Nightmare Team.
But now you face story chaos, because you have to service so many heroes and
opponents.
Again Whedon’s solution is
instructive. The Dream Team element meant he wouldn’t try to come up with a
single opponent, like The Joker, who would attack the heroes morally,
questioning the very concept of the savior, or superhero. But he also didn’t go
for the single opponent who would try to match the heroes’ physical abilities.
Other than his apparent imperviousness to pain, Loki has no special superpower.
Instead, he is the master schemer, a god whose distinguishing quality is his
brain. He is potentially stronger than all the all-stars combined, because he
can outsmart them. He can use his knowledge of the special weakness of each
superhero to defeat the entire team.
The Avengers is an action-myth story, so we need a big physical battle. To take on
the opponent’s role of physical action and fighting, Whedon brings in alien
forces that not only have super powers, they attack by the thousands. Loki and
the aliens form a nice combination of brains and brawn that can seriously
challenge the Dream Team.
The Avengers shows us once again that the all-star story is one of the most popular
in storytelling history. But it’s harder than it looks. If you remember to
start by identifying the form’s unique story challenges, you will be halfway
home.
Labels:
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superheroes,
The Avengers
Apr 23, 2012
The Hunger Games
Spoiler alert: this
breakdown contains crucial information about the plot of the movie.
In spite of The Hunger Games’ massive success at the
box office, many viewers have complained that the movie is not as detailed as
the original novel. I always find this comment ridiculous. While novels and
films share hundreds of techniques that make for a good story, they also have
at least one major difference: novels are a narrative medium while film is a
dramatic one. When people dismiss the movie for not being as “good” as the
book, they fail to see the key story elements, found in book and film, that
make this a worldwide story phenomena.
The Hunger Games is the
latest example of a huge blockbuster hit constructed by combining the myth
genre with video game story elements. In my Genre classes, I have long pointed
out that Myth is the basis for more blockbuster hits than any other genre by
far. Book author and screenplay co-author Suzanne Collins understood this
powerful technique right from the premise. In one of the most important of all
Greek myths, Theseus and the Minotaur, every year King Aegeus must send seven
young men and seven young women to be eaten by the Minotaur in ritual payment
for a crime.
Like J. K. Rowling in the Harry Potter stories, Collins has woven
myth elements throughout her story. Main character Katniss is based on one of
the major Greek goddesses, Diana, the huntress. When she and her fellow
tributes show up in the arena, they are driving chariots. Like Romans watching
gladiators kill gladiators and animals slaughtering Christians for sport, the
rich dandies of the Capitol watch on live television as children butcher
children. When Katniss shoots an apple with her arrow she repeats the act of
legendary freedom fighter William Tell.
All of these mythical and
ancient historical references give the story an appeal that can transcend age,
gender and cultural boundaries. But that’s not enough for a hit. While myth is
the foundation of more blockbusters than any other genre, it is almost always
combined with one or two other genres to unify and update the myth form. In the
case of The Hunger Games, Collins has
combined myth with science fiction. This mashup of ancient past with distant
future gives the audience the sense that this story isn’t specific to a
particular time and place; it is universal. It is the essence of human beings.
Collins also uses science
fiction to take the capitalist foundation of America society to its logical
extreme, where competition for show and money has taken on life and death
stakes. Like Rollerball and Westworld, the players in this competition are
pawns to the big corporate money, and if you lose you die.
One of the biggest mistakes
that science fiction writers make is that they create a futuristic world that
is so bizarre, so unlike anything we know today, that the audience is alienated
from the story almost before it begins. They may continue to watch but they
will have a clinical attitude to the story throughout. And this is the kiss of
death, in fact the single biggest reason that many science fiction films fail.
Collins has avoided that
problem by creating a recognizable future world. Again her technique has been
to connect past to future. The rural mining town of Katniss’ District 12 reminds
me of 1930’s America, with the film’s shooting style reminiscent of Margaret
Bourke-White’s photos of the drought victims of the Dust Bowl. This familiarity
gives the audience an emotional connection to the story world. Although there
are many elements that tell them this is a futuristic abstraction, the multiple
references to America’s past, and in some cases present, tell them this is a
story about today.
Besides the myth genre, the
other key to the huge success of The
Hunger Games is its deft use of video game elements. Video games are a
relatively new story medium, and their massive influence on novels and film is
just starting to become clear. I’m not talking about transmedia here, where a
specific video game is turned into a novel and/or a film. These are almost
always failures because the creators/producers try to boil all the permutations
of a video game into a single story that can be written or filmed.
The trick to combining
video games with novels and movies is not to transfer a particular video game
story but to apply the story elements that video games do especially well and
that appeal to a large audience. For simplicity sake, let’s focus on two
elements, story world and keeping score.
Because video games allow a
player to take a number of different paths through the same world, there is an
extreme emphasis placed on a story world with lots of details and surprises.
The difficulty of translating this story element into a novel or film is that
these media have a single story path, so you can’t allow too much exploration
by the reader/viewer without losing narrative drive.
But, driven by the
phenomenal success of the Harry Potter
stories, allowing the audience to explore a detailed story world is probably
the single biggest change in commercial storytelling in the last ten years. The
exquisite detail of the Potter world was mind-boggling. And a big reason
Rowling was able to create that kind of detail in novel, and then film, is that
she had seven books to do so.
Collins has three books to
detail her world and uses the full array of techniques. First she creates the
overall arena, which is a totalitarian society within which this moral horror
can believably occur. She then sets up fundamental contrasts within the arena,
with the rich, powerful amoral Capitol set against the poor, starving rural
District 12. Within this macro-arena of high contrasts, she then creates a
second smaller arena, the field of battle. This arena must have a clearly
defined wall surrounding it to create the pressure cooker effect, whereby you
build the conflict under such extreme pressure that it finally blows sky high.
Keeping score is the most
obvious story element that distinguishes video games from other forms of media.
Video games are essentially the combination of sport and story, or quantified
drama. The biggest drawback to this element is that it destroys ambiguity; you
either win or you lose. This is the main reason many critics have not yet given
video games the accolade of unique story medium (they’re wrong, by the way).
But keeping score also has great value. Since in most video games you are the
main character, keeping score tells you exactly what you, as both main
character and viewer, have accomplished in the story.
In The Hunger Games, of course, the element of keeping score is so
fundamental it is right in the premise. This is a tournament to the death,
“Survivor” with life and death stakes. In Michael Crichton’s Jurassic Park, another book and film
heavily influenced by video games, we get a life and death fight between the
two titans of evolution, man and dinosaur. But The Hunger Games is even more horrific, because this is a fight
among children, and 23 out of 24 must die. Each contestant has different
psychology, skills and training. And as in any game, luck will have a big role
to play as well.
The game is also fixed. The
contestants from Districts 1 and 2 are the only ones trained for this event.
Naturally they usually win. But ironically, Katniss’ greatest weakness, her
home in the starving 12th District, is also her greatest strength.
She practices survival every day of her life, and she is a master of the bow
and arrow.
Collins does something very
interesting to turn the great weakness of keeping score into a story strength.
What the player/main character accomplishes at the end of a video game has a
very all-or-nothing quality. But in great storytelling what the character
accomplishes, known as character change, is deeper and more subtle. Character
change is not based on how many bad guys the hero has defeated, or on the
sensual charge the player experiences in the process. Character change comes
from how a character challenges his/her psychological and moral self.
In The Hunger Games Collins turns the tournament-to-the-death element
of keeping score into the lever by which Katniss can have both a psychological
and moral change. The tournament creates a Prisoner’s Dilemma on a massive
scale, representing all of society. Prisoner’s Dilemma is one of the great
insights in all of philosophy and game theory. In the classic setup, two
prisoners are placed in separate interrogation rooms and given a choice of
confessing to the crime or staying silent. But the authorities rig the choice
so that each prisoner, without knowledge of what his partner is doing, must
confess, because to trust his partner and stay silent risks death if the
partner is the only one to confess.
Because only one player can
survive the Hunger Games, the mini-society in which they live is one of total
paranoia and distrust. Katniss’s distrust is heightened even more when she
discovers that Peeta, her fellow tribute from District 12, has joined the
alliance formed by the trained killers of Districts 1 and 2. Yet, over the
course of the battle, she is not only able to trust him, but perhaps even love
him. And when faced with the ultimate Prisoner’s Dilemma – whether to kill this
person she loves – she makes the moral decision that risks her own death but
also takes her to higher humanity.
Some critics have pointed
out that The Hunger Games is a
breakthrough for Young Adult fiction, especially for girls. Maybe so. But the
big lesson of The Hunger Games has
nothing to do with the age or gender of the reader-viewer. Simply put, if you
want to give yourself the best chance of writing a blockbuster book or film – a
longshot at any time – write a myth-based story with video game techniques.
Mar 29, 2012
Mad Men
Spoiler alert: this breakdown contains crucial information about the plot of the episode.
As head writer on a show that has been on hiatus for 17 months, Matthew Weiner faced a huge story challenge in the opening two-hour episode. And it’s not yet clear whether he solved it or not.
The vast majority of TV shows have a tremendous advantage when it comes to creating narrative drive, in that they have clear, achievable desire lines. Cops solve crimes, lawyers win cases, doctors cure diseases. Desire, the hero’s goal in the story, is the object of measure in any TV episode.
But one of the main reasons Mad Men catapulted above all other TV shows when it first appeared is that it wasn’t constructed around a lead character with a clearly achievable goal every week.
Don Draper is an ad man, and his goal from one episode to another is never the same. Instead of repeating the same story every week, Mad Men could make every episode totally new, its own work of art, through a complex story weave of multiple characters with ever-changing goals.
This is great for story and character complexity. But it wreaks havoc on narrative drive. Instead of a single, propulsive force, a Mad Men episode is a crosscut among ten or more storylines, all happening simultaneously. The more you crosscut, the more you move sideways, and the less narrative drive you have. Result: you lose huge chunks of your potential audience.
Matthew Weiner has been more than willing to make that bargain in the past. But now he has to write a two-hour opening episode for an audience that hasn’t seen the show for 17 months. He doesn’t have the benefit of a single clear desire line to kick-start the massive story engine. And he is hemmed in by certain events that have happened to his characters at the end of the last season. Don is engaged. Joanie is pregnant, by agency partner Roger Sterling. Don’s ex, Betty, is married to someone else and never comes to the office where all the action is. And the actress who plays Betty is pregnant, so she can’t be in the opening episode anyway.
What all this means is that Weiner essentially has to do two hours of crosscutting to re-establish the various weaknesses and problems of his huge cast. He begins with Don already married to his new wife. That’s probably a good idea, because there wasn’t much he was going to get out of stringing that engagement along. But until now Mad Men was built on the contrast between Don selling the American Dream at work while living an unpleasant, and occasionally nightmarish lie at home. At least in this first episode, Don is relatively happy at home and a no-show at work. So the narrative must be carried by others. The problem is who.
Joanie is stuck at home with her new-born. This highlights the contrast that she and Peggy have always represented on the show of talented women who are held back by their gender. But as long as she is paralyzed at home by her problem, she can’t provide a driving desire for the episode. She finally takes action when she brings her baby to work, and the episode immediately catches fire with two excellent scenes. In the first the various women in the office take turns holding the baby, with Peggy wanting nothing to do with it. Then she has a nice bonding moment with financial partner Lane Pryce, who assures her that the office is falling apart without her. But this comes fairly late in the episode.
Peggy doesn’t have much to do here except feel frustrated coming up with a winning ad for beans. That leaves Pete, a pushy little whiner who is even more obnoxious than usual in this episode. He battles Roger for a bigger office that befits the success he has achieved in bringing clients to a firm that is having serious money problems.
Given the immense challenge Weiner faced in coming up with this first episode, we should probably be amazed that it was as good as it was. Now that he has taken care of all the set-up work for this season, he may be able to take the show in some exciting new directions as Mad Men takes on 1966. But for writers who love the craft, this episode points up lesson #1 in television: it all starts with desire.
As head writer on a show that has been on hiatus for 17 months, Matthew Weiner faced a huge story challenge in the opening two-hour episode. And it’s not yet clear whether he solved it or not.
The vast majority of TV shows have a tremendous advantage when it comes to creating narrative drive, in that they have clear, achievable desire lines. Cops solve crimes, lawyers win cases, doctors cure diseases. Desire, the hero’s goal in the story, is the object of measure in any TV episode.
But one of the main reasons Mad Men catapulted above all other TV shows when it first appeared is that it wasn’t constructed around a lead character with a clearly achievable goal every week.
Don Draper is an ad man, and his goal from one episode to another is never the same. Instead of repeating the same story every week, Mad Men could make every episode totally new, its own work of art, through a complex story weave of multiple characters with ever-changing goals.
This is great for story and character complexity. But it wreaks havoc on narrative drive. Instead of a single, propulsive force, a Mad Men episode is a crosscut among ten or more storylines, all happening simultaneously. The more you crosscut, the more you move sideways, and the less narrative drive you have. Result: you lose huge chunks of your potential audience.
Matthew Weiner has been more than willing to make that bargain in the past. But now he has to write a two-hour opening episode for an audience that hasn’t seen the show for 17 months. He doesn’t have the benefit of a single clear desire line to kick-start the massive story engine. And he is hemmed in by certain events that have happened to his characters at the end of the last season. Don is engaged. Joanie is pregnant, by agency partner Roger Sterling. Don’s ex, Betty, is married to someone else and never comes to the office where all the action is. And the actress who plays Betty is pregnant, so she can’t be in the opening episode anyway.
What all this means is that Weiner essentially has to do two hours of crosscutting to re-establish the various weaknesses and problems of his huge cast. He begins with Don already married to his new wife. That’s probably a good idea, because there wasn’t much he was going to get out of stringing that engagement along. But until now Mad Men was built on the contrast between Don selling the American Dream at work while living an unpleasant, and occasionally nightmarish lie at home. At least in this first episode, Don is relatively happy at home and a no-show at work. So the narrative must be carried by others. The problem is who.
Joanie is stuck at home with her new-born. This highlights the contrast that she and Peggy have always represented on the show of talented women who are held back by their gender. But as long as she is paralyzed at home by her problem, she can’t provide a driving desire for the episode. She finally takes action when she brings her baby to work, and the episode immediately catches fire with two excellent scenes. In the first the various women in the office take turns holding the baby, with Peggy wanting nothing to do with it. Then she has a nice bonding moment with financial partner Lane Pryce, who assures her that the office is falling apart without her. But this comes fairly late in the episode.
Peggy doesn’t have much to do here except feel frustrated coming up with a winning ad for beans. That leaves Pete, a pushy little whiner who is even more obnoxious than usual in this episode. He battles Roger for a bigger office that befits the success he has achieved in bringing clients to a firm that is having serious money problems.
Given the immense challenge Weiner faced in coming up with this first episode, we should probably be amazed that it was as good as it was. Now that he has taken care of all the set-up work for this season, he may be able to take the show in some exciting new directions as Mad Men takes on 1966. But for writers who love the craft, this episode points up lesson #1 in television: it all starts with desire.
Feb 28, 2012
Downton Abbey
The latest example of the coming of age of the television medium is Downton Abbey. In the old days of TV, each episode of a show was a self-contained story. The problem was introduced in the opening scene and solved 44 minutes later. By the end of the season, the audience had seen 22-24 versions of essentially the same story.
Notice this guaranteed that the TV medium as a whole could be nothing more than a factory of generic story product. Then Steven Bochco showed everyone that the real potential of the medium came not from a single episode but from an entire season. Instead of being film’s tag-along little brother, TV could tell its stories on a canvas ten times the size of a feature film.
In story terms, this meant, above all, interweaving multiple story lines over many episodes. No longer confined to a 44-minute straightjacket, the writer could get at a deeper truth by using film’s unique crosscutting ability to compare and contrast storylines.
Set in an English country house (more exactly a castle), beginning in 1912, Downton Abbey takes this multiple storyline approach to the extreme, so far having tracked the stories of 33 different characters. The question arises: what techniques does writer Julian Fellowes use to take this multiple storyline show to the highest levels of the TV form? I’d like to focus on two above all: story world and character web.
Story world is one of the main structural elements in a good story, consisting of the society, the minor characters, the natural settings, the social settings and the technology of the time. Downton Abbey has one of the most detailed story worlds in television or film, and all of these details have been chosen and created by the writer.
The first key choice Fellowes made in the story world had to do with placing the characters in pre-World War I England. This allowed Fellowes to work in the fabulous TV genre of historical epic (Mad Men, Boardwalk Empire). The Crawley family will stand for all of England at a time when England was about to undergo some of the most radical changes in its storied history. In the Anatomy of Story Masterclass (called The Great Screenwriting Class on CD), I talk a lot about the advanced story world technique of placing the characters between two social, or historical, stages, when society undergoes a relatively sudden shift. This highlights the forces of change acting upon the characters, so the audience focuses on how they adapt to these forces, and whether they do so in time to avoid their own destruction.
Fellowes uses another advanced story world technique by focusing not just on a family, but on a system, with highly defined roles, hierarchy, set of rules and values. Just as the American epic, The Godfather, depicts a family that is part of a mafia system, Downton Abbey’s family and servants are part of the British class system. This rigid system organizes and divides people in two fundamental ways, by wealth-power-status and by gender.
While any system is trouble for the characters trapped within it, it is tremendously useful for the writer. It gives Fellowes an almost unlimited number of permutations for conflict, which means he can not only run these oppositions as long as he wants to write the series, but can also make each individual episode extremely dense with conflict scenes.
Notice a system also gives the writer an extra level of depth for every character in the story. Even the most powerful character in the hierarchy, aristocratic father Robert Crawley, is enslaved in some way by the rules, values and expectations on which the system is built. And the least powerful character in the hierarchy, scullery maid Daisy, becomes heroic in her efforts to better herself against tremendous systemic forces and in her determination to do right by the dying soldier who loves her.
Over the course of the series, Fellowes has combined these two techniques – the changing social stage and the enslaving system – to give him the overall story path that each character will play out. World War I was a huge fulcrum for change in England, and even a network as old and powerful as the British class and gender system must bow to its awesome force. In simple story terms, the characters move toward equality; the rich and the men lose some of their power, while the poor and the women gain in power. The magnificent castle becomes a place for soldiers to recuperate, the aristocratic daughters act as nurses, one marries a mechanic, and the rich father can do nothing but accept it.
Closely connected to the story world is a technique I call “character web” (again for full details on this important technique see The Anatomy of Story Masterclass). Character web has to do with how all the characters in a story are connected to one another, which both helps to define and distinguish each of the characters and makes this story, with these characters, unique from every other story. Another advantage to placing the story within a social system is that it makes it easier for the writer to come up with a unique character web. The characters are all part of the same system, but they are distinguished by being in power – upstairs – or being out of power – downstairs, being male or female, by what role they play in the family and in the house, and so on.
On top of these basic distinctions, the writer can then add structural differences and subtleties. Here Fellowes borrows heavily from a fairy tale technique, refined by Jane Austen, which is the three sisters. The eldest and most beautiful, Mary, carries the main love storyline with the cousin who will inherit the house. Edith is the plain and resentful second sister unable to find a proper mate. And Sybil is the youngest who attacks the system by marrying the mechanic.
Of course, many stories have been set within the English class system. So the writer has to come up with a way to distinguish this character web from all the others. Fellowes uses a number of techniques to do so, but the most interesting one for me is how he depicts the upstairs characters. In the vast majority of British class stories, especially those written in the last hundred years, writers have depicted the aristocrats negatively, as the enslavers of those who work for them or those unlucky enough to be born poor.
And with good reason. While upper class characters aren’t at fault for being born into an aristocratic family, they do run a system that makes it virtually impossible for the vast majority of citizens to achieve anything close to their true potential in life. The history of American storytelling is defined largely by the principle of the individual creating, and often recreating, himself (for example, Huck Finn and Jay Gatsby). By contrast, the central hallmark of English storytelling has been a fixed self, determined almost totally by whether the individual inherits or fails to inherit the family fortune.
But that’s not how the upper class is defined in Downton Abbey. Yes, the entire plot is generated from the fact that a total stranger and distant cousin inherits the vast family fortune which then radically alters and jeopardizes the future of the three aristocratic daughters. But the aristocrats in this story are not evil, or even bad. Quite the contrary, the enormously wealthy head of the family, Robert, is probably the most positively portrayed character in the entire web. When the Titanic disaster shifts the inheritance to cousin Matthew, Robert could fight it with his powerful connections, and probably win. But he refuses to do so because it would be illegal and worse immoral.
All the aristocrats have their personal flaws, as all well-written characters do, but they are essentially good and decent people. Far more surprising though is that Fellowes depicts their exercise of power in a positive light. The simple rationale is that they are providing stable, paying jobs along with a good home for people who otherwise would have nothing.
Similarly, Fellowes doesn’t portray the servants as freedom fighters going up against the powerful in a terribly unjust system, but as children happy to play their roles in the larger family and thus intensely loyal to their masters. The benefit of this approach is that the characters are surprising and the overall character web is distinct from most other depictions of the British class system.
But the cost is immense. While I love following the beautifully woven trials and tribulations of this loving extended family, I occasionally feel like I’m watching a British Gone with the Wind. Sure, the blacks are all slaves in that world, but Tara is such a bustling happy place, run with love by that benevolent dictator with a heart of gold, Gerald O’Hara. No wonder that even the lowliest black character finds living out his role in the plantation family so comforting. Isn’t it a shame the Civil War came along and destroyed such a beautiful world?
You can’t have it both ways. Just because you show decent aristocrats doesn’t mean their exercise of privilege and power isn’t terribly destructive. Just because you show poor or uneducated people happy in their roles doesn’t mean that they aren’t enslaved and possibly forfeiting a much deeper happiness and fulfillment in their lives.
Fellowes depiction of the system as essentially beneficial is the greatest flaw in the construction of Downton Abbey, and is what in my mind prevents it from reaching the top echelon of works of art in this amazing medium of television. But we’re talking about extremely rarified air here. Anyone who wants to create their own series, or who just loves television, would be wise to study this show to see the techniques of a master writer.
Labels:
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Downton Abbey,
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Jan 27, 2012
Best Original Screenplay 2011
| It’s that time of year again when Hollywood likes to pat itself on the back. For the last 10-15 years, the awards have been highly ironic, since the best work has come largely from the independent film community, not the major studios. While the studios have been busy making money from superhero franchises, the indies have been making original and compelling work that has approached the quality of American TV drama. Nowhere is this phenomenon more apparent than in this year’s Best Screenplay category. The Oscar nominations came out this morning. But I have found the Writers Guild awards to be a better gauge than the Oscars of the year’s best writing. Nominated this year for the WGA Best Original Screenplay are 50/50, Bridesmaids, Midnight in Paris, Win Win, and Young Adult. The most glaring similarity among all these films, besides their high quality, is that four of the five combine comedy and drama, while the fifth,Bridesmaids, is a straight out comedy. Normally comedy doesn’t get anywhere near the respect it deserves, especially at awards time. But when you combine it with drama, you get a powerful hybrid where the comedy comes out of real people and their pain, and the serious drama is leavened by the often-ridiculous nature of life. | |
| I liked all of these scripts, but the real surprise for me was the sleeper film, Win Win. This is a comedy drama combined with a sports story, and the film’s ability to weave all three threads into a seamless whole is exceptional (the fact that a second, equally-fine sports drama, Moneyball, came out the same year is amazing). Sports stories can be dramatic and inspiring, but they are almost always unbelievable. First, they try to compress too much improvement into too short a period of time. Second, they often use actors who have the athletic ability of a snail. The resulting lack of authenticity is deadly. A sport is a physical and mental craft. Like screenwriting, it takes years of training and practice to do well. The result, when played at a high level, is art. Film, as the sensual and realistic medium par excellence, is potentially unmatched in bringing the thrill of this art form to the audience. But you have to know how to do it. And the writer of Win Win does. The first key to Win Win’s success is that its main character is not the athlete but the coach. The comedy and drama comes out of this character’s journey, with the elements of the sport, in this case wrestling, hung on that line. Coach Mike Flaherty is a family man and a lawyer in a small town, and he’s in trouble from page one. Times are hard, his practice is dying, and he doesn’t want to tell his wife. He’s also the wrestling coach at the local high school, and they haven’t won a match all year. This is putting tremendous psychological pressure on Mike. But another technique that writer-director Thomas McCarthy uses to kick the film to a higher level is that Mike doesn’t just have a psychological flaw. He makes a moral mistake. When he sees the opportunity to make $1500 a month as the guardian of a senile old man, he grabs it, even though the way he does it is illegal. With that as the foundation and spine of the story, McCarthy then brings in troubled high school kid Kyle from out of town. Kyle, who is the old man’s grandson, is a scrawny-looking, 120-pound boy with badly bleached hair. He is also a fantastic wrestler. Directors often say that casting is 90% of their job, and director McCarthy did his job to perfection. He knew that the success of this little indie sports-comedy- drama rested on the authenticity of his kid wrestler, even though actual wrestling takes up only about a quarter of the film. The actor, Alex Shaffer, was a New Jersey state wrestling champion, and he has skills that you just can’t fake. Of course the reason most directors don’t use real athletes for lead roles in their sports movies is that real athletes don’t have the acting chops. But this kid does. Sure, he’s no Paul Giamatti, who plays Coach Mike. But the boy’s understated, closed-off performance is perfect for this particular character whose family troubles have shut him down emotionally. By making this Coach Mike’s story, McCarthy grounds the kid’s entrance, the sports story, in small town reality and connects the two storylines – sports and drama – through the two lead characters. The success of one line and character means the success of the other, and the rest of the film becomes a kind of love story between the desperate coach and the troubled boy. The high point of the film is the coach’s revelation that this scrawny stranger isn’t just a wrestler, he’s a phenom. The boy won’t help Mike with his financial and moral problems, but he will make a big difference to Mike’s loser team. And any coach will tell you that the chance to work with just one player of this caliber is coaching nirvana. It’s also pure gold for the viewer. I will admit that part of the pleasure this viewer took from Win Win came from the fact that when I was a young man I had the opportunity to coach some of the best players in my sport of squash. Making a strategic suggestion that a great player would then execute brilliantly was a thrill I will never forget. I also found myself, as a high school sophomore, playing on the same team as a tiny, 14-year-old freshman who was so incredible he regularly beat the best college freshmen in America. Unfortunately, he left after one season because there was no one on our team who could challenge him in practice. But while my personal background may make this story especially appealing to me, it is the writer’s craft that makes it work. The middle of Win Win tracks the rising success of the star wrestler, the team, and the emotional connection between coach and player. But the hidden moral issue must eventually rear its ugly head. Once again we see the value of founding this story on the hero’s moral flaw. Not only does the story escalate to concerns much larger than sporting success, the plot veers from the predictable sports beats of progressively bigger victories. I won’t go into specifics about the film’s ending. But the writer effectively turns the sports plot back to the dramatic interplay between the moral and emotional issues of the main character and his family. Win Win, and the other films nominated for Original Screenplay by the Writers Guild, are a promising sign that the underestimated and complex Comedy genre may finally be gaining the respect it deserves. But, as I always point out in my genre classes, the trick to transcending the form, and making your script stand above the crowd, is to combine Comedy with Drama. If you learn how to turn these two story strands into one, you will be very hard to beat. | |
Dec 26, 2011
The Tree of Life
Want to solve the mystery of Tree of Life? This is one of the most original films to come along in some time, but most people don’t know what to make of it. They suspect something important is going on, but they don’t have the experience to know what it is. The secret is in the genre and the story structure.
One of the best techniques for standing above the crowd in professional screenwriting is combining two genres that don’t normally go together. Writer-director Terrence Malick has done just that, connecting the Masterpiece form with the Memoir-True Story.
To really see how and why Malick creates this bizarre hybrid, you really need to go back to his 1978 masterpiece, Days of Heaven. The story is so primal it seems Biblical: a man pushes his girlfriend to marry a dying farmer to get a piece of his fortune. This moral tale takes place in a magnificent but incredibly harsh natural world, in the turn-of-the-century American West, complete with betrayals, revenge, fire and locusts. Sections of the film are connected by fast-motion photography of plants growing and the earth moving through its daily cycle, like a nature documentary. And the whole story is told through the memory of a 13-year-old narrator.
Notice that Malick’s basic technique in Days of Heaven is to set up a very top down Biblical story while also setting up a very bottom up view of man deeply embedded in the natural world. This combination of Biblical with naturalistic is unique in modern film, but it was a hallmark of late 19th century authors like Thomas Hardy. The combination seems like it shouldn’t work because the Biblical and the natural feel like opposites. But in fact Malick shows that they are both grand systems that try to explain how human life works.
This background from Days of Heaven points up the key story technique Malick uses to combine Masterpiece with Memoir-True-Story in Tree of Life: he sets up an extreme contrast between vast story frames and incredibly short scenes.
A mainstream Hollywood movie usually focuses on a few characters in some generic present, and tells its story through 50-70 scenes that average 2 minutes apiece. Tree of Life places the characters within massive frames of nature and history, but tells its story in 200-300 scenes that are often without dialogue and no more than a few seconds long.
These frames include the creation of the universe, the evolution of life on earth, including dinosaurs, the Oedipal battle between fathers and sons, 1950s suburban America and ultra-modern, present-day city America.
Malick’s use of huge story frames isn’t without precedent. Most famously, in James Joyce’s story of a boy growing up in Catholic Ireland, Portrait of the Artist as a Young Man, hero Stephen Dedalus writes in his geography book: “Stephen Dedalus, Class of Elements, Clongowes Wood College, Sallins, County Kildare, Ireland, Europe, The World, The Universe.”
As in Portrait of the Artist as a Young Man, these story frames are not just categories by which Malick defines his characters. They are also systems, and they quietly but inexorably lock the hero of Tree of Life, along with his family, within a powerful slavery.
Of all the many frames in this story, the main one is the “storyteller,” oldest brother Jack as an adult, played by Sean Penn, who remembers his childhood upon hearing of his younger brother’s death. If we recall the discussion of genres and story shapes in the Anatomy of Story Masterclass, we can see why this storyteller technique is the second key to combining the Masterpiece genre with the Memoir-True Story in Tree of Life.
The desire line, the spine, in a Masterpiece story is always some version of “finding a deeper reality, contrasting time, perspective and system.” For Memoir-True Story, it’s “to find the meaning in one’s own life.” Using his brother’s death as a trigger, Jack recalls his boyhood and in the process tries to make some sense of the meaning of his own life. Because this is a memory story, Malick is free to play with the past in any order he chooses, and show time frames that vary from the evolution of the universe to a memory only a second long.
After setting up all these massive frames of time, space and character in the early part of the film, Malick then goes in the opposite direction, the sensual, to tell the main story. One effect of the 200-300 short scenes is that the viewer gains a sense of flow, process, and becoming at every level of life. Just as Van Gogh’s paintings of objects are simply packages of lines of force, the objects here, from bursting stars to desert rocks, have energy literally flowing through them.
The combination of sensual images with short scenes becomes a different kind of story language, a visual poem, and much of the film plays like a silent movie. This is Malick’s cinematic version of stream of consciousness, far more believable and emotionally real than most voice-over narrations that play over standard-length scenes of dialogue.
No matter how short most of these moments are, each is an event, an action which, when strung together in sequence, gives us the story of a boy growing up in America. The father is a harsh, sometimes physical disciplinarian while the mother is a gentle ethereal woman with infinite love for her three boys. Our hero is the oldest of the three, and he does some things to the middle brother, now dead, that show a jealousy, a nastiness, and make him feel guilt now that he remembers those actions as an adult.
Over the course of the story, the outside world, the killer systems, invade the boy’s life. The father loses his job in the factory, along with his belief in the American ethic of working hard to rise to the top. And the boy has to leave the house that he grew up in.
Unlike his father, Jack has grown up to be a successful man in business. But the modern skyscraper environment he lives in seems a major loss compared to that house of his childhood. That’s why he remembers. And that’s why he mourns, not just for his dead brother but for a community, a fleeting moment in the span of a human life when he was free and loved and full of potential.
As this naturalistic story plays out, the second strain, the Biblical, the spiritual, comes through in the scenes as well. First by the fact that these aren’t just brothers in their actions. Our hero is Cain to his brother’s Abel, even if he didn’t finally kill him. Then there are the voices of the heavenly choir that play throughout. There’s the use of voice-over where we hear the beliefs of Mother and Father. And of course there’s the communal ending.
In Jack’s mind, they are all together again at the seashore, walking through the water as requiem music plays and the ethereal choir sings. Father carries the dead son. And Mother says, to death, to the universe, to God, to something, “I give him to you. I give you my son.”
I wish I could say I loved this incredibly ambitious film. But I didn’t. My response to it was similar to what I’ve discovered about Citizen Kane: everyone respects it as one of the great films of all time, but I don’t know a single soul who loves it.
If you want to take a shot at writing a masterpiece of your own, it’s instructive to see why this occurs. Story frames, whether of time, point of view, or system, are fundamental to advanced storytelling. They are what allow the audience to see deeper and to see bigger than they can with their own eyes.
But there is a great danger. The more frames you place on a story, the more you literally back the audience away and drain emotion from the experience. It’s like placing a window frame around a window frame around a window frame around a character. You can see intellectually what the person is doing, but finally you just can’t feel it.
Labels:
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John Truby,
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memoir,
The Tree of Life
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