Robert McKee: Story: Substance, Structure, Style and The Principles of Screenwriting
James Bonnet: Stealing Fire from the Gods: A Dynamic New Story Model for Writers and Filmmakers
Steven Katz: Film Directing Shot by Shot : Visualizing from Concept to Screen
Judith Weston: Directing Actors: Creating Memorable Performances for Film & Television
Dov S-S Simens: From Reel to Deal: Everything You Need to Create a Successful Independent Film
Writers / Screenwriters: if you aren't thinking "transmedia" when it comes to your story, you need to be. Once upon a time studios just wanted high concept, figuring they'd get a great movie out of it (and a great movie poster, which would entice people to see said great movie). Then they wanted not only high concept, but a great character as well, a hero (or heroine, or group) that could support multiple storylines, sequel after sequel after sequel... Now they want high concept, great characters, AND a fully-fleshed out, living, breathing, fictional universe, one containing any number of discrete, self-contained worlds, any one of which can easily be spread out / disseminated over multiple platforms--movies, books, comic books, video games, mobile gaming, ARGs, etc etc... Star Wars. Harry Potter. The Matrix. Here, then, we take a quick look at this handy dandy quick reference chart, put together by Bud Caddell, from a talk given by Henry Jenkins on the 7 Principles of Transmedia Storytelling--
1. Spreadability vs. Drillability
The ability and degree to which content is shareable and the motivating factors for a person to share that content VS the ability for a person to explore, in-depth, a deep well of narrative extensions when they stumble upon a fiction that truly captures their attention.2. Continuity vs. Multiplicity
Some transmedia franchises foster an ongoing coherence to a cannon in order to ensure maximum plausibility among all extensions. Others routinely use alternate versions of characters or parallel universe version of their stories to reward mastery over the source material.3. Immersion vs. Extractability
In immersion, the consumer enters into the world of the story (e.g. theme parks), while in extractability, the fan takes aspects of the story away with them as resources they deploy in the spaces of their everyday life (e.g. items from the gift shop).4. Worldbuilding
Transmedia extensions, often not central to the core narrative, that give a richer depiction of the world in which the narrative plays out. Franchises can exploit both real-world and digital experiences. These extensions often lead to fan behaviors of capturing and cataloging the many disparate elements.5. Seriality
Transmedia storytelling has taken the notion of breaking up a narrative arc into multiple discrete chunks or installments within a single medium and instead has spread those disparate ideas or story chunks across multiple media systems.6. Subjectivity
Transmedia extensions often explore the central narrative through new eyes; such as secondary characters or third parties. This diversity of perspective often leads fans to more greatly consider who is speaking and who they are speaking for.7. Performance
The ability of transmedia extensions to lead to fan produced performances that can become part of the transmedia narrative itself. Some performances are invited by the creator while others are not; fans actively search for sites of potential performance.
As a few of us writer / actor / director types here in New York City debate the (now, it would seem) inevitable move to Los Angeles, aside from the obvious "Abandon all hope, ye who enter here..." sign which should surely be posted (just for us New Yorkers) right outside the taxi stand at LAX, perhaps a few sagely words of wisdom might be in order, with all this. Check out this post my man Darby Parker just kicked my way, written by one Derek Sivers (of CD Baby fame), re: "Advice on Moving to Los Angeles". In particular I like--
Americans are already quite individualist, but Los Angeles is the most individualist part of America. Because so many people are employed by the entertainment industry, many are self-employed freelancers. They’re very focused on themselves. People talk about themselves a lot because they feel they have to, for survival, for self-promotion. Just as you can’t fault anyone in the world for doing something for survival, try not to fault them for being so self-promotional. Learn to lovingly listen like you’d listen to an 8-year-old who excitedly tells you about their train set for an hour.
...
Every culture values different things. In some places, it’s your bloodline. In others, your university. In others, it’s where you live. In LA, it’s who you know. Since the entertainment industry is all about short-term projects, everyone survives by their next project, and these projects always come from a connection. So everyone is collecting contacts. (Again: it’s survival.) Friendships are pragmatic and often short. Don’t fault them for talking about who they know, the same way you wouldn’t fault someone from India asking about your family. Introducing people to each other, people who could potentially work together, is the most valuable thing you can do, as it raises your value and theirs. LA people want (NEED!) to have powerful well-connected friends, to survive and thrive.
>> To read the rest of the article at DEREK SIVERS click here
Great interview with Jon Spaihts, screenwriter of the upcoming Alien prequel PROMETHEUS. Of particular interest (to us fellow sci fi screenwriters) is what he has to say re: Hollywooding greenlighting (or not) original sci fi IPs in this day and age, versus video game companies which, for reasons given below, seem to be much more gung ho about charging forward with new intellectual properties. Check it out--
Why is it so hard to get Hollywood to greenlight space adventures like your Shadow 19 script? Video games like Mass Effect make insane amounts of money, so why is it so hard for Hollywood to commit to similar movies?
There are some technical reasons why. In game engines, hard shiny surfaces are easy to render, while pliable or complex surfaces are hard. So in a game, spaceships, tanks and armored figures are very approachable subjects. It's a lot harder to render, say, a long-haired girl in a flowing dress chasing a shaggy dog through a garden. That's brutal geometry for a game engine. In games, scifi's easier to achieve than mundane reality.
With film, the opposite is true. Anything available in the real world you can just point a camera at. Fantastic things have to be built, physically or digitally, and that's expensive. Sci fi costs more in film.
All that said: scifi blockbusters have made mountains of money, and are over-represented in the top fifty box office hits of all time. The mighty Avatar first among them, with the Star Wars films and others trailing behind. Clearly the audience will turn out if you execute well. I think there's a ready market for grand space adventures.
But it's got to be a good story on every level: good characters, emotional arcs, sharp dialogue, comprehensible world, clear stakes… it's a lot to get right. There aren't that many people around who can do it well.
Have video games changed the way people think about this kind of storytelling?
Yes and no. Storytelling in games has matured tremendously in the past decade. Some really great work has been done. But the design requirements are totally different, almost the opposite of filmic storytelling.
The central character of a game is most often a cipher – an avatar into which the player projects himself or herself. The story has to have a looseness to accommodate the player's choices. This choose-your-own adventure quality is a challenge for storytellers and, I fear, militates against art.
A filmmaker is trying to make you look at something a certain way – almost to force an experience on you. Think of the legendary directors, whose perspective is the soul of their art. It's the opposite of a sandbox world. It's a mind-meld with a particular visionary.
Do you think films like Prometheus and Gravity could spark a new interest in big space epics that aren't based on an existing franchise?
I want to say yes, but I think those aren't the films for the job. Prometheus "shares DNA" with a pre-existing franchise, and what I know of Gravity suggests it's a fairly grounded predicament movie, without the larger-than-life characters or fanciful story-world that would naturally give birth to a franchise.
To launch a new franchise you need both a strikingly imagined world with a conflict built into its bones, and vivid characters with heroic traits that allow them to the be the backbone of a series of stories. See "Star Wars."
I read the script for DRIVE a little while back and loved it, thought it was one of the best reads of the year, had high hopes indeed for the movie, hopes that weren't quite met in the theater but, still, all in all I thought they did a pretty good job considering the extremely limited budget they were obviously saddled with ($10M)... But then, looking back on it, each time I mentally review the movie in my head, I'm finding it gets just a little bit worse, and I'm actually starting to wonder, now, if I didn't give it more credit than it deserves, simply because everything else this year has been so very, very bad...
So to hop on the ever-growing "DRIVE Really Didn't Work For Me--And on a Number of Different Levels" Internet Bandwagon, check out the following ("Unorganized"! "Semi-coherent"!!) review of DRIVE from NOTES FROM A HACK--
I get movies that are slow. Movies without a lot of talking. That's fine. But this was beyond that. This was uncomfortable and not representative of real life. There are long stretches where he is asked a question and just stares without saying a word. That doesn't happen. People don't do that. And people that do do that, are fucking weirdos who don't get Carey Mulligan.
She says "you want some water", and he stares at her for a good minute and a half, and then says "uh, sure".
Love!
He's in love now! She's in love now! That's all it took. They have no connection other than physical, I guess. And even that is questionable. Do they have anything in common? Nope. What do they talk about? Well, water and how refreshing it is. Not even that, just the offer of water and the acceptance of it.
Oh, but one time, she touched his hand.
Love!
Yeah, I find I've really gotta agree with The Hack on this one--watching the interaction between Ryan Gosling and Carey Mulligan, I was thinking the exact same thing: "A glass of water--and they're in love? Really?"
(Or maybe Gosling just ordered that pheremone cologne off the Internet... Hmm...)
>> To read the rest of the article at NOTES FROM A HACK click here
A wonderful quote I was just sent from my dear friend Nesya Blue--
You see, the film studio of today is really the palace of the sixteenth century. There one sees what Shakespeare saw: the absolute power of the tyrant, the courtiers, the flatterers, the jesters, the cunningly ambitious intriguers. There are fantastically beautiful women, there are incompetent favorites. There are great men who are suddenly disgraced. There is the most insane extravagance, and unexpected parsimony over a few pence. There is enormous splendor, which is a sham; and also horrible squalor hidden behind the scenery. There are vast schemes, abandoned because of some caprice. There are secrets which everybody knows and no one speaks of. There are even two or three honest advisors. These are the court fools, who speak the deepest wisdom in puns, lest they should be taken seriously. They grimace, and tear their hair privately, and weep.
-- Christopher Isherwood, Prater Violet, 1945
Monday, October 03, 2011 at 12:48 PM in Directing, Movies, Producing, Screenwriting | Permalink
It is easy to get worked up over remakes and prequels and sequels these days, but it's also not terribly productive. This is the modern Hollywood film industry in the year 2011, and you can either accept that or you can rail against it, but either way, they're going to keep on doing business this way until there is a compelling reason for them to not do business this way.
I wrote about my experience at Comic-Con this summer with the "Prometheus" panel, and certainly I hope that film delivers something special when it is released next year. I am willing to walk into it open-minded, especially since it's not like the "Alien" franchise is this untouched, pristine thing. Any time your iconic creation has already been roughed up behind the bleachers by Paul "Show me on the teddy bear where he touched your favorite movie" W.S. Anderson, it's fair game for anyone. Besides, having Ridley Scott back in the world that he helped create in the original 1979 film is interesting, no doubt about it.
But that "helped create" is important, and something to consider today as the news breaks that once again, Ridley Scott is planning to revisit one of the SF worlds he was part of with a "follow-up" to "Blade Runner" being announced this morning. And while I'm a big fan of the 1982 film, I think the notion of any sequel or prequel in that world is a terrible one. Awful. Catastrophically bad.
The simple truth is that not all films are franchises, and not every narrative can support a sequel or a prequel. This disturbing idea that has taken hold that we need to wring every drop of creative juice out of any film that has ever attracted any audience of any size is, quite honestly, death. This is what the death throes of studio filmmaking look like, folks, and the only real or substantial thing that film fans can do is grab a bag of marshmallows to roast as the whole thing goes up in flames. People love to point at the occasional fluke like "Inception" as proof that the system isn't broken beyond repair, but the only reason that film happened was because Christopher Nolan made a remake, which convinced the studio he was responsible enough for them to trust him with a reboot, and then he made a sequel to his reboot that made a billion dollars. And for that, finally, they "rewarded" him with the opportunity to make something he wrote. That ended up making the studio some $800 million, which is great, and which guarantees him more freedom. So far, he's used that freedom to sign on to direct another sequel while producing, yes, another reboot. This is the guy film fans love to hold up as an example for how to do it right in Hollywood, but so far, what I see is a very good filmmaker who is still having to navigate the same blood-filled waters as everyone else. He does it well, certainly, but he's still stuck in the same box that other filmmakers are, and his work hasn't changed the system at all. If anything, he's given the studios more ammunition to prove that what they are doing is right. It works. It's the correct model to follow.
Ridley Scott may never set foot on a set for a "Blade Runner" follow-up. Signing a deal is one thing, while making the actual film is something totally different. There's a long way to go before that film is a real and tangible thing. And in that time, they may end up deciding not to ever roll film, something that's happened with plenty of in-development projects, particularly with things Ridley Scott has been attached to over the years. After all, I'm not sitting down this summer to a big-screen giant-budget version of "The Forever War," so just because he says he's going to direct something, that doesn't mean it will really get a greenlight.
With "Blade Runner," though, there is a special level of anxiety that the announcement brings. I've said before that the real problem with filmmakers who go back to continue screwing around with a film after it's been in release is that filmmakers often have no understanding of what it is that an audience loves about a film. Once you've released it, you have to stop touching it, because further adjustments could well erase the thing that made it important to someone. You could screw up a character or the timing of a sequence or a thematic point, and the various versions of "Blade Runner" perfectly highlight that problem. When I first got Internet access in 1994, I was amazed to find people in newsgroups debating ideas like "Was Deckard a replicant in 'Blade Runner'?," especially since I know from firsthand experience in 1982 that general audiences totally rejected the film. That ambiguity, and the way the film left room for interpretation, was one of the reasons it lingered so well. When Ridley Scott started playing around with the movie and adding new effects and tinkering with it after the brief release of the Workprint version, all of a sudden that ambiguity started getting a lot less ambiguous, and Scott seemed determined to answer the question for us. I found it infuriating, but at least I knew I still had the original version of the film to go back to. If Scott's planning to return to the world of the movie, I'm afraid of him creating something which will not just rob that first movie of any and all ambiguity, but which will make me wonder if what I saw in the original film was ever really there at all. He can't erase the original from existence, but he can absolutely destroy my interest in the narrative, and I'm afraid that when it comes to "Blade Runner," he's the last person I want to see playing around with that property.
Thursday, July 21, 2011 at 11:19 AM in Business, Internet, Movies, Technology, Television | Permalink
To the writing of his detective stories RAYMOND CHANDLER brings the experience and the skepticism of a newspaper reporter, the narrative gifts of a born storyteller, and a mastery of pungent American dialogue. His leading character, Philip Marlowe, is a professional detective who has held the spotlight thus far in four novels, all of which have been purchased by the movies. One of them, The Big Sleep, in which Lauren Bacall plays the lead, is soon to be released. In his screenplays as in his books, Mr. Chandler has scored a personal success, but he has done so without losing sight of the difficulties encountered by the creative writer in the studios. For this is the anomaly: the producers pay their authors large fees apparently for the purpose of disregarding their advice and their text.
1HOLLYWOOD is easy to hate, easy to sneer at, easy to lampoon. Some of the best lampooning has been done by people who have never been through a studio gate, some of the best sneering by egocentric geniuses who departed huffily - not forgetting to collect their last pay check – leaving behind them nothing but the exquisite aroma of their personalities and a botched job for the tired hacks to clean up.
Even as far away as New York, where Hollywood assumes all really intelligent people live (since they obviously do not live in Hollywood), the disease of exaggeration can be caught. The motion picture critic of one of the less dazzled intellectual weeklies, commenting recently on a certain screenplay, remarked that it showed "how dull a couple of run-of-the-mill $3000-a-week writers can be." I hope this critic will not be startled to learn that 50 per cent of the screenwriters of Hollywood made less than $10,000 last year, and that he could count on his fingers the number that made a steady income anywhere near the figure he so contemptuously mentioned. I don't know whether they could be called run-of-the-mill writers or not. To me the phrase suggests something a little easier to get hold of.
I hold no brief for Hollywood. I have worked there a little over two years, which is far from enough to make me an authority, but more than enough to make me feel pretty thoroughly bored. That should not be so. An industry with such vast resources and such magic techniques should not become dull so soon. An art which is capable of making all but the very best plays look trivial and contrived, all but the very best novels verbose and imitative, should not so quickly become wearisome to those who attempt to practice it with something else in mind than the cash drawer. The making of a picture ought surely to be a rather fascinating adventure. It is not; it is an endless contention of tawdry egos, some of them powerful, almost all of them vociferous, and almost none of them capable of anything much more creative than credit-stealing and self-promotion.
Hollywood is a showman's paradise. But showmen make nothing; they exploit what someone else has made. The publisher and the play producer are showmen too; but they exploit what is already made. The showmen of Hollywood control the making – and thereby degrade it. For the basic art of motion pictures is the screenplay; it is fundamental, without it there is nothing. Everything derives from the screenplay, and most of that which derives is an applied skill which, however adept, is artistically not in the same class with the creation of a screenplay. But in Hollywood the screenplay in written by a salaried writer under the supervision of a producer - that is to say, by an employee without power or decision over the uses of his own craft, without ownership of it, and, however extravagantly paid, almost without honor for it.
I am aware that there are colorable economic reasons for the Hollywood system of "getting out the script." But I am not much interested in them. Pictures cost a great deal of money—true. The studio spends the money; all the writer spends is his time (and incidentally his life, his hopes, and all the varied experiences, most of them painful, which finally made him into a writer) - this also is true. The producer is charged with the salability and soundness of the project - true. The director can survive few failures; the writer can stink for ten years and still make his thousand a week - true also. But entirely beside the point.
I am not interested in why the Hollywood system exists or persists, nor in learning out of what bitter struggles for prestige it arose, nor in how much money it succeeds in making out of bad pictures. I am interested only in the fact that as a result of it there is no such thing as an art of the screenplay, and there never will be as long as the system lasts, for it is the essence of this system that it seeks to exploit a talent without permitting it the right to be a talent. It cannot be done; you can only destroy the talent, which is exactly what happens - when there is any to destroy.
Granted that there isn't much. Some chatty publisher (probably Bennett Cerf) remarked once that there are writers in Hollywood making two thousand dollars a week who haven't had an idea in ten years. He exaggerated—backwards: there are writers in Hollywood making two thousand a week who never had an idea in their lives, who have never written a photographable scene, who could not make two cents a word in the pulp market if their lives depended on it. Hollywood is full of such writers, although there are few at such high salaries. They are, to put it bluntly, a pretty dreary lot of hacks, and most of them know it, and they take their kicks and their salaries and try to be reasonably grateful to an industry which permits them to live much more opulently than they could live anywhere else.
And I have no doubt that most of them, also, would like to be much better writers than they are, would like to have force and integrity and imagination enough of these to earn a decent living at some art of literature that has the dignity of a free profession. It will not happen to them, and there is not much reason why it should. If it ever could have happened, it will not happen now. For even the best of them (with a few rare exceptions) devote their entire time to work which has no more possibility of distinction than a Pekinese has of becoming a Great Dane: to asinine musicals about technicolor legs and the yowling of night-club singers; to "psychological" dramas with wooden plots, stock characters, and that persistent note of fuzzy earnestness which suggests the conversation of schoolgirls in puberty; to sprightly and sophisticated comedies (we hope) in which the gags are as stale as the attitudes, in which there is always a drink in every hand, a butler in every doorway, and a telephone on the edge of every bathtub; to historical epics in which the male actors look like female impersonators, and the lovely feminine star looks just a little too starry-eyed for a babe who has spent half her life swapping husbands; and last but not least, to those pictures of deep social import in which everybody is thoughtful and grown-up and sincere and the more difficult problems of life are wordily resolved into a unanimous vote of confidence in the inviolability of the Constitution, the sanctity of the home, and the paramount importance of the streamlined kitchen.
And these, dear readers, are the million-dollar babies—the cream of the crop. Most of the boys and girls who write for the screen never get anywhere near this far. They devote their sparkling lines and their structural finesse to horse operas, cheap gun-in-the-kidney melodramas, horror items about mad scientists and cliffhangers concerned with screaming blondes and circular saws. The writers of this tripe are licked before they start. Even in a purely technical sense their work is doomed for lack of the time to do it properly. The challenge of screenwriting is to say much in little and then take half of that little out and still preserve an effect of leisure and natural movement. Such a technique requires experiment and elimination. The cheap pictures simply cannot afford it.
>> To read the rest of the article at THE ATLANTIC click here
Go Into The Story's Scott Myers and I exchanged a few tweets Friday night, which was motivated by my assessment of Green Lantern, which was "Not as good as I hoped, but not nearly as bad as I feared."
Scott replied: "Rinse, repeat for all comic book movies / sequels? Mediocrity = The New Good?"
I have to admit, I'm wondering if that's the case. I've seen a lot of movies this year that have been "just okay." Almost six months in, I can't think of a single release that's blown me away. I've been entertained, certainly, by movies like Thor, Paul, X-Men: First Class, and Super 8 among others, but I've yet to come across a film that really made me saw "WOW! Why can't I make that?"
In other words, it seems like Hollywood is doing a good job of getting on base even hitting a few triples, but no one's hit a home run yet - let alone a grand slam. Yet every now and then it seems that film fans try so hard to praise a particular film as not just good, but as the second coming of film. I'm not naming names, but there's been a recent release or two that seems to have gotten more credit than they're due.
For instance, something that's an original idea in a sea of remakes seems to get an A grade just by virtue of the fact that it's not a rehash. Yet if the film were held to a more objective standard. It might be more of a B.
So is this how we rate movies now? "A for effort?" All flaws are forgiven so long as the filmmakers had pure motives?
Which brings me to a couple tweets from screenwriter Justin Marks (Street Fighter: The Legend of Chun-Li.)
First he said, "Go find me a bad Hollywood movie, then find me the director who says he wasn't trying to do something special with it. Doesn't exist."
>> To read the rest of the article at THE BITTER SCRIPT READER click here
Every story is “The Caterpillar and the Butterfly".
We start with a caterpillar living among the tall branches, eating green leaves, waxing “Hi!” to his caterpillar pals, little knowing that his is a profound deficiency. And then one day, an odd feeling comes over him that’s so scary, it’s like a freefall. Something strange is happening. And that something...is death. That’s what the cocoon stage is. As caterpillar becomes chrysalis, he dies. He, and everything he knows, is no more. Can you imagine? But when it seems like this purgatory will never end, when things look blackest, there’s another stirring: our hero sees light, and now he breaks through a weak spot in his prison, to sunlight and freedom. And what emerges is something he never dreamed of when this all began, something...amazing!
That’s every story.
-- Blake Snyder, Save the Cat! Strikes Back, 2009
Friday, May 06, 2011 at 06:49 AM in Books, Movies, Screenwriting, Television, Writing | Permalink
There are three groups of people in Hollywood:
Group 1: People who know nothing or next to nothing about story.
Group 2: People who can tell you what's wrong with a story, but don't know how to solve its problems.
Group 3: People who not only can determine what's wrong with a story, they can fix it.
Guess which group a writer wants to be in.
A few caveats:
* Virtually no one in the acquisition, development, production or marketing side of the movie business would ever admit to being a member of Group 1. But they're there. A tip to figure their identity: If you ask someone, "What's the story about," and they respond by actually telling you the story beat for beat, there's an awfully good chance they don't have a very good grasp of the concept of story.
* Most people in Hollywood fall into Group 2. They know enough about story to be dangerous. That is they can tell you at least some of the things that are wrong with a script, but often their solutions are way wide of the mark. The worst is when they suggest something that would force you to radically reinvent the story, but they can't see how or why that doesn't make the problems worse. "I know it's called 'Nuns With Guns,' but why does it have to be nuns?"
* If you're a writer, you hope you qualify for Group 3. A studio exec may be involved in shepherding a dozen projects or more through the development process, so they are looking at writers to be problem-solvers. Your ability to identify a story's underlying issues and suggest solid, tangible ways to resolve those concerns will serve you in good stead in Hollywood.
However if you are a member of Group 3, you can not speak to people who are in Group 2 and certainly not Group 1 as if they understand story the way you do. You have to be able to break down your analysis and ideas into a series of graspable talking points. If you try to impress them with your deep understanding of the nuances of story theory, you will not only likely lose them, they will probably feel a great deal of discomfort sitting in a room with you.
Instead you must try to meet them on their level and shape your suggestions into digestible, bite-sized talking points. This is not to demean them in any way. You may know story, but you probably don't know squat about business or the subtleties of networking. You have your talent. They have theirs.
>> To read the rest of the article at GO INTO THE STORY click here
Friday, April 22, 2011 at 12:49 PM in Movies, Producing, Screenwriting | Permalink
This may sound like a shocking statement, but I believe anybody can be a screenwriter. Everybody in the world has at least one interesting story in them. Life is too crazy not to have an awesome story in the vault. But the reality is, it takes a shitload of time to learn how to *tell* that story in the bastardized format that is a “screenplay.” How long it takes generally depends on how talented you are. For some people it only takes a couple of years. For others, it may take two decades to figure out. So a lot of screenwriting comes down to perseverance and a willingness to learn.
I bring this up because every screenplay is kinda like a final exam. It’s a test of everything you’ve learned *up to that point.* So while you may ace that particular exam, it doesn’t mean you know everything about the subject. I guess an analogy would be, passing the bar proves you know a hell of a lot about the law, but it doesn’t mean you’re ready to try your case in the Supreme Court.
So what I thought I’d do is help you avoid some of the more common misguided screenplay attempts I see amateurs make. I wouldn’t say these scripts are easily avoidable because if they were, I’d see a lot less of them. But at least this way you can ask the question. “Am I about to write this script?” Or “Did I just write this script?” As long as you’re asking the question, you have a chance of salvaging the material. So below are five and a half types of bad amateur screenplays I keep running into.
THE TECHNICALLY PERFECT BUT ULTIMATELY BORING SCRIPT
This is a toughie. Even professional writers make this mistake and that’s because the line between technical and natural isn’t always easy to identify. However, these scripts usually come from writers who take the screenwriting books a little too literally and who outline every single beat of their story down to the commas. The main character has a clear goal. The act breaks come at the right time. The character motivations are strong. Twists and turns happen at just the right moments. And yet…and yet there’s something extremely boring about it all. Even if we don’t know what’s going to happen, nothing that happens is ever surprising to us. There’s no heart, no soul, no life in the screenplay. “A+” from Robert McKee and Blake Snyder. “F” from the reader.How to avoid it: There are two main reasons these kinds of scripts happen. First, like I mentioned above, it happens when writers follow the rulebook too literally. If the reader can feel the beats of the story, if they can see the first act turn coming a mile away, if the midpoint is accompanied by a billboard, you’re not doing your job. Great writers learn that in addition to following the rules, it’s their job to MASK the rules, to cover them up so it all flows naturally. This is usually achieved by rewriting – going back into your story and smoothing out all those obvious technical beats. Second, you still have to make interesting choices. Giving your protagonist a goal is one of the most basic elements of storytelling there is. But that doesn’t mean any goal will work. In fact, 100 writers might come up with 100 different character goals. Your job is to beat out the other 99 writers and come up with the most interesting one. Take a movie like Back To The Future for instance. Imagine if once Marty got back to 1955, he didn’t have to get his mom and dad back together, but instead had to win a rock and roll contest at the high school. That choice would’ve made the movie way worse, right? So don’t just make choices, make bold and interesting choices.
THE FAUX MASTERPIECE
I’m going to give credit for this one to Jim Mercurio. When he spoke of the “faux masterpiece,” he described it like this: “That’s when you try to tackle something huge like a critical piece of history – the Holocaust, slavery, World War II – or try to set an expensive politically-charged love story against that sort of backdrop. You might be a deep thinker and have an unparalleled understanding of the subject, but as a beginning writer, your craft is not going to be able to do the story justice.” I’d expand this definition to include huge Lord of The Rings like fantasy epics, or overlong sci-fi epics like Avatar. These “masterpieces” require so much skill it’s terrifying. They need to be historically accurate on everything from the dialect to the activities people do. It’s hard enough to build a couple of interesting characters into a script. These scripts require dozens of characters, all of whom are usually thin and boring. With these extra characters come extra subplots. Weaving these subplots in and out of the central plot requires a tremendous amount of know-how for even a 100 page screenplay. There may be 10 screenwriters on the planet who know how to do it for a script that’s 150 pages. These scripts also tend to require an inordinately massive goal to keep the story interesting for such a long period of time (i.e. William Wallace’s pursuit of freedom for an entire country in Braveheart; The Marines trying to destroy the Na’vi homeland in Avatar) which amateur writers almost never include. It’s basically everything that’s hard about screenwriting times a thousand. That’s why taking on an epic masterpiece is…well…an epic mistake.How to avoid it: I honestly wouldn’t touch an epic unless you’ve written at least seven scripts or a few novels.
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Wednesday, June 16, 2010 at 07:12 AM in Movies, Screenwriting, Writing | Permalink