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Intermediate Screenwriting
by Alex Epstein
Here are some more in-depth notes on my ideas about screenwriting
craft.
Screenwriting is a Craft, not Art
Screenwriting isn't an art, it's a craft. Artists create to please
themselves, or so everybody tells us. Craftsmen create according to
other people's specifications, stated or unstated, but aren't happy
unless they please themselves, too. I think of screenwriting as fine
cabinetry. A cabinet must hold clothes. The drawers have to go in and
out smoothly. The two side of the locks must line up evenly. The knobs
shouldn't fall off. But a cabinet should also be a thing of beauty. The
proportions should be right, the curves satisfying. A fine cabinet can
be spare or ornate, saying different things about the room it's in.
Similarly, a movie has to entertain, but it should also carry a theme, a
subtext, a unique shape or form; it can experiment; it can create
beauty. If you make your movie only to please yourself, good luck
getting financing; but if you make it only to please others, why not get
an honest job? Or to paraphrase the great Rabbi Hillel, "If I am
not for myself, who am I? If am not for others, what am I?"
Why do people go to the movies, anyway? Terentius Publius said the
purpose of oratory was ut docere, ut delectate, ut movere, to
teach, to delight, to move. Although the filmmaker may make his film as
propaganda, hidden or otherwise, people rarely go to the movies to be
moved to do something. They go to be delighted, and to be taught.
Films delight when they take you somewhere you haven't been before
and introduce you to people you either haven't met before, or would like
to be with, or would like to be. They also delight when they put you
vicariously in a situation where the stakes are much higher than they
seem to be in your own life.
Films teach when they explain the inner workings of other people - by
making their characters transparent, they give you insight into the real
people in your life - maybe even give you insight into yourself.
A film that delights or teaches, or preferably both, is moving in the
other sense: it pulls your heartstrings. It reminds you of what's
important. It raises the stakes in your own life, or rather, helps you
remember what the stakes really are. Everybody dies, and almost
everyone's afraid of death, but most people live as if they're just
trying to get through life. The heightened reality of a film brings out
the hero, the lover, the magician, the child in your heart.
If your screenplay isn't delightful and doesn't give insight, it's a
waste of trees. In theory everybody knows that, but too many
screenplays, pale mimics of movies we've already seen, don't take you
anywhere you haven't been, introduce you to people you've already seen
too many times, and don't give you any insight. There's also evil
screenplays. Bad screenplays just mimic movies the writer has seen, he
or she figuring, they made it into a movie once, maybe they'll pay me to
make it into a movie again. Evil screenplays, like the evil movies they
become, lie about human nature, present false insights, paint the world
as a meaner and nastier place than it is, and so teach people to be
meaner and nastier to each other.
As a more positive rule of thumb, never write a screenplay unless
you're aching to see the movie yourself. You can fool yourself, but you
won't fool the audience.
As a development executive and producer, I have one big secret criterion
-- one big hurdle that any script I read must pass before I consider it
any further as a potential project. You might think it would have
something to do with the characters, the plot, the hook, or who's
attached to it, but nope, it's:
Is it a movie?
The question boils down to a gut reaction: do I see this appearing in
a movie theater? Do I see crowds of people paying $8 a pop to see it?
You would be amazed how many projects flunk this test. And yet
it is all important. I have read any number of scripts that were well
executed, whose characters were likable, that had plot and pacing, that
I just could not for the life of me imagine in a movie theater. In a lot
of cases they were fundamentally novels. In some cases their story was
fundamentally internal, and no amount of acting and directing could
bring it out.
So how do you tell if it's a movie? Hopefully you have your own gut
reaction. But if you're unsure ...
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Okay, here's an unorthodox idea. You know how you spend six weeks or six
months writing a screenplay, and then people don't want to read it?
Well, say what you will about discovering the screenplay as you write
it, but you'll get a lot more mileage if you query first. Find
out if people actually want to read a screenplay with your premise. If
you tell the basic concept to a half dozen people and they aren't
excited about it, either stop there or figure out what what you think is
exciting about the idea isn't coming across to them, and reformulate the
pitch. If, no matter how you reformulate the pitch, people still aren't
jazzed about it, the odds are you don't have a good hook. Stop there.
You have now saved six months.
If the pitch works, work out the story first, and tell it to people.
If they are not excited, rework it until they are. If you can't get them
excited about the story, they won't be excited about the script, either.
Execution rarely improves a so-so idea into a great script; and from a
point of view of sale, your idea is what will get it read.
Now far be it from me to suggest that you actually pretend you have a
screenplay and send a lot of queries out, or call a few agents and/or
producers and ask if they want to read it. I wouldn't dream of
suggesting that, if they like it and you "forget" to send the
screenplay because you haven't actually written it already, they will
soon enough have forgotten that you were going to send it, and you can
tell them six weeks later that you have a "new draft." That
would be wrong. Wouldn't it?
But you should pitch your project to a few trusted friends. If
you can't get them interested in reading your script before you
write it, don't write it. Some questions to ask are: "would you pay
good money to go see this movie? Would you take a date to this movie?
Would you get a babysitter in order to see this movie?"
The guys who wrote While You Were Sleeping pitched their story
idea for five years before they finally wrote it. That's how long
it took them to figure out that it should be the guy who was in a coma,
not the girl.
Obviously if you have an agent and you can get out to pitch your
screenplay before you've written it, then it's ideal, because you might
actually get paid to write it, but you will at least create awareness of
the project ("tracking"), hopefully short-circuiting other
people who might be thinking along the same lines, and it's an excuse to
meet people.
Or, just write screenplays for the sake of great artistic achievement
and hope that lightning strikes. Or write for your own enjoyment of the
process.
Why is pitching so important? Because the concept is the most
important commercial aspect of most mainstream screenplays. A concept is
what sells the project, unless you already have name talent attached, or
your script is based on a bestselling novel or play. Bear in mind that
your project has to be sold over and over again in order to get
bought, let alone made into a movie. It has to be sold to the producer's
reader, the producer's development person, the producer, the studio
reader, the studio development exec, the studio "development
team," the production exec, the agent's assistant, the agent's
reader, the agent... and none of them wants to open a script without
already knowing that the concept is worth the time they'll spend reading
the script.
A producer would rather have a badly executed script with a great
hook than a well written script with no hook. That's because he can
always hire another writer to rewrite the bad script, but there is
nothing you can do to fix a script whose concept does not cry out to be
made into a movie; unless, again, it has bankable talent attached or is
based on a well-established "property" such as a bestseller,
comic book or smash hit play.
For a movie to get made, and for a movie to be any good, here are the
elements you want to have. There are exceptions, of course, but they
usually belong to the realm of art films; and almost all good art films
have them, possibly in a subtler form than in a mainstream movie:
 | Characters we care about. We don't have to like them, just care
about them. If we don't care about them, no movie.
 | Stakes. Something must be at risk for someone. Higher stakes are
better. They may be personal stakes, such as in a romance, then they
should seem, at least to the characters, the most important stakes
in the world. Or they may be universal stakes, such as in
asteroid-about-to-clobber-the-Earth movies. If they are personal
stakes, they must be personal stakes we can relate to: if we were in
the characters' shoes, we'd feel the same way. No stakes, we don't
care, no movie.
 | Conflict. Someone wants something. There is an obstacle. That is
the heart of drama. The obstacle may be internal (Darcy's pride and
Elizabeth Bennet's prejudice), external (the Montagues hate the
Capulets), or physical (big asteroids have a lot of momentum). No
conflict, no drama, no movie.
 | A hook. Something fresh that we haven't seen lately, whether it's
amazing special effects (a tidal wave takes out Manhattan) or a
situation (two people who love each other on e-mail hate each other
in person). No hook, your movie is not going to get made, except by
sheer luck or well-chosen sexual favors. |
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A high concept spec thriller basically wants three things: a great
hero, a great villain with a great scheme, and fresh, high stakes.
I find that stakes fail more often than characters. Everyone knows
they have to have characters and conflict. But often the conflict is not
al that important, and the dread question "who cares?"
pops up. What fails most often is the hook.
Ah, that's what writers get paid hundreds of thousands of dollars to
know. It's a premise for a movie that, alone, makes the audience want to
find a babysitter, drive to the n-plex, pay for parking and two tickets,
and give up two hours of their lives to sit in the dark and see your
vision. It's a premise that any fool can see would make the
audience want to do that.
Not all great movies had great hooks. Some were based on well-loved
popular novels (Forrest Gump, The Three Musketeers),
comics, or plays; in a sense, that's the hook. Some had characters with
a radiance about them that you just wanted to be there with them (Butch
Cassidy and the Sundance Kid). But nearly every script sold by an
unknown screenwriter had a great hook.
Ask yourself, How is your premise different from other movies in the
same genre? How is it fresh? What did you put in your movie that has
never been seen before? A character, a situation, a natural or
artificial phenomenon we've never seen?
At the same time, sheer novelty can kill a project. The other
question you must ask yourself is, "Is this a movie?" Can you
really see this opening at the multiplex? Would you, your friends, your
enemies, the cute girl at the Dairy Queen, your high school teacher,
Buffy the Vampire Slayer, her arch-nemesis Spike, go see this movie? If
not, no matter what the merits of your story and your writing, you are
likely writing a film that will never get bought or made.
Think about the audience for your picture. Are there
substantial numbers of people who want to see a picture like this? If
you write, for example, a drama set in space, you must ask yourself, is
there an audience for science fiction drama? Have there been any
successful science fiction dramas? (Is Frankenstein a drama?
Arguably, the unsuccessful Branagh version was, although it had its
thrills; the successful Boris Karloff one was a monster movie with
drama.) If not, you are running a big risk that, no matter how much
people like your script, they won't be able to figure out how to get it
made. If they can't figure that out, they won't give you money for it,
not to mention it won't get shot.
In the first reel (the first 10 minutes), the movie makes a contract
with its audience. The whole plot isn't necessarily set up. Sometimes
you just have an eight minute action sequence that tells you the movie's
an action movie. But the contract sets up the tone of the movie and the
generic ("genre") expectations of the audience. The ending of
the movie is going to have to deliver the goods on the contract. In
other words, if you set up a romantic contract, the boy better get the
girl. If you set up a dramatic or other contract, there can be a romance
in the movie, but the boy can lose or give up the girl, the girl can get
murdered, the boy can get murdered, etc. Casablanca has a strong
romance element, but the film opens with a Resistance operative being
gunned down on the streets. If Rick went off with Ilsa, that wouldn't
deliver the goods on the contract. Instead, Rick gives Ilsa back to
Viktor Laszlo because "the problems of three little people don't
add up to a hill of beans in this crazy world." If you'd started
the movie with Ilsa leaving Rick at the train station, you'd probably
have to end it with Rick and Ilsa together.
You can't be dogmatic about what makes a contract and what doesn't,
but a few points are obvious. An action movie has to open with a big
action scene. A comedy needs a good laugh in the first three minutes. A
drama had better get inside the skin of at least one central character.
A horror movie better have something creepy or horrifying happen. And so
on. If you haven't made a contract with your audience by page
ten, you've wasted the first reel.
Pitch Your Movie
How do you know what contract you want to make? Screenwriting books
talk about "theme," but I'm talking about "the
goods." What goods did you write the script to sell?
One of the most powerful tools, I have found, is to pitch your movie.
It's frightening and exhausting and I try to avoid it. I procrastinate.
I avoid. I evade. But if I simply pitch my movie to someone, step
by step, I find myself restructuring the story on the fly. Cutting out
confusing stuff. Adding and subtracting beats.
Personally, I enjoy working on paper more. I feel safer. I can
control words, they do what I want, and if they don't, I can change them
before someone reads them. But what seems to work on paper, once told on
the fly, often sounds stupid or confusing or far too complicated, or
sounds like it's coming in at the wrong place. You have a natural sense
for how to tell someone a story, but often it doesn't trigger when
you're struggling with characters and dialogue. Pitching the story to
someone forces your brain to invoke your natural story telling ability.
The ideal person to pitch your story to is not someone in show
business. They'll want to make improvements. As good as these may be,
they are not your improvements. What you want is to see if your
story sounds interesting to yourself as you pitch it, to see in the
listener's eyes where he or she is bored or thrilled, see where you're
confusing yourself.
Most writers are shy, so you may have trouble working up the energy
to do it. If you don't want to pitch the story to someone else, at least
run through the plot in your head while you're driving or walking
somewhere. The parts where you can't remember what comes next may be the
parts that need the most work. If you can't remember what gets you from
one step to the next each time you tell yourself the story, odds are
you're not seguéing smoothly. There is probably no very strong
connection or sharp juxtaposition between one scene and the next, and
you need to make your transition stronger.
You will also want to write your "pitch" down on paper in
five or six pages. This is not an outline. The point isn't to go
from step to step, as such, but to sell the story. A written pitch is
not as good as a spoken pitch, though, because you can convince yourself
of things on paper that you would never get away with in person.
One of the most valuable benefits of telling your story out loud is
it will immediately become obvious when your movie is not worth its
effect on global warming. Say you've come up with one of those gangster
/ lowlife / serial killer movies that people write because they think
the market wants them, but that they don't really believe in their
hearts. You start to tell it to your friend, and you suddenly realize
that you'd rather be talking about a movie you just saw.
Good. Now you don't have to write that script. It was a dumb idea
anyway. Strictly from hunger.
Once you've pitched and pitched and pitched your idea, you'll have it
down pat, and you can write it down. Then when you've written your
script, go back and see if you've delivered the goods the pitch
promised. If not, rewrite until it does. But if you've really done the
work of pitching your story, odds are you will have an extremely clear
idea of the goods you're promising to deliver, and you'll have done your
best to deliver them.
Cast Your Movie
Casting your movie in your mind's eye makes it easier to write a
coherent character. Think of Robert Redford in practically every movie
he's ever done: he's a similar character from Butch Cassidy and the
Sundance Kid to Three Days of the Condor to The Natural
to Sneakers to Up Close and Personal. In a given
situation, you know how Redford's character will react. If your lead
role is an aging golden boy, smarter than he looks but not brilliant,
caught in a situation slightly beyond him, basically decent but not
about to get in a fight about it unless he can't avoid it ... well, you
can cast Redford in that role, can't you?
Basically, as you imagine the scene, imagine it with a star playing
the role.
What this buys you is consistency. Once you know Redford's playing
the part, you can instantly see that certain lines of dialog are just
wrong. Redford's character would never say something coarse, or cruel,
or pretentious. Cast Redford in your mind, and the coarseness, cruelty
or pretentiousness of certain lines will suddenly jump out at you, even
though they seemed fine before. Similarly, certain actions become
impossible. Redford's character would never pick a fight, nor would he
betray a friend.
You're not really using the star, of course. You're using their
screen persona. Some actors have several. For example, Harrison Ford's
characters are always fundamentally good people who stand up for what's
right, but in his earlier work, he played wise-asses (Han Solo, Indiana
Jones) and later on, grown-up boy scouts (Jack Ryan, Dr. Richard
Kimble). Some actors have created such a powerful persona you can use it
after just one movie. Sharon Stone's ice queen from Basic Instinct
can come in handy. Travis Bickle, the borderline psychotic from Taxi
Driver, could easily show up in your story.
The key, of course, is making sure you're casting the right
character. I once wrote a space opera "starring" Harrison
Ford. The problem was, he was supposed to be a dirty cop, a weak man who
found himself in a situation where his innate decency forced him to side
with the rebels even though it was suicide and he had better offers
elsewhere. We weren't supposed to know which way he would jump. Somehow
the lines seemed mushy. I should have known better: Harrison Ford is
never dirty or weak. The problem fixed itself when I "recast"
with Kurt Russell, whose screen persona is shadier: someone you like,
but don't necessarily trust. The lines started to give themselves an
edge. The character opened up. You didn't know which way he'd jump.
You can also, of course, use your own friends or enemies, people
whose reactions you will know.
Do not tell anyone you've cast the movie. Let the lines speak
for themselves. If you've done your job right, everyone will know who they'd
like to see play the role.
Casting your movie is not taught in schools, I guess because teachers
fear it might kill your originality. Casting your movie is a technique
of craft, not a technique of great art. But to my mind, it is easier to
arrive at great art through craft than through raw art. Picasso studied
traditional painting before he invented new ways of seeing. Without
going through a phase of mimicking the old masters, he would not have
been able to control his Cubist paintings. Later on, Picasso would
periodically whip out a perfect traditional portrait of someone, just to
remind people he knew what he was doing. Once you know how to cast a
role in the mold of a star, you can break that mold when you choose, not
merely by accident.
Note, however, that you cannot depend on your casting of the
movie to make a character interesting or likeable. We, your readers, do
not have Harrison Ford in our mind when we start reading. We will not
start out caring about your lead character. You have to make him so
compelling that we would care about him even if he were played by, say,
Jim Belushi. In fact, if you cast an absolutely uncharismatic and
neutral star in your mind's eye, you can easily see if your dialog and
situations are truly effective enough to make us care about him.
Remember, however, your hero needs to be compelling, but not necessarily
likeable...
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Development Exec Myths
When development execs reject screenplays, they like to say
- we don't know enough about the characters
- we don't like the main character
- the dialog is flat
- the plot is episodic
- the concept isn't fresh and unique
These are often useless, dangerous comments, because addressing them
directly will not do anything to fix the real problems with the
screenplay.
The most obviously dangerous comment is "the dialog is
flat." Obviously, there is bad dialog, and one kind of bad dialog
is flat, bland, listless, undistinguished dialog. But snappy dialog that
jumps off the page is only one kind of good dialog, and it is only
appropriate for certain characters and certain scripts. If you're
writing Buffy, the Vampire Slayer, your dialog better be crisp,
snappy and bouncy. But if you're writing anything like A Fistful of
Dollars, Sergio Leone's first masterpiece, then your dialog wants to
be spare and minimalist. Spare dialog can easily be accused of being
flat, because the development executive is reading your script in bed
late at night, exhausted, her eyes blurry, a pile of scripts on her
night table, with her boyfriend snoring resentfully at her side. She is
not putting anything into reading your lines, so if they don't do the
work for her, she will think them flat.
On the other hand, the actor will put thought, passion and
talent into the lines, and the silences between them, and so your
"flat" dialog may in fact be good.
"Your dialog is flat" means your screenplay is not working,
but it probably means that your characters are not coming through
as rounded people we care about. Fix the characters, and the dialog will
fix itself.
Another dangerous comment is "your concept is not unique."
Most production companies don't want unique concepts. They want
great hooks, which is not the same thing. If you do something really
unique, the odds are they will reject it as "too different."
After all, how many "unique" pictures do the studios make? If
you do something mildly original, however, and your plot and characters
don't hold the reader's attention, you may well hear the criticism that
your concept isn't unique. Fix the plot and characters, and the
"uniqueness" of your concept will fix itself.
The issues of character and plot are less simple to unravel.
In theory, everyone wants a well-rounded, likable hero. When your
hero does not come across well, you will often hear two criticisms:
 | "We don't know enough about the hero" or
 | "Why do we like him?" |
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These are important questions, but they're often followed up by a
request to give us specific scenes that fix the problem. The classic
comment is "We don't know anything about the hero's
background." However, when you change the screenplay so you know
about the character's past, they then reject the picture for different
reasons. If you're a competent screenwriter, what "I want to know
more about this character's past" almost always means is, "I
don't get your character" which is not the same.
For a good example of a silly attempt at fleshing out a character,
look at Gremlins, where Phoebe Cates explains that she hates
Christmas because her dad died on Christmas. Little savage pointy-eared
beasties are running amok. Who cares whether she likes Christmas or not?
For a refreshing reversal, Buffy: The Vampire Slayer:
Buffy: "Puppets give me the wiggins. Ever since I was
eight."
Willow: "What happened?"
Buffy: "I saw a puppet, it gave me the wiggins. There really isn't
a story there."
Your movie may be about the characters resolving issues from
their past. But most hit movies, and at least half of all great movies,
give their heros a throwaway past to evade the development exec, or none
at all. For example, Dr. Richard Kimble doesn't change worth a damn in The
Fugitive. His backstory is non-existent, too. His wife is killed on
screen, and he spends the rest of the movie trying to find out who
dunnit. Did anyone let a development executive anywhere near The
Fugitive? The hell they did. It was production executives and
producers all the way, from the one who bought the rights to the tv
series to the one who offered it to Harrison Ford. Fact is, if you have
a star, we already know who he is.
On a dramatic level, many heros are heros because they are steadfast
and don't change their character at all. We don't need to know their
past, because they embody something that is greater than any one man's
past. What was Shane like as a lad? Who was that masked man? You mean...
you don't know?
The Rubber Ducky
I am going to rant about the "rubber ducky" theory
of backstory for a little while.
The "rubber ducky" is my phrase for when the hero or
villain, at a lull in the action, explains that he is what he is because
his mother took away his rubber ducky when he was three. It is always a
nice scene, well acted, beautifully lit, with a powerfully written
monolog that the writer spent days on.
The character's past may be important to your story, Batman
being a good example. But if it is, that past generally demands more
attention than one scene. It often gets several flashbacks, and
sometimes explodes into the climactic scene itself. It may be the only
thing rooting an action movie in any emotional reality at all, or it may
reveal information that is critical to the outcome of the movie, each of
which The Terminator is a good example for. But if all you're
talking about is giving your hero more emotional depth, you are running
the risk of awakening the Rubby Ducky.
As an example of a powerful movie in which the Rubber Ducky makes no
appearance, in A Fistful of Dollars, when the Man with No Name
risks his life to rescue the little family of three from the crossfire,
the husband asks, "Mister, why are you doing all this for us."
The story goes that in the script there was some godawful long speech
explaining the Man with No Name's backstory, and Clint Eastwood asked
Sergio Leone, "Can't I just say, 'Cause once there was a family
just like yours ... and there was no one to help'?" So we never got
to hear about his rubber ducky.
Would it have improved the movie if we had?
When readers / development execs / actors haven't bothered to read
carefully and ask the question "What sort of person is this
character, based on the way he reacts to the situations in the
script?," they feel that the character is flat, and they ask for a
rubber ducky. Then if the picture becomes a go, actors get very attached
to the rubber ducky scene, because it shows they can Act. So the ducky
stays in the picture.
But beware: if they're asking for the rubber ducky, the picture isn't
working for them. The solution may be wrong, but the problem is still
there. There's something missing.
How we know about character
There are two ways we know about a character:
 | what we see them do and say, and
 | what they or other people tell us about themselves. |
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Actions speak louder than words. What people do physically and what
they do by talking to other people, is far more telling than what people
tell us about themselves.
If you do not want to fill our ears with a sad tale of woe, then make
sure that the character does things - little or big things - that show
us who s/he is. In The Fugitive, Dr. Richard Kimble's habit
of putting himself at risk of being sent back to jail in order to help
strangers, makes us care about him more than any story he could possibly
tell could.
This technique is harder to use than the rubber ducky, but often more
effective, and it doesn't stop the story's forward motion.
Note that I am not against telling the character's backstory. Often a
character will tell about his past in order to explain to another
character why he needs to do what he's going to do, or to get the other
character to do something. That's merely good drama, using speech to get
results. What I'm arguing against is the comment "we don't know
enough about him," which is so often a red herring.
The pat-the-dog scene
Similarly, development execs as "why do we like the hero? In
response, writers like to throw in a "pat the dog"
scene to appease development execs. In the PTD scene, the hero is nice
to a stray dog, orphan child, pet iguana, etc., something to show that
although he is a hard bitten squinty eyed sonofabitch, he's warm and
fuzzy inside. Almost every successful mainstream movie
will give you several moments where we see a human side to even the
toughest hero.
Pat the dog scenes are easier than doing the hard work of making the
story so compelling, and the segues from scene to scene so seamless,
that the reader never has a moment to wonder why he likes or doesn't
like the main character.
But it's not necessary. In All That Jazz, for example,
Joe Gideon is not a likeable guy; in fact he's a shit. But he's honest
about what a shit he is, and he really does care about creating. Instead
of a PTD scene, give your hero a dream, something s/he really
wants to do but can't because of his/her circumstances. Dorothy dreams
of a place "over the rainbow."
Or a driving goal. Dorothy needs to get back home to Kansas.
In Dog Day Afternoon, Al Pacino's character holds up a bank in
order to get his gay transvestite lover enough money for the operation
to make him a woman. A weird goal, but a driving one.
Or, give the hero a big problem that makes us care about him.
In Lethal Weapon, Riggs puts a gun in his mouth every
morning and tries to think of a reason not to pull the trigger. Dorothy
is going to lose her dog Toto. Rick Deckard has to kill five replicants,
even though he wants to quit blade running.
Or, as above, give the hero things to do, say and feel that are integral
to the story that make us know him for a hero. Villains, it is
generally thought, should be fun to be around. Richard III is a gas;
he's really whooping it up being a rat bastard. Darth Vader is cool, in
a horrible way. Likewise, the sheer intensity of a hero or
antihero can carry him through the "likeability" hurdle - see Night
of the Hunter - although don't hold your breath for the "Look
Back In Anger" remake.
What do you do when your hero has no redeeming qualities as in, say Leaving
Las Vegas? Make him/her as unique, human, truthful and fascinating
as you can, and then convince a likeable actor to play him. Many actors
love to play unlikeable characters, because they
 | can pull out the stops
 | think it's harder, and
 | don't like themselves. |
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In no case can your hero have a trace of self-pity. (Don't
talk to me about Albert Brooks, I don't want to hear it.)
As an aside, there are a lot of writers who feel that you should know
much more about your characters than your audience will. There is a
school of thought that says you should write full backstories for all
your characters, i.e. where they went to school, what they majored in,
what mom did for a living, where they live etc. The theory is that this
will help you give your characters life.
The danger in this technique, as I see it, is that your audience can
only know what is actually on the screen. The reader can only learn what
is on the page. If there is something we need to know and it's not in
the screenplay, how do we know it?
The argument is that the knowledge somehow seeps into the character
as you write him or her. Somehow, your secondary character takes on a
greater fleshiness by virtue of your knowing him or her better.
Well, whatever works.
It is certainly true that actors must know their characters
better than the audience does, or they will not seem real. They should
know what the character was doing before the scene began, what he would
be doing if the scene never happened, what the character's goals in life
are, and so on.
Personally, I like to discover things about the characters as I write
what they say and do. I let them say things, and then I say to myself,
"Wow, I didn't know that about Gail, that's great, I can use
that!" I can also give my characters backstory that is convenient
to the screenplay at the drop of a hat. I also can't sucker myself into
writing bland ordinary characters whom I think are exceptional because
of the wonderful offscreen life I have created for them.
The risk with my approach is that characters may seem well-wrought
but no more than functional. If I'm not careful, they will only do
things that are relevant to the screenplay. They won't have the depth of
life, the sense that if the movie weren't happening they'd be off doing
something they liked better.
The flip side of that is that the audience does not always want
truly deep secondary characters, or heros for that matter. A good stock
character can be great fun for the audience. The obnoxious store clerk.
The befuddled grandfather. Do we really want to know about their angst?
No, they wouldn't be as enjoyable. Take Alan Rickman's over-the-top
Sheriff of Nottingham in Robin Hood, Prince of Thieves. Did we
want to know what made him the way he is? Like fun we did. We wanted him
pure unadulterated evil. Any explanation would have made him less fun.
This is true not only of schlock, but of great literature. Take
Shakespeare's Sir John Falstaff, who was so well enjoyed in Henry IV
and Henry V that the Bard brought him back for his own play, The
Merry Wives of Windsor. Do we know anything about his childhood? Did
Shakespeare? He is a fat, drunken coward prone equally to bursts of
hilarity and melancholy. It is what he does onstage that makes us love
him.
Roger Zelazny, a marvelous science fiction and fantasy writer, has an
interesting approach that might prove useful, though. Just for himself,
he writes a scene with his character that he does not put in the story.
Not a whole backstory, but a scene. He then makes a reference in the
story to that scene. That gives the audience the feeling that the
character has a life of his own. (Terry Rossio refers to the same
idea, quoting Obi-Wan Kenobi: "He fought with your father in the
Clone Wars," although we never do learn what the Clone Wars were.)
But note how this is different from a backstory. What makes this
technique meaningful is an allusion to the scene which is made in the
movie, but never explained to the audience. Don't overdo it, but it may
be worthwhile for your characters to refer to events outside the story.
You don't have to pay off every set up.
When development execs say this, it usually means the script lacks what
I call inevitability. In other words, one episode follows another
without the first one forcing the second one. In the ideal
dramatic script, one thing leads to the next; nothing happens by
accident, but proceeds inevitably from the circumstances in the
beginning.
In some scripts this is hard to do, and one wants to say, "I
know the Scarecrow episode doesn't make the Cowardly Lion episode
inevitable, but I like it that way!" But when development execs are
looking for reasons to reject (which is all the time unless their boss
already likes the project), they'll use the term "episodic" to
describe their not being caught up in the unfolding events.
If it is in the nature of your story that new elements cause
surprises in the second and third acts, for example if your characters
are on the road, meeting new people and having new adventures every reel
or so, a strong dramatic motor may fix the problem. In other
words, the human relationships between the characters, or the
development in the protagonist's character arc, will provide sinew to
hold together what may otherwise be an episodic skeleton.
Note that a screenplay must have inevitability and yet surprise.
This is not really a contradiction. The genre and the
"contract" often tell us what the eventual outcome of the
movie will be. But we don't know how we'll get to that outcome. We know
James Bond won't get killed, but we don't know that when he skis off the
cliff, there's a parachute in his backpack, or there's a plane waiting
to catch him. We don't know how.
Similarly, in a drama, we need to be able to look back and see how
the eventual outcome was "inevitable." But we can't know it's
coming until it's arrived. We have to feel unsure which way the story
will go, knowing that it will go the way that will satisfy us.
From scene to scene, there can be simultaneous surprise (we got here)
and satisfaction (of course we got here, it's the only place we could
have got).
The other reason you get this comment is that we don't care enough
about the protagonist. If we care about the hero, we will follow him
through your episodes. If we don't care, they will seem to just pop up
one after the other.
Easy? No, of course not. That's why they pay so much to have it done
right.
The Myth of Three Act Structure
The biggest myth in screenwriting is three act structure. That's not
a bad thing. Myths are useful ways to get across basic values. We live
by myths. But they can also make it hard to get new ideas.
For those of you who just got off the plane from Omaha, the idea is
that there's a first act, where you get your hero up a tree; a second
act, where the hero tries to get down the tree but gets more up the
tree; and the third act, where the hero knocks the tree over on the bad
guys, crushing them to death. Books on screenwriting (generally by
people without a writing credit on a produced picture) often go so far
as to state that the first act ends between page 25 and page 35; and
that the third act begins between pages 85 and 95 in a 120 page
screenplay. At the end of each act is a "turning point" where
the hero's situation changes, his desires change, the flow of the story
turns. Dorothy is whisked away to Oz. Before, she wanted to save Toto;
now, she wants to go home.
Howard Suber also notes a "flex point" around page 60 where
the stakes are raised and the pace intensified. When you watch the
latest high-concept thriller (e.g. The Specialist), these turning
points and flex points will often leap out and bite you in the ass. They
work, sometimes very well; but they can also become crutches, and make
the movie boring.
Only maybe half of all truly great movies have three acts; and in
some of them, you have to stretch to figure out what the act breaks are.
Where are the act breaks in Hard Day's Night? All that Jazz?
How about Spartacus? Forrest Gump? Apollo 13? Annie
Hall?
For an exercise, try to explain what effect the act breaks, if there
are any, have in Sleepless in Seattle and LA Story. Or how
about The Wizard of Oz? Does the third act begin when the Wizard
sends Dorothy after the Wicked Witch of the East? Or when Dorothy gets
home to Kansas? If it's the former, then how is the third act any
different from the second? If it's the latter, then the third act is no
more than epilogue.
Typically, thrillers set up the main character in a short first act -
really a precipitating incident - and then pursue the main character
through a huge second act which, rather than turning into a third act,
just keeps picking up the pace until the bad guy's had it and the hero/ine
wins. There may be an epilogue (the hero testifies in front of Congress,
or goes home and kisses his wife, etc.); but there's no real third act.
In Alien or Predator, there is no qualitative difference
between the second and third acts. A shrinking band of humans is
fighting a monster. In these cases you can arbitrarily say the third act
begins when the monster kills off the hero or heroine's last ally, or
when the hero or heroine finally starts to turn the tables on his or her
enemy, but then you are only finding a second turning point because you
are looking for one.
My point is, three act structure is overrated. Sure, there needs to
be a beginning ("get your hero up a tree"), a middle ("he
tries to get down the tree but gets further up") and an end
("the tree falls down"). But the important thing is to tell a
good story and deliver the goods on your premise and for your genre. In
comedy, if you keep them laughing, they'll forgive you anything. In
adventure stories and thrillers, tell a good yarn, and you can chuck the
turning points out the window. On the other hand, be prepared to put up
with knee-jerk comments about structure from development execs when they
don't like your script.
Remember, too: just because they're wrong about why they don't
like your script, doesn't mean it's good. It's up to you to figure out
what's broken and fix it; if you do, odds are all those comments about
structure will go away.
The Clock
If your script is a thriller or action movie, development execs will
often try to put a clock in. A clock is a deadline against which the
hero is racing. In Outbreak, an American town will be bombed into
ashes if the virus isn't contained by a certain time. In Executive
Decision, the Vice President must order a jumbo jet full of innocent
passengers blown out of the sky by a certain time or the jet will drop
deadly poison over the entire East Coast. In Midnight Run, Robert
De Niro's character must get Charles Grodin's character to a court
appointment by a noon on a certain day in order to get his fee as a
bounty hunter. In The Rock, the bad guys are going to blow poison
gas into San Francisco if they don't get their money by a certain time.
The clock can be less explicit; we may not know until the last act
just exactly wha the bad guys are going to do and when they're going to
do it. In Die Hard, Detective John McClane does not know the bad
guys' plans, but we discover that as soon as they empty the safe, they
are going to blow up all the civilians. We don't have a specific H-hour
M-Minute for that, but McClane is racing to stop Hans Gruber before he
can succeed. The Last Boy Scout is another example: the bad guys
are going to set off a bomb in a stadium and assassinate a Senator at a
certain time, but we don't know that right away.
The clock is one of those things development executives are taught to
ask for whether it's appropriate or not; they are taught to believe that
a clock will always ratchet up the suspense.
If you think about it, it's not hard to come up with any number of
extremely suspenseful thrillers that don't have a clock. Just to pick
names out of a hat: Basic Instinct, Sleeping with the Enemy, Wild
Things, Single White Female, Rear Window, Gaslight, The Parallax View,
Day of the Condor, The Conversation, Blow Up, Blow Out, Seven,
Chinatown, Body Heat, Jagged Edge, Witness. Nor can you say that the
subgenre of action thrillers needs a clock. The Fugitive, Conspiracy
Theory, Lethal Weapon, The Long Kiss Goodnight: none of these has a
clock.
What suspenseful thrillers and action thrillers do have is a
tightening noose, either putting the hero in more and more jeopardy, or
getting the hero closer and closer to solving the mystery, or both. For
example, serial killer movies (Silence of the Lambs, Seven) don't
really have clocks, but the detective is trying to stop the bad guy from
murdering his next victim. It's not a clock because we don't know who
he'll kill next or when. Innocent-man thrillers such as North by
Northwest, The Fugitive often have the hero chasing after a precious
few clues trying to clear himself before he's caught by the cops.
If your exec is asking you for a clock, it may be a sign of
intellectual laziness, or it may be a sign that you have not ratcheted
up the suspense as high as it will go. Your pacing is slow or it does
not speed up as you approach the end of the movie. You are not
tightening the noose.
The odds are in this case that providing a clock will not
automatically increase suspense. The clock is like the MacGuffin
(Hitchcock's term for the thing everyone's chasing after: the microfilm,
the tape, the letters of transit, the plans to the Deathstar): it
provides an excuse for your characters to get wound up, but it does not
wind them up for you. You still have to provide the suspense, the
jeopardy and the mystery.
That said, if you can organically have a clock, it can clarify the
hero's task, just as having a MacGuffin does. Clarity is a Good Thing.
If you have a clock, it is also neat to speed it up periodically. We
don't have six hours -- we have half an hour! Oh no!
Humor in Non-Comedy Scripts
Development execs will sometimes tell you your screenplay could
stand to be funnier.
This generally indicates one of two problems. Your hero may be taking
himself terribly seriously. In a popcorn movie, self-importance in the
hero is not as bad as self-pity, which is deadly, but it is a big weight
on the movie. Think of how much better comic book movies like Judge
Dredd and Blade could have been if the hero deflated himself
with humor, or if the screenplay deflated him for us. On the other hand,
look at Zorro, and how much more we enjoy Joaquin Murietta (the
young Zorro played by Antonio Banderas) because he makes a fool of
himself from time to time. In action movies, humor is an essential bit
of leavening. That's why Stallone movies can get so dreary (he seems to
me to be less willing to let movies make fun of him) while Mel Gibson's
action movies are so much fun.
Or, you may not have given enough oomph to your dramatic scenes. If
the screenplay hasn't made us care about the hero's goals, visions, pain
and love, we don't care about him. We start hoping for some humor. Humor
won't fix this problem, though. You need to look at how to make us care
more. Then we won't need humor.
That said, even the heaviest drama can use humor, because people tend
to crack jokes in the face of death; and if you lighten things up a bit,
you allow the audience to catch their breath before you go even deeper
into gut-wrenching tragedy.
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Love Thy Enemy
You must love your villain in one of two ways.
 | Cartoon villains, in the best sense. Iago. Darth Vader. The Wicked
Witch of the West. He is a truly horrible wicked person, and there
is a tremendous force and intensity to his personality. You love
writing him. The actor will love playing him. Think of Hannibal the
Cannibal in Silence of the Lambs or the Alan Rickman's
Sheriff of Nottingham in Robin Hood: Prince of Thieves.
Elmira Gulch and the Wicked Witch of the West in Gone With the
Wind -- oops, I meant, you know.
 | Realistic villains. Give him tremendous sympathy and
self-justification. He believes he has his reasons. Hitler thought
he was ridding the world of evil Jews, and taking the world for the
Master Race, as was their right. Claudius really loves Gertrude, and
has convinced himself he loves Hamlet, too. He feels terribly guilty
for murdering Hamlet's father. O. J. Simpson has convinced himself he
is the victim. They are all evil, but they think they are only
misunderstood. |
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The stronger an impression your villain makes, the greater the obstacle
for the hero, the better the conflict, the more drama.
External Antagonist, Intimate Opponent and Tragic (or Comic) Flaw
So long as you don't crowd your movie, there's room for three kinds
of conflict. There's an external antagonist, which may be a person, an
organization, or just a situation (beat the clock). There is often also
an intimate opponent: someone on the side of the hero who is
untrustworthy, or gets in his way, or distracts him. Then there's the
hero's flaw. In the best drama, the hero's flaw ties in with the
antagonist, so that by confronting the antagonist, he is forced to
confront his worst fears. So in a horror movie about werewolves, it
might be good if the hero's deepest fear is to lose control of himself.
But all vices have their virtues: the hero may discover that his worst
flaw gives him a weapon people without that flaw may not have. In the
best drama, everything ties together, but in unexpected ways. Thus your
plot can be surprising, yet inevitable: you don't know how it will turn
out, but when it does turn out, you realize that was the only way it
could have gone.
Literary Names
Be careful giving names with literary inspiration. Personally, I
find it easier to get a grip on a character if he or she has a name that
means something. A monster called MEGAERA seems scarier to me than one
called TANAKRA, even if many people aren't going to be sure whether
she's "meg-i-ra" or "meg-ay-ra". (Megaera is one of
the three Furies of Greek Mythology, who hound kinslayers to their
doom.) Also, names torn from literature tend to sound more natural than
names you make up. Most of J. R. R. Tolkien's names, believe it or not,
are taken from Old English and Old Norse heroic sagas, e.g. Gimli, Eowyn,
Gandalf. That's why they work, and ones created in imitation of his
names almost always sound phony.
But "Megaera" won't necessarily seem scary to a reader
without a classical education, which is most readers. For example, I
once called a place "Iblis," which is not only Arabic for
"despair," but the name of the chief djinn, an angel who was
ejected from heaven after he refused to reverence Adam, saying,
"And shall I worship a lump of clay, I whom Thou didst shape out of
smokeless fire?" The exec on the project, an extremely bright and
talented woman who had, unfortunately for me, not read the footnotes in
Richard Burton's translation of The Thousand And One Nights, did
not think "Iblis" sounded scary enough.
I changed it to Kadesh, which I vaguely recall might be the Hebrew
for one of the Ten Plagues in Exodus, or then again, might not be. But
it sounds good.
I include the anecdote just to point out that you should do whatever
you need to do to tell yourself what the character means, if
that's important to you. But be sure you're also scoring with a reader
who has not read as many books as you have. Even readers who have
read as many books as you have will assume that the audience won't get
the allusions they do. Smart, educated studio executives -- there are
more than you would expect from the stories -- regularly assume that the
audience is uneducated, intellectually lazy, and scared of anything
deep, and that they will resent anything over their heads. They are
regularly proved wrong by the success of deep, intelligent, difficult
movies. But no one ever got fired for underestimating the audience, and
most executives live in fear of being fired during all months with
vowels in them.
There is another danger in using clever names. Your readers will
periodically understand them perfectly well. They'll know why you named
a character "Janus" and will figure out he's two-faced before
you want them to; or they'll just be slightly irritated at you. You
never want anything that alienates your reader from imagining the movie
unspooling in his head.
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Point of View and the Central Character
Most screenplays tell their story from the point of view of one of
the characters. This is often, but not always, the central character.
The distinction can be enlightening.
The standard approach is that of a detective story. We see things
unfold as the detective does; we see flashbacks only when he figures out
what happened. From time to time, we might see something he doesn't;
that heightens suspense. For example, in Vertigo, we discover the
girl's secret; Jimmy Stewart's character doesn't learn it until the
final reel.
The same is generally true for drama. In Casablanca, we see
the story unfold almost entirely from Rick's point of view. There are a
few vignettes -- the Rumanian girl offering herself to Captain Renault,
Renault's conversation with Strasser about how to deal with Viktor
Laszlo -- but these are things Rick could have guessed or heard about.
The flashback is his -- even though we see Ilsa Lund's eyes when he
doesn't, there's nothing in the scene he didn't know or figure out
shortly after.
However, when the central character is someone we can never truly
entire into the mind of, often the point of view through whom the story
is told is another character. A good example is Moby Dick. The
central character -- the man the story revolves around -- is Captain
Ahab. But he is a maniac, obsessed beyond reason with vengeance. He is
in a state we can (hopefully) never go to; we can only see the outward
face of it. Melville tells the story, instead, through a narrator who is
practically a nonentity. The man we are supposed to call Ishmael does
practically nothing except escape to tell the tale.
Cinema is a literalistic medium. I mean that you have to put
something concrete up on the screen. You can't reproduce visionary
experience except by indirect means. For example, the Monkees film Head
(written by none other than Jack Nicholson, as I recall) attempts to
reproduce an LSD trip. The Monkees go through surreal escapades;
everything almost seems to make sense, but not normal sense. But it's
nothing at all like an actual LSD trip.
Cinema can't reproduce paranoia except by making the world seem
threatening, for example through high contrast photography and wide
angle lenses. We're so used to an expressionistic style being used to
indicate paranoia that we start to think that's what it's like. But a
paranoid person sees the same facts you do; he just interprets them in
an entirely different way. The camera can't draw conclusions for you; it
can only present facts that demand a certain conclusion.
House of Cards and Rain Man have autistic characters at
their center. But Rain Man was a more successful movie partly because
it didn't try to get inside the mind of Raymond, the autistic savant. He
is in a place we can never go, thank God. The camera can't enter there.
But it can show the outward face of autism -- or, more precisely, an
actor's illumination of autism.
That doesn't mean don't try to find a way to show us the mind of a
crazy person. The Cabinet of Dr. Caligari is a scary movie partly
because it succeeds in putting us inside the mind of a crazy person; and
Jacob's Ladder comes close to succeeding in doing something
similar. But both have to use visual metaphors for things that can't be
represented directly in film the way they can be written about directly
in a novel. The mind of a computer, a nonhumanoid alien, an insane
person, a god, a demon: either come up with a really amazing visual
metaphor, or filter the story through a point of view we can
grasp. Point of view can be a subtle thing. Two scenes can be written
with identical dialog but whose emotional point of view belongs
to different characters. It may be something as subtle as who you show
reacting to the dialog. It may be even subtler. Do you say:
CARRIE frowns.
which merely shows us her facial expression -- suggesting that the
emotional POV is with the other character seeing it; or
CARRIE frowns, troubled.
which gets us into Carrie's head just enough for us to feel we're
with her emotionally, without going so deep into Carrie's head that the
camera can't follow, as this bad example does:
CARRIE frowns, troubled, remembering the morning's news.
In a monster movie or thriller, there are going to be times you want
the camera to show things the hero isn't there to see. Sometimes the
camera will take the visual POV of the monster or stalker.
But you can still keep the emotional POV with the hero (or victim).
Show us only (a) what the hero can later deduce, and (b) what directly
affects the hero. When a stalker is inexorably making his way to the
victim's house, the emotional POV can still be with her if we know he's
heading there. On the other hand, if the stalker takes a detour to have
some ice cream with some little kids we've never met before, then the
emotional POV leaves the victim and goes to the stalker. It leaves the
victim, because she's got nothing to do with the kids; but it would not
necessarily leave the hero if he or she is a homicide detective who will
later discover their bodies or talk to them if they survived.
In Kenneth Branagh's vastly underrated movie Mary Shelley's
Frankenstein, the emotional POV leaves Victor von Frankenstein for
an extended stretch when the Creature finds shelter in the shed of the
peasant family, and there learns to speak and read. But once the
Creature, ejected from his refuge, swears revenge on von Frankenstein,
he becomes Nemesis, destroying all those von Frankenstein loves. We are
no longer in the Creature's emotional POV; we see everything from von
Frankenstein's point of view. When the Creature captures von
Frankenstein and asks him why he was made, the scene is played from von
Frankenstein's point of view.
I'm using horror movies and thrillers as a handy example, but the
same is true in a drama. When someone walks into a room, do you follow
them into the room (their perspective), overhearing the conversation
inside the room, or do you start with the conversation and then see the
person walk in (other people's perspective). Even so simple a choice as
this can dramatically affect how we feel emotionally about the
characters. Look at the POV difference in these two moments:
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INT. OLD MAN'S HOUSE -- CARRIE'S ROOM -- DAY
Carrie wakes up, alert.
SARA (O.C.)
I just read this Wired piece of
yours?
NICK (O.C.)
Oh yeah? Damn, I must've left it
lying around.
She sits up, eager.
INT. OLD MAN'S LIVING ROOM -- DAY
Carrie looks in:
Sara is unfolding a piece of paper out of her back pocket. Nick is doing the
crossword puzzle on the coffee table.
and
INT. OLD MAN'S LIVING ROOM - LATE AFTERNOON
Sara comes in. Nick is doing the crossword puzzle on the coffee
table. She pulls a folded-up piece of paper out of her back
pocket.
SARA
I just read this Wired piece of
yours?
NICK
(grabs it)
Oh yeah? Damn, I must've left it
lying around.
He looks up. Carrie's watching them from the doorway.
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The rest of the scene plays the same; but because the opening of one
is Carrie's, and the opening of the other is Nick and Sara's, the
dramatic force of the scene is different in the two versions. The movie
I wrote the scene for stars Carrie; but I had unthinkingly written lots
of it from other characters' perspective. Yet I wasn't prepared to make
her a truly mysterious character. So I had the worst of both worlds: an
unmysterious character whom we know only from an external POV. In
rewriting it, I had to choose between keeping the emotional POV external
and making Carrie more of a mystery, or putting the movie into Carrie's
emotional POV by rewriting the scenes, which is what I did.
As a counter-example to all the above, there are excellent movies
that are totally voyeuristic -- they not only don't take you into any
character's mind, but they don't tell you everything any one character
knows. Wild Things is an excellent paradigm for this. We see the
movie primarily from the point of view of the detective (Kevin Dillon)
and the teacher (Matt Dillon), but we don't know everything either of
them knows. In the end, the story turns out to have been entirely
motivated by another character, whose machinations have been mostly kept
from us.
Wild Things works as a voyeuristic thriller. The audience may
be coming for steamy eroticism (and it gets it!) but the goods the
picture delivers is the cunning manipulation of the audience. In other
words the audience is paying for the thrill of being led around by the
nose. Just be aware that if you play games with the audience, your film
is going to be emotionally cold. It's only by getting us to identify
with a character -- to see the world through her eyes, whether
cinematically or emotionally -- that you can emotionally move the
audience.
The Principle of Economy, or another application of Occam's Razor
William of Ockham (Latinized as Occam) proposed as an intellectual tool
the rule that "Entities are not to be multiplied
unnecessarily," or in smaller words, the simplest explanation is
usually the correct one. In drama, a similar rule applies. Tell your
story with as few elements as possible. This doesn't mean avoid
complication; drama is all about complication. It means that where you
can have one character or one scene fulfilling several functions, that's
better than having several characters or several scenes, each fulfilling
one of the functions. Merge your characters when you can; merge your
scenes when you can.
As a general rule, when making up a story, one thing is better than
two.
For example, it is usually better for a hero or villain to have one
goal, not several. Dorothy wants to get home. The goal can change:
Scarlett wants to marry Ashley, but in the end, she only wants to save
Tara. But I can't think of any great story where the hero wanted to do
two things. This is not like life, where every wise person keeps several
irons in the fire. But drama isn't like life.
Similarly, if you are going to have a MacGuffin, you should only have
one. The Wicked Witch wants Dorothy's shoes, and will stop at nothing to
get them. An exception is the caper picture where, for example, in order
to rob the train, the villains need four keys, and the getting of each
one is a mini-story in itself. But there, each mini-story is about
getting one thing.
How to adapt a book (Hitchcock Method)
Read the book once, then put it away. Figure out what about the book
wants to be a movie. Anything that doesn't stick in your head a day
later, shouldn't be in the outline. Don't go back to the book for
specific dialog or scenes until you've written an outline that works as
a movie.
How to write a script based on a true story
The basic problem is, lives don't have themes, but movies do. Figure
out what about the true story wants to be a movie, then write the
outline. What is the theme of this life or sequence of events?
Once you've decided, write your step outline as you would any other
movie. Don't go back to the source material until you've got an outline
you're happy with. If it didn't stick in your head, it shouldn't be in
the movie.
Editing your scenes
Get into a scene as late as possible and still make your point,
get out of it as soon as possible. What do I mean? On the simplest
level, don't show the guy coming in the door. Start the scene with him
slamming the piece of paper on the other guy's desk and saying
"what the hell does this mean?" Then, after a page of
brilliant dialog ending in the second guy saying, "what could
possibly go wrong?", cut straight to what goes wrong. Don't let the
scene trail off with the guys shaking hands, etc, etc.. On a practical
level, write the scene, then see how much of the head and tail you can
lop off without losing anything. Comic books, especially the
great ones (Frank Miller, The Dark Night Returns, Neil Gaiman's Sandman
series, are superb at this, because they only have 16 to 32 pages to
tell a story.
Two exceptions.
 | You can get into a scene earlier in order to introduce characters
you'll need later, or to have background information about a
character come out, or just to establish the texture of a
character's life. The forward motion of the scene builds as you make
your main point, so the exposition you're doing in the beginning
doesn't feel flabby.
 | You can also extend a scene so that it covers two steps, or beats
if you will, in which case your scene lengthens. But you still want
to get out of the first half of the scene as soon as you can, and
into the second half. |
|
Foreign Language Dialog
I have seen a number of systems for representing foreign language
dialog, none of them entirely satisfactory. To my mind, the object of
the screenwriter is to duplicate in the reader's mind as far as possible
the effect the movie will have in the audience's mind. Writing
"(subtitled)" every time a character speaks seems awkward:
JOE
(to Ilsa, subtitled)
Take this man out and shoot him.
(to Max, in English)
This gentleman will show you to
your bungalow.
If you don't write (in German) or (subtitled) every time the
character speaks, unfortunately, the reader will quickly forget the
dialog is in a foreign language, so you lose the nuance.
My preference, and this is not canonical, is to establish the conceit
that dialog written in parentheses is in a foreign language, subtitled.
I stole this idea from Garry Trudeau's comic strip Doonesbury.
JOE
(to Ilsa)
(Take this man out and shoot him.)
(to Max)
This gentleman will show you to
your room.
I read a script where the writer put asterisks around the dialogue,
which is essentially the same idea. It worked as far as I'm concerned.
You did not have to read carefully in order to know which dialogue was
in Japanese; it was obvious.
However, if there are not going to be subtitles, i.e. we're not supposed
to understand what the Nazis are saying, then try to give the dialog in
the actual language, or a reasonable approximation, if you can. This is
far better than the alternative, which is writing the dialog in English
and then telling us in the description that the characters are speaking
Spanish. Most readers skim and many ignore description, which renders
this technique useless -- they will read it as if the character is
speaking English. Even if they are careful readers (ha!), though, your
objective is, again, to duplicate the effect in the reader's mind that
you want the director to create in the audience's mind. If the audience
isn't supposed to understand the foreign language dialog (unless they
happen to be bilingual), then the reader shouldn't, either. If you can't
fake the foreign language, or just as an alternative, write what it
sounds like: "Helmut screams briefly at the soldier, who
mutters something apologetic and runs off."
I would love to hear from
any experienced screenwriter with another really good way to deal with
foreign language dialog, or an opinion on the best way to represent a
telephone conversation.
Know your genre
What's genre? It's not just the section of the video store your movie
gets shelved in. It's the goods you've promised the audience you'll
deliver.
For example, suppose you have a movie about a cop trying to find a
killer. (A unique idea, I know, but I'm giving it away for free.) There
is a spectrum of drama, suspense and action you'll find in cop movies,
from the pure silly action of the later Lethal Weapon movies or
John Woo's extravagant ballets of gunplay with their thirty-minute
climactic gun battles, to slow, intense dramatics of Seven. Any
drama has some action, and every good action movie has some good drama.
They all have suspense. So how do you tell what genre you're in?
Genre is the goods you've promised to deliver the audience. The
action audience comes to see action. Your action better kick ass if
you've written an action movie. The drama is there to provide emotional
underpinnings for the action; the suspense is there to give pacing to
the action.
On the other hand, if you're writing a drama, the audience wants to
see the inner life of the characters. Your characters need to undergo
dramatic stress. They will have to change and confront their inner
demons. The action is there to provide opportunities for the characters
to test themselves and each other.
So, for example, Saving Private Ryan has a twenty-two minute
opening action sequence. But it's there to define the characters' world,
to show the hell they're living in, that they bravely embrace. The
audience is not there to enjoy it for action's sake. The main issues are
dramatic: is it worth risking eight lives to save one? Is it possible to
remain good in the middle of a war? In The Dirty Dozen the
20-minute finale has just as much action, but it's there for action's
sake; the rest of the movie is there for us to come to care about them
deeply, so that when they die heroically, we care. The main issue is
about action: will the Dirty Dozen wipe out the Nazi officer's club?
Suspense is in the middle. It defines a thriller. In The
Negotiator, the two characters going head to head are trying to
manipulate each other. One is trying to discover who murdered his
partner. The other is trying to get the hostages out. One wrong move and
people get killed.
Neither character changes or confronts their inner demons, so it's
not a drama. The action is brief and explosive. We don't enjoy it for
its own sake; it makes everything more tense. We're there to enjoy the
suspense and its resolution.
To get fancy for a moment, drama, suspense thrillers and action
movies are all in functional genres: genres where what happens
defines them. Comedy, romance and horror are genres of affect.
You come to a comedy to laugh, to a romance to be inspired with romance,
and to a horror movie to be scared out of your wits.
Even in the most tragic picture there can be moments of hysterical
comedy. Even in the funniest comedy, someone may die. But in a comedy,
the tragedy is there to add weight to the comedy; we don't laugh if we
don't also care. In any other genre, the humor is there to add humanity
to the events.
Similarly, there may be horrific moments in any genre, but only in
horror do we plunk down our eight bucks specifically to be horrified,
and go home grumbling if we weren't horrified enough. And so on for
romance.
It's important to know what genre you're writing in, because
screenplays go wrong when the writer is at odds with his or her genre.
It's important, too, because you are asking millions of real people to
pay their hard-earned money for your vision; you better give them what
they came to the movie for, whether it's laughs, or thrills, or poignant
moments or absurdism.
I recently read a science fiction screenplay where the writer really
wanted to get into the head of an ambitious doctor who had perfected a
technique to cure blindness, but created a monster. The problem was, it
was at heart a drama; but the monstrous elements belonged to a horror
movie. The drama audience isn't looking for monsters; the monster
audience isn't interested in the subtle inner lives of ambitious
doctors.
The remaining genres are genres of environment: science
fiction films, fantasy films, westerns, and historical pieces --
so-called "period pieces." I say "so-called" because
only unsuccessful are "period pieces." Successful movies are
in their proper genre. Sense and Sensibility is a romance. Braveheart
is an epic action-adventure. Rob Roy was a period piece.
Obviously in a technical sense these genres can be said to mix. Alien
is a science fiction horror movie. Unforgiven is a Western drama.
All genres have their audiences. I, for one, will go see practically
any science fiction movie, no matter whether it's a drama, thriller,
action movie or comedy, unless the reviews say it really sucks the big
weenie. I will be very upset if the science fiction in the movie does
not satisfy me. I will be very happy if the movie creates a convincing
future world and shows me how people live in it. The movie has to have
all that other good stuff, laughs, whammies, tears, but if I think the
SF is lame, I'm miffed, no matter how good a movie it is. I was really
miffed at Universal Soldier for passing off a contemporary
action-adventure piece as SF, and I was miffed at Static for
pretending to be metaphysical when it was basically a contemporary
drama. Similarly, if nobody in Unforgiven had fired a six-gun, if
there had not been a saloon or a prairie, the Western fans would have
gone away mad, even though the movie was perfect. Fortunately, Clint
Eastwood is no fool. The movie wasn't really about saloons or prairies,
it was about redemption. But it had all that good Western stuff for the
fans.
Don't kill a cat or a dog or a horse on screen. It isn't done,
not by good directors. It's a cheap and repulsive way to get an
emotional effect. I will stop reading a screenplay where this happens.
It is also extremely risky to kill any mammal on screen. My guess is
what killed WHITE SQUALL at the box office was the (thematically
unnecessary) sequence where a dolphin is bludgeoned to death on deck.
The sole exception I can think of, and it's an illuminating one, is THE
GHOST AND THE DARKNESS, where the heroes eventually kill the two rogue
lions. But these lions have removed themselves from the animal kingdom
by slaughtering over sixty railroad workers, far more than they could
possibly eat. They have taken themselves out of the realm of the natural
world and made themselves monsters.
You can, if you must, kill your animals off screen, but personally, I
prefer a movie in which the pets have the sense to snarl at the vampire
and run away.
While it is perfectly all right to have an undead creature strangle
the department store Santa to death under the neon lights, less
cartoonish violence, especially when directed against the weak (women,
children, pets) often throws the reader and the audience out of the
movie. So, for example, if you have a physically abusive husband who's
going to get his just desserts later on, you do not show him beating his
wife on screen; you show her bruises later. You don't show a rape on
screen. You never show someone hurting (as opposed to frightening) a
child on screen. It is classier and emotionally more effective to
show the aftermath of extreme violence than the violence itself.
In Conan the Barbarian, a fine film not otherwise noted for its
understatement, we don't see little Conan's mother get her head whacked
off by Thulsa Doom. We see little Conan's face as he holds her hand; the
sword swings; her hand lets go of his; and he looks up at her with a
child's incomprehension.
The main exception is where the abuse or rape is the subject of a
drama, for example The Burning Bed or The Accused.
Generally the filmmaker will try to show the horrible events in quick
cuts, or behind a curtain. You can write a scene so it is clear that we
will not dwell on what is too painful to watch. It is also much easier
to see realistic violence on the tv screen than in a movie theater.
Don't just write for the science fiction and fantasy audiences!
Don't create a world too far removed from our own. The most successful
SF movies introduce an sf element into our contemporary world.
("No, I'm from Kansas," says Captain Kirk. "I just work
in outer space.") Think of Independence Day, Stargate, Predator,
Terminator, T2, Starman, ET, Close Encounters, Star Trek IV.
Everyone can relate to the contemporary background and characters, and
can put themselves in the shoes of an ordinary modern person confronting
a space alien.
The next most successful science fiction movies create a future very
similar to our own, but warped by one major science fiction element. Blade
Runner is set in a film noir LA not far removed from modern
Tokyo or Bangkok, except that (sf element) there are superhuman androids
on the run and Deckard has to retire them. Outland is High
Noon on (sf element) a mining colony on Ganymede.
As you can tell from the examples above, these movies also fall back
on familiar genre plots and characters. We may not be personally
familiar with the Old West, but we recognize Sean Connery's character in
Outland from a dozen westerns.
What novice writers love to do is create a whole world full of
things named the Vogon and the planet Utapau and the Journal of the
Whills and the Bendu of Ashla and so on. These movies never get made,
because only the science fiction audience loves to plunge wholeheartedly
into a different world with a different social structure, different laws
of physics, different history, and deeply meaningful names that you
never heard of before.
... these movies almost never get made, I should say. The
above names were all invented by a novice writer named George Lucas for
an early draft of something called The Star Wars. However, I must
point out that for many, many years no one would touch the script,
because it was (in the draft I'm referring to) practically unreadable.
Fortunately for all of us, American Graffiti convinced Alan Ladd,
Jr., then boss of 20th Century Fox, that George Lucas could do anything
he believed in... and then no one believed the picture would make money,
even up to the first preview screenings.
There are no rules, but you break them at your peril.
I believe that a science fiction script set in this world wants to
have no more than one science fiction element, one which can be summed
up in a few words. Dinosaurs can be cloned from fossilized DNA. An alien
child is left on Earth by accident. An electronic intelligence takes
over the computers on a science ship. You don't want to have two. For
example, if you have aliens in your contemporary movie, don't have
intelligent robots, and vice versa.
Once you've established that sf element, the farther away from our
reality you take the picture, the less effective it is going to be. An
audience becomes alienated when one thing after another takes them out
of their reality. Instead, keep the rest of the story as real as
possible. If dino cloning exists, what will people do with it? Try to
make money off it, is what. In other words, the standard for realism and
believability is higher in science fiction, not lower. If someone in a
romantic comedy does something wildly unpredictable, I'm not
worried,that's just the character. If a character in a science fiction
thriller does something unrealistic, my suspension of disbelief starts
to get sore.
If your story takes place in the future, or in a fantasy world, then
your job is slightly different: make sure that the world is internally
consistent, and make sure that the characters in it are compelling and
believable within their own world.
I like a fantasy or sf movie to have a moral or metaphysical theme. I
believe that's what grounds sf and fantasy in present reality: what we
are seeing is not literally true, but it is emotionally
and morally true. An sf or fantasy piece that has no metaphysical
theme, to me, is less real to me than one with one, because it
has no connection with my reality.
Using hindsight, I would argue that Star Wars worked because
it cribbed a lot of genre conventions, but from an unexpected genre: the
universal hero legend made famous by Joseph Campbell in The Hero With
A Thousand Faces. It has a legendary theme with which we are
familiar. (Supposedly it is based on Akira Kurosawa's The Hidden
Fortress, but the similarities are only in the plot.)
Star Trek appears at first to be a special case. It was
conceived of as "Wagon Train in Space," but it didn't make it
to the big screen until twenty years after the show had become a
cultural phenomenon. But if you think about it, it's really just a story
about a US Navy ship in the South Pacific, given some science fiction
elements. We already know what a ship captain is, a first officer, a
ship's doctor (and Bones was just a revision of an "old country
doctor" DeForrest Kelley had played in a dozen Westerns already).
Everything you need to know to understand the show can be contained in a
short blurb: "These are the voyages of the starship Enterprise, its
five year mission to explore strange new worlds, to seek out new life
and new civilizations, to boldly go where no man has gone before."
One moral of the story is, unless you have already written and directed
one surprise hit, and know a studio head, or are basing your movie on a
cultural phenomenon that everyone has seen in reruns, keep the science
fiction aspects down to what can be explained in one phrase. "Nasty
aliens invade the world." "An alien child is left behind by
accident and ..." "There's a mine on Ganymede and..." Not
(George again):
The REPUBLIC GALACTICA is dead. Ruthless
trader barons, driven by greed and the
lust for power, have replaced enlightenment
with oppression, and "rule by the people"
with the FIRST GALACTIC EMPIRE.
Until the tragic Holy Rebellion of "06",
the respected JEDI BENDU OF ASHLA were the
most powerful warriors in the Universe.
For a hundred thousand years, generations
of Jedi Bendu knights learned the ways of
the mysterious FORCE OF OTHERS, and acted
as the guardians of peace and justice in
the REPUBLIC. Now these legendary warriors
are all but extinct. One by one they have
been hunted down and destroyed by a fero-
cious rival sect of mercenary warriors:
THE BLACK KNIGHTS OF THE SITH.
It is a period of civil wars. The EMPIRE
is crumbling into lawless barbarism through-
out the million worlds of the galaxy. From
the celestial equator to the farthest
reaches of the GREAT RIFT, seventy small
solar systems have united in a common war
against the tyranny of the Empire. Under
the command of a mighty Jedi warrior known
as THE STARKILLER, the REBEL ALLIANCE has
won a crushing victory over the deadly
Imperial Star Fleet. The Empire knows that
one more such defeat will bring a thousand
more solar systems into the rebellion, and
Imperial control of the Outlands could be
lost forever...
Too much. The brain can only hold so many facts!
Obviously, there are successful fantasy movies which create whole
worlds. But they are rarely successful unless they are based on
bestselling books, e.g. Conan, Princess Bride, Interview with a
Vampire, or legends everyone already knows, e.g. Excalibur,
Company of Wolves, or monsters we love, e.g. Dragonslayer, An
American Werewolf in London. One could argue that Willow, Legend,
Dragonheart, The Dark Crystal, Labyrinth and many other major
fantasy pictures flopped because the audience had to learn too many new
facts about their world during the course of the movie.
By the way, the rules for science fiction have their corollary in
thrillers. Thrillers are about extraordinary things happening to
ordinary people. There should really only be one extraordinary thing
happening in the a thriller, and out of that arises all the other
extraordinary things. Don't have two or more unlikely things in your
premise. Everything should flow in plausible, logical directions from
the premise.
What grounds a science fiction or fantasy script in reality? I
believe it is the emotional or moral truth at its core. A horror movie
may violate the laws of physics, but if it speaks to a moral truth that
we all have to deal with, it feels real. For example, we all think we're
good people, and yet we are possessed from time to time by urges that
cause us to hurt those we love. That is the essential moral truth at the
heart of the werewolf genre; the only difference is that when the
werewolf gets these urges, he's furry on the outside. The seductiveness
of death is at the heart of the vampire genre.
If your science fiction script is about someone feeling excluded
because they're an alien, then we can all relate to its emotional truth,
because we've felt like an alien and been excluded.
If your science fiction script has neither an emotional truth nor a
moral truth at its center, then you have Starship Troopers, and
you better hope you have state-of-the-art special effects or no one is
going to come to your movie.
Period pieces are very difficult to get made, because successful period
pieces are not perceived as period pieces. Rob Roy, a flop, was
perceived as a period piece. Braveheart, which grossed $166
million domestic, was perceived as an action adventure, or possibly a
Mel Gibson movie. If it had flopped, it would have been a period piece.
Ditto Sense and Sensibility, Schindler's List, Saving
Private Ryan, Shakespeare in Love, which were perceived as a
romance, a Holocaust movie, a war movie and a comic romance. Flops are
perceived as period pieces when they are just bad movies (cf Restoration).
Of course, part of this may be because successful movies are almost
never about their period (Schindler being a partial
exception), but about human stories that happen to take place in a
certain period.
Get the details right. The audience doesn't know, but it knows when
you get it wrong.
However, the piece isn't about the details, it's about the people.
The audience shouldn't have to know much about the period to appreciate
it -- no more than can be put in a title crawl ("Long, long ago, in
a galaxy far, far away ...").
The hardest thing is getting the dialogue right. People in the 16th
Century did not speak in archaic English, they spoke the very latest up
to the date modern 16th Century English. To get the same sense of
modernity, don't be afraid to use contractions, sentence fragments, just
like now.
You can and should use slang, but it must be modern slang that could
have existed then. "Dude" is unacceptable. "Poxy
whoreson dog" is period-accurate, but audiences won't know if
them's fighting words or just kidding. But "son of a bitch" is
a timeless sentiment.
Look at how well the dialog works in Braveheart: "My Father says
he can get me out of this ... but he's pretty sure you're fucked."
The key to a great period piece is to show real people we'd want to
be with who operate in a world that is different from our own, where
honor is worth fighting over, and men were brave and women were pure ...
or however you see it. The people are timeless; their goals and the
obstacles in their way are of the period. D'Artagnan is a romantic
adventurer (timeless) who wants to save the Queen's honor (period --
these days he'd want to elope with her). Wallace is a romantic
adventurer (timeless) who wants to liberate Scotland from an evil
English king (period).
Same goes for period dramas, period tragedies, period anything. The
period is no more than a background to a human drama. The period makes
for a richer cloth, but the weaving must still be passions, vices, lies,
hopes, frustrations, greed, love, pride and mercy -- the stuff that
dreams are made of.
The first step in the gauntlet any script runs, unless it's backed by
very powerful people, is the "reader." The reader is someone
getting paid | |