Showing posts with label screenwriting theory. Show all posts
Showing posts with label screenwriting theory. Show all posts

Sunday, December 2, 2012

How to Make Movies... In Your Mind!

By Glenn Campbell in Istanbul

Movie making is frightfully expensive. You have to create a whole artificial world, carefully controlled for both images and sound, and this can present huge practical challenges. You have to hire actors, gaffers, cameramen, carpenters, people to handle lighting, sound, sets and props. Then you have to feed them, so you need caterers, security people, drivers, accountants and... geesh! Soon your little movie is a big cash drain. Even if a movie is purely digital, it can be extremely labor intensive to create the environment and make it function before the characters even step into it.

It costs next to nothing, however, to make a movie in your mind. I don't mean screenwriting, which is labor intensive in itself. I mean just sitting alone, imagining a movie, constructing its plot and running the whole story through your head from beginning to end as though you were watching it on a screen. This shouldn't be much different than, say, imagining your journey from one part of your city to another. After all, every movie is journey, where one event leads to another over a period of an hour or two.

You have certainly seen plenty of movies, so you should know how they work. You remember the good ones that left you satisfied at the end and the bad ones that just made you feel you had wasted your time. It shouldn't be a huge leap to construct your own imaginary movie based on what you have learned over a lifetime of movie watching. If you can't generate a whole film in your head, working out what happens to the characters and why, than you can't expect to do much better with a $100 million budget.

In practice, though, virtual movie making isn't as easy it sounds. If people could make satisfying movies in their heads, they would have no need to see real movies and the whole industry would collapse. Only a few have the skills to produce compelling and complete stories in any medium. Many an aspiring screenwriter or novelist has sat down to write a great filmable story but found themselves blocked partway through. They may have created what they think are interesting characters in a tense situation but they don't know where to go with them. Their common complaint is, "I've got everything worked out except the ending."

And therein lies the problem. The novice writer usually tries to create a story sequentially, starting at the beginning and moving toward the end. He starts with a situation he thinks would be exciting—like "Gladiator challenges roman emperor for control of the ancient world," or "Fate of the universe hangs in the balance as star warrior battles evil warlord."—and he tries to build the story from there. It is only in the story-building phase that people get stuck. They don't know what a story is supposed to do, even though they have seen a thousand of them on the screen.

Everyone thinks they have a great idea for a movie, but they expect someone else to figure out the details. Isn't that what you hire screenwriters for? The screenwriter is supposed to go away with your movie idea and magically come back with the sequence of events the movie will follow. But how does the screenwriter do that? What magic is he using to determine the scenes and how they fit together? Even producers and directors often seem mystified by this process, and certainly the average viewer is. They just figure the screenwriter has "talent", which is supposed to explain everything.

What is this talent? Maybe it is just the ability to see the story backwards, from the end to the beginning. If you know what the ending should be, you can construct each scene as a mechanism to carry the viewer there. Great storytelling is an exercise in reverse engineering. You start with the final product—the big payoff—then infer all the steps you need to arrive at that product.

If you go back and look at any good movie you've seen before (like Skyfall), you'll probably begin to see all the back-engineering at work. No detail in the movie is random; each was deliberately chosen or constructed to serve some purpose later in the movie. If the hero finds himself in Istanbul, that's not a random event, even if it seems to be. The filmmakers have placed him there so he can engage in an exciting chase scene across the roofs of the Grand Bazaar. The whole process of getting him to Istanbul was contrived. In fact, most movie scenes can be seen as devices to move the hero into position for his final conflict.

Magicians use this sort of reverse engineering in just about every trick on stage. If a magician pulls a rabbit out of a hat, it is not just any hat. It is a specially constructed hat that may have $10,000 worth of sophisticated engineering hidden inside it or beneath the table. But if it looks like an ordinary hat on the outside and the magician treats it like an ordinary hat, people accept it. When the rabbit pops out it seems like, well, magic! What the audience doesn't see is the huge amount of preparation and deliberate design that went into that seemingly innocent chapeau. Movie making is like that. No scene is random, even if it seems so in the movie. It's all a carefully engineered mechanism leading you to the big conflict near the end.

If you think about it, it is completely obvious that movie makers use reverse engineering. If you are going to spend $100 million on an entertainment product, you'll want to control every detail on the screen. You're not going to just choose a castle to film in; you are going to carefully construct the castle with all the dungeons and secret passageways you need to fulfill the needs of the story. Everything in the story is a magician's manipulation to push you toward the desired conclusion.

Yet the audience still falls for it. They are viewing the movie in sequential order, accepting each event at face value as it happens. They don't see the careful engineering that went into every seemingly random occurrence. If the hero ends up in Istanbul, the audience takes it as happenstance, which makes it all the more magical—even plausible—when a chase scene just happens to occur in the most scenic part of the city.

All forms of storytelling are supported by a powerful human delusion: the tendency to accept ordinary-seeming events at face value without considering the storyteller's motives. Swindlers, con artists and entertainers have exploited this weakness since the beginning of time. If a magician shows you a normal-looking hat and treats it as ordinary, people accept it as such, even though they know full well this guy's job is to deceive them. No matter how many movies you go to, you still fall for this ruse. You believe that the sequence of events presented in the screen is natural when it is really just a deliberate set-up for the magic that follows.

When a novice sits down to write a story, he is usually still in the grips of this delusion. He tries to write his story sequentially, naively assuming that's how it's done. He sets his story in Istanbul because he thinks it is a beautiful city with a lot of character, but he doesn't know what to do there. He chooses the setting before he has designed the trick he is going to pull, which is like a magician first going out to buy a hat and only then trying to figure out how to get a rabbit out of it.

Even a story's characters should be reverse engineered. You first decide how the story will be resolved, then you construct the sort of flawed hero who will be most affected by this resolution. You give the hero carefully designed defects so as to make his final triumph all the more powerful. You engineer a supporting cast to give him people to interact with and help illuminate his character. You create characters at the point where they are needed then kill them off as soon as they have served their purpose. Nothing is superfluous or random.

So what is the big payoff the movie is heading toward? It's really quite simple. The hero is going to find a power within him he didn't know he had. At the last moment, just before all is lost, he will have an epiphany which changes his perspective and lets him see his problem in a whole new light. Powering over his own weaknesses, the hero finally takes control of his situation and tries a new approach that's "a long shot but just might work". Everything builds to a final battle. The villain is superhumanly persistent and nearly wins, but the hero calls up his last bit of strength and a secret weapon he has been holding in reserve, which together turn out to be just enough to turn the tide. The villain is stabbed in the heart (or just in the liver if we plan a sequel), and victory is complete.

This standard plot may sound corny, but if it is competently executed, the audience falls for it every time. Even though they've seen this formula countless times, they are still viewing the new movie sequentially and don't perceive the predictable plot ahead. There is something primal in the story of the flawed hero. Overcoming our own flaws is something we all struggle with, and seeing another flawed character pull it off is empowering to us.

The whole rest of the story is concerned with building the environment for the big battle to take place. This involves first creating the battlefield, then creating a monster threat. The story also has to engineer the flaws of the main character so he is exquisitely vulnerable to that threat. If your character is Superman, you have to invent some Kryptonite for him and give his nemesis access to it, but the Kryptonite itself isn't the real issue. Turns out, the hero has major personal problems, and at some point we become disgusted with him. "Don't do that, you idiot!" we want yell at the screen. We don't walk out of the theater because we know he is just like us. By giving the hero flaws, the filmmakers make him one of us. If these are flaws we can imagine in ourselves, they help us bond with the hero and join him for the rest of the journey.

The task of filmmaking—virtual or otherwise—is to implement this formula in a new environment with a new hero and a new kind of threat. Once you decide on these things, you are going to back-engineer the rest of the movie to support the final predictable outcome.

Once you have a satisfying movie in your mind, filming it in real life it is almost trivial. All you need is a few million dollars! Well, at least it isn't a few billion dollars, which is what you might spend if you had to reproduce the whole environment the movie is supposedly set in. That's where special effects can be handy. No sense in building a whole space station, out in space, if you can just model it digitally.

But the most powerful special effect isn't digital. It's a very simple illusion, as old as filmmaking itself—in fact, as old as photography, painting or theatre. When looking at any photo, the viewer naturally assumes that the environment appearing on the edges of the frame extends infinitely in all directions. For example, if you take a picture of twenty people packed together, and some of those people are cut off at the edges of the frame, the viewer naturally assumes there are hundreds of people present, filling whatever space the group is occupying.

That's the core perceptual illusion of all movies, allowing filmmakers to create whole worlds on a limited budget. Show a character interacting with a realistic detail of a space station, and the viewer will assume there's a whole space station beyond the frame. Just cue the viewer in that he's on a space station (perhaps with a painted wide shot of one) and his imagination will fill in the rest.

That's an amazing budget saver! Instead of building a whole space station, you just build a few tiny sections of it. If you have a bigger budget, you can build bigger sections, but it isn't clear that this is more convincing to the audience. The main thing they are focused on is the characters' faces, and there's a natural cropping rectangle where you can see the faces comfortably. If the set is too big, you lose the characters.

The same concept applies to time. Show five-second clip of workers scurrying around the cargo bay of this alleged space station, cut off abruptly at each end, and the viewer will assume these activities have gone on forever and will continue forever after the shot. Likewise, if you show a character drunk just once, without any obvious reason for it, the audience assumes he's an ongoing alcoholic.

Once you have a compelling plot in your head, actual filmmaking is the process of selecting samples of the action to show to the viewer, who will infer the whole. Show bits of the space station, pieces of the character's dysfunction and hints of the impending disaster, and the audience will fill in the rest.

With a great story in your head, you might even be able to film it on a tiny budget. A space station is probably beyond your means, but your resources might support an imaginary world similar to the one you already occupy. The limitations of your resources are always part of the back-engineering process. Professional filmmakers do it all the time: You'd like to film in London, but the budget won't allow it, so you film in your own city and make it look like London, or you change the script to your own city.

Purists are always going to call you out, pointing out the million ways your movie is unrealistic. But it's a movie, for christsakes! It's all fake! All that really matters is that the characters seem real and the action is moving toward that epic battle. If the audience attaches themselves emotionally to your hero, they'll overlook most of the flaws in the rest of your movie.

The only problem with making a movie in your head is no one can see it but you. This may seem like a disadvantage until you realize you can make a LOT of virtual movies in the time it takes a real-world director to make just one. Even the most successful, well-connected directors only produce a few movies in a lifetime. Even if you have unlimited funding, the personal costs are huge. Because so many people are involved, the filmmaker inevitably becomes a social director, getting everyone to work together, and the social aspects of the project end up taking for far more time than actual creating.

Virtual filmmaking has no such social cost. It is 100% creativity! Once you have filmed a movie it your head, you can perhaps nail it down with a few written notes, then instantly move on. While virtual filmmaking does take time (time to think things through), it is nowhere near the time cost of a real movie.

Although no one is seeing the movie but you, you are gaining experience. It's not always as good as "real" experience, but virtual experience still counts for something. That's what "thinking" is all about: gaining personal experience in various possible scenarios without most of the real-world risks or costs. Thinking is a cheap and effective way to model the real world, as long as you test your models against the real world from time to time. Making just a few cheap videos on your own can often give you those data points.

Everyone seems to want a "big break" that will give them the outside resources they think they need to realize their dreams, but very few are really ready to handle it. They haven't fully exploited the resources they already have! $100 million from a major studio comes with some major strings attached, and it doesn't guarantee that you know what you are doing. If you are not ready for it, virtually, your big break can turn into just another form of Hell.

Thinking helps you get ready for high-stakes games you may be playing in the future at relatively low cost. Thinking is cheap, but it's not free. You have to make time for it, and you have to ruthlessly suppress all the spurious distractions that soak up your thinking time. If you've got an iPod in your ear, you're killing your movie. If you want, you can make a couple of movies in your head this weekend, but you have to take the initiative, quit the excuses and start your imaginary filming.

Get off your virtual ass and do it!



Also see my other related essays on creativity:
And these links by others:

Saturday, December 20, 2008

A Theory of Personality Change

Most great movies aren't really about fighting evil or saving the planet; they are about a single character facing his own internal demons. The protagonist encounters an outside difficulty (alien invasion, false arrest, serial killer, etc.) which challenges his basic assumptions about life. To win the battle, he has to overcome a barrier inside himself. Only then can he slay the external monster.

To defeat the enemy, the hero has to do something different than what he is programmed for. He has to "trust the Force," take responsibility, rely on others or adopt some other philosophy that is normally alien to him. In doing so, he shows some insight into his own previously self-defeating behavior.

In real life, we each face similar challenges. We are flawed heroes in our own movies. From time to time, unexpected difficulties arise, and defeating them often depends on detecting our own defects and counteracting them.

They don't make many movies about unemployment, divorce, mental illness, alcoholism or loneliness, but if they did, they would show a hero making compromises where he never thought he would. Like in the movies, the conflict could make the protagonist stronger in the end, but only if he rises to the challenge, finds some insight and changes his behavior.

We each possess a "personality." That is the style we have of interacting with the world. One person, for example, may be a natural salesman, while another prefers detached mathematical problems. Our personality is our script, engraved in our nervous system, that we play out again and again in a variety of circumstances. If we move to a new city and start our life over from scratch, our personality will follow us, to the point where we will probably find ourselves in remarkably similar circumstances to the ones we left behind.

Our personality is both a blessing and a curse. It is a blessing because at least we know what to do with ourselves in new circumstances: We repeat the tricks that seemed to work for us in the past. It is a curse because our personality reinforces itself in what we choose to see and do. Thus, it can prevent us from escaping from our own dysfunctional behavior.

In the movies, the protagonist usually has a fatal flaw—say, a fear of snakes, a fear of commitment or a fear of repeating some traumatic past event. This trait initially developed as a survival mechanism to protect the character's fragile ego at a time when he was vulnerable. Once formed, however, the trait distorts his decision-making, often encouraging the exact emotional circumstances he most fears.

Why do some people find themselves in abusive relationships again and again? Their personality leads them there. They don't want to be abused, but their assumptions about life, probably formed in childhood, somehow draw them back into the same circumstances where abuse thrives. An abusive environment is comforting in a way, because at least it is familiar to them and they know how to respond.

Any trait that is a "talent" in one set of circumstances can become a barrier in another. For example, obsessive dedication to a goal might help you get ahead when the goal is truly achievable, but it can sap years from your life when the goal is unrealistic. Every personality has its drawbacks, and confronting them is one of the fundamental dramas of life.

A good rule of thumb when dealing with others is that personalities don't change after childhood. They are too engraved in the nervous system. There is no way to talk someone out of their dysfunctional behavior, no matter how rational you think the issues are. Addicts will be addicts and paranoids will be paranoids no matter how much your counsel them or offer them alternatives. Because the basic patterns are so deeply ingrained, your ability to change people by cognitive means is extremely limited.

And yet people have to change to adapt to the real world, and they do change! It is something that usually requires drama, however, just like in the movies, and the process is almost never pleasant.

A personality is self-reinforcing, because the decisions a person makes tend to lead them into circumstances in which they feel most at home. If someone has the power to mold his own environment, the personality will have free rein to continue its flaws, because there is no incentive to change. True personality change only happens when the person hits a brick wall and there are no alternatives.

In a Hollywood production, it may take an alien invasion to force change in a character. In real life, it's divorce, unemployment, the death of a loved one or some other basic rupture in the space-time continuum. Pain formed the personality and only pain can change it.

Sadly, there's no way around it: People usually have to face the hard consequences of their action before they get that "Ah-hah!" moment where they try a different technique. An addict (as all of us are) has to hit rock bottom before he is really ready for change.

Of course, reality might kill him first, just like the monsters in the movies, but that's the nature of the game. The stakes have to be high, and you have to be facing a genuine abyss before you will question your strategies.

—G .C.

©Glenn Campbell, PO Box 30303, Las Vegas, NV 89173.

Tuesday, October 21, 2008

Enabling Circumstances

A book I am reading is The Screenwriting Formula by Rob Tobin. It's got some really simple advice that also is very telling about humans in general. One paragraph makes me say "Aha!"...
Enabling circumstances are the circumstances that the hero creates or finds for himself; they are the circumstances that surround the hero at the beginning of the story and that allow him to maintain his flaw. Remember, the hero views his flaw as a defense mechanism, something necessary for his survival. Thus it's natural for the hero to seek out or create a set of circumstances (a job, a neighborhood, a set of friends, et al.) that enables him to maintain that critically important flaw.
This isn't just talking about screen characters but people in real life. It figured into the cat lady story, and now it colors the way I see everybody, including myself.
The hero usually has a flaw at the beginning of the story. This flaw hinders him (or her) in some way, even if the hero doesn't realize what the flaw is--or that it is hindering him.

The hero most often views his flaw as a defense mechanism he needs for his survival. The hero does not view his flaw as a flaw, but as a way of coping with life, as a behavior that protects his life metaphorically or perhaps even literally. That is why the hero has not already let go of his flaw--he actually does believe that he needs it.
That's humans in a nutshell.

Another interesting thing is the way the character's flaw molds his relationships. My new Facebook quote is: "There's a fine line between love and enabling." It means that in every relationship, you run the risk of reinforcing the preexisting character flaw of the other person or of yourself. This happens because each of us tends to mold the relationship to accommodate our own fatal flaw.

Sunday, October 5, 2008

Screenwriting Theory: The Flatland Analogy

By Glenn Campbell

When thinking about what makes a good short film, I always come back to the same general plot: "A character with obvious motivations encounters a mysterious force he doesn't understand. Over the course of this story, we come to understand this force and, in doing so, learn something new about the character."

This is like the main character in the novel Flatland. This is the story of a square who exists on a two-dimensional plane who encounters a three-dimensional object, a sphere. This mysterious force doesn't behave like the two-dimensional laws say he should. This is a good metaphor for each of us, living in our own limited worlds, taking a lot of things for granted. Absurdities can grow safely in this environment until an intrusion from another dimension exposes these flaws.

In one way or another, most of my own screen stories fall into this pattern. Someone ordinary meets something extraordinary. The extraordinary force could be something paranormal — like Bigfoot or a pair of X-ray glasses — or it could be an unusual circumstance not normally encountered in real life. This force doesn't have to be realistic or even plausible. In fact, it is manufactured specifically to illustrate something about the ordinary character.

If I am going to build, say, a time machine, I will design it in such a way as to illustrate the flaws of the character. This is a lot like how action movies are created: Plot circumstances are arranged to place the hero in maximum peril but also give him a hidden way out.

Personally, I don't care about physical peril; instead, I want to put the character in existential peril. That's a situation where one of his core assumptions about life is being called into doubt. Examples are when a priest begins to doubt whether God exists or a lawyer stops believing in the law. You are face a special kind of risk when the thing you have built your life and self-esteem on begins to crumble. This is far more interesting than being threatened with guns. Some people can adapt and some people can't, but it is usually an entertaining and illuminating process to watch from the outside.

Stories happen when I discover both a character and an extraordinary circumstance to illustrate his flaws.

Photo #1 source unknown. It may be titled "The Escape."

Friday, September 12, 2008

The Best Existential Films

An "Existential" film is one in which the protagonist's basic assumptions about life are challenged. Here is my own list of the best (or at least the most influential) of these movies.

1) The Matrix (#1) -- A programmer discovers that life as we know it is a virtual reality simulation and that life outside the Matrix isn't pretty at all. This is a metaphor I return to again and again.

2) The Truman Show. A man discovers that his whole life has been a reality TV show. This movie, in fact, gave birth to the whole ugly reality TV phenomenon.
3) Groundhog Day. A TV weatherman is forced to relive the same day over and over -- until he gets it right.
4) 2001: A Space Odyssey. A lone astronaut is millions of miles from earth, with no hope of return, facing forces he doesn't understand.
5) Citizen Kane. The life of an ambitious press tycoon is traced back to its origins -- and that famous keyword: “Rosebud.” I'm not sure this one belongs on this list, since the main character is already dead so can't learn anything, but there are lots of existential character details.
6) Barton Fink. A writer in Hollywood faces his own writer's block. Facing a typewriter not knowing what to write is certainly an existential crisis. Isn't it the main problem of life?
7) Paris, Texas. A man running away from something has to learn to face his own past. A man alone in the desert is very existential.
8) Inner Light (an episode of Star Trek Next Generation). Captain Picard finds himself on a dying planet and is forced to live out the entire life of one of its inhabitants. A great metaphor for the ordinary, unheralded life we all must eventually lead.
9) Slaughterhouse Five. A former soldier becomes detached in time and has to relive his life out of order. The first existential film I was exposed to. As a kid, I first watched it in fuzzy black-and-white from a distant television station.

Wednesday, August 20, 2008

Screen Story #9: "Flexmaster 2000"

Here is a short screenplay treatment in my new "atomic" format...



"Flexmaster 2000"

SET-UP: Sometime in the late 20th Century, A FAT MAN is sitting in a padded recliner in his cramped, dimly-lit living room watching an old-style television. He is flipping through channels when he comes to an infomercial for a piece of exercise equipment. It is the "Flexmaster 2000," a big, complicated device with many arms, wheels and pulleys that supposedly turns fat men into thin and muscular ones. The buff men who use the machine who are seen attracting sexy bikini-clad women. The machine guarantees results in two weeks or your money back. The ad warns, however: "Some assembly required." The announcer urges the FAT MAN to "make the call now and change your life forever."

IGNITION: The FAT MAN calls the number on the screen.

ACTION: A week later, the Flexmaster 2000 arrives in a huge box. With great exertion, the FAT MAN pulls the box into his living room, then he follows the extremely convoluted instructions for assembly while the television plays in the background. Eventually, the complicated machine is assembled in the middle of the living room, facing the television. The FAT MAN then changes into a comically stylish workout outfit, including matching sweatpants, sweatshirt, headband, leg warmers and running shoes. He mounts the machine, facing the television and prepares for his first workout. He presses "Start."

TWIST: A bendable arm from the machine swings out and smashes the screen of the TV set, rendering it inoperable. The machine doesn't appear to do anything else.

RESOLUTION: The FAT MAN is stunned. He looks at his beloved television, then at the infernal machine that killed it. Then he looks at the door. Around the edges of the door, we see bright outdoor light and we can faintly hear the sound of children playing. Still in his workout outfit, the FAT MAN cautiously approaches the door. He turns the doorknob, opens the door and steps outside into the sun.


© 2008, Glenn Campbell, PO Box 30303, Las Vegas, NV 89173.

This is my 9th screen story (see Index) and my second treatment in my new atomic format.

Notice that I have changed the header terms slightly: Set-Up/Ignition/Action/Twist/Resolution.

SET-UP is the background condition. It describes a setting in which nothing much has happened.

IGNITION is the point where some sort of action is initiated, destabilizing the Set-Up.

ACTION is the activity that naturally unfolds as a result of the Ignition.

TWIST is a sudden and radical change in perspective.

RESOLUTION shows the transformation that has taken place in response to the twist. The Resolution only happens in a complete film. If this is just one scene in a larger film, then there is no Resolution. Instead, the Twist just leads us into the next scene.


Photo source

Tuesday, August 19, 2008

Screenwriting Theory: The Atomic Treatment (Strawberry Fields)

While waking up this morning, I came up with a new screenwriting art form! I call it the “atomic treatment.” It is a whole scene or movie reduced to FOUR LINES.

An atomic treatment is the first thing you should write before attempting a longer treatment or a screenplay. Because it is only four lines, you can experiment with a lot of scenes in a short period of time before investing in heavier writing. Those four lines should be fascinating in themselves or it is not worth writing more.

The four lines of the treatment are labeled like this: SET-UP, CONFLICT, ACTION, TWIST. (Each “line” can actually be composed of several sentences.)

I have even written one to illustrate the concept….

STRAWBERRY FIELDS
SET-UP: A drug addict lies sprawled on a bed in his underwear. He is having a “bad trip,” revealed through a rapid series of disconnected flashbacks and fantasy images. He is walking in “strawberry fields forever” and is obviously disconnected from reality.

CONFLICT: The addict’s girlfriend comes in, realizes he is high and panics. She tells him he’s late for work, and that if he doesn’t get there he’s going to lose his job.

ACTION: The girlfriend and a series of other friends valiantly attempt to get the addict moving. They get him dressed, drive him to work, and usher him down an office hallway, while the addict fades in and out of reality. They encounter a uniformed officer in the hallway who quickly grasps what is happening. However, he doesn’t arrest the addict as expected but instead helps the others get him to his place of employment. They all seem to realize that if he loses his job, they do, too. They get him to a door, prop him up, put a black robe on him and push him through the door.
TWIST: He walks into a courtroom via the service door and becomes a judge! The bailiff says “All Rise!” The lawyers and litigants have all been waiting for him. He takes the bench, all are seated, and he says “Proceed.”

If I had time (which I don’t) I could turn this treatment into a longer one, adding complexity to it, eventually leading to a whole screenplay scene of anywhere from one to ten minutes.

But the advantage of an atomic treatment is that I have written it in a couple of minutes. It is already a whole story that stands on its own. We can discuss it, abandon it or file it away.

This simple concept is a lot more significant than it might seem. For me, it is the whole Rosetta Stone that unlocks screenwriting!

Monday, August 4, 2008

Three Rules of Screenwriting

By Glenn Campbell

While reviewing the screenwriting exercise of my co-conspirator, I thought of several rules for the process. These aren't the only rules, just the ones I happen to think of when reviewing this work.

RULE #1: Never EVER start a scene at the beginning

The usual bland television style is to set the stage first with an establishing shot and then begin the action at the beginning, but that’s WRONG. Scenes (or movies) that start at the beginning are BORING. Did Citizen Kane start at the beginning? No, it started at the end! All great movies and movie scenes are like that: They jump into the MIDDLE of the scene, at the juiciest or most surreal part. From there, you can work back to the bigger picture.
Instead of starting with an establishing shot, why not start with a detail? Maybe we NEVER get the establishing shot, and NEVER see the whole environment. Maybe the whole story is better told in intimate detail with the rest of the environment merely implied. (At the least, details are a lot cheaper to film than the whole battle scene.)

RULE #2: In every movie and every scene of that movie there is a fundamental transformation, and you have to know what it is BEFORE you start writing

The “transformation” is a dramatic shift in perspective. It can be a change in a character, in the direction of the story or in what the audience knows. This transformation moves the story forward and is the whole purpose of the movie or scene. It is the central driving force for everything else that happens. The audience doesn’t know what this transformation will be -- It’s going to come as a surprise. – but you as the writer have to know before your start writing. It’s the main “magic trick” you are going to perform, so you have to know what the set-up is going to be.
The transformation can be described first in a sentence, then in a short treatment. There’s no sense in writing any of the dialog until you have a roadmap for where everything is going.

RULE #3: Write fiction, not history.

It is okay to be “inspired by a true story,” but once you are so inspired, you need to set reality aside and focus on what is symbolic and elemental about the story and, more importantly, what serves the transformation. Everything else about reality is just noise and has to be discarded.
What was actually said and done is not important. Instead, you’ve got to create something entirely new that serves your greater purpose. You HAVE to do this if you expect to fit all the complexities of a reality into a 90 minute film. In fact, you can’t do it! Reality is too complicated. Instead, you’re going to create a symbolic and stylized CARTOON of reality – like The Simpsons.
Once you create a cartoon character, you have to let it obey its own rules. Yes, The Simpsons have something to say about our reality, but first and foremost they must stand alone in their own reality. You can’t think, “What did Homer really say?” Instead you have to ask, “What WOULD Homer say, consistent with his cartoon personality.”

Wednesday, July 30, 2008

Screenwriting 101: A Character Exercise

Coming up with scenes for a movie isn’t hard. What’s much more difficult is understanding the Big Picture: What is the major conflict of the movie and how does it get resolved? I think that’s my own major weakness. I’ve been thinking about this problem for 30 years, and only now am I beginning to see the solution, which has to do with this “existential story conflict” I’ve been talking about. How do we study this further?

I am not a believer in formal education, but the theory of education has some merit, even if we are educating ourselves. Education isn’t just absorbing facts but engaging in practical low-cost exercises. When you go to school, the teachers give you project assignments, which are theoretically modeled after problems you will encounter in real life. With such academic exercises, you have an opportunity to experiment with solving problems without suffering all the costs and consequences. The end product of these assignments is usually forgotten; what’s important is the skills it gives you along the way.

If we were to design our own screenwriting course, what would it consist of? Well, we would probably focus on the areas where we are weakest (character and story development) then design some exercises to help us explore and strengthen those skills.

So this is the simple exercise I propose: If you are given any human role—fireman, doctor, teacher, street bum, etc.—you should be able to come up with a little conflict for this person to be engaged in that results in an entertaining 10-minute screenplay written in a day. If you did a lot of these exercises, you would have much better knowledge of character development and story conflict and could start thinking about bigger projects.

The exercise doesn’t necessarily mean you actually have to write the 10-minute screenplay, although I think that should happen at least a few times. You just have to think things through to the point where you could write the 10 minute screenplay if you wanted to.

I contend that there’s no point in attempting a 90-minute screenplay if you can’t distill the conflicts of the main character into a 10-minute one. If you can’t pull off the 10-minute show, you won’t be able to do the 90-minute one. 10-minute shows also allow you to experiment with a LOT of story ideas in a relatively short period of time.

If I throw out a role—say, “fireman”—you should be able to come up with a character-based conflict for that person, and resolve it within 10 minutes. Sounds challenging, but I think it can be done—for ANY character you can name.

You see, every character has his flaws that arise naturally from his social role, and with a little brainstorming you can see what they might be. For example, for a fireman, I can think of two potential flaws: (1) He’s more obsessed with keeping his fire engine clean than fighting fires, and (2) He may deliberately set fires himself to give his life more meaning. Each avenue leads to an interesting story.

The resolution comes when either (a) the character finally recognizes his own weakness and uses this knowledge to overcome his problem, or (b) at least we, the audience, finally understand what is going on.

The simplest case is (b): We see a fireman racing around putting out fires, but at the end of the film we realize that he’s the one setting the fires. In this case, we are the ones having the character transformation; the fireman isn’t. This avenue often works, but it’s kind of bland and one-dimentional.

The more satisfying scenario, however, is (a): Fireman obsessively sets fires but eventually has a revelation that prompts him to change his behavior, at least temporarily.

I said that every great film consists of the same conflict: Plainly motivated character encounters a mysterious force; eventually understands this force and, if possible, uses this knowledge to conquer his enemy. In (b) above, we the audience are the plainly motivated character and the fireman is the mysterious force who we eventually come to understand. In (a) above, the fireman is the plainly motivated character, who we understand from the beginning is a pyromaniac. The mysterious force is his own obsession, which he eventually comes to understand.

Think of the original Star Wars movie. What is the essential conflict there? It’s a naïve boy encountering the bigger world for the first time. He lacks confidence and takes himself a bit too seriously. In the end, however, he learns to “Trust the Force.” At a critical point in the conflict, he pushes his instruments aside and puts his faith in something different. All of the spaceship battles of the movie basically serve (or should serve) this one central conflict. The whole “Death Star,” in fact, was designed to serve this central conflict.

In Star Wars, it was a hokey conflict, not terribly deep, but it is one of the things we most remember about the movie: “Trust the Force.” The later movies eventually fell flat because they didn’t have this central unifying concept. Without this core exercise in character change, a movie becomes just a series of scene strung together without any overall meaning.

So are you ready to try this character exercise? Whenever you encounter someone playing a role, you should be able to say: (1) What the defects of this character may be, (2) what natural conflicts and quests arise because of these defects (propelling the movie along), (3) how to express these conflicts in concrete, filmable actions, and (4) what character change takes place to resolve these conflicts. You should then be able to write a satisfying 10 minute screenplay, or at least describe it.

Only when we can complete this exercise for ANYONE in ANY role are we ready to attempt a larger project.

Sunday, July 27, 2008

Coyote vs. Roadrunner: Lessons for Screenwriting

Everything I know about character development I learned by watching Roadrunner cartoons.

Each character -- Wile E. Coyote and the Roadrunner – have their own motivations and obey their own distinct rules of behavior. Chuck Jones defined some of these rules when the cartoon was created.
  • The Roadrunner just wants to run down the highway. He won’t do anything aggressive to the coyote except by saying “Beep, Beep!”
  • The Coyote just wants to catch the Roadrunner. Unable to do it by speed alone, he calls on his wits and the products of the Acme Corporation to try to achieve his goal. He is ultimately defeated by his own intentions, thwarted by forces he doesn’t understand (physics, the Roadrunner).
When these characters interact, it is the purest form of what I call "existential story conflict" or "existential filmmaking."

Existential story conflict works like this: A protagonist with obvious goals (the Coyote) does his clever best to achieve these goals (through the use of Acme products) but he is thwarted by mysterious forces he doesn't understand (the Roadrunner and the laws of physics). Eventually, however, he does understand them (by experiencing the painful effects of his scheme).

In the cartoons, there is no character change. The Coyote "learns his lesson" by receiving the bad effects of his scheme, but he doesn't learn anything in the long term. In more complex films, the protagonist does change, by learning about both himself and his opponent.

An existential story is a voyage of discovery, driven by the protagonist's simple goal. The mysterious force is explored, and eventually the roots of its behavior are uncovered.

The whole story is based on a simple principle: the motivations of a character, while plain to them, may not be obvious to someone else. The other person has to discover these motivations by a series of experiments, which is what makes up the bulk of the story.

Examples:
  • In 2001, the astronaut Dave is the obviously motivated protagonist. He just wants to complete his mission. Hal 9000 is the mysterious force: He seems to want to kill Dave and his colleagues. When Hal sings "Daisy", we learn something about Hal's motivations: That he isn't just a killer computer but something of a grown-up child like the rest of us.
  • In Barton Fink, the title-named protagonist just wants to write a screenplay. His salesman neighbor seems to just want to help, but he turns out to be a mysterious force with more sinister motivations. The resolution comes when those sinister motivations are revealed.
  • In the Truman Show, Truman is the innocent protagonist, just trying to make sense of life. The mysterious force he is trying to understand is the TV show that has been created all around him. Eventually, he comes to understand that it is a TV show, and this allows his escape.
All of the great existential films are like this: A simple protagonist we can identify with is trying to make sense of mysterious forces. Those mysterious forces are eventually understood and turn out to be just as simple as the protagonist.

All these stories are essentially the same as Coyote vs. Roadrunner (or more precisely, Coyote vs. the World). The protagonist has simple motivations that power the course of the whole story. (Most of the running time of cartoons consist of the Coyote assembling his Acme devices.) The substance of the film is how the Coyote sets out to get the Roadrunner, but the surprise is how the opposing forces have different plans. The resolution comes when the Coyote eventually grasps the opposing forces -- usually by being whacked on the head by them!