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Search Results for: characters

Rethinking motivation

March 25, 2008 Big Fish, Charlie, Projects, So-Called Experts, Words on the page, Writing Process

I’m in the planning stages of my next project, which is honestly my favorite part of the writing process. There’s no emotional cost to killing unwritten scenes, no niggling logic flaws, no exhaustion at page 72.

Plotting a movie is mostly figuring out who the characters are, and what obstacles they’ll face. In film school, we were taught to look at character motivation as the combination of two questions: ((My recollection is that these ideas are featured in Syd Field, but I’m not inclined to look it up, for fear of sparking of an enraged tangent about how damaging I think most screenwriting books are.))

1. What does the character *want?*
2. What does the character *need?*

The implication is that your characters should be able to articulate what they want (true love, the championship, revenge) at or near the start of the movie, but remain clueless to what they truly need (self-respect, forgiveness, literacy) until quite late in the story.

The screenwriter-creator leaves explicit prayers unanswered, but performs subtle psychological revelation so that the characters exit profoundly changed.

Like most screenwriting hackery, this want-vs-need concept works just often enough to seem useful. You can trot out the familiar examples. Every character in The Wizard of Oz can be addressed this way (the Scarecrow wants a brain, but needs to realize just how smart he is). Ditto for The Sound of Music, though it gets a bit vague amid the younger Von Trapps.

Of my films, Big Fish and Charlie and Chocolate Factory come closest to fitting this template, though it requires a bit of hammering to get there. In Big Fish, Will Bloom begins the movie *wanting* to find the truth in his father’s tales, but he ultimately *needs* to accept that his father is contained within these tales. In Charlie, Willy Wonka *wants* an heir, but *needs* a family. ((Charlie Bucket *wants* a Golden Ticket, but *needs*…well, Charlie doesn’t really need anything, which is another argument for why Wonka is the protagonist, and Charlie the antagonist.))

Bolstered by these two examples, I spent a few hours this week looking at the characters in my project through the want-vs-need lens, before finally concluding it is complete and utter bullshit. Trying to distinguish between characters’ wants and needs is generally frustrating and almost universally pointless. The fact that I can answer the question for Big Fish and Charlie after the fact doesn’t make it a meaningful planning tool.

I’ve written about character motivation a [few](http://johnaugust.com/archives/2007/write-scene) [times](http://johnaugust.com/archives/2007/clarification-on-point-one), but hadn’t thought it necessary to define my objectives. But I think it can be simplified down to a single question:

**Why is the character doing what he’s doing?**

Here’s what I like about this definition:

* **It scales well.** You can ask this question about a character in a specific scene (“Why is he trying to get in the bank vault?”) or the entire movie (“Why is he racing in the Iditarod?”)

* **It implies visible action.** Characters in movies need to do something. That sounds obvious, but you’d be surprised how many scripts slather motivation on like spackle to fill the holes. ( “He has OCD because his father abandoned him.” Umm, okay, so why is he robbing a bank?)

* **It can be both concrete and psychological.** In Go, why is Ronna trying to make the drug deal with Todd Gaines? (A) Because she’s about to be evicted. (B) To prove to her friends (and herself) that she can. Both are true.

When I started asking this question, many of my concerns with the project I’m writing slipped away. The problem wasn’t character motivation, but how I was looking for it.

That said, you need to be careful not to stop at the first easy answer: *Why is he racing in the Iditarod?* “To win the prize money.” The better answer will likely lead to a better story. *Why is he racing in the Iditarod?* “To beat his ex-wife, the five-time champion.” “To catch the man who killed his brother.” “Because the ghost of his childhood dog is haunting him.”

For the record, I’m not writing Snow Dogs 4.

How to explain quantum mechanics

March 10, 2008 How-To, Words on the page

One of the more common challenges faced by a screenwriter is how to explain a difficult concept that’s important to your plot. For instance, in Jurassic Park, we need to understand how the dinosaurs came to be living on that island, so that when they start running amok, we’ll feel like we’re grounded in some sense of reality.

I haven’t read Michael Crichton’s novel for Jurassic Park, but if it’s anything like his others, I suspect he spent five or more pages detailing the cloning process in exhaustive detail. You can get away with that in a book. If a reader becomes bored, she can skim ahead a few paragraphs until the story begins again. But the movie viewer is hostage, ((More specifically, someone watching a movie in a theater is hostage. On video, there’s nothing to stop a viewer from zipping ahead during dull explanations.)) forced to endure whatever information is presented, whether interesting or not.

Since the boring bits of a movie are generally the first things to get trimmed out in an edit, these crucial explanatory moments are likely to get dropped unless they’re written extremely carefully, in the (often misguided) theory that no information is better than boring information. So let’s look at some Best Practices when explaining something in a script.

Keep it short. No, even shorter than that.
—-
As the writer, you may know exactly how the Thessalactan Grid enables transdimensional travel, and why there’s a 34-second delay before the Quantifier engages. I’m sure it’s fascinating and well-reasoned. But the audience doesn’t care. Or, more precisely, the audience doesn’t need to care, because all that really matters to them is how the hero is going to get off the space station before it blows up.

HERO

How does it work?

SCIENTIST WOMAN

It creates a well in time-space that bends…

HERO

WHICH BUTTON DO I PUSH?!

Give them a guide…
—-
While the cliché of a wise old man (think Obi-Wan or Gandalf) is rightly avoided, ((One of the appeals of the Captain Marvel mythology is that the first thing Billy Batson’s wizardly mentor does is die.)) there are smart ways to use a supporting character as explainer-of-things.

For starters, make sure the character has a function beyond exposition. The Day After Tomorrow was frustrating on many levels, but I liked that Dennis Quaid was both hero and explainer. (You could say the same about Jeff Goldblum in just about every movie.) A villain is another classic choice: since he knows what he’s trying to do, he’ll likely have a concise way of explaining it. Just avoid mustache-twirling, and “before I kill you, let me just explain…”

When possible, let the hero pursue the Answer Man, rather than vice-versa. Nothing screams exposition more than a character showing up simply to explain something. If getting an answer is an explicit goal for your hero, we at least have a sense of forward progress.

…or just let the characters figure it out for themselves
—-
No one teaches Spider-Man how to use his powers. A large chunk of the first movie is spent watching Peter Parker explore his strength and web-shooting prowess. Similarly — but less successfully — the hero of Jumper finds he’s able to teleport, and receives no training or guidance until quite late in the movie. ((The lack of any instructor or context-setting becomes a real problem once the villains are introduced. Poor Samuel L. Jackson is forced to announce his motivations, but they’re so nonsensical that we’re forced to conclude he’s either (a) lying or (b) bat-shit crazy.))

If characters need to learn something for themselves, try to build situations that are both organic and progressive: you want to build upon simple, relatable discoveries. A great recent example is the videogame Portal (from the Orange Box), in which the player has to learn how to control a physics-defying device. While there’s a disembodied voice who seems to be offering guidance, she’s actually just a comedic menace. The real learning comes from carefully-designed levels, each with a specific (but unstated) teaching objective. ((The game is worth it just for the developer commentary. And the cake.))

In screenplay terms, this means letting the characters experiment. The first Narnia movie would have played very differently if the children had landed in the snowy woods without any sense of how to get back; the quest to return home would have felt obligatory. By letting them cross back and forth, the movie silently sets up its rule system, and lets the story chart a different path.

Take away the questions
—-
Often, the best way to answer questions is to remove them from consideration. For instance, the make-believe science of precognition in Minority Report raised a huge number of causality issues, which you could easily spend the whole movie trying to address.

But it was meant to be a thriller, not a head-scratcher, so I added a scene in which a skeptic (Witwer) catches a glass ball just as it rolls off a table.

KNOTT

Why did you catch that?

WITWER

Because it was going to fall.

FLETCHER

You’re certain?

WITWER

Yes.

JAD

But it didn’t fall. You caught it.

Witwer smiles a little, starting to catch on.

JAD (CONT’D)

The fact that you prevented it from happening doesn’t change the fact that it was going to happen.

WITWER

It’s the same with the murders.

FLETCHER

The precogs are showing us what’s going to happen unless we stop it.

Like time travel, foreknowledge of the future is always going to involve paradoxes and gotchas. But by showing it as something visual and physical, we’ve preempted endless questions about the physics and ethics of their legal system. While we’ll learn more about how it works (by meeting the precogs), the ontological overhead has been reduced to a ball rolling across a table.

It’s like…
—-
Such similes and metaphors can be a screenwriter’s best friends. How do you explain a margin call? “It’s like you’ve been buying stock with a credit card, and suddenly you have to pay the bill.” How are you going to catch the subatomic weapon? “Picture a net, but made of magnetic waves.” Does a clone have a soul? “Absolutely. It’s an identical twin, just born later.” Or, “No. It’s like a bad photocopy.”

Roll tape
—-
Speaking of clones, in David Koepp’s script for Jurassic Park, he packaged all the how-we-did-it information in an animated film strip. In Dodgeball, the rules of the game are established in a black-and-white educational film about the history of the sport. And in Lost, the Dharma Initiative’s training films provide both crucial information (“keep entering the code”) and intriguing clues about what’s really going on.

Obviously, it’s not always possible or appropriate for your characters to stop what they’re doing to watch a film. But if it makes sense in context, it’s worth considering. Just keep it entertaining, and brief.

“Entertaining and brief” is good advice no matter which method you choose for presenting difficult information. Done artfully, the reader should never sense that he’s being told anything. It was just story. To that end, avoid scenes which could be summarized, “Hero learns…” That’s a tip-off that your character is listening rather seeking, observing rather than participating. “Discovering” is an action. So are “confronting,” “exploring,” and “testing.” Put your characters to work, and the audience will never realize they’re getting an explanation.

Failed his last saving throw

March 4, 2008 Rave

Gary Gygax, the co-creator of Dungeons & Dragons, [died this morning](http://ap.google.com/article/ALeqM5g8XyHnUHsOBoCofRxK-5waWoAGrAD8V6PL180) at age 69.

I haven’t played the game in 15 years, but it remains the single biggest influence in my career as a screenwriter. And I’m not alone: a quick poll of my writer friends revealed a huge number of teenage rangers and magic-users. That’s no coincidence. Building an adventure in D&D requires the same imagination as constructing a screenplay. Running a campaign is like running a TV show, with weekly sessions at the ping-pong table in the basement.

D&D isn’t where we learned to write, but where we learned to think epic. A game could last all night. Or all year. By the time my friends and I stopped playing, our characters had three generations of mythology behind them, with family trees that would bewilder Faulkner.

The game is also where future accountants learned to obsess over convoluted rules. Particularly in the early editions, there were more charts and figures than you’d think a seventh-grader could handle. But we ate it up. In a pre-internet age, a few hundred pages of dense data on mistletoe-gathering and the restrictions on Limited Wish spells was like info-crack. Even when you weren’t playing D&D, you were thinking about the next character you wanted to roll. The next adventure you wanted to build.

I’m sure I’ve read Gygax’s AD&D books — notably, the original Player’s Handbook and Dungeon Master’s Guide — more than any other printed matter I’ve owned, probably by a factor of 10. It’s where I learned what c.f., i.e. and e.g. meant.

I’ve moved 10 times since college, but the crate of D&D books has always come with me, unopened but somehow indispensable.

So, my sincere thanks to Mr. Gygax for what he brought into the world. We live on after death by creating things that outlast us. By that metric, Gygax is nearly immortal.

Scripting a short film

February 22, 2008 Genres, QandA, Story and Plot, Words on the page

questionmarkI’m about to get cracking on my submission for a prestigious short screenplay competition. I wondered if you had any advice specific to writing shorts? If you were judging a shorts competition, what would you be looking for?

— Kirsty
York, UK

A short film, like a short story, can’t waste any time. You need to give us your principal characters and establish their motivations immediately. There’s very little stage-setting before you get to the inciting incident and the ensuing complications.

The hero’s fundamental problem/challenge/obstacle needs to occur by the time you get to the 1/3rd mark. So, if your short is meant to be three minutes long, the big event needs to happen on page one. If it’s a 10-minute short, it happens around page three. It’s not that you’re worried about your reader getting bored before then — if you can’t entertain us for three pages, there’s a problem — but rather that if you delay any longer, your story is going to feel lopsided: too much setup for what was accomplished.

Beyond that, I wouldn’t worry much about traditional structural expectations. Funny almost always works better than serious for a short, because there’s not enough time to create the narrative movement you expect in drama. But there are exceptions. [The Red Balloon](http://www.imdb.com/title/tt0048980/) for example. And I loved Walter Salles’ chapter in [Paris, je t’aime](http://www.imdb.com/title/tt0401711/), which was simply a sad rhyme. ((That said, it probably wouldn’t have stood out in a script competition.))

So think funny, or poignant — but only if French.

I’ve put the script for my 1998 short film God up in the [Downloads](http://johnaugust.com/downloads) section. ((The short is a bonus feature on The Nines DVD.)) It’s 30 scenes in 11 pages. A lot of story happens, quickly. But many successful shorts take the opposite tack: they’re essentially just one joke, fully exploited. Todd Strauss-Schulson’s Jagg Off is that kind of short, as are most of the SNL and Will Ferrell videos you’ve seen.

For the competition you’re entering, however, I’d be careful not to submit anything that felt too much like a comedy sketch. If I were a judge, I’d be looking for a script that doesn’t seem like it could end up on Saturday Night Live. (Or the British equivalent.)

Good luck!

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