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Wednesday, February 27, 2013
Sunday, February 24, 2013
Once More Through the Meat Grinder: What Went Wrong With "A Good Day to Die Hard"
(Related article: 7 Screenwriters Reasons Why Die Hard 4 Failed)
In April, scribbler will celebrate its fifth anniversary. In recognition of this, I felt I would take you back to its origins. Back in 2008, I had one of my most painful experiences ever on DVD. The movie was the uncalled-for, unasked-for, fourth installment of the Die Hard “trilogy,” Live Free or Die Hard, a film so badly-plotted, badly-written, badly-everything that I felt I absolutely must articulate every way it had gone wrong. For eight pages. This analytical tirade became the very first scribbler article. Now, five years later, with a brand new Die Hard in the theaters (aka “Hey, We Got a Generic Action Script, Let’s Put Bruce Willis in It and Call It Die Hard So It Will Make a Ton of Money”), I thought I would indulge my masochism and do a sequel of my own.
In April, scribbler will celebrate its fifth anniversary. In recognition of this, I felt I would take you back to its origins. Back in 2008, I had one of my most painful experiences ever on DVD. The movie was the uncalled-for, unasked-for, fourth installment of the Die Hard “trilogy,” Live Free or Die Hard, a film so badly-plotted, badly-written, badly-everything that I felt I absolutely must articulate every way it had gone wrong. For eight pages. This analytical tirade became the very first scribbler article. Now, five years later, with a brand new Die Hard in the theaters (aka “Hey, We Got a Generic Action Script, Let’s Put Bruce Willis in It and Call It Die Hard So It Will Make a Ton of Money”), I thought I would indulge my masochism and do a sequel of my own.
First
of all, A Good Day to Die Hard
turns out (to my surprise) to be not as bad as the previous installment. Mind you, it is still a bad movie. It is just not the cavalcade of errors that
was Live Free. Good
Day’s main problem (along with
its lousy direction and inability to shoot a single stable close-up)
is that most of the film does not make any sense. The
story action is so vague as to what people are doing, why they feel
motivated to do it, and why they (and WE) should give damn about it. The
result is a murky, dreary sludge barely held together by action sequences.
It is a complete “shut your mind off” movie, because if you did
try to pay attention and follow the plot, you would not get anything
to reward you for the effort. This state of sludge-ness not only makes
Good Day difficult to
enjoy, but also difficult to critique. Despite this, I am going to do my damnedest to break it down and dissect its errors below.
When an audience finds a story murky, confused, or unclear, it is
usually because the storyteller has failed to provide the proper amount of
information necessary to orientate
the audience to understand its basic elements. When this lack of clarity
is found on the scale seen in Good Day,
the culprit is always a poorly-constructed Story Spine. Yes, once
again, like 90-98% of all script problems, everything comes back to that central principle of storytelling, the Story
Spine. (If you are unfamiliar with the Story Spine as it is taught on
this site, please read this article first so you may better understand what is to follow.)
The main problem with A
Good Day to Die Hard’s
Story Spine is – it does not really have one. That
is, if you consider John McClane to be the story’s
protagonist. (The meaning of this odd statement will be made clear in a moment.) Here is a breakdown
of what passes for John McClane’s spine:
- McClane’s Story Problem: John McClane has come to Moscow to find his son, John Junior. Junior is in some vague trouble with Russian authorities for some vague criminal activity. However, as it stands, this does not amount to much of a Story Problem. A problem is capable of launching a suitable Story Spine only when it introduces a situation that poses an immediate threat to the protagonist, a threat the protagonist must act upon right away or else terrible consequences will occur. Because the audience has not been given enough information to fully understand the story’s premise, they have no way to know what threat, if any, Junior's situation poses to McClane himself. When the audience cannot fully understand the Story Problem, it is as bad as when there is no Story Problem at all.
- McClane’s Story Goal: ????? – It is never clear what McClane plans to do once he catches up with his son. He simply shows up and jumps into other people’s business without rhyme or reason. He has no ultimate objective in mind that will give his actions focus and direction.
- McClane’s Path of Action: ????? – With no established Story Goal, it is impossible to define what actions McClane must take to achieve success. Instead of pursuing clearly-defined objectives, objectives chosen to get McClane closer to an ultimate goal, McClane behaves like a rootless psychopath, throwing himself into one violent situation after another for no reason other than blind whim.
- McClane’s Main Conflict: ????? – Since McClane has no clear Story Goal or Path of Action, it is impossible to identify what singular force, if any, directly opposes his actions.
- McClane’s Stakes: ????? – This is the biggest problem. McClane has nothing recognizable to gain or lose from his situation. Why McClane should care about the events contained in this convoluted plot remain a mystery. Again, this behavior is psychotic. No sane person would willingly take on risk and danger unless that danger is outweighed by something to be won or lost.
Added together, it seems John McClane lacks a Story
Spine, and therefore has nothing to structure his actions or allow the audience to understand his behavior.
At this point, some who have seen A
Good Day
may object. The movie definitely has a plot with some form of
structure. What of all the action with the Russian villains? What about this
“file” everyone is after? What about this vague government conspiracy everyone wishes to exploit? In truth, Good
Day does in fact form its narrative around a Story Spine. Unfortunately,
this Spine is attached to the
wrong character. It turns out the plot's
events have little to do with John
McClane. They instead have everything to do with John Junior:
- Junior’s Story Problem: Junior is some sort of “super-spy” (again, the details are pretty vague) sent on a mission to retrieve a secret “file.” Unfortunately, the villains cause this mission to go awry.
- Junior’s Story Goal: Get the “file” before the villains do likewise.
- Junior’s Path of Action: To reach his goal, Junior must rescue the only man who can access this file and then protect him until the file is found.
- Junior’s Main Conflict: The villains are willing to destroy half of Moscow in order to kill Junior and get the file first.
- Junior’s Stakes: Junior can either succeed and accomplish his mission, or he can fail in shame.
Here is the big conclusion: A Good
Day to Die Hard
has misidentified
its protagonist!
This story does not belong to McClane, but John Junior! This is the main cause of the story's confusion. John McClane, the franchise’s supposed
hero, is not in the story’s driver seat and is therefore turned into a secondary character! Instead of being the story's active force, McClane spends most of
the film passive and reactionary, standing idly by while others make all the decisions. He is simply along for the ride, a tag-along with no good reason to be in the picture.
Unfortunately,
the script never makes up for this mistake by allowing John Junior to become
the story’s central focus. (Not that this would have pleased fans
either. Not only does the audience want and expect McClane to be the hero, John Junior has been given the charisma of a tree stump.) The
result is a film where NO ONE IS DRIVING THE BUS! The "hero" is not allowed to be the story's leader, and the leader is not allowed to be the hero. With no central
figure for the audience to attach their hearts and minds, the audience is left with no choice but remain emotionally detached from the action, and never feels a reason to become personally invested in the outcome of events. In short, crap may happen, but no one gives a
damn.
Yet,
even if Good Day had avoided this problem, it would have still failed due to a number of equally pressing secondary problems. First,
the premise is ludicrous. Are we supposed to honestly believe that
John McClane’s son, a character we have never seen or heard anything about
other than a few seconds of him as a little boy in the original Die Hard, could now without explanation be some sort of
Jason Bourne super-spy? And McClane himself would know nothing about this? Good Day makes no attempt to provide any background information to make this contrivance believable.
(Note: There is also the side-problem of creating a supporting
character who drastically outshines the protagonist in heroic
ability. McClane is still just a New York cop. “Super-spy” trumps
cop a thousand times over. Don’t upstage your protagonist.) I
realize that in my previous article on Die Hard 4,
I suggested that many of that story’s problems could have been
solved by making the supporting character (Justin Long, aka “The Mac
Computer Guy”) McClane’s son. But while this would have been
plausible in Die Hard 4,
it is completely ridiculous here. The backstory between McClane and his son also lacks all orientation. The script’s
attempts to create “father-son moments” all seem arbitrary and inauthentic.
They seem to reference previously-established facts that are simply
NOT THERE due to a lack of proper setup and orientation.
Secondly,
the film (the first two-thirds, at least) suffers from a practically anonymous antagonist. Who is this
guy? What is his deal? Why is he doing all of this? I don’t even remember
if he has a name. Once again, no orientation. With no
information given to the audience, the villain cannot possibly be considered as anything other than some random asshole doing random things. I guess, like in Die
Hard 4, the audience is supposed
to hate the guy just because he is good-looking. There is one odd
attempt to give the
guy some personality somewhere past the 40-minute mark where he eats a carrot (?) and does a little
soft-shoe dance (??). But guess what? This is way too little, way too
late. Characterization does not equal character. A carrot and a couple confusing lines of dialogue cannot make up for forty minutes of anonymity. But I guess the writers thought there was no point to developing an antagonist they were not going to even stick with to the end of the film. [SPOILER: The film pulls another structural
boner when it kills off its supposed antagonist at the end of the
second act. This basically renders the character and all he has done up to this point meaningless. The writers may have thought it
dramatic to pull a villain switcheroo, but this move does nothing but throw a monkey wrench into the story's already damaged Story Spine. Dumping one antagonist for another is among the rankest of amateur mistakes. Changing horses in midstream will only confuse and
frustrate the audience. Don’t spend half the film telling the
audience that something is important, and then
unceremoniously dump it in the trash.]
Third,
Good Day revolves around an extremely weak macguffin. (“Macguffin” is a Hitchcockian
term for the person or object everyone in the story is chasing
after.) We are told that all the plot’s events; all the explosions,
all the shootouts, all the infrastructure-destroying car chases;
occur because everyone is after a “file.” Evidently, this “file”
is important because it has some dirt on a powerful muckity-muck
in the Russian government. Well... who gives a crap? Why does the
American government care, why
do McClane or John Junior care, and most importantly, why should
the audience care
about some minor political flap on the other side of the planet? What
does it mean to them? How is this file important enough to justify all the
violence and destruction the characters must commit to get
it? Later, we are told this file contains evidence as to who was
really responsible for the Chernobyl disaster of 1986. Again... who
gives a crap? Why take all this urgent action for the sake of
something that has been over and done with for twenty-seven years?
What does that mean TO US? If the macguffin does not pose an
immediate threat to all involved parties, no one (including the audience) has a reason to
care.
This is the biggest problem with Good Day. There are NO REAL STAKES! There is no reason for either the
characters or the audience to care about what will happen! What is
the worst thing that might happen if the heroes do not get the file?
Not much. What is the best thing that could happen if they do? Not much
either. [SPOILER: I’ll avoid discussing the further BS on how
the macguffin turns out to be a pointless red herring, contrived just as an excuse to get the characters to Chernobyl for the big final action
sequence. Setting up something as so damn important
and then suddenly dropping it like it never existed is more than poor storytelling. It is like giving your audience the middle finger.]
Errors
in screencraft aside, the failure of both Live
Free or Die Hard and A
Good Day to Die Hard can be
summed up as same cause for failure seen in almost every completed
trilogy that has been recently dug up for
another unnecessary go-around. The franchise has lost sight of what
it was all about in the first place. What made
the original Die Hard
great (and to a lesser extent its first two sequels), was that it was
a film about an average joe
who unwittingly finds himself trapped in extraordinary circumstances.
He has to take on extreme risk and face incredible danger, not
because he wants to (he doesn’t!), but because he must.
Someone or something he cares about more than anything in
the world is in immediate
danger. Only, it turns out that no one can help but himself. Because of
this, the average joe must push himself above and beyond his
perceived limits, finding the strength, ingenuity, and passion he
never knew he had. Watching this story, the audience learns that
every one is capable of greatness, even when things are at
their worst, if they are simply willing to stand up and fight rather
than lay down and die. This is what the title “Die Hard” means. Live
Free and Good Day do
not do this. They are not Die Hard
films. They are simply movies that happen to feature a guy
named John McClane.
Thursday, February 14, 2013
Screenwriting Down to the Atoms is now Available as an eBook!
Screenwriting Down to the Atoms is now available to in electronic form from the following online retailers for only $4.99!:
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Personally, I'm old-school and prefer a book I can actually hold in my hands, but the eBook version is great if you are:
Click on the images above to go directly to Atoms' product page on site. The Amazon Kindle Store provides versions that can be read on the Kindle and iPad/iPhones using the Kindle app. Smashwords provides a plethora of brand-independent formats that can be read on almost any electronic device, from the B&N Nook to your PC/Mac to a PDA.
Personally, I'm old-school and prefer a book I can actually hold in my hands, but the eBook version is great if you are:
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Tuesday, January 29, 2013
Plotting by Story Sequences: Quick and Dirty
On this
blog, I make frequent references to story sequences and turning
points. However, it occurs to me that, with the exception of one four-year old article written back when I began exploring the
concept, I have never offered a full explanation of just what story
sequences are and how they are used to construct a cinematic
narrative. Since they are so important to the structure of a
cinematic story, so much that their discussion takes up two whole
chapters in my new book Screenwriting Down to the Atoms,
I have chosen to dedicate this month’s article to a brief overview
of this subject.
As frequent readers of this blog know, every great story is built
upon an elegantly-simple five-component structure called the Story
Spine. These components are: 1. The Story Problem, 2. The Story Goal,
3. The Path of Action, 4. The Main Conflict, 5. The Stakes. Put
together, the Story Spine can be represented by a simple diagram:
However, this diagram has been simplified to be applicable to ALL
types of story no matter what their form (fairy tales, plays,
anecdotes, short stories). The feature-length film, in contrast, is a
long-form mode of storytelling with a required length of ninety to
over one hundred twenty minutes. This length creates problems for
cinematic structure. If a movie’s protagonist does as the Path of
Action on this simplified diagram seems to suggest, and pursues only
a single line of action from the beginning of the film to its end,
the story would quickly become repetitive and dull. The audience
would grow tired of watching the protagonist ram him or herself
forward after the same objective with the same actions without the
benefit of development or change. To overcome this problem, the Spine
of a feature-length cinematic story looks something more like this:
Here we see that a cinematic Path of Action is not made of a single
line of action, but many short, separate segments, all twisting and
turning their way to the protagonist’s ultimate goal. These
segments are called STORY SEQUENCES. Simply put, a feature film’s
required length forces its plot to be broken down into smaller, more
manageable structural units.
Practically the first thing every developing screenwriter is taught
is that a cinematic plot is told through three acts. However, this is
putting the cart before the horse. The thing is, acts are really
nothing more than groups of consecutive story sequences. One cannot
understand how acts work until they understand story sequences. Story
sequences can be thought of as “legs” in the protagonist’s
journey. When the story begins, the protagonist’s ultimate Story
Goal seems far off and difficult to achieve. So, the protagonist must
take things one step at a time by pursuing a series of smaller, more
immediate SEQUENCE GOALS – one per story sequence – that slowly
move him or her closer and closer to the ultimate prize. By pursuing
a smaller, yet related sequence goal in every sequence, story
sequences become united in their action as interdependent
sub-adventures.
To provide a simple example, let’s say every morning you have the
ultimate goal of getting to your job on time. To reach this goal, you
must first accomplish a series of sub-goals. First, you must prepare
to leave home by showering and getting dressed. Then, you must get to
the corner in time to catch the right bus. Once on the bus, you must
travel to your job’s location. Succeeding at that, you must then
get to your work station with time to spare and start your day. With
each sub-goal comes its own individual tasks and difficulties.
However, with each sub-goal achieved, you take a step closer and
closer to the ultimate goal – getting to work on time.
Sequence goals must always be directly related to the main Story
Goal. They are sub-goals within the sub-narrative. If a sequence’s
action is unrelated to the main story and its Story Spine, the story
will skew off into a tangent, lose focus and direction, and basically
waste the audience's time with a meaningless side-trip. Instead, the
separate-yet-connected nature of story sequences allow a cinematic
plot to seem to its audience to twist and turn in unpredictable
directions, while keeping the main plot on track and always moving
forward in a clear direction.
Story sequences typically last from eight to twelve minutes. Giving
sequences a consistent length provides a plot with a sense of
rhythm and balance, like evenly-spaced pillars holding up a large
building. The average feature film is composed of ten to fourteen
story sequences. Typically, the first act lasts two to three
sequences. Act 2A two to four sequences, Act 2B two to
four more (creating a grand total of five to seven sequences for the
entire second act – I know this is bad math, but a second act with
only four sequences usually proves too thin, while an eight-sequence act
becomes too unwieldy), with the third act finishing the film with three
to four sequences more. Three-hour epics such as The Godfather or
one of the Lord of the Rings films will contain more
sequences in each act, but this is the exception rather than the
norm.
Sequences are grouped into acts because the consecutive plot actions
contained within these sequences work together to create larger
movements of plot. The sequences of the first act set up and launch
the story action, pushing the protagonist towards a Point of No
Return (the End of 1st Act Turning Point). In Act 2A, the
protagonist pursues goals that end up complicating the situation,
leading to a Monster Moment
(the Mid-2nd
Act Turning Point or “Midpoint”). In Act 2B, the protagonist
pursues another series of goals aimed at overcoming the monstrous
situation created at the Midpoint, inevitably forcing him or her into the end-of-act battle which creates the Third Act Catalyst (the End of
2nd
Act Turning Point). Finally, the sequences of the third act work
together to propel the protagonist toward the Main Story Climax,
which will resolve the main story conflict and bring everything to a
conclusive end.
But what causes
story sequences to zig-zag in unpredictable directions as suggested
by the updated Story Spine diagram? A related and more important question is
what causes each story sequence to begin and end? Each story sequence
is brought to an end with an event called a TURNING POINT
(represented by the little white circles on the diagram). Turning
points are dramatic events that cause the protagonist to halt his or
her pursuit of the current sequence goal, and then choose a new
course of action. In doing so, the event literally turns
the story in a new direction, beginning a new story sequence
with actions aimed at a new sequence goal. Turning points are
important. They are what give a story its sense of structure. They
are the story’s most meaningful moments, the events that cause the
narrative to undergo dramatic development and CHANGE. Because turning
points cause the story to grow and change, the audience remains
interested. Each of these dramatic moments of change reclaims the
audience's curiosity and commands them to stay in their seats so they
may discover how the hero will deal with the new and unpredictable
situation to come.
Turning points
transform the plot situation in one of two ways. Sometimes a turning
point occurs because the protagonist successfully achieves the goal
of the sequence. With the task completed, the protagonist can turn
his or her attention to the next phase of the plan. This moves the
story onward into its next sequence and gets the hero one step
closer to the ultimate prize. This is called a positive turning
point. However, more often than not, the protagonist does not
achieve his or her sequence goal. An insurmountable OBSTACLE appears
to block the protagonist’s way. Like a brick wall erected in the
protagonist’s path, the obstacle makes it impossible for the
protagonist to reach the current sequence goal through his or her
current line of action. This creates a negative turning point.
If the protagonist wishes to continue his or her adventure, the
protagonist must abandon the current sequence goal and decide on a
new course of action aimed at
a new goal that will
somehow circumvent the obstacle and allow the hero continue his or
her journey. By making this decision, the hero launches the story
into its next phase.
Turning
points must do more than simply shift story action in a new
direction. They have an added responsibility of progressively
intensifying the story situation through events that cause DEVELOPMENT
and ESCALATION. Development occurs when any event causes the story
situation to change. But the developments that occur at each turning
point cannot be just any simple change, but a major, complicating
change. Something is added to the story which takes the situation
further, deeper, and into more complex territory. With each turning
point, a story is taken from a rather simple scenario at its
beginning to an increasingly complicated situation as it moves
forward. With each complication also comes escalation. The turning
point event must alter the story in a way that forces the protagonist
to take on bigger and bigger actions. To continue, the hero must
agree to more danger, more risk, and a greater level of conflict. The
protagonist must become more dedicated -- and, in reaction to the
protagonist’s bigger, more forceful actions, so must the force of
antagonism. Intensity then builds at each turning point, causing
dramatic tension to slowly rise like a roller-coaster heading toward
its highest point, until the conflict reaches critical mass at the main
story climax. The roller-coaster then hurtles downhill in an
explosive release of dramatic tension as the story comes to a
satisfying end. The more development and escalation created leading
up to the climax, the more emotionally exciting the climax will be at
the story’s end. This is a second reason why turning points are so
important. One by one, they create the steady build of tension
necessary to create an end that the audience will feel has made the entire
experience worthwhile.
For
the sake of brevity, I have stuck to the sequence method’s bare
bones for this article. There is a lot more to know about how
sequences are structured, how they must serve the Story Spine, and how they allow the traditionally-taught Three-Act model to function like a
well-oiled machine. If interested in learning more, I suggest you
pick up at copy of my book Screenwriting Down to the Atoms,
where these concepts are laid out in comprehensive detail.
Wednesday, January 23, 2013
New BOOK! New SCRIBBLER! New EVERYTHING!
You probably notice that this blog has recently undergone a significant makeover. This has been done in recognition of the fact that Screenwriting Down to the Atoms, my first book and the culmination of two solid years of hard work is now in print and available for purchase on Amazon.com. So feel free to explore. This is now a multi-page blog, with icon links in the box in the upper-right corner that will take you around the site.
While you are at it, please take a moment to visit the Screenwriting Down to the Atoms page on Amazon. You will find it is different than most other screenwriting books. It was designed to be different. There are a lot of screenwriting books out there, and (I find that) a good majority are a waste of your time. Atoms was written in direct reaction to the weak, repetitive, ineffective, and incomplete guides that promise readers the world, and then deliver the same old half-baked methods, confuse readers with incorrect notions, and then send them off worse than they started. At a compact 250 pages, Atoms gives beginners to advanced writers a comprehensive instruction on the craft, featuring new discoveries and groundbreaking approaches never taught before, all revolving around the Story Spine and audience-centered method I have developed through this blog over the past four and a half years.
Atoms is not more of the same-old, same-old. It goes deeper into the fundamentals of the craft and takes them into a new direction, richer and more detailed than ever before to push screencraft into a new direction for the 21st century.
While you are at it, please take a moment to visit the Screenwriting Down to the Atoms page on Amazon. You will find it is different than most other screenwriting books. It was designed to be different. There are a lot of screenwriting books out there, and (I find that) a good majority are a waste of your time. Atoms was written in direct reaction to the weak, repetitive, ineffective, and incomplete guides that promise readers the world, and then deliver the same old half-baked methods, confuse readers with incorrect notions, and then send them off worse than they started. At a compact 250 pages, Atoms gives beginners to advanced writers a comprehensive instruction on the craft, featuring new discoveries and groundbreaking approaches never taught before, all revolving around the Story Spine and audience-centered method I have developed through this blog over the past four and a half years.
Atoms is not more of the same-old, same-old. It goes deeper into the fundamentals of the craft and takes them into a new direction, richer and more detailed than ever before to push screencraft into a new direction for the 21st century.
Sunday, December 30, 2012
Sideways and the Healing Narrative -or- How Miles Got His Groove Back
Sideways,
Alexander Payne's 2004
wine-country opus, and Academy Award-winner for Best Adapted
Screenplay is treated by many as such a rare bird of cinematic
storytelling. Oh, it is so different! It is so unconventional! Why,
it seems to work with no real plot at all! Critics and naysayers of
the teaching of screencraft then point to Sideways
as proof that one does not need to learn rules and structure to
create a great story. They seem to believe that by some bizarre
happenstance this genetic mutant of storytelling happened to slip by
the gatekeepers to create something different in every way.
What
a load of crap. Sideways is
as traditional as any other Hollywood film. It has the exact same
structure and follows the same rules. It has the plain old normal
three acts with the same plain old major dramatic turning points
doing what they do in every well-written film. The only thing
different about Sideways is
its superficial details.
This
becomes plain to see if one knows the right places to look. (However,
experience has taught me that knowing where to look is an area of
weakness for many critics.) Many people who write about this
film seem unable to grasp what its story is really all about. First
of all, Sideways is a
Healing Narrative (Type #4 of my 16 Types of Story). It
shares this story type with other well-known films such as The
Sixth Sense, Goodwill Hunting, The
Wrestler, and Star Wars: Return of the Jedi.
(I know that last one will raise some eyebrows, so there is a special
section dedicated to it at the end of this article.) Alexander Payne
seems to have a penchant for this story type, since his previous film
About Schmidt was also
a Healing Narrative. In fact, Sideways and
About Schmidt follow almost (but not entirely) the same structure.
In a Healing Narrative:
The protagonist starts the story somehow wounded, and pursues an
objective that will heal him or her, whether that healing be literal,
figurative, or symbolic. Though the hero is met with external
conflict on his or her journey, real moments of development occur
when story events force the hero to overcome his or her resistance to
healing, forcing the hero to get out of his or her comfort zone and
into the unknown.
Sideways'
protagonist Miles starts his story a wounded animal. Miles's divorce
two years earlier left a gash in his spirit so deep that he has yet
to recover. In response, Miles seems to have all but given up
on the pursuit of happiness. The only emotions he seems
to feel anymore are depression, frustration, and irritability.
So,
Miles needs to heal. This will be the focus of the story. But what
specifically occurs in Sideways that
causes this healing to occur? Answering this question will point out
the film's Story Spine. Unfortunately, most who have taken it upon
themselves to analyze this film have misanswered this question and end
up mislabeling rather insignificant events as the story's major
dramatic turning points.
First
of all, we must find the story's inciting incident. The inciting
incident is the event that establishes the Story Problem, sets up the
Story Goal, launches the Main Conflict, and sets the path the rest of
the story will follow. Most people look at Sideways
and declare its inciting incident to be the moment Miles and Jack
leave LA on their trip to the wine country. This is wrong. Leaving
for the wine country does not create any kind of Story Problem. Nor
does it incite any sort of story conflict. How can an event be an
inciting incident when it is something both characters want
to happen? Everything at this point has continued to go according to
plan, making this moment nothing more than another part of the film’s
setup sequence.
To
find the inciting incident, just ask: what is the story really about?
It is about Miles finding a reason to give a damn about his life
again. And how does he do this? By getting over his divorce by
forming a relationship with a new woman – specifically, the Maya
character (Virginia Madsen). And wouldn't you know it? Sixteen
minutes into the film, right at the point when all the screenwriting
books say the inciting incident should occur, this idea is first
introduced. Jack says he is sick of seeing Miles feel sorry for
himself and promises to get Miles laid.
This is the film's inciting incident. It sets up the course of action
through which Miles's healing will occur. It also creates the story's
main conflict. Miles does not want to get laid and resists Jack's
help. Typical to this story type, Miles resists the path to his own
healing. Yet, Jack insists, setting the Story Spine into motion and
getting the real story rolling.
Jack
is a good example of an antagonistic comrade character.
A comrade is a character who assists the protagonist in getting what
he or she needs. However, in stories such as Healing Narratives,
where the protagonist does not wish to pursue the objective he or she
desperately needs, the protagonist needs assistance from the outside.
Antagonistic comrades achieve this by creating a conflict that
indirectly forces the protagonist to take action. The comrade acts
like a foe to be a friend. Keep in mind though that while Jack often
acts in an antagonistic manner towards Miles, he is not the film's
antagonist. Jack does not stand in the way of Miles' goal the way an
antagonist must. In fact, he wants
Miles to reach his goal. The only character in Miles's way is Miles
himself. Miles's refusal to grow and heal makes him his own antagonist
– a trait found quite often in Healing Narratives. Jack's
antagonistic behavior exists to provide a counter-force to Miles'
self-antagonism, constantly pushing Miles forward in spite of his
resistance.
True
to traditional 3-Act form, Sideways
ends its first act with a major dramatic turning point that forces
Miles past a Point of No Return.
True to his word, Jack arranges a date between Miles and Maya. Miles
does not want to go on this date, but agrees because he cannot let
his buddy down. Act 2A is made up entirely by this date. And, just
like any other cinematic story, in Act 2A Miles' character flaws
cause his actions – though well-intentioned – to make the
situation worse. Miles
drinks too much, drunk-dials his ex-wife, and fumbles with every
opportunity to make progress with Maya.
As
usual, Act 2A culminates with the arrival of a Monster Moment at the Mid 2nd-Act
Turning Point. The Monster Moment is a complicating event that
unexpectedly puts the protagonist into a situation far worse
than the one that existed before. Miles, once again acting as his own
worst enemy, blows what seems to be a sure thing with Maya. With this
disappointment in his rearview, Miles now realizes how stupid it was
to resist his own healing. He now wants to heal, but the opportunity
seems to have passed him by. He is angry at himself and just might
spend the rest of his life pathetic and alone.
After
this point, Sideways becomes
less of a cut-and-dry narrative as its multiple threads start to
emerge and develop on their own. Because of this, like the inciting
incident, there is a lot of confusion over what events count as
Sideways' final two
(and most dramatically significant) turning points: the End of 2nd
Act Turning Point and the Main Story Climax. However, both are easy
to identify as long as we remember one thing. The Story Spine is all
about Miles healing through his relationship with Maya. This is what
the story continues to be all about, even though Maya appears only
sporadically for the rest of the film. Since this relationship is the
focus of the Story Spine, the End of 2nd
Act Turning Point and Main Story Climax must directly involve and
build upon the relationship between the two characters.
In Act 2B, as usual in the Healing Narrative, Miles overcomes his
initial resistance and becomes willing to heal. Only Jack's driving
force is no longer available to make things happen. Miles must now
man up and take responsibility for his own happiness. Miles reaches
success, only to have his negative traits screw things up once again.
The
second act ends with a traditional Dark Moment – though the scene
itself is so short and subtle that it usually slips under the
viewers’ radar without them noticing that the storyline has taken a
dramatic turn. The End of 2nd
Act Turning Point is not the moment when Miles has his falling out
with Maya. It is not when Jack gets his face bashed in. It is the
scene afterward when Miles, at his lowest moment, calls Maya from a
pay phone and leaves a voicemail in which he admits he is a
loser. This is an admission of failure on Miles's part. He is
symbolically throwing in the towel, giving up on not only finding any happiness with Maya, but possibly with anyone else in the
future. Just like any run-of-the-mill Hollywood flick, the
protagonist reaches his deepest, darkest point right before the
moment he and Jack must begin their final journey home.
The
third act of Sideways is
nearly a carbon copy of the third act of Payne's previous film About
Schmidt. Both protagonists
accept failure at the end of their second acts and return home in
despair. Their lives then circle the drain as both seem to have given up on life
altogether. Then, the gloom is reversed by a nearly-identical burst
of hope.
Not
long ago, I read an article on Sideways
in which the writer claimed the story's climactic moment occurs in
the extremely short scene where Miles drinks his prized bottle of
wine alone in a burger joint. I don't know what kind of stuff was in
this guy's pipe, but this is absolutely ridiculous. First of all, the
story is not about the bottle of wine. Drinking it does not resolve
any conflict or do anything to complete the Story Spine, so there is
no way that this action could constitute the climax. Furthermore,
what idiot of a screenwriter would put a story's climactic moment in
the middle of a
montage? Not the end of the montage. The middle. If the montage
itself has not yet finished giving all it has to say, how does it
make sense that the story itself finds its end smack-dab in its
middle? Miles's drinking of the wine holds no significance to the plot
other than the symbolic. It communicates that he has given
up on having any more great
moments in life, the kind he has been saving the bottle for. Now, if
this really was the story's climax, how depressing would this ending
be? “Miles needs to heal. Miles fails. Miles gives up. THE END.”
No, dummy. Where the hell is Maya?
The
entire Story Spine has been about Miles's relationship with Maya.
Every major turning point has been about Maya. Therefore, to end the
story with any kind of satisfactory closure, the climactic event must
not only involve Maya, but resolve the entire situation between the
characters. Sideways'
real climax comes in the exact same way as the climax of About
Schmidt -- only instead of a
letter from Ndugu, it is a voicemail from Maya. The protagonist has
given up on life and resigned himself to failure, only to receive
unexpected contact from the person they really care about, reversing his view of the world into one again filled with hope. Maya's
voicemail – and more importantly, the scene that follows –
completes Miles' Story Spine and resolves all story conflict. The
story's Major Dramatic Question has asked “Will Miles ever heal?”
After hearing Maya's voicemail, Miles abandons his last bit of
resistance towards healing and bounds after the one thing he needs to
make himself whole again. The moment he knocks on Maya's door, Miles
is a fully-healed man.
Return of the Jedi
Here's something that will make you
sound smart the next time you're around a bunch of know-it-alls.
Sideways and Return
of the Jedi are the exact same
type of story. Jedi is
also a Healing Narrative.
First of all, it must be noted that
the original Star Wars trilogy follows the same unique structural
form seen in the Lord of the Rings trilogy. In this
structure, the first film is a single, self-contained adventure where
the protagonist is at the head of a group of supporting heroes. Then,
in the second and third installments, plot structure splits into two
dual narratives. In the primary narrative, the protagonist from the
first film continues the quest established in the first film, only
this time he does so (relatively) alone. However, this is only half
the film. The other half is made up of
separate-yet-connected secondary adventure, in which a former
supporting character steps up into a leading role. (The team of Han Solo and Leia becomes
the protagonists of the secondary narratives in Empire and
Jedi. Aragorn takes
this role in The Two Towers,
Gandalf in Return of the King.)
Therefore, to study Jedi
as a Healing Narrative, one must ignore all the stuff with Han Solo
running around Endor with a bunch of teddy bears, because that
material is all part of a secondary narrative which follows its own
line of action.
Jedi's Healing Narrative is
all about Luke Skywalker. Due to the events that ended The
Empire Strikes Back, Luke begins
Jedi a wounded man,
both physically (he lost his hand in battle with Darth Vader), and
emotionally/psychologically (the revelation that Vader is his father
has traumatized Luke and left him in a morass of emotion). Like
Miles, Luke must be made whole again.
At the inciting incident, Luke
receives the challenge through which his healing will be achieved. He
is told by Yoda he cannot complete his Jedi training until he
confronts Darth Vader and overcomes his psychological wound. Luke
then sets a goal. He will not only face his father, but will try to
save Vader’s soul by bringing him back to the virtuous side of the
Force.
It must be noted that Darth Vader is
NOT the antagonist in Jedi.
The Emperor is Luke's antagonist. Luke's goal is to bring his father
back into the light. The Emperor directly opposes this goal through
his desire to do the exact opposite – draw Luke to the Dark Side
with his father. Vader himself remains relatively passive. Jedi
is almost like a hackneyed romantic comedy where Luke is trying to
steal his dream girl away from her jerk fiancee.
However, like Miles in Sideways, Luke Skywalker has internal
flaws that stand in the way of his healing. Luke's wound cannot heal
as long as he remains motivated by hate, anger, or fear – negative
traits the Emperor uses against him. As in Miles’s case, Luke can
either abandon these traits and clear a path to his healing, or he
can succumb to them and let them drag him down into the Dark Side.
In the end, Luke wins, reconciles with his father, and heals the
wound that has been inside him since the film began.
Wednesday, November 28, 2012
November article and a BIG ANNOUNCEMENT
Those of you who
read this blog may have noticed I usually get my monthly article
posted right as the month runs out. Though I
have been chipping away at my November article, it doesn't look like
I will get this one finished before the 30th. But I do have a good excuse. I have
been waiting to make this announcement, and now seems like a good a
time as any.
Throughout 2012 I
have been working, almost nonstop, on completing my first book
Screenwriting Down to the Atoms: Digging Deeper into the Craft of
Cinematic Storytelling.
Atoms
is a comprehensive guide on screenwriting for the beginning to intermediate writer, making use of my Scriptmonk method with its
focus upon the Story Spine, the storyteller-audience relationship,
and the proper communication of story information. Intended as the
next generation of screenwriting guides, Atoms
not only explores established concepts in greater detail than ever
before, but introduces many new perspectives and methods yet to be found in any other source.
I am very excited about this book. It is the culmination of years of study and possibly the beginning of some big things. Final
revisions are reaching completion. Published copies are expected to
be available from online retailers by mid-January in both hardcopy
and e-book formats. I will keep readers updated in the coming months.
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