20 July 2014

What Makes a Great Script

Good scripts ... are entertaining. They’re bursting with content, they shine with intent and unity. They have an overriding idea and work to illustrate that idea with genre moments: heartbreaking tragedy, gutbusting comedy, spine-tingling horror. Everything makes sense, every line has a purpose and intelligence, even if its only discernible after the fact.


This is from SCRIPTS EXIST TO ENTERTAIN. CHARACTER AND PLOT ARE A MEANS TO THAT END, NOT THE END ITSELF here.  This the Story Coach site, also linked on the SCRIPT COVERAGE page you'll find on one of the tabs above.

What does "entertain"  mean?  To this writer, in this context, people seek an experience in film.  If they
Parade's End
have that experience, they have been entertained.  Some people want to be educated or made to laugh or have their point of view validated or just get the hell out of their life for a couple hours. But writing is p so personal and often so solitary, how can we make sure we're doing that?
Everything makes sense, every line has a purpose and intelligence, even if its only discernible after the fact.
We could start by checking our scenes and see if they meet at least this criteria. But I thought the most significant thing in the article was this:
Movies can be bad or good, smart or dumb, noble or base, so long as they’re entertaining. It doesn’t matter if a movie is SOPHIE’S CHOICE or DEEP THROAT, so long as it engaged with the audience on some level. A Transformers movie has thin characters and an arbitrary plot – they still make bank because people all over the globe find the spectacle of giant robots fighting engaging. A movie must entertaining, to entertain they must engage with the audience’s emotion. Plot and character are means to this end, not the end itself.
If no one is invested in the story, connected to it, if they just don't give a rat's ass what is happening or will or did, that's failure to entertain. Or just failure.



Can also be found on Reddit, where you can discuss: http://www.reddit.com/r/Screenwriting/comments/2b5n90/authors_note_the_next_six_pages_arent_important_i/

13 July 2014

Proper Grammar is Crucial - or Not

GRAMMAR: Proper grammar is crucial. You need perfect grammar, and you also need to break the rules. Certainly tenses should be consistent, words spelled correctly, and nouns and verbs should agree. On the other hand, sentence fragments are a screenwriter's stock in trade. For example, it's perfectly acceptable to write:
Anthony pushes through the jungle, toward the clearing. Suddenly three loud SHOTS are fired. Anthony peers through the leaves. One. Two. Three men lie on the ground. All dead. 
Anthony moves closer. Closer still. Right to the edge of the clearing. He can aaalllmost see what's going on --
Many grammatical rules being broken here. But they're all done on purpose. The clarity of the scene is not lessened due to the grammatical violations.



The quote is from Points for Style* by Terry Rossio at the Wordplayer site.

I usually just put things here by other people, mostly so I can find them easily for my own purposes. But this time I'm giving advice because I am qualified by education and experience to give it:

You know what  makes a script painful to read?  A writer with no command of language.  One who is so very obviously trying so very hard to sound erudite, to appear to be experienced.  Someone who looks up synonyms online.

If you don't know the difference between connotation and definition, stop writing until you do.  If you don't use the word in your everyday life, leave it out of your screenplay unless it's technical.




12 July 2014

Writing a Scene

Do you ever look at a scene and wonder if it's any good?  Or why you are wondering? Here's a little something that might help.


"The most I'll [Terry Rossio] say is that it might be effective to train yourself to consider, instinctively, these types of questions:"
  •  What is the arresting visual image to start this scene, one that will quickly involve the audience? 

  •  What situation is immediately apparent upon cutting into the scene, or, how quickly does a situation develop? 

  •  What is the essential story point of the scene, and how clear has it been made? 

  •  How can the story point be conveyed in the most interesting manner -- using character?

(excerpted from: The Storyteller Cut)

18 June 2014

SIX WORDS

Original Scott Meyers article here.

Okay, here’s the deal with loglines. There is nothing more important than getting my fucking attention. And by ‘my,’ I mean everybody who’s anybody in Hollywood. We’re all of us so damn busy. Think L.A. is laid back? Wrong! It’s breakfasts, calls, meetings, lunch, meetings, more calls, drinks, screenings, even more goddammed calls. Like when you look at me, and you think you see me, you don’t see shit. ‘Coz while on the outside, it may look like I’m looking at you, inside my mind’s a blur, okay? I mean I can sit there with my eyes wide open locked on you, nodding my head, smiling every so often like I’m hanging on your every word, and the whole time, my mind is off in West Covina somewhere, thinking about that shitty draft a writer just turned in or how my Amgen stock is doing or whether a goddammed recorder can actually record without a goddammed tape.
So get my attention. That’s the name of the game. And when it comes to loglines, that should be the name of your game.



Daniel Kunka - successful spec screenwriter:

 As great as the 12 Rounds experience was – it got me into the guild, it got me health insurance – this town for a young screenwriter is about “what can you do for me now?”  ...
And for a few years I tried to recreate the same thing that happened with 12 Rounds.  I wrote two or three action-thrillers much in the Taken vein that just weren’t me. The scripts were fine scripts, but nobody cared. I got a lot of “this is great” reads and that was it. ...

It’s a lesson that was valuable to learn though. I wasn’t writing to my voice. I was writing to what I thought Hollywood wanted. And Hollywood, she’s a fickle mistress. So Agent Ox was my response to that. It was my return back to what the script Copies was that I had written all those years before. A big, fun, genre movie. It was still marketable, it was still trying to give Hollywood something that would hopefully sell, but it was my version of that, my voice, and not some watered-down other thing.

That decision really defined who I became as a writer. It had taken four years of college and maybe eight years after and I had a movie made and I still didn’t quite know until I started writing Ox. And that original idea of the script, it was so simple. I made a document called “High Concept Story Ideas” and just brain dumped a bunch of stuff down for two or three days, and the very last idea in this document were the six words “Human Spy on an Alien Planet” and I knew that was it.

I always joke in meetings now that those were the six words that changed my career and how I think about writing screenplays ...

- See more at: http://blog.blcklst.com/category/daniel-kunka/#sthash.1yu77EzL.dpuf

02 June 2014

Script Tips

Plot Devicesby Terry Rossio & Ted Elliott   (here)

EXCERPTS:

THE WANG THEORY

We came up with this out of frustration in dealing with studio executives. We'd write a situation or line of dialogue that was a bit obscure or intellectual, and the exec would complain, "The audience is not going to get that." Our response: the audience didn't have to get it. Story content has an effect beyond its literal meaning. We called it the Wang Theory, in honor of a series of commercials presented in the eighties by Wang Laboratories.

... By allowing characters to speak and behave smarter than the audience, you at least establish that they're experts. The technique is also effective at creating a sense of authenticity. And it's also interesting -- most people like that feeling of being exposed to the 'inside stuff,' even if they don't fully understand it.

THE MacGUFFIN

This is Alfred Hitchcock's term for, 'The item of importance that everyone wants, upon which the plot turns.'
The classic example is the 'microfilm' from NORTH BY NORTHWEST. Does anything ever really happen with the microfilm? Not really. It is truly a just plot device, something to help organize the events of the movie. ...

A slightly different example are the 'letters of transit' in CASABLANCA. There, the MacGuffin had an actual story function -- by possessing the papers, you can safely get out of town.  ...

PLAY THE BEATS

Quite often the process of improving a story doesn't involve adding new twists and turns. ... Instead of adding new aspects to a story, look to make the story more full and more satisfying by delving into the already existing moments, and making sure each aspect of every moment is played out fully.

... Good scripts seem to unfold moment by individual-delicate-moment. ...  It's a full story, but you experience it one tiny limited moment at a time -- the more limited and particular, it seems, the better.

THE CLONE WARS

Studio executives love to cut stuff out of scripts. "Do we really need this?" is the challenge. And the answer is, well, usually, in point of fact -- no.

But that's when Ted and I invoke 'The Clone Wars' theory. It's that line from STAR WARS where Obi-Wan tells Luke, "He fought with your father in the Clone Wars." In the whole rest of the movie, there isn't another reference to the Clone Wars. Does it really have to be there? Not really. But it's that kind of touch that made the Star Wars universe so real, to so many people.

THREE GREAT SCENES, NO BAD ONES

Jack Nicholson is reported to have said that he'd do a movie if his character had "three great scenes, and no bad ones." It's not a bad idea to consider your screenplay from the strict -- and let's even say, ego-driven -- point of view of the actors who must play the roles. Can you actually point out the 'three great scenes' that you've designed for each of your leads? Are you sure that you haven't given any of them any bad scenes?

DON'T CUT THE LAST THING FOR A CHARACTER

It seems like this should go without saying, but all characters should actually do something that has an impact in your story. At least one point where they significantly affect the outcome of events. Again, you should be able to point to the exact spot where you can say, "If we lost this secondary character, then the story falls apart right here."

If you've gone through and cut everything that a character does in the picture, then go ahead and cut the character, too. (In some scripts, this would mean cutting the leads!)

This rule comes into play quite often in story meetings, where secondary characters lose their story moments to two forces: the desire to shorten the script, and the desire to 'give the good stuff to the hero.'

EXTERNALIZE THE STORY

While it's great for characters to have strong inner lives, it's a mistake to organize a plot around the drama of a character deciding to change their thinking. Consider how non-cinematic a change of heart truly is, without the actions taken as a result of the change.

Instead, it's the task of the screenwriter to take that inner journey of the character and give it a playing area. Externalize the issues, either into situations or other characters, and let the protagonist work things out where we all can see and hear it.

SUBTEXT, SUBPLOT

Subtext doesn't happen automatically as a side effect of telling a good story. Quite often you consciously design it in.

... the neatest thing we heard Robert Zemeckis say was (quoting from memory), "Your sub-plot is where you can overtly play out your theme." Consider BACK TO THE FUTURE, and the sub-plot of Marty helping his mom and dad fall in love. One big obstacle was his father's lack of courage, which Marty helped him overcome. Overall, summoning the will to carpe diem was indeed the theme of the movie. What might have been too clunky for the main story worked great as a subplot.

AUDIENCE SUPERIOR, AUDIENCE INFERIOR

One useful technique is to track your plot from the point of view of each character. The idea is, if the story works from the perspective of each character, then you've got a plot that hangs together and probably doesn't have any major holes.

When doing that, we like to add another 'character' to the list -- the audience. What the audience knows and believes at different points of the story, relative to what the characters know, is crucial to the believability of each scene. Sometimes a scene doesn't work not because it's not true to the character, but because the audience knows too much (or too little) at that point. Moving the audience from 'audience superior' to 'audience inferior'-- or vice-versa -- might be enough to fix the problem scene.

This is also known as 'visceral logic.' It's dangerous to play with, but a powerful tool. Beyond strict story logic, there is the emotional logic of the film. For example, if the audience wants something to happen, it's easier to make them believe that it can happen.

REVERSALS

Sometimes your convictions are the greatest stumbling blocks to fixing a story problem. It's that thing that you're certain of, that you don't challenge -- that you just know is right about a scene -- that stops you from finding the inventive solution. It's a good idea to have this general rule: challenge everything. Go through the problem scene step by step and consider the effect of doing the exact opposite of all your story decisions.

The audience will come to 'know' the character through their actions. When characters can make decisions that run counter to expectations, bringing reversals into the story, that's of immediate interest. (Once again, look at RAIDERS. When Indiana Jones ties up Marion instead of rescuing her, it's a marvelous reversal, and we gain huge insight into Indy's character by that one action.)
GO TO THE EXTREME

Characters, stories, and story beats fail far more often by not going far enough than by going too far. It is almost a rule that if you push a character, an emotion, or a situation to the absolute extreme, it will play on film.

THE RICK

We also call this, simply, the Rick character. In the old "Magnum, P.I." television series starring Tom Selleck, Magnum had an annoying friend named Rick. His function in the series was to serve as a sort of surrogate for the audience on the more outrageous story points. He was always protesting, "C'mon, Magnum..." as in, "C'mon, Magnum, there's no way those crooks would trust us with $7 million dollars in gold coins. It's ludicrous." (And this is exactly what the audience was thinking at that point.)
Magnum would then calmly explain to Rick just exactly why the crooks would, indeed, hand over $7 million in gold. Rick would be convinced, and in theory, the audience protests would have been addressed as well.

SMART VILLAINS, SMARTER HEROES

It's a great temptation to fix a problem not by coming up with a more clever solution on the part of the hero, but by making the villain dumb, so that the hero looks good by comparison. (This is a favorite technique among development executives.)

Don't do it. ...

So -- make your villains as smart as you can make them, even if that paints you and your hero, into an impossible situation. Then get to work!



IF IT'S NOT GOOD, AT LEAST MAKE IT SHORT

You get the idea.

MAKE THE PLOT MOMENT A CHARACTER MOMENT

This goes hand-in-hand with the technique above. Sometimes, the organic nature of a story is such that you're just stuck with a crummy scene, or an unbelievable plot twist. It has to be there, but there's no way to really make it good. So the first rule is, make it short. The second rule is: hide the fact that it's crummy.

Here's how you hide it. Instead of making the scene about the story point (which emphasizes how weak it is) you make the scene about character. A passion, a fear, a desire, an anger -- doesn't matter what it is. Move the weak scene away from the logic-driven arena of plot, and into the emotion-driven arena of character, and you won't believe the story holes you can hide.

I'VE GOT A LITTLE LIST...

Here's my own, private, completely unsubstantiated list of elements I think never work in movies:
  • Cults (think DRAGNET, YOUNG SHERLOCK HOLMES)
  • Babies in jeopardy (GHOSTBUSTERS II, WILLOW)
  • Snowy locations (who wants to go make a film in the snow, anyway?)
  • Regimented-worker-oppressive-society movies (remember TOYS?)
  • Drug and alcohol addiction tales.
  • Stories that turn on public opinion forcing a character to take action
  • The sport that always looks bad on film, no matter how much they try to make it interesting: tennis.
  • The sport that always looks good on film, no matter how badly it gets mangled: baseball.
And here's a list of sequences or story elements that always seem to work gangbusters on screen:
  • Poker games
  • Seductions
  • Bidding/auction scenes (think Alfred Hitchcock)
  • An execution
  • Sunny, tropical locations (consider setting your film in a location you want to visit)
  • Maps and treasure hunts
  • A race of any type
And to top off this list of arbitrary claims, here's

"Wordplay's Iron-Clad Rule of Box Office Success": 

let your hero smile. Most films, and all bad ones, have the hero striding along wearing dour expressions, looking like their teeth hurt. But think of any movie you love, and I bet you can remember a shot of the hero breaking out in a grin. And hey, if you want a really big hit, let your hero smile in Act I, Act II and Act III. Works every time.

Very rarely is telling the plot the most effective way to tell the story.

HERO WITH A THOUSAND FACES

Consider what sort of hero is demanded by your story genre. The DRAMATIC HERO succeeds due to his best efforts. The TRAGIC HERO fails despite his best efforts. And the COMIC HERO succeeds despite his best efforts -- usually to avoid heroism.

Rick in CASABLANCA is an example of a dramatic hero. Oedipus is the classic tragic hero, doomed from the start, no matter what he does. Bilbo Baggins of "The Hobbit" is a great comic hero, resisting the hero's call nearly to the end. (At the very end of a comedy, it's quite satisfying to let the comic hero have the same victory of the dramatic hero; another example, consider the ending of GHOSTBUSTERS.)

60 TWO-MINUTE SCENES

George Lucas once said that a film is "Sixty great two-minute scenes." When it comes down to actually shooting the picture, Lucas is absolutely correct. The director, actors, set designers, cinematographers -- they're all going to be thinking of the picture in terms of individual scenes, and there's only room for about 60 of them. Keep this structure in your head as you plot, and the content of your screenplay will naturally focus on the true, necessary beats of your story.

THE GILLIGAN CUT

This is a classic staple of comedy. A character protests vehemently, "What, you expect me to wear a grass skirt, stand up on top of Empire State Building and belt out the chorus of 'New York, New York'? Well, I'm not gonna... I'm just not gonna..." And then you cut, and see the character doing just that.

STORY VS. PLOT

The plot of your screenplay is what happens. The story is the particular way you choose to reveal to the audience what happens. The two don't have to be the same. The tendency is to be a slave to presenting the plot -- you think "It happens this way, so that's how I have to tell it this way."

But consider shifting the point of view, learning information through flashback, holding back information, or even revealing events to the audience out of order. Very rarely is telling the plot the most effective way to tell the story.

A couple of films to reference on this point: COURAGE UNDER FIRE, SHAWSHANK REDEMPTION, CITIZEN KANE.

WIDOWS, ORPHANS, & KILLING YOUR BABIES

Widows are setups that have no payoffs, because the payoffs have been cut. Orphans are payoffs that have no setups. Often they're still there because, even though they don't make any sense, they're still cool scenes.

That's where 'killing your babies' comes in. No matter how great any individual scene is, you have to be willing to kill it for the greater good of the whole script. You must be ruthless. And you must have faith that you can come up with something equally as good.

THE MAIN RELATIONSHIP THEORY

One way to evaluate a story is to ask -- what is the main relationship presented in the story, and how
effective is it? Most great films have one, or several, great relationships at their heart. ... The main relationships of a film are how the issues and themes of the story are played out on screen.

So ask yourself -- do you have a main relationship, or series of relationships? Are they fascinating to watch?

KIDNAPPING

When F. Scott Fitzgerald came to Hollywood, he had an immediate insight in writing for the cinema. He described scenes as being (paraphrasing from memory, here): "... carefully written and ordered in such a way so that the audience has no choice but to feel exactly what the filmmakers want them to feel." ...

Every word, every line, every moment of a screenplay will create a response in the person that reads it. A great artist has absolute control over those responses.

When the writer loses focus, and does not write to a set purpose -- that's when trouble happens.

13 May 2014

Walter Parkes is Wrong - War Games

From: Random Access, Remote Control: The Evolution of Storytelling
by Walter Parks: IMDB page.

Walter Parkes launched his career, as far as I can tell, by writing War Games. In the article linked above, he says this:

We were just catching a national wave of interest in technology and concern for the threat of nuclear war; our market research and test screenings went through the roof, and the studio really thought they had the nextE.T. And WarGames certainly was a success -- it made about $80 million in domestic box office and bettered that internationally -- but it wasn't the runaway hit people hoped it would be.
Why? I think, despite its high-tech content, WarGames is the most traditional of narratives. It isn't a particularly complicated story, but it is something you have to follow from the beginning to end. The film's entertainment value derives more from the sequential unfolding of the narrative than from the visceral thrills or laughs of each moment, and not surprisingly, it's less interesting the second time you see it.

Oh, Dude. This is so wrong. I saw it when it opened. Immediately went back to see it again. Search it out today on cable.  And I have exceptionally good taste. 

What happened with War Games was: it was a movie for grown-ups targeted at kids.  Maybe not intentionally, but the hero was a kid.  A great kid, portrayed by a great actor.  Grown-ups didn't bother.  I did. And you blew me away - War Games first made me want to be a screenwriter because I wanted to create that amazing moment, the overwhelming light display of total annihilation that had me literally weeping in sadness and fear in the theatre because ... because it was real.  It was incredibly violent and it was all done with screens and lights and sounds and faces and ... holy shit that was powerful. 

It was lines of light. And maps. It was Apocalypse. 

But it was what it was because of that narrative I paid attention to, the one that led to that moment.   The one that didn't thwack me upside the head with the message. The one that was so perfectly crafted.  Shit. Why did you stop writing? 

Sorry.  Of course you went on to have your huge career.  Look, War Games is just a great movie you have to have a bit of brain and at least enough attention span to tie your own shoes to appreciate. It was important.  It still is

Here's IMDB's list of most popular films of 1983.  War Games is 9th. Not at all bad.  But people were tired by then.  We were tired of assassination and lies and war and  - we were tired.  We wanted them to kill that fucking shark in 3-D.  We wanted to dance so hard we couldn't think or feel.  We wanted James Bond to keep the world safe from nukes. 

We entered the age of amazing film technology.  But I think, it's time for the narrative to come back.  I think that last Superman fiasco proved that.  It's time to think again.  Speak again. Time for technology to serve the story, instead of the other way around. 

12 May 2014

10 Steps to a Great Logline

This article is excerpted from this one at raindaince.org.



The difference between a logline and a tagline


A logline is a one (or occasionally two) sentence description that boils the script down to its essential dramatic narrative in as succinct a manner as possible.

A tagline is a piece of marketing copy designed to go on posters to sell the film
- In space no one can hear you scream (Alien)

A logline is the DNA of your script. If you can’t make the logline work, it’s probably becasue the story in your script doesn’t work. This is why some people suggest writing a logline for your idea before embarking on the script.

1. A logline must have the following

-       the protagonist
-       their goal
-       the antagonist/antagonistic force

2. Don’t use a character name

Instead, tell us something about the character.
- A sous-chef
- An ex-superhero

3. Use an adjective to give a little depth to that character

It’s helpful if the characteristic you describe will have something to do with the plot.
- A mute sous-chef
- An alcoholic ex-superhero

4. Clearly and quickly present the protagonist’s main goal

This is what drives your story.
- A mute sous-chef wants to win the position of Head Chef at her boss’ new restaurant
- An alcoholic ex-superhero searches for his daughter

5. Describe the Antagonist
Missing an antagonist!

If the hero faces a more general antagonistic force then make it clear that they are battling something, not just life’s bumps and buffets.
- A mute sous-chef wants must fight off an ambitious rival to win the position of Head Chef at her boss’s new restaurant.
- An alcoholic ex-superhero searches for his daughter after she is kidnapped by his dementing, jealous former sidekick.

6. Make sure your protagonist is pro-active

He or she should drive the story and do so vigorously. A good logline will show the action of the story.

7. If you can, include stakes and/or a ticking time-bomb

If they fit in easily, include them in your logline.
- To save his reputation a secretly gay frat-boy must sleep with 15 women by the end-of-semester party.

8. Setup

Some scripts operate in a world with different rules to our own and require a brief setup to explain them...  Again, be brief.
- In a world where all children are grown in vats…
- Driven to a mental breakdown by an accident at work, an aquarium manager…

9. About the ending

Do not reveal the script’s supercool twist ending ...  The story, and thus the logline, should be good enough to hold up by itself ...

10. Don’t tell the story, sell the story

Create a desire to see the script as well as telling them what’s in it.

If you can’t write a decent logline of your idea before embarking on the script, then maybe reconsider writing [it]. If it’s unfocused and muddled at the logline stage, it’s not going to get any better as you write.