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Screenwriting 101 by Film Crit - FILM CRIT HULK
Screenwriting 101 by Film Crit - FILM CRIT HULK
FULL HULK
ALL CAPS VERSION
Bruce Banner
Sentence Case Version
SCREENWRITING 101
FILM CRIT HULK WAS CREATED IN A CHAOTIC LAB EXPERIMENT INVOLVING GAMMA
RADIATION, THE GHOST OF PAULINE KAEL, AND TELEPODS FOR SOME REASON. NOW
HULK HAS A DEEP AND ABIDING LOVE OF CINEMA WHEREIN HULK RECOGNIZES THE
INHERENT VALUES OF POPULAR, NARRATIVE, OR EXPERIMENTAL STYLES!
THROUGH A UNIQUE JOURNEY, HULK HAS ENDED UP WORKING IN HOLLYWOOD FOR
OVER A DECADE AND NOW WRITES ABOUT CINEMA AND STORYTELLING IN
THOROUGHLY HULK-SIZED FASHION.
AND NOW YOU HOLD IN YOUR HANDS / HAVE ON YOUR SCREEN / WHATEVER IN YOUR
WHATEVER, THE FIRST EBOOK BY FILM CRIT HULK.
THE ONLY THING IT MEANS TO BE IS HELPFUL.
FOR MAMA-HULK
BECAUSE SHE WAS THE GIVING TREE.
INTRODUCTION.
HULK MUSE. HULK PONDER. HULK BEAUTIFULLY ARTICULATE THE JOY OF CINEMA.
You won't like him when he's angry, but you will love him when he's passionate.
Film Crit Hulk makes all other cinematic commentary look very puny indeed. Marvel as he pounds
the CAPS LOCK button to properly expound his love for cinema. Imagine Pauline Kael caught in a
gamma bomb blast and you will realise that in the desert of cinematic connoisseurs, Film Crit Hulk is
the strongest one there is!
In 1962, there once was a puny scientist with no love of the movie or regard for critical theory of
cinematic arts. Then one fateful day, this non-cineaste was hit with massive amounts of radiation and
transformed into a lumbering beast with superhuman strength, great invulnerability, but also with a
newfound appreciation for classic storytelling, spatial awareness and genres of all form.
This writer of this book may only transform into the brutish green goliath in the dark of the movie
theatre. His change into a passionate mass of movie loving can only be triggered by the release of
adrenaline when intensely engaged or enraged by the images before him. The green goliath of the
movie theatre possesses none of his human counterparts snobbiness, making him the ideal creature
to appreciate the highs and lows of cinema. Hulk will feast on the studio popcorn and arthouse carrot
cake with the same voracious appetite. Just do not talk during the feature presentation or dare check
your iPhone at any point, for you may be swatted into the parking lot.
Film Crit Hulk bats away other movie buffs with their endless lists they think constitute as articles,
and brings the essay back to roaring life. Why would you want to read other literature about cinema
with its simple use of uppercase and lowercase characters? Film Crit Hulk knows that a true love of
cinema CAN ONLY BE FULLY EXPRESSED WHEN USING THE CAPS LOCK BUTTON.
WHY READ SMALL-MINDED FILM CRITICISM WHEN YOU CAN STAND IN AWE OF HULK'S
GARGANTUAN LOVE OF THE MOVIES.
I give this book two Hulk Hands up. WAY UP.
Edgar Wright, 2013
- PREFACE
SO YOU WANT TO WRITE A SCREENPLAY?
BEFORE YOU DO, KNOW THIS: IT REQUIRES A GREAT DEAL OF EFFORT AND
DEDICATION. A LOT OF THESE SCREENWRITING BOOKS LIKE TO FILL YOUR HEAD WITH
FALSE PROMISES AND EASY TRICKS. BUT ITS SO DAMN FAR FROM THE OBVIOUS
TRUTH: BECOMING A TALENTED WRITER TAKES A LONG TIME AND A LOT OF HARD
WORK.
THEY ALSO CONVENIENTLY FORGET TO MENTION THAT THE ODDS ARE AGAINST YOU.
THERE ARE OVER A MILLION SCRIPTS ALREADY FLOATING AROUND HOLLYWOOD.
HULK HAS READ, OH... A COUPLE THOUSAND OF THEM. AND NEARLY EVERY SINGLE
PERSON HULK MEETS IN THE FILM INDUSTRY ALREADY HAS A SCRIPT OF SOME SORT.
NOT ONLY DOES THE SHEER VOLUME OF SCRIPTS MAKE IT DIFFICULT TO DISTINGUISH
ONESELF IN THIS CLIMATE, BUT SO DOES THE FACT THAT THERE ARE ALREADY A VAST
NUMBER OF TALENTED, PROFESSIONAL WRITERS IN NEED OF WORK.
SO GIVEN ALL THESE CRIPPLING ODDS, WE SHOULD ALL JUST GIVE UP, RIGHT? WELL,
NO. YOURE NOT HERE READING THIS BECAUSE THAT REALITY BOTHERS YOU. AND
THATS THE THING ABOUT THE MOVIES: THEYRE WONDERFUL. THEYRE THE
IMAGINATION OF STORYTELLING MADE TANGIBLE. THEYRE OUR DREAMS MADE REAL.
WHO WOULDNT WANT TO BE A PART OF ALL THAT?
BUT WITH CINEMA BEING SO POPULAR AND WITH THE OMNIPRESENCE OF TALENTED
WRITERS, YOU WOULD THINK HOLLYWOOD WOULD BE KNEE-DEEP IN GREAT SCRIPTS,
RIGHT? WELL, THE OBVIOUS PROBLEM IS THEY MOST DEFINITELY ARE NOT.
THUS, HULK WILL AUGMENT THE PHRASING OF THAT PROBLEM AND ASK A DIFFERENT
QUESTION OF YOU:
WHY DO MOST MOVIES HAVE MAJOR SCRIPT PROBLEMS?
QUITE FRANKLY, THE ANSWER LIES IN A LOT OF INDUSTRY BULLSHIT. NOW, HULK ISNT
HERE TO PARSE OUT AN UNDERSTANDING OF THE STUDIO SYSTEM, BUT JUST
UNDERSTAND THAT THERE IS A GOOD DEAL OF PUTTING THE CART BEFORE THE HORSE
SO TO SPEAK. SO MANY MOVIES PRESS ON BEFORE THEY EVEN REALLY HAVE A STORY,
JUST HOPING THEYLL FIGURE IT OUT LATER... BUT LIKE HULK SAID, THIS BOOK IS NOT
ACTUALLY ABOUT SUSSING OUT INDUSTRY PROBLEMS. NOR IS THIS BOOK ABOUT
WRITING SCREENPLAYS THAT SELL, OR POP, OR TELL YOU HOW TO PITCH TO A STUDIO.
HULK WOULD NEVER FALSELY ADVERTISE TO YOU IN SUCH A MANNER. WHILE THESE
ELEMENTS ARE CERTAINLY IMPORTANT TO BEING A SUCCESS IN HOLLYWOOD, THEY
ARE NOT AN IMPORTANT PART OF BECOMING A GOOD WRITER, SO THEY WILL ONLY BE
A TANGENTIAL PART OF WHAT WE SHALL DISCUSS HERE. IN FACT, HULK WOULD ARGUE
THAT IF YOU ONLY POSSESS THE ABILITY TO SELL, POP AND PITCH, THEN YOU CAN
ONLY HAVE THE KIND OF SUCCESS THAT DOES NOT LAST.
MEANWHILE, KNOWING HOW TO WRITE LASTS.
SO THE FOLLOWING GARGANTUAN SEVEN-PART BOOK IS HULK'S HUMBLE ATTEMPT TO
TRY AND SHED SOME LIGHT ON HOW TO BECOME A BETTER WRITER AND
STORYTELLER. THE FIRST HALF OF THE BOOK DEALS WITH IMPORTANT CONCEPTUAL
ISSUES AND TAKES A GREAT DEAL OF (NEEDED) TIME TO WAX PHILOSOPHICAL ON THE
STATE OF MIND AND PURPOSE ONE NEEDS TO APPROACH STORYTELLING. THERES
JUST TOO MANY CONCEPTS TO BOTH LEARN AND UNLEARN BEFORE YOU ARE READY
TO REALLY START. BUT THE LAST HALF OF THE BOOK IS (THANKFULLY) RATHER
PRACTICAL IN TERMS OF HOW TO APPLY THOSE CONCEPTS TO CREATE A
METHODOLOGY FOR YOURSELF AND HONE THE CRAFT.
STILL, HULK HAS TRIED TO MAKE THE STRUCTURE OF THIS BOOK AS EASILY
DIGESTIBLE AND SIMPLE TO NAVIGATE AS POSSIBLE. MOST OF THE SUBJECTS ARE
LISTED BY CHAPTER NUMBER, WITH EITHER LETTER OR ROMAN NUMERAL SUBHEADINGS. IT MAY ALL SEEM LIKE A LOT. IT MAY EVEN SEEM TO DIVE HEADLONG INTO
NUANCE AT THE COST OF DIRECT CLARITY, BUT THAT IS VERY MUCH THE POINT: TOO
MANY SCREENWRITING BOOKS PARSE OUT OVER-SIMPLICITIES THAT DO NOTHING BUT
MAKE YOUR WORK FEEL MORE RESTRICTED AND MORE LIKE EVERYONE ELSES. THIS
BOOK IS ABOUT LEARNING THE WAYS TO CREATE ANY KIND OF STORY YOU WANT BY
USING STORY MECHANISMS AND CONCEPTUAL UNDERSTANDING.
AND WHATEVER SHORTCOMINGS THIS APPROACH HAS IN TERMS OF PONTIFICATION,
THE BOOK WILL CERTAINLY NOT HAVE SUFFERED FROM A LACK OF EFFORT. AND LIKE
MOST HULK PIECES, THE BOOK'S HULK-SIZED-NESS IS INFORMED BY THE SHEER MASS
OF THE SUBJECT ITSELF; FOR THE ART OF STORYTELLING, WHETHER WE DISTILL IT IN
TERMS OF THE IDEAS, THE KNOW-HOW, OR ITS EFFECT ON THE AUDIENCE, IS AN ART
THAT IS AS VARIED AS OUR OWN LIVES, AND AS EXPANSIVE AS OUR OWN UNIVERSE.
BUT PLEASE KNOW THIS BOOK IS NOT MEANT TO BE SOME AUTHORITARIAN RANT ON
HULK'S PART. HULK IS NOT AN IDEOLOGUE AND THIS IS NOT ABOUT HOW THINGS
SHOULD BE DONE. IT IS MEANT TO BE HELPFUL TO YOU. NOTHING MORE. NOTHING
LESS. THE MOTIVES FOR WRITING IT ARE BORN FROM A GENUINE SENSE OF
CAMARADERIE, FROM KNOWING THE SAME STRUGGLE THAT ALL WRITERS GO
THROUGH. AND IF YOU'VE BEEN THROUGH THAT STRUGGLE, THEN YOU KNOW THAT IT
IS A SHAM FOR ANY WRITER TO REPRESENT THEMSELVES AS AN AUTHORITY. THERE IS
ONLY THE SAME LONESOME STRUGGLE TO EXECUTE ONE'S IDEAS.
IT IS TRUE OF ALL OF US. AND IT IS CONSTANT, PERVASIVE, AND EVER-LASTING. HULK
BELIEVES THIS STRUGGLE IS TOUGH ON WRITERS BECAUSE IT MAKES FOR A SOLITARY
LIFE AND TRYING BATTLES WITH ONES OWN MIND. IT FOSTERS A SOLIPSISTIC SENSE
OF INDEPENDENCE, WHICH CAN ALSO BREED A SENSE OF CONTEMPT. SO AS MUCH AS
ANYTHING, HULK WRITES A BOOK LIKE THIS IN AN ATTEMPT TO CONNECT. TO SHARE.
TO NOT FEEL LIKE WE ARE SO ALONE IN THE PURSUIT.
AS SUCH, THIS BOOK IS MEANT FOR WRITERS FOR EVERY SINGLE LEVEL:
- TABLE OF CONTENTS
PART ONE WHAT IS A STORY?
PART TWO WHERE TO FIND INSPIRATION
PART THREE 6 THINGS HULK WISHES HULK KNEW A DECADE AGO
1 GET YOUR LEARN ON!
2 NO, SERIOUSLY. GET YOUR LEARN ON
3 WHAT YOUR EXPERIENCE MEANS FOR THE STATE OF YOUR OWN WORK
4 THE SCRIPT MATTERS
5 WHY YOU STILL NEED TO BE ABLE TO TELL AN ORIGINAL STORY
6 BUT REMEMBER, ITS STILL NOT ABOUT GETTING THINGS MADE
PART FOUR HOW TO APPROACH A SCREENPLAY - CONCEPTUALLY
7.1 THE LAW OF CAUSE AND EFFECT
7.2 EMPATHY IS YOUR NEW BEST FRIEND
8 BEWARE THE LURE OF INDULGENCE!
9 VALUE THE CONSISTENCY OF CHARACTER MOTIVE
10 CHARACTER TREES
11 DONT BASE YOUR CHARACTERS ON ONE PERSON; COMBINE THEM
12 HOW TO FILTER YOUR REAL LIFE INTO STORYTELLING
13 DO NOT JUST WRITE THE STORY OF YOUR LIFE WITH THE LINES YOU WISH YOU
SAID!
14 DO NOT WRITE YOURSELF AS THE MAIN CHARACTER
15 THE BIOPIC/REALITY COMPLICATION
16 RESEARCH!
17 DRAMA VS. STORY
18 THE JJ ABRAMS QUESTION: MYSTERY? VS. URGENCY!
19 DONT OVER-MYTHOLOGIZE
20 EVERYTHING YOU WRITE IS INHERENTLY SAYING SOMETHING
21 DONT WRITE WOMEN JUST IN THE CONTEXT OF MEN
22 THE VALUE OF PREEXISTING CONFLICT
23 THE ENDING IS THE CONCEIT
PART FIVE HOW TO TELL THE STORY - STRUCTURALLY
24 ECONOMY IS YOUR SECOND NEW BEST FRIEND
25 THE MYTH OF THE 3 ACT STRUCTURE
26 WHY WE HAVE TO QUIT IT WITH THE HERO JOURNEY SHIT
I) DONT MAKE PEOPLE HEROES SIMPLY BECAUSE THEY ARE THE MAIN
CHARACTERS AND THEY ARE GETTING CALLED TO AN ADVENTURE! OR
SOMETHING
II) DONT HAVE THE CHARACTERS REFUSE THE CALL FOR THE ENTIRE DURATION
OF THE MOVIE
III) DONT OVER-RELY ON THE WISE OLD CRONE
IV) DONT MISTAKE THE NOTION OF TRIALS AS THE HERO FIGHTING A BUNCH OF
THINGS
V) DONT JUST FALL BACK ON MEETING THE GODDESS / WOMAN AS TEMPTRESS
FOR YOUR FEMALE ROLES.
VI) DONT BLATANTLY USE THE ELIXIR REMEDY / DEUS EX MACHINA
VII) DONT THINK THE RETURN ONLY MEANS THAT CHARACTERS SHOULD
COME HOME AT THE END
VIII) DONT USE CUZ DESTINY!
IX) WRAPPING IT ALL UP
27 THE SEQUENTIAL APPROACH
28 TREY PARKER + MATT STONES THEREFORE / BUTS NOT ANDS
29 DAN HARMONS CIRCLES
30 VLADIMIR PROPPISMS!
31 THE SNOWFLAKE METHOD
32 INDIVIDUALITY AND HULKS MULTI-ACT FLOW STRUCTURE
33 M.A.F.S. PART 1 - BREAKING INTO CONCURRENT ARCS
34 M.A.F.S. PART 2 - MERGE INTO CONFLICTING ARCS
35 LEARN YOUR GENRE CONVENTIONS!
36 PAGE 17
37 IF YOU USE CHARACTERS, THEY SHOULD LIKELY BE REUSED
38 HOW TO ACTUALLY USE DEUS EX MACHINA
39 BEWARE THE OPENING FLASH-FORWARD
40 DONT TRY TO BE COOL
41 DONT FUCK WITH THE AUDIENCE JUST TO FUCK WITH THE AUDIENCE
42 THE MODERN DIFFICULTY OF RELATIVISM
43 ADAPTATION
44 SPEC SCRIPTIN!
45 HOW TO APPROACH PLOT-HOLES AND MOVIE LOGIC
A PLOT-HOLE IS NOT...
I) A BLATANT MOVIE-STOPPER
II) SOMETHING THAT ONLY SEEMS CONFUSING IN RETROSPECT
III) AN EVENT THAT SIMPLY OCCURS OFF-SCREEN
IV) A LOOSE END (THOUGH IT CAN BE)
V) A REAL-LIFE INACCURACY
46 WRITING IS RE-WRITING
47 WHEN & HOW TO DISREGARD THESE GUIDELINES
PART SIX HOW TO WRITE A SCREENPLAY (SCRIPT-SPECIFIC INSTRUCTION!)
OKAY, SORRY, SORRY! HULK JUST HAD TO MAKE IT CLEAR IN CASE IT WASN'T. SOME
FOLKS JUST THINK A STORY IS SOMETHING TO PASS THE TIME. AND THATS NOT TO
SAY THAT IT CANT ULTIMATELY BE A LIGHTHEARTED THING, JUST THAT WE STILL
NEED TO BE REMINDED WHY WE ACTUALLY DO THIS STORYTELLING STUFF IN THE
FIRST PLACE. AS WE GET OLDER IT BECOMES EASY TO FORGET THAT. WE TEND TO
LOSE SIGHT OF JUST HOW AMAZING THE SIMPLE LESSONS IN A STORY CAN FEEL. BUT IF
YOU ASK A DOZEN ENGLISH TEACHERS ABOUT THE PURPOSE OF STORIES, THEYLL
SPEAK TO THAT POWER. THEY GET TO SEE THE ONGOING CYCLE OF HIGH SCHOOL
KIDS ACROSS THE COUNTRY DISCOVERING THE SAME BIG IDEAS THAT YOU DID IN HIGH
SCHOOL AND THEY HAPPEN TO FEEL JUST AS REVOLUTIONARY AS THEY DID FOR YOU.
THESE ARE MOMENTS THAT SHAPE OUR LIVES AND CONCEPTUAL UNDERSTANDING OF
THE WORLD AROUND US. AND WHILE THE JOY OF INTELLECTUAL DISCOVERY TENDS
TO HAPPEN LESS AND LESS FREQUENTLY IN ADULTHOOD, IT BECOMES OUR DUTY TO
INSTEAD PASS ON THAT MEANING. THE CYCLE IS NOT ONLY CONSTANT, BUT CRITICAL
TO OUR FUNCTION. LIKE PLATO DESCRIBING THE CAVE, WE USE OUR CONSIDERATE
AND THOUGHTFUL MINDS TO PASS THE TORCH OF UNIVERSAL TRUTHS AND DO OUR
BEST TO DISTINGUISH THEM FROM THE SHADOWS.
AND IF WE CAN FUNDAMENTALLY AGREE THAT STORIES ARE BOTH IMPORTANT AND
HAVE A PURPOSE
THE REAL QUESTION BECOMES: WHAT MAKES A GOOD NARRATIVE?
IS IT SOMETHING THAT INVOLVES YOU? IS IT SOMETHING THAT IS WELL-REALIZED?
THAT FEELS HONEST AND REAL? THAT IS CRAFTED WITHOUT EXTRANEOUS EXCESS?
THAT GETS YOU TO LEARN SOMETHING YOU NEVER KNEW BEFORE? OR IS IT
SOMETHING THAT SPEAKS TO SOME BASIC TRUTH THAT YOU NOW RECOGNIZE IN
YOURSELF?
THE CORRECT ANSWER IS "YES."
WHY YES, GOOD FRIEND, A GOOD STORY DOES ALL OF THOSE THINGS. THERE IS, OF
COURSE, SOME AMOUNT OF WIGGLE ROOM WHEN IT COMES TO HOW SUCCESSFUL
EACH OF THESE ELEMENTS NEEDS TO BE IN RELATION TO EACH OTHER. FOR INSTANCE,
IF YOUR STORY IS REALLY CONCERNED WITH THE THEMATIC MEANING OF A GIVEN
SCENE IT CAN INDULGE IN SOME ASPECTS THAT ARE NOT WHOLLY CRUCIAL FOR
STORY ECONOMY. THERES A NEGOTIATION TO ALL OF THIS. YOU CAN'T LOSE SIGHT OF
ALL THE THINGS A GOOD STORY NEEDS, BUT WHEN YOU DO GO OUT OF BOUNDS IT HAS
TO BE FOR A REALLY GOOD REASON. SURE THAT GOOD REASON MOSTLY DEPENDS ON
WHAT MATTERS TO YOU, THE PROVERBIAL AUTHOR, OR YOU, THE PROVERBIAL
AUDIENCE MEMBER, BUT HULK THINKS IT'S SAFE TO SAY THAT EVERY GREAT FILM
DOES CAPTURE ALL OF THESE ELEMENTS IN SOME WAY.
SO LET'S JUST GO FOR IT! HERE HULK PRESENTS A WORKING DEFINITION OF IDEAL
STORYTELLING: A GOOD NARRATIVE IS COMPELLING TO THE AUDIENCE,
ECONOMICALLY TOLD, FEELS REAL EITHER IN TERMS OF EMOTION, DETAIL, OR
TRY AND ANSWER IT. BUT, FOOLISH AS IT MAY BE, HULK WANTS TO HELP YOU. SO
HULKS GOING TO DO HULK'S BEST HERE AND TRY TO GIVE YOU SOME PRODUCTIVE
WAYS OF FINDING STORIES YOU WANT TO TELL.
TO DO THAT, HULK WILL START WITH A QUESTION: WHY DOES IT SEEM LIKE SO MANY
MOVIES ARENT TRYING TO SAY ANYTHING THESE DAYS?
PROBABLY BECAUSE A LOT OF MOVIES ARENT TRYING TO SAY ANYTHING THESE
DAYS. ITS A BIT OF A FORGOTTEN ELEMENT IN ALL THIS. OFTEN WE VIEW A FILM
TRYING TO SAY SOMETHING AS AN OBSTACLE TO ENTERTAINMENT, A CHALLENGING
NOTION THAT PREVENTS US FROM PLACATING AUDIENCES WITH THE DUMB, MINDLESS
ENTERTAINMENT WE THINK THEY CRAVE. BUT AS HULK ALLUDED TO IN PART ONE,
HULK DISAGREES WITH THIS IDEA. HUMANITY CREATES NARRATIVES. WE GIVE THINGS
MEANING AND VALUE AND IMPORT. YOU CAN BEMOAN THE RISE OF REALITY TV AND
SAY THAT ITS NOT SAYING ANYTHING BECAUSE ITS CLEARLY FULL OF FALSE AND
MANUFACTURED STORYLINES, ALL OF WHICH IS LIKELY TRUE, BUT AS A CULTURE WHO
WATCHES IT, WE STILL ASSIGN SOCIALIZATION AND NARRATIVE TO REALITY TV ALL
THE SAME. PEOPLE TALK OF THE MOTIVES OF THE KARDASHIANS THE SAME WAY WE
DO THE MOTIVES OF THE HIGHEST FICTION. THE KARDASHIAN SHOW MAY NOT BE
INTENTIONALLY TRYING TO SAY ANYTHING, AND THERE MAY BE AN INTELLECTUAL
CHASM BETWEEN THE SUBTLETIES OF THAT KIND OF SHOW AND THE PINNACLE OF
ART, BUT IT IS RATHER EASY TO FORGET THAT WERE EFFECTIVELY DOING THE SAME
THING WITH BOTH PROPERTIES. BOTH ARE NARRATIVES THAT SERVE THE SAME
PURPOSE OF INFORMING LIFE. MEANING BOTH LOW-FICTION AND HIGH-FICTION SAY
SOMETHING. OF COURSE, HULK IMAGINES THERE ARE THOSE OF YOU OUT THERE WHO
THINK THAT A FILM TRYING TO SAY SOMETHING IS ANNOYING, WHO FEEL IT IS
DIDACTIC. PRETENTIOUS. ESOTERIC... HULK ALSO REJECTS THIS NOTION, FOR SAYING
SOMETHING, ANYTHING IS THE VERY PURPOSE OF ART. AND NARRATIVE IS THE BEST
VEHICLE IN THE WORLD FOR CONVEYING MEANING. ITS SO GOOD IT CAN DO IT
INCIDENTALLY.
SO WHAT DO YOU WANT TO SAY? WHAT IS IT THAT YOU WANT TO TELL THE WORLD?
THATS WHAT INSPIRATION IS. IT IS SOMETHING THAT IS INSPIRATIONAL TO YOU.
SO HULK WILL NOW ASK YOU A BETTER QUESTION: WHAT COMPELS YOU?
THERE ARE A LOT OF DIFFERENT AVENUES YOU CAN GO DOWN WHILE TRYING TO
ANSWER THAT QUESTION, BUT LETS TRY THE MOST LITERAL AND CONCRETE FIRST.
FIRST LET US TRY TO ANSWER IT ON A MACRO, ISSUE-BASED LEVEL: ARE YOU
CONCERNED WITH PROBLEMS FACING OUR NATIONS YOUTH? THE CONDITIONS OF
FARM ANIMALS? CROOKED POLITICIANS? THE UNSUNG PLIGHT OF NURSES AND OTHER
PEOPLE TRYING TO DO GOOD IN A BUREAUCRACY? CORRUPT PRACTICES OF
CORPORATE BUSINESS? MUNDANE HEROISMS? GENDER INEQUALITY? SEXUAL
POLITICS? REALLY, YOU ARE JUST ASKING YOURSELF, WHAT DO I HAVE A STRONG
OPINION ABOUT?
THE FUNNY THING IS THAT PEOPLE USE THESE TOPICS IN MAKING DOCUMENTARIES
ALL THE TIME, BUT HULK WANTS TO CONVEY TO YOU THAT THIS IS ALSO A GREAT
WAY TO FIND INSPIRATION FOR FICTION. OF COURSE, THE PRIME WORRY OF DOING SO
IS THAT YOULL JUST END UP MAKING A POLITICAL ESSAY IN THE FORM OF A MOVIE. OR
THAT YOU WILL RETROACTIVELY CREATE A NARRATIVE THAT ONLY FITS WHAT YOU
WANT TO SAY, AND THUS IT WILL FEEL LIKE A MOUTHPIECE AND NOT AN ORGANIC
STORY. BUT THE POINT OF EMBRACING THESE KINDS OF BROAD ISSUES FROM THE GETGO IS THAT THEY ALWAYS SEEM TO HAVE SOME SORT OF PERSONAL RELEVANCE, ONE
THAT WILL HELP DRIVE THE CREATIVE VOICE OF YOUR WORK. PLUS IT SPEAKS TO THE
OLD ADAGE "WRITE WHAT YOU KNOW." THE ONE PROBLEM WITH THAT OLD ADAGE,
HOWEVER, IS THAT THE PHRASING STINKS BECAUSE IT TENDS TO BREED A LACK OF
COURAGEOUS THINKING AND RESEARCH. IT BREEDS THE IDEA THAT WE CAN ONLY
TELL THE UBER-PERSONAL. THUS, HULK THINKS WRITE WHAT COMPELS YOU IS A MUCH
MORE FUNCTIONAL WAY TO DISCOVER YOUR OWN IDEAS.
THE MAIN REASON THIS ISSUE-CENTRIC APPROACH WORKS IS THAT IT TENDS TO
NATURALLY IMBUE YOUR FILM WITH THE THEMATIC BACKBONE A STRONG NARRATIVE
REQUIRES. AND BECAUSE, COME ON, YOU SHOULD FREAKING CARE ABOUT THE STORY
YOU ARE TELLING. OTHERWISE, WHY EVEN DO IT? WHEN A WRITER/ FILMMAKER
GENUINELY CARES, IT RADIATES OFF THE PAGE OR SCREEN. THE AUDIENCE REALLY
CAN TELL. AND IF YOU DON'T CARE? THAT COMES ACROSS PLAIN AS DAY, TOO (LOOK
AT THE CAREER ARC OF BRETT RATNER, FOR INSTANCE. AESTHETICALLY EVERYTHING
IS PLEASING ENOUGH - OR AT LEAST A CARBON COPY OF WHAT HE INTENDS TO MIMIC,
BUT THE FILMS ARE SOULLESS. AND THE ONE FILM OF HIS HE WAS EXCITED ABOUT
WAS RUSH HOUR, WHICH ACTUALLY CONNECTED WITH PEOPLE IN A VALID POPCORN
WAY.) MOST WRITERS AND FILMMAKERS CARE FOR SOMETHING WITHIN THE FILMS
IDENTITY, WHETHER IT IS THE GENRE, AUDIENCE EFFECT, OR CRAFT IMPLEMENTATION.
ARE YOU TELLING A SCARY STORY? YOU SHOULD DELIGHT IN SCARING YOUR
AUDIENCE. GOING BACK TO OUR DEFINITION OF WHAT IS A STORY?, YOU SHOULD
TREAT THE SCREEN THE SAME WAY YOU WOULD IF YOU WERE TELLING THE STORY AT
THE PROVERBIAL CAMPFIRE. YOU SHOULD ENGAGE THE AUDIENCE. AND IN ORDER TO
DO THAT:
YOU HAVE TO HAVE SOMETHING TO SAY, EVEN IF THAT SOMETHING IS AMBIVALENT OR
ESOTERIC.
BUT REMEMBER, THIS LARGE-SCALE, ISSUE-FIRST APPROACH IS JUST ONE HALF OF THE
DEAL. EVEN IF YOU HAVE A STRONG, INTERESTING OPINION ON A SUBJECT, THE IDEA
STILL HAS TO BE EXPLORED THROUGH THE CONTEXT OF STORYTELLING, WHICH IS
100% MORE IMPORTANT TO THE EFFECTIVENESS OF YOUR MESSAGE.
SO YOU ESSENTIALLY NEED A SECOND INSPIRATION TO GO ALONG WITH YOUR ISSUE.
YOU NEED TO CRAFT A STORY THAT IS ACHINGLY HUMAN AS A PARTNER TO YOUR
THEMES. AND THAT MEANS YOU HAVE TO CRAFT ORGANIC CHARACTERS, CHARACTERS
THAT ARE NOT MERE PROPS TO LARGER IDEAS, MAKING THE STORY REEK OF BEING
HOLLOW AND MANUFACTURED. YOU CAN'T JUST REVERSE ENGINEER SOME
CHARACTERS THAT FIT YOUR IDEAL SITUATION AND HAVE THEM ACT OUT WHAT YOU
WANT TO SAY AND DO. EVERYTHING IS GROUNDED IN CHARACTER. THEY MAKE IT ALL
FEEL HUMAN. HULK WILL EXPLAIN IN THE UPCOMING SECTIONS ON EMPATHY, BUT ITS
JUST HOW THE BEST STORIES RESONATE WITH US. SO FOR THE SAME QUESTION OF
MAKING A HUMAN FILM
WHAT COMPELS YOU?
THIS TIME LET US ANSWER IT ON A MICRO LEVEL AND THINK OF SPECIFIC LIFE DETAILS
THAT REVEAL LARGER IDEAS. FOR INSTANCE: "My friend so-and-so is amazing. She
volunteers at a hospital and", OR, "I read this great article about so and so. HECK, IT DOESN'T
EVEN HAVE TO BE PEOPLE-CENTRIC. YOU CAN BE LIKE "I thought of this great scenario
where OR "Heres this really neat sci-fi world where so-and-so is possible. OR HECK, YOU
CAN JUST HAVE A SINGLE LINE OR IMAGE THAT YOU FIND COMPELLING. THESE MICROLEVEL DETAILS ARE A MUCH MORE COMMON FORM OF INSPIRATION. THEY ARE
WONDERFUL, TINY LITTLE NUGGETS OF INSPIRATION THAT INVITE YOU AND EXCITE
YOU TO LARGER POSSIBILITIES OF STORYTELLING.
BUT THEY ALONE ARE NOT NARRATIVES.
THAT IS SO IMPORTANT TO UNDERSTAND. IN FACT, IT IS THE REASON HULK PUT THE
TWO HALVES OF INSPIRATION IN THAT ORDER. SO OFTEN PEOPLE THINK TO START
WITH THE TINY NUGGETS AND THEN FIGURE OUT WHAT YOU WANT TO SAY LATER,
BUT IT IS HULKS EXPERIENCE THAT PEOPLE DONT REALLY KNOW HOW TO DO THAT.
AGAIN, SO MANY FILMS ARE VOICELESS. SO MANY FILMS SIMPLY SAY "I want to write about
this textured, interesting person, AND THINK THAT IT WILL SOMEHOW MAGICALLY
PRODUCE A TEXTURED, INTERESTING STORY. A GOOD NARRATIVE HAS TO BE CREATED.
CRAFTED. SLAVED OVER. WORKED THROUGH TIME AND TIME AGAIN BEFORE IT IS
SOMETHING SO MUCH MORE. WHAT THIS DYNAMIC ACTUALLY SPEAKS TO IS THE
GREAT LESSON THAT SINGULAR DETAILS ARE NOT STAND-INS FOR
CHARACTERIZATION. FOR EXAMPLE, THERE HAVE BEEN A LOT OF RECENT MOVIES
THAT HAVE GOTTEN INTO TROUBLE FOR ASSUMING TEXTURE AND CHARACTER DETAIL
SOMEHOW IS THE SAME THING AS CHARACTER MOTIVE. WE DONT NEED DETAILS TO
TELL US WHO CHARACTERS ARE AND WHAT THEY LIKE, WE NEED DETAILS TO SHOW US
WHAT CHARACTERS WANT AND NEED AND WHAT THEY WILL LIKELY DO. THIS IS THE
HEART OF DRAMA (WELL HULK WILL USE THIS PHRASE A LOT, SO ITS ONE OF THEM).
AND THUS ALLOW HULK TO ARGUE THAT THE WHOLE POPULAR HATRED FOR QUIRKY
INDIE MOVIES HAS NOTHING TO DO WITH THEIR BEING QUIRKY, OR MAUDLIN, OR
SACCHARINE. IT'S BECAUSE THEY'RE OFTEN EMPTY. PEOPLE LATCH ONTO HATING THE
QUIRK, INSISTING THAT IT DOES NOT "FEEL REAL," BUT IN HULKS OPINION THAT IS A
MISDIAGNOSIS. IT'S THAT SO OFTEN THESE OBLIQUE CHARACTERISTICS TRY TO HIDE A
LACK OF NARRATIVE OR THEMATIC PURPOSE. EXTRAVAGANT CHARACTER DETAILS ARE
WELCOME IF THERES PURPOSE, IN FACT THOSE QUIRKY MOVIES WITH REAL MEAT TO
THEM TEND TO WORK LIKE GANGBUSTERS, BUT SO OFTEN WE GET CHARACTER
DETAIL APROPOS OF NOTHING. WE GET HEAVY GRIT APROPOS OF NOTHING. YOU HAVE
TO GO FURTHER THAN THAT. EVERYTHING NEEDS A PURPOSE. AND SO WITH REAL LIFE
STORIES YOU HAVE TO ALSO REALIZE THAT SOMETIMES THE "FACTS" GET IN THE WAY
OF GOOD STORYTELLING. HULK WILL GET BALLS-DEEP INTO WHY THAT IS SO TRUE
LATER, BUT HULK JUST WANTS YOU TO UNDERSTAND THAT WHEN WERE DEALING
WITH THE MOMENT OF INSPIRATION WE HAVE TO ALSO UNDERSTAND HOW THAT
MOMENT WILL TRANSLATE INTO A GOOD STORY FROM THE GET-GO. AND THE MORE
UNDERSTANDING OF THAT PROCESS WE HAVE, THE MORE CAPABLE YOU WILL BECOME
IN FINDING INSPIRATION.
BECAUSE ULTIMATELY, A TRULY GOOD NARRATIVE IS BORN FROM THE COMBINING OF
THE MACRO AND MICRO INTO ONE SINGULAR, COHERENT APPROACH. YOUR
CHARACTERS AND THE STORY THEY INHABIT SHOULD BE IN COMPLETE ALIGNMENT
WITH THE INTENTION OF YOUR THEMES. IT IS THE SUBLIME COMBINATION OF TEXT
AND SUBTEXT, WHICH MEANS YOUR NARRATIVE TOO BECAUSE THATS WHAT YOU ARE
SAYING. AND WHEN YOU THINK ALL THE WAY BACK TO THAT GERM OF AN IDEA THAT
COMPELS YOU, WHETHER IT'S A DETAIL, A PERSON, A CONCEPT, OR A THEME, YOU
MUST THEN ZERO IN AND FIGURE OUT HOW THAT GERM THEN BECOMES A STORY.
IT WOULD BE EASY FOR HULK TO SIT HERE AND TALK ABOUT THIS ON AND ON IN THE
ABSTRACT, SO LETS GET SPECIFIC WITH AN EXAMPLE. WHEN ALAN BALL CREATED SIX
FEET UNDER, HE HAD A PASSING THOUGHT ABOUT A FAMILY WHO WORKED AS
UNDERTAKERS AND HOW THAT MUST BE A WEIRD LIFE WHEREIN THEY ARE
CONFRONTING MORTALITY EVERY DAY OF THEIR LIVES. THAT WAS THE GERM OF THE
IDEA. IT WASN'T JUST THAT IT WAS "WEIRD" OR "DIFFERENT," BUT THAT THE
CHARACTERS ENGAGED AN INTERESTING IDEA SO PLAINLY AND TANGIBLY. THEY
BATTLE A CONCEPT THAT IS SO DAMN PERTINENT TO OUR CULTURE, PARTICULARLY
ONE THAT LARGELY AVOIDS THE TOPIC OF DEATH ALTOGETHER. AND WITH THIS IDEA
HE FIGURED OUT A WAY TO IMMEDIATELY BLEND TEXT AND SUBTEXT.
BUT THAT WAS JUST THE CONCEIT. HE HAD SO MUCH FURTHER TO GO BEFORE IT
BECAME A STORY FILLED WITH PURPOSE. HE FILLED IT OUT WITH RICH, TEXTURED
CHARACTERS THAT ALSO COMPELLED HIM. PRIM MATRIARCHS, 35 YEAR OLD GRANOLA
TRANSIENTS, CLOSETED GAY ADULTS, AND DISAFFECTED TEENS. BUT AGAIN. THAT
DOESN'T MAKE A STORY, EITHER. SO HE THEN CAME UP WITH TWO DEVICES THAT
HELPED PROPEL EVERYTHING. FIRST, THEIR FATHER DIES IN THE OPENING MOMENTS
OF THE SHOW SO THAT THIS SHOW ABOUT CONFRONTING MORTALITY DIDNT JUST
DO SO ON THE ABSTRACT OR TANGENTIAL LEVEL, BUT ON A DEEPLY PERSONAL LEVEL
TOO. AND THE SECOND DEVICE WAS THAT EVERY SINGLE EPISODE WOULD OPEN WITH
A DIFFERENT FUNERAL CLIENT'S DEATH, WHICH ALLOWED HIM TO COLOR THE SHOW
WITH DIFFERENT MEANINGS AND THEMES TIME AND TIME AGAIN. BUT MORE
IMPORTANTLY BOTH STORY DECISIONS HELPED REINFORCE THE CENTRAL THEME OF
THE SHOW. EVERY DETAIL HELPED CONFRONT MORTALITY IN EVERY POSSIBLE WAY,
DRAMATICALLY AND PHILOSOPHICALLY, HELPING TO MARRY THE TEXT AND SUBTEXT.
BUT MORE IMPORTANTLY TO OUR SUBJECT AT HAND, DO YOU SEE THE ROLE THAT THE
GERM OF THE IDEA PLAYS IN THE STORY CONSTRUCTION? WE THINK ABOUT WHAT
COMPELS US, AND IN THIS CASE IT WAS THE IMAGE OF A FAMILY AND THE IDEA OF
"CONFRONTING MORTALITY," AND HE USED THAT AS THE THROUGH-LINE FOR THE
ENTIRE SERIES, RIGHT UP UNTIL THE SERIES FINAL EPISODE, "THE END." THE MOMENT
OF INSPIRATION CAN BE YOUR GUIDE, YOUR PROVERBIAL NORTH STAR IN THE
MUSCLE.
SO START NOW. COME UP WITH TWO STORY IDEAS THIS WEEK. WHO CARES IF YOU USE
THEM. JUST FLESH THEM OUT. PRETEND SOME HOLLYWOOD BIGWIG SAID, Hey! Stop by
the office on Friday and pitch us a couple things! PRACTICE THE PROCESS. THE NEXT WEEK
COME UP WITH THREE IDEAS. AGAIN, IT DOESNT MATTER IF YOU USE THEM. IT
DOESNT MATTER IF THEY ARE EVEN GOOD. THE IDEA IS TO SIMPLY BUILD THE
MUSCLE. BUILD YOUR ABILITY TO LOOK FOR INSPIRATION AND FORM A STORY
AROUND IT. KEEP DOING IT. GET BETTER.
LUCKILY, THE PLACE TO START IS ALWAYS THE SAME. ASK YOURSELF:
WHAT COMPELS YOU?
PART THREE - 6 THINGS HULK WISHES HULK KNEW OVER A DECADE AGO
Ugh. More definitions and treading water before the actual advice?!?! Come on, HULK! Get to the
good stuff!!!
HULK SORRY, BUT THIS IS IMPORTANT.
1. GET YOUR LEARN ON!
YES, SCREENPLAYS ARE JUST STORIES AND ALL STORYTELLING HAS A COMMONALITY.
BUT AS HULK MENTIONED IN THE INSPIRATION SECTION, THERE IS A WAY THAT FORM
AND INTENT REALLY MATTERS. AND NOT JUST IN THE SENSE THAT A STORY CAN MAKE
FOR A GOOD MOVIE OR A GOOD TV SHOW, ETC. BUT IN THAT THERE IS ALWAYS A WAY
THAT YOUR SPECIFIC STORY WILL WORK BEST. AND TO UNDERSTAND HOW TO BEST DO
THAT, YOU REALLY HAVE TO UNDERSTAND HOW MOVIES, FROM BIG TO SMALL AND
HIGH TO LOW, ACTUALLY WORK.
ON THE SIMPLEST LEVEL, WERE TALKING ABOUT CINEMATIC EFFECT, WHICH IS THE
PROCESS OF UNDERSTANDING HOW A SPECIFIC ACTION, MOMENT, CAMERA ANGLE, OR
SOUND CUE WILL MAKE AN AUDIENCE MEMBER HAVE A VERY SPECIFIC REACTION. AND
THE EVOLUTION OF THOSE ACTIONS OVER THE COURSE OF A FILM COMBINES INTO
THE OVERALL EXPERIENCE. IT ALL SOUNDS NICE, BUT OBVIOUSLY ITS NOT SIMPLE AT
ALL.
IN FACT, THE REAL PROBLEM WITH HULK TELLING YOU THIS IS THAT UNDERSTANDING
HOW MOVIES WORK IS REALLY A WHOLE LIFETIME OF COLUMNS AND EXPERIENCES.
TRULY UNDERSTANDING FILM IS A PERCEPTIVE ART THAT TAKES YEARS TO GET A
GOOD GRASP ON, BUT THE GOOD NEWS FOR YOU IS THAT THIS KNOW-HOW IS
SOMETHING THAT IS ALREADY LOCKED INSIDE YOUR MIND IF YOUVE SEEN ENOUGH
OF THEM. INSTINCTIVELY, YOU JUST KNOW MOVIES. YOU'VE BEEN WATCHING THEM
YOUR WHOLE LIFE. SO YOU JUST NEED TO WATCH AS MANY AS POSSIBLE FROM HERE
ON IN AND THEN IT IS JUST ABOUT OPENING UP YOUR BRAIN TO BEST UNDERSTAND
THE PROCESS. ITS ABOUT MAKING THE UNIVERSAL SUBCONSCIOUS EXPERIENCE OF
WATCHING A MOVIE INTO A CONSCIOUS ONE. YOU HAVE TO UNDERSTAND HOW THEY
AFFECT YOUR BODY AND HOW YOUR SYNAPSES RESPOND WHILE WATCHING THEM.
AND ITS NOT JUST ABOUT BEING ABLE TO ARTICULATE WHAT YOU KNOW IN YOUR
BONES, ITS ABOUT ADOPTING A CONSTANTLY EVOLVING PROCESS OF LEARNING. AND
FROM THERE YOU CAN COME TO CRITICALLY UNDERSTAND THE ONGOING PROCESS OF
CINEMATIC EFFECT.
SO WHY IS THIS PROCESS SO IMPORTANT TO WRITING?
BECAUSE IF YOU INTRINSICALLY UNDERSTAND MOVIES (EVEN IF YOU'RE TOTALLY
UNAWARE), THEN THAT MEANS THE AUDIENCE INTRINSICALLY UNDERSTANDS MOVIES
TOO. WHICH MEANS YOU CAN'T DO THAT THING THAT A LOT OF PEOPLE LOVE TO DO
IN THIS TOWN AND THATS JUST SLING CRAP UP ONSCREEN AND EXPECT THE LOWEST
COMMON DENOMINATOR TO LOVE IT. BELIEVE IT OR NOT, THE GENERAL AUDIENCE
INSTINCTIVELY KNOWS GOOD STUFF WHEN THEY SEE IT. IGNORING OBVIOUS BARRIERS
SUCH AS A SLOWER PACE AND ARTISTIC ABSTRACTION, MOVIES CAN STILL WORK
VISCERALLY FOR EVERYONE IN THE THEATER. EVEN THE MOST GENERAL AUDIENCES
WALKED OUT OF THE FIRST PIRATES FILM, RISE OF THE PLANET OF THE APES, AND
BOURNE SUPREMACY AND "GOT IT," SO TO SPEAK. AND WHILE THERE WILL ALWAYS
BE ERRANT CASES OF SOMEONE ACTING OUTSIDE THE BAROMETER, WE MUST
UNDERSTAND THAT WELL-TOLD, TRADITIONAL NARRATIVES USUALLY WORK VERY
WELL ON A GENERAL AUDIENCE. GOOD MOVIES RESONATE THROUGH TIME.
NOW YOU MAY POINT TO THE SUCCESS OF THE TRANSFORMERS SERIES AS EVIDENCE
THAT SHITTY STUFF SUCCEEDS TOO, BUT HULK WOULD ARGUE THAT THAT IS A RARE
AND SPECIAL CASE OF AN AUDIENCE KNOWING THE BRAINLESS FODDER THEY ARE
ABOUT TO RECEIVE AND GOING FOR IT, BASED ON A HEAP OF PREEXISTING FACTORS.
PLUS, HULK WOULD ARGUE THAT THE TINY BIT OF EMOTIONAL CONNECTIVE TISSUE IN
THE FIRST FILM (NO, DON'T TORTURE BUMBLEBEE!) ACTUALLY EARNED THE SERIES A
GREAT DEAL OF PUBLIC GOODWILL GOING FORWARD. DOUBLE-PLUS, JUST BECAUSE A
POPCORN MOVIE IS LIGHT AND FUN DOESNT MEAN THAT IT DOESNT TAKE A HECK OF
A LOT OF KNOW-HOW AND CRAFT TO MAKE THAT FUN MOVIE WORK. TRIPLE-PLUS,
YOU CANNOT CONFUSE MARKETING AND ECONOMIC SUCCESS WITH SOMETHING
BEING SUCCESSFUL BECAUSE IT WAS "A GOOD STORY." JUST BECAUSE IT GETS BUTTS
IN SEATS DOES NOT MAKE IT A GOOD MOVIE. HULK CANNOT IMPRESS THIS ON YOU
ENOUGH: HULK REALLY BELIEVES THAT PEOPLE KNOW GOOD TRADITIONAL MOVIES
BY INSTINCT (AGAIN, FOR THE MOST PART) AND THAT IS BECAUSE EVERY PERSON ON
THE PLANET IS IMPLICITLY AFFECTED BY THE FUNCTIONS OF NARRATIVE. QUITE
SIMPLY: GOOD STORIES CAN REACH THEM.
SO THE QUESTION YOU HAVE TO ASK WHEN EVALUATING A FILM IS SIMPLE: DID MOST
PEOPLE WALK OUT OF THE FILM FEELING LIKE IT WORKED?
IT REALLY IS A DIFFERENT QUESTION THAN IS IT GOOD OR BAD? IT REMOVES THE
OPAQUE EVALUATION OF WORTH AND INSTEAD GETS CLOSER TO THE WHAT WAS THE
FILM INTENDING? AND DID IT WORK ON ITS OWN MERIT? WHICH ARE QUESTIONS
THAT BETTER GET TO THE HEART AND PURPOSE OF STORYTELLING.
REMEMBER THIS BOOKS MISSION STATEMENT? HULK HAS A CONDENSED VERSION FOR
YOU HERE:
THIS BOOK IS NOT ABOUT SCREENPLAYS THAT SELL, OR POP, OR HOW TO PITCH. THESE ARE
ALL ELEMENTS OF SUCCESS, BUT HULK ARGUES IT IS THE KIND OF SUCCESS THAT DOESN'T
LAST. MEANWHILE, KNOWING HOW TO WRITE LASTS. SO THIS COLUMN IS ABOUT
BECOMING A BETTER WRITER AND STORYTELLER. IT IS ABOUT WRITING SCREENPLAYS THAT
WORK.
AND THAT IS SO DAMN IMPORTANT BECAUSE AUDIENCES INSTINCTIVELY KNOW HOW
THEY SHOULD WORK, EVEN IF THEY CANNOT ARTICULATE IT. THEY INSTINCTIVELY
THEY HAVE THEIR JOBS, AND EXPERIENCES, AND UNIQUE SETS OF DISPOSITIONS. SO IF
YOU WANT TO BE A WRITER OR FILMMAKER, THEN BE PREPARED TO BE A PART OF
THAT WORLD TOO. BE PREPARED TO BE AN EXPERT IN SOMETHING BESIDES
FILMMAKING.
EMBRACE THE HIGH STANDARD!
NOTE: HULK IS NOT SAYING THAT YOU CAN'T EVER GO META WITH YOUR STORY. JUST
UNDERSTAND THAT THE META-NESS NEEDS TO HAVE A CONCURRENT FACE-VALUE
NARRATIVE LEVEL IF YOU STILL WANT TO KEEP FOLKS INTERESTED. THAT'S ALL.
WORK THE LAYERS!
DOUBLE NOTE: SOME PEOPLE SAY TARANTINO ONLY MAKES MOVIES ABOUT MOVIES.
THIS IS A FALSEHOOD. HE MAY HAVE A HOST OF REFERENCES AT ANY GIVEN MOMENT,
BUT HIS STORY-CRAFT AND COMMITMENT TO HIS OWN WORLD-BUILDING ARE BEYOND
SOLID.
3. WHAT YOUR EXPERIENCE MEANS FOR THE STATE OF YOUR OWN WORK
OKAY... SO AT THIS POINT YOU MAY BE WONDERING WHY HULK FEELS LIKE HULK CAN
EVEN TALK ABOUT THIS PARTICULAR SCREENWRITING SUBJECT WITH ANY KIND OF
AUTHORITY. IN THE INTRODUCTION, HULK BRIEFLY DISCUSSED HULK'S HUMBLE
FEELINGS ON THE NATURE OF ADVICE AND THE NEEDS TO SHARE IN THE STRUGGLE OF
WRITING. BUT WHAT IS IT ABOUT SCREENWRITING SPECIFICALLY THAT MAKES HULK
ABLE TO CONTRIBUTE?
KNOW THIS: HULK IS MORE FAMILIAR WITH THE CRAFT OF SCREENWRITING THAN
PROBABLY ANY OTHER ELEMENT OF FILMMAKING. SPECIFICALLY, HULK HAS A SOLID
FOOT IN ALL THE NEEDED WORLDS THAT COMBINE TO FIVE ELEMENTS THAT MAKE
HULK THINK THAT HULK CAN HELP YOU.
I) ON THE WRITING SIDE, HULK HAS NOT ONLY WRITTEN A DELUGE OF SCREENPLAYS,
BUT YES, HAS GONE DOWN THE CONCRETE PATH OF SELLING THEM AND KNOWS HOW
THEY MANIFEST IN THIS BUSINESS AND ALL THAT JAZZ. BUT AGAIN, THATS NOT WHAT
THIS BOOK IS ABOUT. ITS ABOUT THE WRITING PROCESS ITSELF. IT GOES WITHOUT
SAYING, HOWEVER, THAT THERE ARE A LITANY OF VASTLY MORE ACCOMPLISHED
SCREENWRITERS OUT THERE WHOM HULK CONSIDERS HEROES, BUT A BOOK LIKE THIS
ISNT ABOUT HULKS ABILITIES IN PROFESSIONAL LIFE. ITS ABOUT HULKS ABILITY TO
COMMUNICATE WHAT IS VITAL TO YOUR LEARNING. AND THATS IMPORTANT BECAUSE
THERE ARE THOUSANDS OF SCRIPTS OUT THERE THAT HAVE NO REAL UNDERSTANDING
OF STORYTELLING.
II) WHAT HULK THINKS IS FAR MORE IMPORTANT TO HELPING YOU IS THAT HULK HAS
READ A METRIC FUCK TON OF SCRIPTS. NOT FOR HULKS OWN CASUAL LEARNING
EITHER, BUT FOR REAL-DEAL PROFESSIONAL PURPOSES OF DEVELOPMENT AND
PRODUCTION CENTERING AROUND A PLETHORA OF A-GRADE MATERIAL HULK CAN
PRETTY MUCH GUARANTEE YOUVE SEEN AND PROBABLY LIKED, BIG BUDGET
MATERIAL, INDEPENDENT MATERIAL, TELEVISION MATERIAL, YOU NAME IT. AND HULK
WASNT JUST THERE TO READ AND EVALUATE, BUT HONE INTO IT AND DEEP-TISSUE
ANALYZE AND THEN COMMUNICATE ABOUT IT. MEANING HULK'S ABILITY TO LOOK AT
A SCREENPLAY AND IDENTIFY WHY IT WORKS AND WHY IT DOESN'T IS QUITE
LITERALLY HULKS TRADE. HULKS DONE THIS FOR YEARS AND YEARS. AND HULK
SWEARS THAT THIS EXPERIENCE HAS GIVEN HULK A UNIQUE WINDOW THAT MANY
OTHER SCREENWRITERS MAY NOT HAVE. AFTER ALL, WOULD YOU WANT TO KNOW
WHAT WORKS FOR ONE PERSON DEALING WITH SOMETHING IN A VERY LIMITED SET OF
PERSONAL CIRCUMSTANCES? OR WOULD YOU WANT TO KNOW WHAT WORKS FROM
SOMEONE INGRAINED WITH HUNDREDS OF EXPERIENCED WRITERS, OVERSEEING
THOUSANDS OF HOURS OF TOP TIER CONTENT, DEALING WITH EVERY POSSIBLE KIND
OF STORYTELLING, AND DOING SO AT A TREMENDOUSLY FREQUENT RATE? THIS IS
SIMPLY WHAT HULK CAN OFFER. AND PLEASE KNOW:
III) THE INTENTION OF THIS BOOK IS WELL PURE. HULK IS NOT USING ANY OF THIS
EXPERIENCE AS AN EXCUSE TO POSE HULK-SELF AS SOME KIND OF AUTHORITY
(BEYOND SIMPLY QUALIFYING HULK-SELF), BUT MERELY USING IT TO OFFER UP SOME
HELP BASED ON WHAT HULK HAS KNOWN AND EXPERIENCED. AND THAT JUST MAY BE
OF SOME USE TO YOU. THIS IS THE JOY OF SHARING. NOT THE JOY OF TELLING.
IV) BECAUSE THE MOST IMPORTANT THING ABOUT ANY OF THIS BACKGROUND IS THAT
HULK BELIEVES HULK CAN OFFER YOU SOMETHING SO MUCH MORE AND THAT IS
CLARITY OF EXPRESSION. WHICH IS IMPORTANT BECAUSE HULK LISTENS TO SO MANY
TRULY GREAT WRITERS OUT THERE WHO TRY TO EXPLAIN THEIR PROCESS AND IMPART
ADVICE AND WELL HULK FINDS THAT SO MUCH OF THEIR ADVICE COMES OFF AS
ESOTERIC, VAGUE, AND UTTERLY UNHELPFUL. THEY MAY BE GREAT WRITERS. THEY
MAY HAVE ALL THE QUALIFICATIONS IN THE WORLD AND SOME DEEPLY PERSONAL
PROCESS OF THEIR OWN. BUT THEY HAVE NO IDEA HOW TO TEACH. AND THAT MATTERS
MORE THAN ANYTHING. SO PLEASE UNDERSTAND THAT HULK EFFECTIVELY VIEWS
THIS BOOK AS A PRACTICAL TEACHING PLATFORM. SURE, ITS FROM SOME HULK WITH
A REALLY SOLID BACKGROUND, BUT IT IS ALSO FROM SOME HULK WITH AN
UNDERSTANDING OF THE METHODOLOGY OF TEACHING AND THE WILL AND
DETERMINATION TO TRY AND TELL YOU NOTHING BUT THE TRUTH.
V) AND THAT MEANS YOU WILL FIND NO BLINDLY REDUCTIVE HOW-TOS IN THIS BOOK.
HECK, AT THIS POINT YOU PROBABLY NOTICED THAT HULK IS STILL TALKING ABOUT
WRITING PHILOSOPHY AND BACKGROUND WITHOUT A HINT OF PRACTICALITY YET.
AND WHILE THIS BOOK WILL GET RATHER SPECIFIC AND PRACTICAL, YOU MUST
UNDERSTAND THAT HULK WILL NEVER LIE TO YOU. HULK IS NOT WILLING TO GIVE
YOU OVERLY PAT SYD FIELD-ESQUE SOLUTIONS. WRITING IS SOMETHING SO MUCH
MORE EXPANSIVE THAN THAT.
STILL, YOU MAY BE CURIOUS AS TO WHY WOULD HULK GO ON AND ON ABOUT
QUALIFICATIONS AND BACKGROUND IN THE MIDDLE OF THE THIRD PART OF THIS
BOOK? SURELY, THIS WOULD MAKE MORE SENSE IN AN INTRODUCTION? YOURE RIGHT,
OF COURSE, BUT HULK HAS DONE THIS FOR A REASON
IT MAY SOUND CRITICAL, BUT ONE OF THE BEST THINGS YOU CAN DO AS A WRITER IS
COME TO AN UNDERSTANDING ABOUT WHERE YOU ARE CURRENTLY FALLING IN THE
GRAND SCHEME OF THINGS.
THIS ISNT ABOUT NOT HAVING CONFIDENCE IN YOUR ABILITY. IT IS BECAUSE THERE
ARE THOUSANDS AND THOUSANDS OF PEOPLE IN LOS ANGELES WHO HAVE CLAIMED
TO HAVE WRITTEN A SCREENPLAY AND ARE NOW TRYING TO SELL IT. AND IN
COMPLETE HONESTY, WHAT THEY HAVE WRITTEN IS MORE THAN LIKELY NOT UP-TOSNUFF. THEY MAY HAVE A GOOD IDEA. THEY MAY HAVE A GOOD SENSE OF MOVIES.
THEY MAY HAVE GOOD INTENTIONS. THEY MAY HAVE EVEN DONE A DECENT JOB. BUT
THEY HAVE NOT EVEN PUT IN CLOSE TO 1/100TH THE WORK THAT SO MANY WORKING
PROFESSIONALS IN THIS INDUSTRY ACTUALLY HAVE. AND SORRY, BUT HULK RESPECTS
THOSE WORKING PROFESSIONALS TOO MUCH TO NOT ACKNOWLEDGE THE STUNNING
GAP IN QUALITY AND (MUCH MORE IMPORTANTLY) HARD WORK AND HOURS PUT INTO
THE WORK. YOU REALLY HAVE NO IDEA HOW HARD MOST OF THEIR PATHS WERE IN
GETTING TO WHERE THEY ARE NOW. THEY WORK AT THE CRAFT OF WRITING THE
SAME WAY ONE WORKS AT ANY TRULY DEMANDING JOB. AND THEY ARE REALLY GOOD
AT IT.
SO IMAGINE IF YOU SUDDENLY HOPPED ON A MAJOR LEAGUE FIELD AND JUST WENT UP
TO BAT SAYING I can do this too! HULK REALIZES THAT MAY SOUND LIKE A RIDICULOUS
ANALOGY, BUT THATS REALLY WHAT THIS IS LIKE. ONLY THIS HAPPENS ALL THE TIME
IN LOS ANGELES AND NOBODY THINKS TWICE ABOUT IT. THERE IS THIS WEIRD
ASSUMPTION THAT JUST BECAUSE ANYONE CAN WRITE A SCREENPLAY IT MEANS
ANYONE CAN WRITE A SCREENPLAY DESERVING OF CONSIDERATION. NOW, HULK KNOWS
THIS IS NOT LIKE OTHER FIELDS AND IS INSTEAD MORE OF A DEMOCRATIC
MERITOCRACY AND THAT IS ACTUALLY ONE OF THE GREAT THINGS ABOUT THE
INDUSTRY. ANYONE WITH THE RIGHT CONNECTION OR THE MEANS TO THEIR OWN
PRODUCTION CAN HAVE A SHOT AT BEING A SCREENWRITER.
BUT HULK'S OBVIOUS PROBLEM IS WITH THE LACK OF AWARENESS. THE BLIND
ASSUMPTION THAT SOMEBODYS LITERAL FIRST ATTEMPT TO WRITE A SCREENPLAY
COULD SOMEHOW BE WHOLLY WORTHY IS DOWNRIGHT STRANGE (NOTE: IT DOESN'T
FULLY APPLY TO WRITERS OF OTHER NARRATIVE FORMS, BUT STILL MIGHT MORE
THAN YOU'D THINK). SO MANY PEOPLE JUST HAVE NO AWARENESS OF WHERE THEY
STAND. HENCE: DELUSION. AND IT'S A KIND OF DELUSION THAT SUFFOCATES THE
INDUSTRY AND MAKES IT HARDER FOR FOLKS WHO CAN ACTUALLY WRITE. THE
DELUSION HELPS FOSTER A CULTURE WHERE IT'S MORE DIFFICULT FOR QUALIFIED
PEOPLE TO HAVE CONFIDENCE TO SELL THEMSELVES BECAUSE THEY DON'T WANT TO
BE LIKE THE REST OF THE DELUSIONAL, UBER-PRESSURING JERKS WHO ARE UNAWARE
JUST HOW FAR AWAY THEY REALLY ARE.
HULK DOESNT WANT TO SOUND LIKE HULK IS STIFLING YOUR AMBITION. BUT
KNOWING WHERE YOU REALLY STAND, AND HOW FAR YOU HAVE TO GO, IS ACTUALLY
A CRITICAL ELEMENT TO UNDERSTANDING HOW TO PROCEED IN YOUR WRITING
DEVELOPMENT. THIS ISN'T ACCUSATORY. HULK TOTALLY INCLUDES HULK-SELF IN THIS
ONE TOO. REALLY, HULK TOTALLY SEES HOW THIS ENTIRE SECTION COULD REEK OF
ELITISM, BUT THAT'S NOT HOW IT'S MEANT. THE STATEMENT IS MEANT TO SHOW YOU
THAT YOU HAVE TO REALLY WORK FOR IT. YOU HAVE TO RESPECT THE CRAFT AND THE
EFFORT THE SAME WAY THE PROFESSIONALS DO.
HULK REALLY WISHES YOUNGER-HULK UNDERSTOOD THIS. LIKE MANY, HULK
EMERGED ON THE SUNNY SHORES OF LOS ANGELES CERTAIN THAT HULKS SMARTS
AND GUMPTION WOULD DO MOST OF THE WORK. HULK COULDNT HAVE BEEN
FURTHER FROM BEING RIGHT. DESPITE HAVING SO MANY THINGS GO HULKS WAY AND
YEARS OF GENUINE FILM SCHOOL EXPERIENCE, HULK SIMPLY DID NOT REALIZE THE
STUNNING GAP BETWEEN WHAT HULK COULD DO AT THE TIME AND WHAT HULK
WOULD BE ABLE TO DO ALL THESE YEARS LATER. ITS JUST NOTHING COMPARED TO
WHAT A TRUE-BLUE WORKING PROFESSIONAL WITH A GENUINE ADULT DISPOSITION
CAN OFFER. SO YOUNGINS? YOU HAVE TO BE PREPARED FOR THAT. YOU HAVE TO BE
PATIENT. YOU HAVE TO WORK ON YOUR CRAFT.
BECAUSE THE THING IS THAT HULK REALLY, REALLY WANTS YOU TO BE A BETTER
SCREENWRITER. HULK WOULDNT WRITE ANY OF THIS IF THAT WERENT TRUE. AND
THE NUMBER ONE THING YOU CAN DO TO ACHIEVE THAT IS TO TAKE THE ENTERPRISE
TRULY SERIOUSLY AND APPROACH IT THE WAY YOU WOULD ANY OTHER TECHNICAL
FIELD THAT TAKES A GREAT DEAL OF LEARNING.
EVEN AS AN INDUSTRY, WE NEED TO TAKE IT MORE SERIOUSLY.
BECAUSE IN THE END
4. THE SCRIPT MATTERS!
AND DONT LET ANYONE EVER TELL YOU DIFFERENT.
WHICH MAY PROVE DIFFICULT BECAUSE HOLLYWOOD HAS THE PESKY AND
UNFORTUNATELY ACCURATE REPUTATION OF BEING RATHER UNKIND TO
SCREENWRITERS. AND NOT JUST IN THE GOSSIPY WAY WHERE STUDIO PERSON A DOES
SOMETHING SORDID TO WRITER PERSON B, BUT UNKIND IN THE BROADER
PHILOSOPHICAL SENSE. SURE, SOME STUDIO FOLK WILL PUT THE TIME IN, BUT OFTEN
THEY ARE WORKING TOWARD SOMETHING THEY DONT QUITE UNDERSTAND IN THE
WAY OF PROCESS. WHY, HULK CAN COUNT ON HUNDREDS OF HANDS THE MANY TIMES
THAT HULK HAS HEARD SOMEONE IN THAT SETTING REFER TO A SCRIPT AS A
"BLUEPRINT," AND THAT PHRASE IT JUST. IT ... GAAAAAAAAAAAAH... OKAY. LISTEN
TO HULK VERY, VERY CAREFULLY ON THIS ONE...
CALLING A SCRIPT A BLUEPRINT IS TOTAL BALLS.
SURE, A LITERAL BLUEPRINT IS EXACTING, BUT OFTENTIMES THE PHRASE IS USED IN
THIS WAY TO INDICATE THE LACK OF NEED FOR BEING EXACTING. MEANING THIS IS
JUST THE GENERAL GUIDE AND WE WILL MAKE IT GOOD LATER. ITS TERRIBLE.
IDEALLY, YOU SHOULD BE ABLE TO TAKE THE SCREENPLAY AS CONSTRUCTED AND
FUNCTION OF IMPROV IS NOT TO FIND THE STORY OR THE WORLD OF THE MOVIE, ITS
JUST TO FIND THE BEST POSSIBLE JOKES TO PUNCH IT UP. AND THE ONLY MOVIES THAT
MANAGE TO ACCOMPLISH ANYTHING SUBSTANTIAL WITH IMPROV DO SO BY GETTING
SOME OF THE BEST COMEDIC MINDS IN A ROOM TOGETHER AND GOING AT IT. BUT IT'S
JUST A DIALOGUE RE-WRITE, NOT AN IMPROVISED NARRATIVE. SO TO ALL YOU
BUDDING IMPROV-BASED WRITERS, YOU NEED TO WRITE A SCRIPT YOU'RE PROUD OF
FIRST. IMPROV TRULY IS A GREAT PERFORMANCE TOOL (AND CAN EVEN HELP TRAIN
YOUR MIND FOR CONSTRUCTING BETTER WRITTEN STORIES), BUT IT IS NOT A CRUTCH
FOR A MISSING STORY. YOU NEED THE FOCUS THAT REAL NARRATIVE BRINGS. THE
SCRIPT HAS TO BE THE SOUL OF YOUR PROJECT AND SOMETHING YOU'D BE PROUD OF,
THEN YOU CAN TRY TO USE IMPROV TO IMPROVE THE SURFACE LEVEL.
YOU KNOW WHO AGREES WITH THIS PHILOSOPHY? TINA FEY. AND SHE WAS WHOLLY
BORN FROM THE SECOND CITY IMPROV MODEL, YET SHE BASES ALL HER WRITING ON
THE WORK OF GOLDEN AGE TV AND THE SIMPSONS.
TO REITERATE: WHEN YOU'RE ACTUALLY FILMING A MOVIE YOU CAN INDEED CHANGE
A SCRIPT IN THE RIGHT WAYS TO ENHANCE, REFINE, AND COMPLEMENT WHAT IS
ACTUALLY BEING FILMED. YOU CAN SEE THE WAY CERTAIN ACTORS ARE BRINGING THE
CHARACTERS TO LIFE AND CALL THE NECESSARY AUDIBLES. BUT REALLY THIS IS JUST
THE SURFACE-LEVEL EXECUTION STUFF THAT COMES FAR ALONG IN THE PROCESS. IT
COMES WHEN EVERYTHING IS ALREADY SET IN PLACE AND YOU HAVE ALREADY MADE
ALL YOUR MOST CRITICAL DECISIONS. YOU CANNOT REDEFINE YOUR NARRATIVE.
YOU'RE NOT EVEN REALLY RE-CONSTRUCTING IT. YOU'RE REFINING. AND WHILE YOU
ARE IN PRODUCTION YOU NEED TO UNDERSTAND WHAT YOU'RE WORKING ON AND
HOW IT FITS WITH THE CONTEXT, INTENTION, AND LOGIC OF THE REST OF THE STORY,
WHICH AUTOMATICALLY MEANS THE STORY IS SOMETHING THAT HAS TO BE
CAREFULLY SET AND ACCOUNTED FOR ON A SCRIPT LEVEL. MEANING HAVING A
COMPLETELY SET SCRIPT THAT YOU KNOW FRONTWARDS AND BACKWARDS ACTUALLY
ALLOWS YOU TO MAKE MORE INFORMED DECISIONS ON HOW TO CHANGE IT DURING
PRODUCTION. THIS FACT SHOULD BE OBVIOUS. ESPECIALLY BECAUSE IT'S HOW PEOPLE
MADE MOVIES FOR NEARLY 80 YEARS.
BUT QUITE HONESTLY THE DEVELOPMENT PROCESS OF SCREENWRITING
DRAMATICALLY SHIFTED THE MOMENT THE CORPORATIONS MOVED IN. THIS ISNT A
KNEE-JERK OPINION ABOUT BIG BUSINESS BEING BAD OR ANYTHING AS SILLY AS THAT.
THIS IS ABOUT THAT SYSTEMIC PROBLEM HULK MENTIONED BEFORE: IT WAS JUST A
FUNDAMENTAL SHIFT IN THE KINDS OF PEOPLE WHO HAD OVERSIGHT. THE
CORPORATIONS APPROACHED THE STORY THE WAY... WELL THE WAY ANY
CORPORATE BUSINESS WOULD. IT WAS ALL ABOUT THE PROCESS OF SAFE CHOICES
AND MINIMIZING RISK AND FOCUSING ON FACTORS THAT HAD NOTHING TO DO WITH
DRAMA, UNIVERSAL TRUTHS, OR THE IMPORTANCE OF STORIES. IT BECAME BIG
BUSINESS, WHERE THE BOTTOM LINE IS GETTING BUTTS IN SEATS AT ANY COST. AND
WHILE EXPLORING HOW TO ACCOMPLISH THAT, THE STUDIOS DISCOVERED THAT
THROUGH MARKETING, TONE APPEAL, STAR POWER, AND PROPERTY RECOGNITION
THEY COULD STILL GET BUTTS IN THE SEATS FOR OPENING WEEKEND. IT WAS A
SUREFIRE WAY TO GET OVER BAD STORYTELLING, WHICH IS SUPER-GREAT FOR THEM
AND STUFF BECAUSE MOST DIDN'T UNDERSTAND HOW SCRIPTS WORKED IN THE FIRST
PLACE.
TO BE FAIR, HULK IS BEING HARSH HERE. BUT HULK ISNT ADMONISHING A SYSTEM
FROM THE WRITERS PERSPECTIVE; NO, THIS COMES FROM HULKS PERSPECTIVE OF
BEING ON THE STUDIO SIDE.
AND A LOT OF THOSE EXECUTIVES TRULY LOVED MOVIES, BUT THE MARKETINGBASED SYSTEM THEY CREATED WAS CRIPPLING TO THE IMPORT OF STORY. EVEN WITH
THE GOOD DEAL OF EXECUTIVES WHO ARE STUNNINGLY BRILLIANT, IT IS THE SYSTEM
AND THE SET OF PRESSURES THAT ARE THE PROBLEM. ON THE STUDIO SIDE, KEEPING
ONES JOB ISNT DEPENDENT ON YOUR CAPABILITY TO UNDERSTAND STORYTELLING
AND ITS PURPOSE. ITS BASED ON THE FINANCIAL SUCCESS OF THE PACKAGES YOU PUT
TOGETHER. AND WHEN THEY HAVE TO JUSTIFY THEIR FAILURES THEY HAVE TO BACK
UP THEIR DECISIONS WITH I attached this star! And used this recent successful formula! AND
WHEN THEIR BACKS ARE AGAINST THE WALL THEY CANT GO TO THEIR BOSSES WITH
My script expressed the heart of drama! THEYRE JUST TRYING TO KEEP THEIR JOBS.
THE BIGGEST PROBLEM WITH THIS IS THAT MAKING A FILM THAT GETS TO THE HEART
OF DRAMA WOULD ACTUALLY BE THE BEST WAY TO MAKE A FILM A FINANCIAL
SUCCESS.
RAISE AN EYEBROW OR TWO, BUT ITS TRUE. HECK, IN THE GOLDEN AGE OF
HOLLYWOOD EVERYONE USED TO UNDERSTAND THAT STORYTELLING MATTERED
FINANCIALLY TO YOUR FILM. THE BUSINESS OF MOVIES WAS ACTUALLY BASED ON A
LONG-PLAY SELL FOR WEEKS AND WEEKS WHERE WORD OF MOUTH WAS WHAT
MANAGED TO GET AUDIENCES IN THEATERS OVER TIME AS MOVIES SPREAD AROUND
THE COUNTRY. AND IT DIDN'T HAVE MUCH TO DO WITH OPENING WEEKEND BOX
OFFICE. WRITING A GOOD STORY, WELL TOLD, WAS YOUR FREAKING BUSINESS MODEL.
NOW? IT'S A NEAT LITTLE BONUS.
WHICH IS YET ANOTHER IDEA THAT HULK WOULD LIKE TO SUGGEST IS SHORTSIGHTED BALLS.
CONSIDER THE FOLLOWING THREE ARGUMENTS:
FIRST, THAT THE REAL-DEAL FINANCIAL GAIN OF A FILM IS NOT ACTUALLY BASED ON
OPENING WEEKEND, BUT STILL THE REALLY LONG PLAY. WHILE THE OPENING
WEEKEND IS CERTAINLY A GREAT STARTING POINT, THE REAL HITS (AKA GOOD MOVIES
WITH GOOD SCRIPTS) ARE THE ONES THAT HAVE STAYING POWER IN THE WEEKS THAT
FOLLOW. LOOK AT THE NUMBER ONE AND TWO FILMS OF ALL TIME IN TITANIC AND
AVATAR. BOTH HAD SOLID BUT NOT JAW-DROPPING OPENINGS AND YET BOTH
EVENTUALLY WENT ON TO HAVE INCREDIBLE LONG PLAYS. JAMES CAMERON GETS A
LOT OF FLAK FOR HIS STORYTELLING SIMPLICITY AND YET, TO HULK, HE IS SOMEONE
WHO UNDERSTANDS THE VALUE OF STORY SIMPLICITY BETTER THAN ANYONE. HE IS
JUST DOING THE BASICS, BUT THOSE BASICS RESONATE SO DEEPLY WITH PEOPLE.
ANACHRONISTIC? MAYBE. BUT LOOK AT THE WAY HIS FILMS RESONATE ACROSS THE
BOARD. HES SHOWING US THE VALUE OF BASICS AND TRADITIONAL STORYTELLING.
SECOND, THE BUSINESS MODEL DOESNT JUST END WITH THEATRICAL RUNS. IN HULKS
WORKING ADVENTURES, HULKS GOTTEN TO TAKE A FEW PEEKS AT THE STUDIO
BOOKS FROM TIME TO TIME AND MOVIES MAKE A HUGE DEAL IF NOT MOST OF THEIR
MONEY ON ANCILLARY INCOMES. NOT JUST IN BLU/DVD SALES, BUT TV AIRINGS,
RENTALS, VOD WINDOWS, NETFLIX. AND THE GREAT THING ABOUT THESE MODELS IS
THAT THEY FINANCIALLY REWARD THE VERY BEST STORIES WE HAVE TO OFFER. JAWS
ISNT JUST A GREAT MOVIE THAT WE CAN ENJOY TO THIS VERY DAY, ITS STILL
FINANCIALLY REWARDING THE STUDIO. WITH A LOT OF MONEY TOO, FOLKS. THE MEGAHITS LAST!
THIRD, IF THE MOST VALUABLE THING A MOVIE STUDIO CAN GET THEIR HANDS ON
THIS DAY AND AGE IS A FRANCHISE, THEN DOESNT THAT MEAN YOUR CENTRAL
INTEREST SHOULD BE GETTING YOUR AUDIENCE TO COME BACK A SECOND TIME?
WHAT WOULD BE THE KEY TO DOING SUCH A THING? OH YEAH, YOU MAKE A GOOD
FIRST MOVIE. AND THAT MEANS YOU NEED, LIKE, A GOOD STORY. NOT TO GET TOO
SMASHY, BUT SERIOUSLY PEOPLE, HOW IS THIS NOT OBVIOUS? AFTER ALL, THERE IS
THE COMMON BUSINESS KNOWLEDGE THAT THE BOX OFFICE OF SEQUELS HAS LITTLE
TO DO WITH THE QUALITY OF THE ACTUAL SEQUEL, BUT INSTEAD IS A DIRECT
REACTION TO THE LAST ONE. HOW OFTEN DO WE HEAR " _____ WAS SO GOOD THAT I
CAN'T WAIT FOR ____2!" APROPOS OF NOT HAVING A SINGLE OTHER DETAIL? SO ISN'T
THIS SIMPLE IDEA OF GETTING PEOPLE TO LOVE THE STORY THE WAY YOU BUILD THE
FRANCHISE MODEL?
LOOK. THE THING ABOUT THESE THREE ARGUMENTS IS THAT HULK UNDERSTANDS
THE HUMAN ELEMENT AT PLAY. HULK KNOWS THAT EVERYONE IS REALLY TRYING TO
MAKE A GOOD MOVIE AND ALL THAT, BUT HULKS ENTIRE POINT IS THAT THE ERRORS
OF DEVELOPMENT ARE NOT COMING FROM A LACK OF EFFORT, BUT LACK OF
UNDERSTANDING OF WHAT IS MOST IMPORTANT. WE SET RELEASE DATES BEFORE WE
EVEN HAVE FILMS ON THE PAGE. AND THE PROBLEM IS THAT WHATEVER THE
ADVANTAGE OF A GOOD RELEASE DATE IS, HULK CAN GUARANTEE ITS NOTHING
COMPARED TO THE BOON YOU GET FROM LOCKING DOWN A GREAT SCRIPT. IF THE
LONG PLAY, ANCILLARY INCOMES, AND FRANCHISING IS THE BEST WAY TO MAKE
LONG-TERM MONEY, THEN A GOOD STORY TOLD WELL IS SECRETLY STILL THE
BUSINESS MODEL - WE'RE JUST NOT SEEING IT.
AND BECAUSE WE DONT SEE IT, BECAUSE WERE LOOKING AT ALL THE WRONG
THINGS, WE HAVE ONE OF THE GUYS RUNNING DISNEY TELLING THE PRESS THAT
AUDIENCES DONT CARE ABOUT STORY AND THAT "ONLY SET-PIECES MATTER." AND
THEN HE CAN'T FIGURE OUT WHY NOBODY REALLY LIKED TRON. HULK WOULD LIKE
TO SUGGEST THAT THIS IS THE VERY PINNACLE OF "NOT GETTING IT."
THE SCRIPT MATTERS.
AND DONT LET ANYONE TELL YOU DIFFERENT.
5. WHY YOU STILL NEED TO BE ABLE TO TELL AN ORIGINAL STORY
WITH ALL THIS "FRANCHISE" TALK, YOU MAY HAVE ALSO NOTICED THAT ORIGINAL
SCRIPTS AND STORIES AREN'T BEING MADE BY HOLLYWOOD ALL THAT MUCH
ANYMORE. DREW MCWEENY EVEN WROTE A GREAT PIECE ABOUT HOW WE ARE NOW
IN THE AGE OF FAN-FIC. HE DELVES INTO HOW WE NO LONGER HAVE TO LOOK AT OUR
INFLUENCES AND APPROPRIATE THEM INTO OUR OWN ORIGINAL STORY, BUT
ACTUALLY GET TO WORK WITH THOSE VERY PROPERTIES THAT INSPIRED US IN THE
FIRST PLACE. AS SUCH, IT SEEMS LIKE EVERY SINGLE THING WE PRODUCE IS EITHER A
SEQUEL, A REMAKE, OR BASED ON ANOTHER THING.
THE MAIN REASON THIS HAPPENS IS MORE INDUSTRY B.S. THEY DO IT FOR VALID
MARKETING REASONS (MEANING IT SPIKES THE AWARENESS NUMBERS BECAUSE
PEOPLE ARE ALREADY FAMILIAR WITH "THE THING" ITSELF). THE OTHER ASPECT GOES
BACK TO THAT INSIDIOUS REASON OF HOW THE SYSTEM CREATES A CONDITION
WHERE EXECUTIVES NEED TO JUSTIFY THEIR FAILURES AND DECISION BY SAYING "I
picked something popular I swear! Economically it made sense! AND AGAIN, THE HUMAN
ANGLE ON THAT IS UNDERSTANDABLE. NO ONE WANTS TO BE FIRED FOR CRAP
REASONS. BUT THE COMPLETE SYSTEM-WIDE MISUNDERSTANDING OF DECIDING WHAT
KINDS OF STORYTELLING TO EMBRACE IS NOT UNDERSTANDABLE. STORYTELLING
NEEDS ROOM TO EMBRACE NARRATIVE. IT CANNOT BE A CHECKLIST OF MARKETING
POINTS. AND DOING SO WILL LIKELY EXTINGUISH THE VERY THING YOU NEED FOR
YOUR FILM TO SUCCEED. BUT ALAS, WORKING WITH EXISTING PROPERTIES IS THE NEW
REALITY OF CORPORATE FILMMAKING CULTURE.
AND HERE'S THE THING ABOUT THAT... YOU STILL NEED TO KNOW HOW TO TELL AN
ORIGINAL STORY.
BECAUSE IF YOU WANT TO BE A WORKING SCREENWRITER THIS DAY AND AGE, THEN
THAT COOL ORIGINAL SCRIPT YOU WROTE IS NOT NECESSARILY ABOUT TRYING TO
GET IT MADE (THOUGH THAT WOULD OBVIOUSLY BE AWESOME), IT'S ABOUT
PROVING THAT YOU ARE A GOOD WRITER. AND IN ORDER TO PROVE THAT YOU ARE A
GOOD WRITER YOU NEED TO PROVE THAT YOU CAN WRITE AN ORIGINAL,
COMPELLING STORY. IT MATTERS MORE THAN ANYTHING.
EVEN WITH THE FILMS THAT ARE BASED ON OTHER PROPERTIES OR CHARACTERS, THE
QUESTION THEN BECOMES: CAN YOU MAKE IT INTERESTING? CAN YOU MAKE IT
ENGAGING TO AN AUDIENCE? CAN YOU MAKE THE WORLD COME TO LIFE IN A FULLY
REALIZED WAY? CAN YOU MAKE IT COME ALIVE EVEN FOR THE PEOPLE WHO DONT
KNOW THE PROPERTY? CAN YOU MAKE IT UNIVERSAL? AND YOU JUST DON'T
APPROPRIATE STORY BY WAY OF POINT-BY-POINT ADAPTATION. YOU HAVE TO
UNDERSTAND EXACTLY HOW AN ORIGINAL STORY WORKS AND HOW TO INTEGRATE
FILM STRUCTURE INTO YOUR WORK. AND YOU LEARN HOW TO DO THAT BY LEARNING
TO WRITE AN ORIGINAL STORY FIRST.
SO BELIEVE IT OR NOT, IT GOES BACK TO THE INSPIRATION ANGLE ALL THE SAME:
WHAT IS IT ABOUT THE PROPERTY THAT DRAWS YOU? AND FROM THERE YOU TELL
THE STORY THAT INTERESTS YOU WITH THE DETAILS AND ICONOGRAPHY OF THE
KNOWN PROPERTY. YOU MAKE IT YOUR OWN. IT IS YOUR JOB TO MAKE THE
UNORIGINAL SEEM ORIGINAL AND FRESH. AND YOUR SUCCESS UTTERLY DEPENDS ON
IT.
AFTER ALL, NOLAN DIDN'T MAKE BATMAN FOR ADULTS BECAUSE IT WAS MERELY
"GRITTY." HE MADE IT FOR ADULTS BY MAKING A BATMAN MOVIE THAT WAS ABOUT
INTERESTING ADULT-MINDED CONCEPTS. CITY POLITICS. SYMBOLS. ANARCHISM. HE
TOOK THE BATMAN ICONOGRAPHY AND MARRIED IT TO IDEAS AND
CHARACTERIZATIONS THAT INTERESTED HIM. AND BY DOING THAT HE TRANSCENDED
THE PROPERTY THROUGH THE POWER AND KNOW-HOW OF ORIGINAL STORYTELLING.
6. BUT REMEMBER, ITS STILL NOT ABOUT "GETTING THINGS MADE"
HULKS TALKED A LOT ABOUT THE INDUSTRY IN THIS SECTION AND THAT WAS
LARGELY TO GET IT OUT OF THE WAY. HULK WISHES HULK COULD PROMISE YOU ALL
THE FRUITS OF SUCCESS, ALL THE ACCOLADES YOUR CREATIVE SOUL DESERVES, BUT
THERE ARE SO MANY THINGS THAT GO INTO GETTING SOMETHING MADE THAT HAVE
NOTHING TO DO WITH WRITING. IT'S A SEPARATE TOPIC. SO THIS BOOK IS REALLY JUST
ABOUT WHAT YOU CAN CONTROL. AND FROM THE VERY START, HULK SAID THAT THIS
BOOK WAS ABOUT WRITING ITSELF AND TRYING TO BECOME A BETTER WRITER.
SO ALL HULK CAN PROMISE YOU IS THIS: IF YOU UNDERSTAND STORIES AND
SCREENPLAYS, AND IF YOU WANT TO PURSUE SCREENWRITING OR SOME KIND OF
CAREER IN FILM, TELEVISION, NOVELIZATION, OR MEDIA, THEN NO MATTER WHAT
PATH YOU END UP FOLLOWING THE INFORMATION CONTAINED WITHIN THIS PIECE WILL
STILL BE OF VALUE TO YOU. AND IF YOU CAN COME TO A PLACE OF EXPERTISE, IT WILL
BE TREMENDOUSLY VALUABLE TO EVERYONE AROUND YOU, TOO.
... OR AT LEAST IT CAN'T HURT.
SO THOSE ARE 6 THINGS HULK WISHES HULK KNEW OVER A DECADE AGO.
NOW, WHAT THE HELL DO YOU DO WHEN YOURE TRYING TO WRITE THE DAMN THING?
PART FOUR - - HOW TO APPROACH A SCREENPLAY - CONCEPTUALLY
SO LETS GET AWAY FROM THE BROADEST POSSIBLE IDEOLOGY ONE NEEDS TO WRITE
AND ZERO IN ON SOME MORE SPECIFIC IDEAS / GUIDELINES / RULES / WHATEVERS THAT
WILL HELP YOU DEVELOP YOUR STORY/SCREENPLAY.
AFTER PART FOUR, HULK WILL FOLLOW UP WITH STRUCTURAL ADVICE, THEN
SCREENPLAY FORMATTING ADVICE, AND FINALLY HULK WILL GIVE THE KEY TO
PUTTING IT ALL TOGETHER.
THE ONLY THING THAT HULK CAN IMPRESS UPON YOU AT THIS TIME IS THAT WHILE
THESE ARE LARGELY GUIDELINES OF NARRATIVE CONVENTION THEY MATTER. HULK
JUST TALKED ABOUT JAMES CAMERONS LAST TWO FILMS AND HULK ISNT SURE HOW
YOU MIGHT FEEL ABOUT THEM, BUT HULK CAN ASSURE YOU THAT THE RELATIVE
SUCCESS OF BOTH TITANIC AND AVATAR IS A TESTAMENT TO THE POWER OF
CONVENTIONAL NARRATIVE. HE BLAZES RIGHT PAST NUANCE AND UTILIZES EVERY
SINGLE VALID ARCHETYPE, TROPE, AND DEVICE, BUT NOT IN A HOLLOW WAY, INSTEAD
WITH THE NAKEDLY PRECISE WAY OF HOW THEY ARE MEANT TO BE USED. AND WHAT
THEY LACK IN SUBTLETY, THEY MAKE UP FOR IN 100% FUNCTIONALITY. MEANING
JAMES CAMERON ESSENTIALLY PRINTS YOU A GUIDE FOR MAKING ENTIRELY
FUNCTIONAL MOVIES. AND WHILE THEY DO NOT REACH THE HIGHS OF OUR BEST
CINEMATIC ART, ITS NO SURPRISE THEY ARE ROUSING SUCCESSES. AND BETTER YET,
THEY ARE ANYTHING BUT CYNICALLY MADE. THE MAN IS A TESTAMENT TO
FUNCTIONALITY.
YOUR INSTINCT WILL EITHER BE TO ADHERE TO THIS FUNCTIONALITY OR TO SHAKE IT
OFF. BUT HULK ARGUES THAT YOU MUST UNDERSTAND IT EITHER WAY. TOO MANY
SCREENWRITING BOOKS GIVE YOU A SET WAY ON HOW TO DO THINGS AND SAY ALL
GOOD SCRIPTS DO THIS! HULK IS GOING TO GIVE YOU MORE POWER THAN THAT. A
STORY CAN BE SO MUCH MORE THAN A LIST OF SET PLOT POINTS. BUT HULK ASSURES
YOU THE KEY TO TRANSCENDING MERE FUNCTIONALITY IS UNDERSTANDING HOW TO
TURN THAT SIMPLICITY INTO SOMETHING FAR MORE NUANCED.
YOU CANT JUST REJECT CONVENTIONAL NARRATIVE. YOU HAVE TO TRANSCEND IT.
AND THAT MEANS KNOWING IT INSIDE AND OUT.
AND SO WHILE HULK WILL DISCUSS EACH OF THE FOLLOWING CONCEPTS IN DEPTH,
PLEASE UNDERSTAND THERE IS VERY MUCH A PURPOSE TO ALL OF THIS. ITS ABOUT
UNDERSTANDING THE FUNCTION OF EACH OF THESE IDEAS SO THAT YOU CAN BEST
APPLY THEM TO THEIR FULL POTENTIAL. SOMETIMES THEY ARE LARGE-SCALE IDEAS,
SOMETIMES THEY ARE SMALL DEVICES, SOMETIMES THEY ARE BACKGROUND WORK
NEEDED TO GET YOU IN THE RIGHT PLACE. BUT EVERY TIME, HULK WANTS YOU THINK
OF THESE IDEAS AS MECHANISMS, BECAUSE THE WORD IMPLIES A CERTAIN
PURPOSEFUL FUNCTION. SO HULK WANTS YOU TO UNDERSTAND THE MECHANISMS OF
WRITING SO THAT YOU CAN BEST APPLY THEM IN ANY WAY YOU WISH.
THIS IS NOT ABOUT HULK TELLING YOU HOW A STORY MUST BE. THIS IS ABOUT
UNLOCKING YOUR OWN STORYTELLING POWER.
SO LETS GET STARTED!
7.1 THE LAW OF CAUSE AND EFFECT
WHEN WE THINK ABOUT A STORY ITS AMAZING HOW MUCH WE DONT THINK ABOUT
HOW IT FUNCTIONS.
HULK WOULD ARGUE THAT A LOT OF OUR CONCEPTUAL UNDERSTANDING OF STORIES
DEALS MORE WITH WHAT THEY LOOK LIKE, BUT FINDS THAT TO BE A MISGUIDED
APPROACH. BELIEVE IT OR NOT, STORIES DONT FUNCTION IN TERMS OF BEGINNINGS,
MIDDLES AND ENDS, THEY SIMPLY HAVE BEGINNINGS, MIDDLES, AND ENDS. NOR ARE
THEY ABOUT HITTING FAMILIAR BEATS AND DOING CERTAIN THINGS BY CERTAIN PAGE
COUNTS AND FILLING IN CERTAIN COMMONALITIES.
IN FACT, HULK WOULD ARGUE THAT MOST PROBLEMS IN MOVIES COME FROM THE
FACT THAT PEOPLE MISTAKE FORM FOR FUNCTION.
THEY THINK IF IT LOOKS LIKE THE THING, IF IT ACTS LIKE THE THING, IF IT FEELS LIKE
THE THING, THEN IT MUST BE THE THING THEY ARE WRONG. AND ITS WHY WE GET
SO MANY MOVIES THAT TRY TO PUT THEIR VALUE IN THE TEXTURE OF THE FILM
WITHOUT UNDERSTANDING THE PURPOSE OR EFFECT OF ANY OF IT. ITS WHY WE GET
PLOT TURNS THAT DONT FIT THE KIND OF MOVIE THE FILMMAKERS WANT TO MAKE.
ITS WHY STUDIOS MANUFACTURE EXCITEMENT IN FILMMAKING STYLE INSTEAD OF
MANUFACTURING IT FROM STORY. HECK, ITS WHY WE GET SO MANY MOVIES THAT
ARE NOTHING MORE THAN BLIND COPYCATS OF ANOTHER. PEOPLE ASSUME THESE
SURFACE THINGS ARE THE REASON THESE FILMS WORK, THE KIND OF THINKING AKIN
TO VAMPIRES ARE SO HOT RIGHT NOW! WHEN THATS SO NOT THE MECHANISM THAT
IS MAKING ANY OF THOSE FILMS WORK. THEY ARE SIMPLY MISTAKING FORM FOR
FUNCTION. AND IT MEANS THEY DONT ACTUALLY UNDERSTAND STORYTELLING.
OTHER SCREENWRITING BOOKS WILL TELL YOU WHERE TO PUT ACT BREAKS, OR GIVE
YOU METHODS ON WRITING ENDEARING CHARACTERS, OR TELL YOU HOW TO WOW A
POTENTIAL BUYER, BUT ALMOST NONE OF THEM GIVES YOU ANY INSIGHT TO HOW
THOSE THINGS ACTUALLY WORK OR WHY. NO ONE ASKS: HOW DOES AN ACT BREAK
AFFECT AN AUDIENCE? WHAT IS AN ACT BREAK ANYWAY? WHAT IS THE READER
EXPERIENCING ON A DRAMATIC LEVEL? WHY CAN SOME MOVIES BREAK ESTABLISHED
RULES WHEREAS OTHERS CANT? THESE QUESTIONS ARE NOT CONCERNED WITH
TEXTURE, THEY ARE CONCERNED WITH HOW THE MECHANISMS FUNCTION. THIS IS
CRITICAL.
BECAUSE ITS TIME TO TAKE FUNCTION BACK FROM FORM.
STORIES ARE DRIVEN BY CERTAIN CORE MECHANISMS THAT CAUSE PERCEPTIBLE
CHANGES, WHICH DIRECTLY AFFECT US, THE PROVERBIAL VIEWER. THAT IS CINEMATIC
FUNCTION AND NO SINGLE CONCEPT IS MORE IMPORTANT THAN THE FOLLOWING
STATEMENT.
STORIES ARE DEFINED BY CAUSE AND EFFECT.
PERPETUALLY. CONSTANTLY. VIVIDLY. STORIES ARE BUILT ON THAT SIMPLEST OF
MECHANISMS. THIS CAUSES THAT AND THAT CAUSES THIS AND SO ON AND SO FORTH.
ITS ABOUT SET-UPS AND PAY-OFFS. ITS ABOUT ACTION AND REACTION. ITS ABOUT
INFORMATION FOLLOWED BY DRAMATIC CONSEQUENCE. CAUSE AND EFFECT LEND
MEANING TO EVENTS. THEY LINK SCENES TOGETHER. THEY GIVE WHOLENESS TO
SEEMINGLY SEPARATED IDEAS. CAUSE AND EFFECT ARE THE LINKING OF YOUR CHAIN.
THEY MAKE A STORY A STORY.
7.2 EMPATHY IS YOUR NEW BEST FRIEND.
WHEN YOU START CRAFTING A STORY AND CHARACTERS, THERE IS SOMETHING SO
CRAZY IMPORTANT THAT YOU MUST ALWAYS KEEP IT IN THE BACK OF YOUR MIND:
THERE IS NO SINGLE FORCE ON THIS PLANET MORE POWERFUL THAN THAT OF
EMPATHY...
HULK KNOWS YOUR LIKELY COUNTER ALREADY: Oh yeah, Hulk? Well what about Galactus!
Galactus is totally the most powerful!!!!
PSSSSH. HOW DOES GALACTUS GET DEFEATED? ITS BECAUSE ALICIA MASTERS
APPEALS TO THE SILVER SURFER'S SENSE OF EMPATHY, WHICH CAUSES HIM TO JOIN
THE FANTASTIC FOUR AND DEFEAT HIS FORMER MASTER!
EMPATHY, BITCHES. EMPATHY.
BUT WAY MORE SERIOUSLY, EMPATHY IS THE MOST SINGLE POWERFUL TOOL AT A
WRITER'S DISPOSAL. EVEN THIS SILLY GALACTUS EXAMPLE ILLUSTRATES THAT PRETTY
DAMN WELL (ITS NO ACCIDENT THAT ITS ONE OF THE GREAT COMIC BOOK SAGAS).
AND THAT IS BECAUSE THE FAR-REACHING VALUE OF HUMAN EMPATHY IS WHAT HULK
CONSIDERS NOT JUST A GREAT UNIVERSAL TRUTH, BUT THE SINGLE UNIVERSAL TRUTH
OF HUMANITY'S SURVIVAL.
... WHOA.
THAT STATEMENT MAY REEK OF HYPERBOLE, BUT GIVE HULK A CHANCE TO EXPLAIN
HERE. YOULL HAVE TO EXCUSE THE NAIVE-SOUNDING LOFTINESS OF THE FOLLOWING
STATEMENT, BUT HERE GOES:
IN AN EFFORT TO BE ATTUNED AND GROUNDED HUMAN BEINGS, WE SOMETIMES DIG
SO DEEPLY INTO THE MINUTIAE AND RELATIVITY OF THE HUMAN EXPERIENCE THAT
WE SOMETIMES MISS OR FORGET THE SIMPLE, LOFTY, KINDERGARTEN-LEVEL TRUTHS
THAT STARE US RIGHT IN THE FACE. AND PART OF THAT GROUPING IS WHAT HULK
WOULD LIKE TO SUGGEST IS THE OBVIOUS YET CRITICAL TRUTH THAT EMPATHY IS
WHAT ALLOWS HUMAN BEINGS TO BIND TOGETHER IN ANY MEANINGFUL WAY. NOT
JUST WITH STRANGERS, BUT WITH THE IMPORTANT PEOPLE IN OUR LIVES. IT'S WHAT
ALLOWS US TO LOVE OUR PARTNERS, FAMILIES, AND FRIENDS. AND UNLESS WE'RE
DIPPING INTO SOME SCHADENFREUDE OR SOMETHING, IT IS EVEN WHAT GIVES US OUR
CAPACITY FOR JOY AND LAUGHTER. MEANING EMPATHY ISN'T JUST A NICE THING TO
HAVE IN LIFE, BUT A WHOLLY NECESSARY FUNCTION. TO PARAPHRASE DAVID FOSTER
WALLACE: THE BASIC EXISTENCE OF EMPATHY IS WHY MOST OF US DON'T SPEND
EVERY SECOND OF THE DAY CLUBBING EACH OTHER OVER THE HEAD AND STEALING
EACH OTHER'S GROCERIES. EVEN IN A WORLD CONTAINING CRIME, DEPRAVITY, AND
WAR, IT IS EMPATHY THAT ALLOWS US TO SOMETIMES REFRAIN FROM THOSE VERY
THINGS. WHICH MEANS IT'S WHY WE SURVIVE AS A SPECIES.
SERIOUSLY, DO YOU EVER THINK ABOUT THE FACT THAT WITH ALL THE MADNESS IN
THE WORLD, THAT IT IS DOWNRIGHT REMARKABLE WE HAVENT BLOWN OURSELVES
UP IN NUCLEAR WAR? IT CANT JUST BE SOME SIMPLE MATTER OF LOGIC. TO HULK, IT
IS THE INTRINSIC REALITY OF EMPATHY. ITS OUR TRUE NATURE, AS IS THE FACT THAT
WE REALIZED IT WAS EASIER TO KILL A MAMMOTH AS GROUP, FARM AS A GROUP,
IRRIGATE AS A GROUP, AND BUILD GREAT BIG THINGS AS A GROUP. IT IS OUR EMPATHY
THAT ALLOWED OUR SOCIETY TO BEST SURVIVE AND DECLARING ANYTHING ELSE IS A
COMPLETE OBFUSCATION OF TRUTH.
AND YET IT'S STUNNING HOW OFTEN THIS REALIZATION PASSES US BY. EMPATHY IS THE
FOUNDATION OF CULTURE AND IT IS WHOLLY EMBODIED BY THE NOTION OF
STORYTELLING ITSELF.
SO IT SHOULD BE NO SURPRISE THAT WHEN IT COMES TO OUR MOVIES, EMPATHY IS
ALSO THE VERY THING THAT INVOLVES AN AUDIENCE AND KEEPS THEIR ATTENTION.
IT HOOKS INTO THEIR BONES ON A VISCERAL LEVEL. IT GIVES THE AUDIENCE ROOTING
INTEREST AND PERSPECTIVE. IT IS THE REASON A MOVIE IS EXPERIENCED INSTEAD OF
WATCHED. MOVIES ARE UNIQUE IN THAT THEY ALLOW A PERSON TO ACTUALLY
PARTICIPATE IN THE OLD CLICH OF WALKING A MILE IN ANOTHER MAN'S SHOES. WE
TAKE IT FOR GRANTED, BUT ISN'T THAT KIND OF AMAZING? A GREAT FILMMAKER USES
EMPATHY AS THEIR FUEL. THEY USE IT TO ENGAGE THE AUDIENCE. AND HULK TRULY
LOVES THAT THE THING THAT ENABLES HUMANITY TO FUNCTION IS THE SAME EXACT
THING THAT ENABLES MOVIES TO WORK! NOTHING COULD BE MORE APPROPRIATE
FOR HULK'S FAVORITE MEDIUM.
BUT NOW THAT WE KNOW EMPATHY IS IMPORTANT, THE QUESTION THEN BECOMES:
HOW THE HECK DO WE USE IT?
FOR THAT, HULK IS GOING TO TURN YOUR ATTENTION TO AN OLD ADAGE THAT YOU
CAN MAKE AN AUDIENCE CARE JUST BY THREATENING TO "KILL THE KITTEN."
NOTE: THIS IS JUST A SAYING. YOU DON'T ACTUALLY NEED TO THREATEN TO KILL A
KITTEN IN THE FILM (UNLESS YOU WROTE THE GIRL WITH THE DRAGON TATTOO OR
SOMETHING).
THE FUNNY THING IS THIS OLD SAYING WAS TURNED INTO A POPULAR SCREENWRITING
BOOK CALLED SAVE THE CAT IN WHICH THE AUTHOR CREATED A PHILOSOPHY OF
SAVING THE CAT FOLLOWED BY CREATING A STORY AROUND 15 CENTRAL BEATS
AMIDST ABOUT 40 SMALLER BEATS. THE ISSUE IS THAT IT ACTUALLY BUTCHERED
WHAT THE KILL THE KITTEN ADAGE WAS ACTUALLY ABOUT. ALL IT MEANT WAS
THAT YOU TAKE SOME OBVIOUS THING FOR YOUR AUDIENCE TO EMPATHIZE WITH
(CUTE KITTEN!) AND YOU PUT IT IN SOME KIND OF HORRIBLE DANGER AND INSTANTLY
THE AUDIENCE IS INVOLVED IN YOUR MOVIE. ITS A MOMENTARY DRAMATIC TACTIC.
THATS IT.
BUT THE AUTHOR USED THE DANGER CREATED BY THE PHILOSOPHY AND TRANSLATED
IT INTO A WAY TO INTRODUCE THE MAIN CHARACTER. MEANING YOU HAVE THE MAIN
CHARACTER SAVE THE CAT - SIMPLY DO SOMETHING NICE - AND INSTANTLY THE
AUDIENCE IS ON THEIR SIDE. THIS IS WRONG-HEADED. WORSE, THE BOOK GOES ON TO
IMPLY ALL MOVIES WORK ON THIS SAME STRUCTURAL LEVEL. ITS SUCH A MASSIVE,
EVEN-HANDED REDUCTION OF STORY THAT HULK HULK JUST CANT EVEN. AT THIS
POINT, HULK SHOULD ADMIT THAT HULK CLEARLY DOESNT THINK A WHOLE LOT OF
THE BOOK. WHICH ISNT TO SAY THERE ARENT USEFUL IDEAS TO BE GLEANED, BUT AS
AN ACROSS-THE-BOARD APPROACH IT MISUNDERSTANDS SOME CORE CONCEPTS OF
NARRATIVE AND DRAMATIC FUNCTION AND THEN IS HOPELESSLY REDUCTIVE WITH
OTHERS.
SO LETS START THIS DISCUSSION OFF ON THE RIGHT FOOT: EMPATHY IS NOT ABOUT
HAVING YOUR CHARACTERS DO NICE THINGS.
IT IS NOT ABOUT SYMPATHY OR LIKEABILITY, EITHER. EMPATHY IS ABOUT THE
TRANSLATION OF FEELING. AND EMPATHY CAN ACTUALLY BE ESTABLISHED THROUGH
STRUGGLE MORE THAN ANYTHING ELSE. WHICH IS DONE THROUGH ANY OF THESE
RATHER HUMAN, OFT-EXPERIENCED SORTS OF THINGS: LIKE SPILLING COFFEE ON
YOURSELF, OR HAVING PARENTS THAT "JUST DON'T UNDERSTAND!" OR, THE FOIL OF
THAT ISSUE, TRYING TO RAISE BRATTY KIDS. BASICALLY, YOU WANT TO ENGAGE ON
AN EMOTIONAL, CONFLICT-BASED LEVEL. YOU DONT NECESSARILY WANT TO PUT A
CHARACTER ON A PEDESTAL. YOU DONT WANT THEM TO BE FLAWLESS. YOU DONT
WANT THEM TO BE UNFLINCHINGLY COOL. INSTEAD, YOU WANT THEM TO HAVE THIS
VERY RELATABLE TEXTURE OR CONTEXT WHICH LETS THE AUDIENCE SAY "I totally
recognize and sympathize with that inclination!
NOTICE HULK SAID INCLINATION AND NOT "SITUATION," BECAUSE PEOPLE MAKE THAT
MISTAKE TOO. IT'S THE EMOTIONS WE IDENTIFY WITH, NOT THE SPECIFICS OF THE
PREDICAMENT. WE IDENTIFY WITH LUKE SKYWALKER BECAUSE HE DREAMS OF
SOMETHING BIGGER AND HIS GUARDIANS WONT LET HIM DO WHAT HE WANTS TO DO,
NOT BECAUSE WE ALL GREW UP AS MOISTURE FARMERS ON TATOOINE (FEEL FREE TO
USE THIS EXAMPLE ANY TIME SOMEONE TELLS YOU THEY CANT GET INTO A MOVIE
ASK YOURSELF BOLD QUESTIONS: WHAT IS IT THAT MAKES THIS CHARACTER GOOD?
WHAT IS IT THAT MAKES THEM TROUBLED? WAIT, BETTER YET, LET'S GET SPECIFIC
WITH AN EXAMPLE! ASK YOURSELF: WHY DO WE LIKE TONY SOPRANO? WHY DO WE
NOT LIKE TONY SOPRANO? WHAT DETAILS ABOUT THIS CHARACTER'S LIFE MAKE HIM
SO INTERESTING? AND DOING THIS WILL SET YOU UP TO UNDERSTAND THE KINDS OF
DILEMMAS, SITUATIONS, CONFLICTS, AND DRAMATIC IDEAS THAT WILL BREED THE
EMPATHY OR DISSONANCE YOU SEEK.
NOW, HULK HAS SAT HERE AND WAXED PHILOSOPHICAL ABOUT EMPATHY FOR QUITE
SOME TIME, BUT THAT'S BECAUSE THERE IS NO BASIC, TRUTHFUL SHORTCUT HULK
CAN SAY TO MAKE YOU UNDERSTAND THE NUANCES OF THE CONCEPT. HULK TRULY
BELIEVES THAT EMPATHY IS THE MOST POWERFUL WEAPON AT YOUR DISPOSAL AND
HOW YOU USE IT IS UP TO YOU. YOU CAN THREATEN TO KILL THE KITTEN AND BE
QUITE SUCCESSFUL AT IT, OR YOU CAN BITE YOUR THUMB AT THE VERY CONCEPT OF
EMPATHY ALL TOGETHER. THERE IS A WIDE SPECTRUM OF APPROACH AND ALL HULK
WANTS YOU TO DO IS HAVE A REAL CONCRETE REASON FOR WHY YOU ARE GOING IN
EITHER DIRECTION. THINK ABOUT IT. GROUND YOURSELF IN IT.
WHATEVER YOU DO, JUST DONT LET IT BE BECAUSE ITS EASY.
AND WITH THAT...
8. BEWARE THE LURE OF INDULGENCE
FROM THE ONSET OF CREATING YOUR STORY, HULK WANTS YOU TO ASK YOURSELF
ONE SIMPLE QUESTION:
Am I making art? Or am I making pornography?
THIS MAY SOUND EXTREME, BUT HULK IS TALKING ABOUT THE GREAT SPECTRUM OF
MEDIA EXPERIENCE. ON ONE END THERE IS PURE ART, WHICH REPRESENTS THE VALUES
OF GIVING PEOPLE THE IDEAS THEY NEED OR CONFRONTING THEM WITH INALIENABLE
TRUTHS. ON THE OTHER END IS PORNOGRAPHY, WHICH REPRESENTS THE INDIVIDUALS
INDULGENCE OF STRICTLY BASE NEEDS, REGARDLESS OF IMPORT.
WHILE THE IDEA IS TO ALWAYS STRIKE SOME KIND OF BALANCE, ONE OF THE BIGGEST
MISTAKES IN ALL OF WRITING IS TO GIVE INTO THE MOST INDULGENT ASPECTS OF
STORYTELLING THROUGH THE VICARIOUS POWER OF CINEMA. SINCE EMPATHY IS
WHAT CONNECTS US AND STORIES ARE THE MOST POWERFUL WAY OF ACHIEVING
THAT, SOMETIMES THE EMPATHETIC EFFECT IS SO TRANSPORTIVE THAT IT
EFFECTIVELY ALLOWS US TO ESCAPE. IN FACT, HULK IS POSITIVE THAT IF YOU ASK
MOST PEOPLE WHY THEY LIKE ANY FORM OF ENTERTAINMENT ITS BECAUSE OF THAT
ESCAPE. THEY WORK LONG, HARD HOURS AND THEY NEED SOMETHING THAT MAKES
THEM HAPPY OR ELATED OR SCARED OR THRILLED. AND THERE IS REAL VALUE TO
PROVIDING THAT FOR PEOPLE. BUT AS A CREATOR, YOU HAVE TO BE CAUTIOUS AND
LOOK. HULK IS NOT IMPLYING THAT ALL MOVIES HAVE TO HAVE SOME HALLMARK
MESSAGE TIED INTO THEM BECAUSE THAT WOULD BE SUPER LAME. HULK JUST
BELIEVES THAT GOOD ENTERTAINMENT TAKES INDULGENCE AND APPROPRIATES IT
INTO SOME LARGER PURPOSE. IN FACT, SOME REALLY GOOD FILMS JUST GO BALLS
OUT AND MAKE THE MOST OBVIOUSLY INDULGENT DECISIONS. NOT TO GET TOO
SPECIFIC TOO SOON, BUT SOME MOVIES EMBRACE WHOLLY UNREAL NARRATIVES
(THINK OF SOMETHING LIKE CRANK), BUT THE WAY THESE HYPER-STORIES WORK IS
THAT THE ABSURDITY AND UN-REALITY OF THE PRESENTATION ACTUALLY CREATES A
SENSE OF DISTANCE. ITS LOOKING TO THE AUDIENCE AND SAYING THIS IS
RIDICULOUS, ISNT IT?
AND WITH THAT DISTANCE, THE AUDIENCE CAN IMPLICITLY UNDERSTAND THAT THE
AUTHORS ARE CRITICIZING OR LAUGHING AT IT. IT ENABLES CINEMATIC SATIRE AND
IRONY. YOU HAVE TO THINK OF THE PRESENTATION LIKE TAKING ON THE VIEW OF THE
OMNISCIENT OBSERVER. EVEN IF SALINGER TECHNICALLY WROTE IN HOLDEN
CAULFIELD'S VOICE, WE UNDERSTAND WHAT SALINGER THINKS ABOUT EVERYTHING
THAT HOLDEN IS SAYING AND DOING. IT'S JUST A LENS. AND HULKS PROBLEM IS THAT
THE LENS OF SOMETHING LIKE ENTOURAGE IS NOT TRYING TO PROVIDE ANY
DISTANCE. IN FACT, IT AIDS IN THE INDULGENCE. IT ADVOCATES THE MENTAL
MASTURBATION.
THIS IS ALL GETTING A BIT COMPLICATED, HULK UNDERSTANDS, BUT ITS IMPORTANT
FOR HULK TO BE HONEST ABOUT ALL THE WAYS THAT EMPATHY CAN MANIFEST
ONSCREEN. BECAUSE ULTIMATELY, AWARENESS OF WHAT EMPATHY ACTUALLY IS AND
HOW IT WORKS WILL BE THE KEY TO MAKING ALL OF YOUR CREATIVE DECISIONS. IT IS
THE FUNDAMENTAL BUILDING BLOCK OF STORYTELLING, AND WILL INFORM
EVERYTHING ABOUT HOW YOU WANT TO TELL YOUR STORY. YOU JUST HAVE TO
BEWARE HOW IT CAN BE INDULGENT.
SO ASK YOURSELF A MORE SPECIFIC QUESTION: IS THIS SCENE ACCOMPLISHING AN
ARTISTIC PURPOSE? OR A PORNOGRAPHIC PURPOSE? AND JUST BE SURE THE ANSWER
IS WHEREVER YOU WANT IT TO BE ON THE SPECTRUM OF MEDIA EXPERIENCE.
9. VALUE THE CONSISTENCY OF CHARACTER MOTIVE
THE ONE THING HULK HOPES TO IMPRESS ON YOU OVER THE COURSE OF THIS BOOK IS
THAT, CONTRARY TO A GREAT DEAL OF SCREENWRITING BOOKS THAT GIVE YOU SET
FORMULAS, YOU ACTUALLY HAVE A GREAT DEAL OF FLEXIBILITY DEPENDING ON THE
KIND OF FILM YOU ARE MAKING. BUT THAT LEAVES A RATHER OBVIOUS QUESTION:
WITH THE LITANY OF STORY OPTIONS AVAILABLE, WHAT MAKES A STORY CHOICE A
GOOD ONE OR A BAD ONE FOR YOUR PARTICULAR NARRATIVE?
HULK WOULD ARGUE THAT THE BEST WAY TO DECIDE IF THOSE STORY CHOICES ARE
WORTH IT IS TO FIRST START WITH ANOTHER OBVIOUS QUESTION: "WOULD THE
REMOVE YOURSELF. ASK HOW IS THE AUDIENCE SEEING THIS MOMENT? WHAT DO
THEY KNOW BY THIS POINT? ASK WHAT WOULD THE CHARACTERS REALLY DO? WHAT
ARE THEIR MOTIVATIONS? WHAT DO THEY WANT? WHAT DO THEY NEED? ARE THEY
SMART ENOUGH TO DO THAT? ARE THEY KIND ENOUGH TO DO THAT? ARE THEY MEAN
ENOUGH TO DO THAT? YOU MAY LIKE THE EFFECT OF A DECISION, BUT IT HAS TO BE
SINCERE.
IN THE END, HULK UNDERSTANDS THAT WE ALL WANT TO EXPLORE STORYTELLING IN
AS ADVENTUROUS A WAY AS POSSIBLE. WE WANT TO SURPRISE THE AUDIENCE AND BE
UNCONVENTIONAL. BUT WHEN YOU DO THAT YOU HAVE TO DO IT RESPONSIBLY. YOU
STILL HAVE TO DO WHAT MAKES SENSE FOR YOUR CHARACTER. YOU HAVE TO
ACCOUNT FOR CHANGES WITH REAL, TANGIBLE REASONS TO DO THEM. GO WHERE
THE CHARACTERS HAVE TO GO, NOT WHERE THE OBLIQUELY RELATED GRAND STORY
WANTS THEM TO GO.
BUT TO DO THAT... HOW DO YOU DECIDE WHAT YOUR CHARACTERS WILL DO? BETTER
YET, HOW DO YOU EVEN DECIDE WHO YOUR CHARACTERS REALLY ARE?
10. CHARACTER TREES!
Sweet! Actual methods of implementation! It only took Hulk 10,000 words to get there! Hurray!
CHARACTER TREES ARE BASICALLY A HANDY WAY TO ORGANIZE THE DETAILS OF
YOUR CHARACTERS AND GIVE YOU THE RIGHT IDEAS ON HOW TO MAKE THEM
DYNAMIC. THEY REALLY CAN BE AN INVALUABLE TOOL FOR HELPING YOU CREATE
FULLY-REALIZED CHARACTERS, ESPECIALLY IN TELEVISION AND NOVELS WHERE THE
DEPTHS AND HISTORIES OF YOUR CHARACTERS CAN BE EXPLORED IN A COHERENT
WAY. BUT EVEN FOR TRUNCATED SCREENPLAYS, THE VALUE OF PRE-THOUGHT OUT
CHARACTER DETAILS CAN DO SO MUCH FOR YOU.
HULK WAS ONCE INTRODUCED TO A SMART WAY OF KEEPING TRACK OF CHARACTER
TREES BY USING HUMAN BODY PARTS. YOU START AT THE BOTTOM OF THE FEET AND
GO ALL THE WAY UP TO THE MIND, THUS BUILDING A COMPLETE PERSON."
TO WIT:
A) FEET WHAT DOES THE PERSON LOOK LIKE? WHAT ARE THE FACTS OF THEIR
FAMILY HISTORY? WHERE HAVE THEY LIVED? WHERE DID THEY GO TO SCHOOL? WERE
THEY POOR? DO THEY HAVE TATTOOS? WHO IS THEIR BEST FRIEND? WHAT IS THEIR
OCCUPATION? THERE ARE A MILLION PERTINENT QUESTIONS. THE FEET ARE
ESSENTIALLY ALL WHOLLY PALPABLE DETAILS TO DRAW ON, LIKE PHYSICAL DETAILS AND
FACTS.
B) GROIN WHAT DOES THE PERSON WANT? HOW DOES THEIR SEXUALITY MANIFEST
ITSELF? WHAT ABOUT THEM IS BASE AND PUERILE? GREED? APPROVAL? ESTEEM?
GLUTTONY? YOU CAN BASICALLY RUN TOWARD THEIR APPROACH TO THE SEVEN
DEADLY SINS HERE. THE GROIN COVERS ALL THE THINGS ABOUT THE CHARACTER THAT
ARE BORN OUT OF IMPULSE AND DESIRE.
C) HEART - WHAT DOES THE PERSON NEED? WHAT WILL MAKE THEM A MORE
FUNCTIONAL PERSON? DO THEY NEED TO FIND SELF-CONFIDENCE? DO THEY NEED TO
PROVIDE FOR THEIR FAMILY? DO THEY NEED TO FIND THEIR HUMILITY? THE HEART IS
ESSENTIALLY ALL THE THINGS THEY SECRETLY NEED IN THEIR LIFE TO MAKE THEM A
BETTER PERSON.
NOTE: NOTICE THAT THE HEART IS EXTREMELY DIFFERENT FROM THE GROIN AND
WHAT THE CHARACTER WANTS, WHICH ARE OFTEN MISGUIDED. AND SO WHEN IT
COMES TO YOUR DRAMATIC STRUCTURE, NOTICE HOW OFTEN THE GROIN WITH ITS
WANTS AND IMPULSES LEADS TO CONFLICT WHEREAS THE HEART LEADS TO
RESOLUTION. SO WHEN DEVELOPING THE HEART OF YOUR CHARACTER YOU SHOULD
UNDERSTAND THAT YOU ARE LIKELY DEVELOPING IT AROUND YOUR ENDING
CATHARSIS (OR TRAGEDY OR LACK OF CATHARSIS, DEPENDING ON THE STORY YOURE
TELLING). SIMPLY PUT: SINCE CHARACTER MOTIVATION IS SO IMPORTANT, YOUR HEART
AND GROIN WILL REALLY HELP WITH YOUR PLOTTING AND CHARACTER OBJECTIVES!
D) THROAT HOW DOES THE PERSON SOUND? NOT JUST THE LITERAL VOICE, BUT HOW
DOES THE PERSON PROJECT THEMSELVES? HOW DO THEY TRY TO COME OFF TO OTHER
PEOPLE? HOW DO THEY ACTUALLY COME OFF TO OTHER PEOPLE? WHAT IS THEIR
"SURFACE VIBE" AS THEY SAY? THE THROAT IS BASICALLY THEIR POSTURE, ATTEMPT AT
PRESENTATION, AND AFFECTATION.
E) LEFT CHEEK WHAT IS THEIR INTELLIGENCE? HOW DOES IT MANIFEST ITSELF?
WHAT IS THEIR PRACTICALITY? HOW DO THEY SOLVE PROBLEMS? BASICALLY, THE LEFT
CHEEK IS THEIR METHODOLOGY, EXPOSING THE "LEFT-BRAINED" ABILITIES.
F) RIGHT CHEEK - WHAT IS THEIR IDEALISTIC / ARTISTIC CAPACITY? WHAT IS THEIR
CONSCIENCE AND MORALITY? WHAT IS THEIR UN-PRACTICALITY? WHAT IS THEIR
SPIRITUALITY? THE RIGHT CHEEK IS THEIR ETHICS AND SOUL AND EXPOSES THEIR
"RIGHT-BRAINED" ABILITIES.
G) CROWN NOW, THIS ONE IS THE MOST IMPORTANT BECAUSE THIS IS WHERE WE
LOOK AT ALL THE BODY PARTS LISTED AND PIECE THEM TOGETHER TO SEE HOW THEY
WORK AS AN ACTUAL PSYCHOLOGY. AND THATS WHEN YOU KNOW YOURE CREATING
A COMPLEX PERSON WITH A CONSCIOUS MIND AND A SUBCONSCIOUS ID. ITS ALSO
WHERE YOU CAN START TO PIECE TOGETHER WHAT REALLY MATTERS ABOUT THIS
CHARACTER TO YOUR STORY. WHAT ARE THEIR DEFINING MEMORIES? WHAT IS THEIR
PATHOLOGY? THE CROWN ESSENTIALLY ALLOWS YOU TO ANSWER THE QUESTION:
WHO IS THIS CHARACTER?
TA-DA! THATS IT! THATS HOW YOU DO A CHARACTER TREE. ITS SO SIMPLE AND TO
THE POINT. YOU START FACTUAL, THEN GET EMOTIONAL, THEN IDEOLOGICAL, AND
THEN AMALGAMATE THOSE DETAILS INTO AN ACTUAL CHARACTER PSYCHOLOGY. IT IS
A GREAT WAY TO BUILD FULLY TEXTURED PEOPLE WITH WHOLE LIVES UNTO
THEMSELVES. BETTER YET, CHARACTER TREES WORK SO WELL IN MAKING ALL YOUR
CHARACTERS TRULY DIFFERENT FROM ONE ANOTHER.
ONE GREAT POSSIBLE HOMEWORK EXERCISE FOR THE MORE STUDIOUS AMONG YOU IS
TO TAKE A RICHLY TEXTURED CHARACTER IN EXISTING MEDIA AND TRY
RETROACTIVELY FILLING OUT THE CHARACTER TREE FOR THEM. FOR EXAMPLE, HULK
WILL BRING YOU BACK TO TONY SOPRANO BECAUSE ITS SUCH A GREAT EXAMPLE OF
HOW A POPULAR CHARACTERS PSYCHOLOGY WAS BROUGHT TO THE FOREFRONT OF
THE SHOWS STORYTELLING. IT EXAMINED ALL THE WAYS HIS WANTS, NEEDS,
POSTURE, METHODOLOGY, SOUL, AND HISTORY WERE SHOWN THROUGH BOTH HIS
CONSCIOUS AND SUBCONSCIOUS EXISTENCE. TRY TO WORK IT OUT ON YOUR OWN!
ALL THAT BEING SAID, HULK IS GOING TO GIVE AN HONEST WARNING: BEWARE THE
DANGERS OF CHARACTER TREES TOO! AND THAT IS BECAUSE CREATING SUCH AN
ABUNDANCE OF INFORMATION BEFORE YOUVE ACTUALLY FIGURED OUT YOUR STORY
CAN ALSO LEAD TO A LOT OF EXTRANEOUS BULLSHIT. FOR INSTANCE, THE WRITER
CAN FEEL LIKE THEY ARE LOCKED IN TO THOSE DETAILS AFTER CREATING THE
FULLY-TEXTURED TREES. KNOW THAT YOU CAN ALWAYS CHANGE IT TO ENHANCE THE
PSYCHOLOGY OR FIND SOMETHING MORE APPROPRIATE TO YOUR STORY!
A MORE COMMON PROBLEM, HOWEVER, IS THAT A WRITER WILL FEEL LIKE THEY NEED
TO CRAM IN ALL THE DETAILS OF THE TREE IN ORDER TO MAKE THE CHARACTER SEEM
FULLY-REALIZED. THIS IS ALSO NOT THE CASE! FOR ONE, IT IS MORE THERE FOR YOU
AS A COMFORT AND SUPPORT FEATURE. WHEREAS OTHER FORCES (THAT HULK WILL
SOON GET INTO) SHOULD BE DRIVING YOUR STORY! FOR TWO, IT MAKES THE
ASSUMPTION THAT THE DETAILS THEMSELVES DO THE HEAVY LIFTING OF
CHARACTERIZATION. THAT IS ALSO NOT TRUE! INSTEAD CHARACTERIZATION IS MORE
ABOUT THE TEXTURE OF HOW CHARACTERS BEHAVE IN DRAMATIC CONTEXT. SO
DON'T GO OVERBOARD WITH YOUR TREES!
YOU WILL NOTICE A RUNNING THEME IN THIS BOOK IS THAT OF ACHIEVING BALANCE
WITH ALL THESE DEVICES AND HELPFUL GUIDES. EVERY BENEFIT OF A METHOD WILL
HAVE A DOWNSIDE. AND GETTING LOCKED INTO ANY ONE FORM OF CHARACTER
METHODOLOGY WILL MAKE YOU LOSE THE ORGANIC QUALITIES A SCRIPT NEEDS TO
FEEL NATURAL. BUT COMPLETELY IGNORING CHARACTER BACKGROUNDS WILL MAKE
YOUR STORY SEEM PAPER THIN. LIKE ALL THINGS, IT IS ABOUT BALANCE.
SO EVEN IF THE SANCTITY OF CHARACTER TREES ARE NOT THE BE-ALL-END-ALL OF
YOUR WRITING PROCESS, THEY REALLY ARE A GREAT TECHNIQUE FOR DEVELOPING
YOUR CHARACTERS AND THE WORLDS THEY INHABIT. AND THEY MAKE A GREAT
CONTINUAL RESOURCE TO FALL BACK ON DURING YOUR WRITING PROCESS!
11. DON'T BASE YOUR CHARACTERS ON ONE PERSON; COMBINE THEM!
POINTS 11 THROUGH 15 CONCERN THE EFFECT OF REAL-LIFE INSPIRATION ON OUR
WRITING PROCESS. BECAUSE LET'S FACE IT, OUR FRIENDS AND LOVED ONES ARE A
HUGE INFLUENCE ON OUR THOUGHTS AND EXPERIENCES. THERE'S NO REAL WAY NOT
TO INCORPORATE THEM INTO OUR WRITING IN SOME FORM OR OTHER, BUT YOU HAVE
TO BE CAREFUL WITH IT. BEING EXTREMELY SINGULAR WITH YOUR INFLUENCES CAN
BE DEEPLY PROBLEMATIC FOR WELL A VARIETY OF REASONS.
LIKE DID YOU KNOW THAT ITS SURPRISINGLY EASY TO TELL WHEN A YOUNG WRITER
IS BASING A CHARACTER ON SOMEONE THEY KNOW? HULK SEES THIS ALL THE TIME IN
SCRIPTS AND THE REASON IT SUCKS IS THAT THE WRITER MAKES THE ASSUMPTION
THAT THE CHARACTER'S "REALITY" WILL DO ALL THE HEAVY LIFTING AND PROVIDE
THE NEEDED TEXTURE.
KNOW THIS: JUST BECAUSE A CHARACTER IS REAL DOESN'T MAKE THEM FEEL REAL.
AN AUDIENCE CANNOT IMPLICITLY SENSE WHAT YOU KNOW ABOUT THIS REAL
PERSON. THEY CAN ONLY SENSE THE INFORMATION AND CHARACTERIZATION THAT IS
GIVEN, AND UNLESS THAT INFORMATION ACTUALLY CONVEYS SOMETHING WITH
MEANING, IT IS HENCE MEANINGLESS. AND IF YOU'VE EVER BEEN IN OR TAUGHT
CREATIVE WRITING STUDENTS, YOU WILL ABSOLUTELY ENCOUNTER THE SAME
PROBLEM EVERY SINGLE SEMESTER:
HULK: "LISTEN JIMMY, HULKS NOT SURE THE CHARACTER CHOICE THERE REALLY
WORKS FOR WHAT YOURE TRYING TO SET UP LATER-"
JIMMY: "But this is a real person!"
HULK: OKAY, BUT-
JIMMY: But this really happened!
ITS A VERY EASY THING DO AS A YOUNG WRITER. IN FACT, HULK DID IT BACK IN THE
DAY TOO. IF ANYTHING ITS SOMETHING WE ALL NEED TO GET OVER. BECAUSE THE
SOONER YOU CAN COME TO THE REALIZATION THAT THE PERSONS REALITY DOESN'T
MATTER FOR YOUR NARRATIVE, THE BETTER OFF YOU WILL BE. AND WHAT ACTUALLY
MATTERS IS WHETHER OR NOT THE ACTION MAKES SENSE FOR THE CHARACTER AS
PRESENTED.
SO WHAT TO DO WHEN REAL-LIFE PEOPLE ARE INSPIRING YOU ANYWAY? WHAT TO DO
IF YOU RECOGNIZE A TRUTH IN THIS REAL-LIFE PERSON THAT YOU WANT TO EXPLORE
IT? HOW DO YOU APPROXIMATE THE INFLUENCE OF REAL PEOPLE INTO YOUR SCRIPT
IN A MORE ORGANIC FASHION? HOW DO YOU MAKE THEM INTO SOMETHING FAR MORE
ORGANIC AND UNIQUE?
HULK HAS A SUREFIRE TRICK TO MAKING YOUR CHARACTERS MORE INTERESTING:
COMBINE THEM.
YOU HAVE THAT ONE FRIEND WHO IS REALLY INTERESTING? AND THAT OTHER FRIEND
WHO IS REALLY INTERESTING, TOO? IF YOU TRY TO WRITE THEM INDIVIDUALLY THEY
ALWAYS HAVE A TENDENCY TO COME OFF AS FLAT AND WOODEN. BUT IF YOU
COMBINE THE TWO OF THEM? AND YOU CREATE A SHARED WEALTH OF HISTORY AND
WANTS AND NEEDS AND BACKGROUNDS TO DRAW ON? WELL, SUDDENLY THE
CHARACTER HAS A BRAND NEW PSYCHOLOGY! SERIOUSLY, YOU'D BE SHOCKED HOW
QUICKLY THE CHARACTER IS BRIMMING WITH DEPTH AND POSSIBILITIES.
A LONG, LONG TIME AGO HULK STUMBLED INTO THIS DYNAMIC (WHICH HULK
ASSURES YOU IS NOT NEW). HULK WAS ONCE WORKING ON A SCRIPT IN FILM SCHOOL
IN WHICH TWO OF THE SIDE-CHARACTERS HULK KIND OF BASED ON REAL LIFE FOLKS
WERE COMING OFF FLAT AND ONE-DIMENSIONAL. THE FIRST WAS A GREGARIOUS,
FUNNY KID WHO LOVED PARTYING AND WAS WASTING AWAY HIS PARENTS COLLEGE
MONEY. THE OTHER WAS AN INDIAN STUDENT WITH AN INTERESTING FAMILY STORY
WHO WAS TRYING TO APPROXIMATE SOME KIND OF FUN EXPERIENCE IN COLLEGE.
(NOTE: THIS MOVIE WAS NOT VAN WILDER.) AND THEN IT JUST DAWNED ON HULK:
COMBINE THEM!
WOULDN'T YOU KNOW IT? BUT SUDDENLY THE CHARACTER WAS LEAPING OFF THE
PAGE. HIS "INDIAN-NESS" NO LONGER DEFINED HIM, AND VICE-VERSA - THE PARTY-GUY
SUDDENLY FELT SO MUCH MORE INTERESTING AND ATYPICAL OF THE ALPHA-MALE
FIGURE OF AMERICANA. IT REMOVED THE STEREOTYPE OF BOTH CHARACTERS. AND
THE GREGARIOUS PARTY-GOING BEHAVIOR BECAME AN INTERESTING WAY FOR THE
INDIAN CHARACTER TO MANIFEST HIS ASSIMILATION INTO AMERICAN SOCIAL
CULTURE. IT BECAME A FASCINATING OVER-COMPENSATION. IT ALSO MADE THE
PROBLEMS WITH HIS TRADITIONAL INDIAN PARENTS FEEL MUCH MORE TEXTURED
INSTEAD OF OBLIGATORY. COMBINING THEM COMPLETELY REVOLUTIONIZED THIS
CHARACTER'S STORY.
SO HULK STARTED TO DO THIS WITH PRETTY MUCH EVERY SINGLE REAL LIFE
INSPIRATION, AND IT WORKED LIKE GANGBUSTERS. YOU FORCE THEM TO BE FILTERED
THROUGH A PRISM OF OTHER CHARACTERISTICS AND SUDDENLY IT REMOVES THEIR
SINGULARITY. SUDDENLY YOURE NOT SEARCHING FOR WHATS THERE, BUT INSTEAD
WHAT MAKES SENSE. AND OF COURSE, THIS DEVICE IS NOT SOME ONE-SIZE-FITS-ALL
THING YOU CAN DO WITH ANY TWO CHARACTERS, BUT IT BECOMES SO MUCH FUN
TRYING TO FIND THE NEAT COMBINATIONS OF PEOPLE THAT ACTUALLY FIT TOGETHER.
BETTER YET, IT CREATES NEW MEANING TO ALL THOSE DETAILS. AND HECK, COMBINE
THREE CHARACTERS IF IT MAKES SENSE!
PART OF THE REASON THIS SEEMS SO COUNTERINTUITIVE IS THAT WE LIKE TO THINK
THAT WE SEE THE PEOPLE IN OUR LIVES AS COMPLEX, AND THEY VERY MUCH ARE, BUT
BELIEVE IT OR NOT WE HAVE A TENDENCY TO STILL REDUCE THEM IN OUR MINDS TO
THEIR OWN KIND OF STEREOTYPES OF INDIVIDUALITY. WE LOOK AT THEM AND RARELY
THINK OF THEIR TOTALITY, BUT JUST GO "OH THAT'S JUST SO AND SO!" AND SO OFTEN
WE CANT HELP BUT DEFINE THEM IN TERMS OF HOW THEY AFFECT US. SO WHAT HULK
LOVES ABOUT THIS METHOD IS THAT IT FORCES YOU TO REMOVE THE SINGULAR WAY
IN WHICH YOU THINK ABOUT THE PEOPLE AROUND YOU. IT GETS YOU TO MAKE
CHOICES. IT MAKES YOU THINK ABOUT WHAT IS APPROPRIATE. AND IT ABSOLUTELY
ISSUES OF THE FILM AND STORY INTO THEIR OWN PERSONAL SOAPBOX, VIDEO GAME
DESIGNERS AUTOMATICALLY PROGRAMMING THEIR LIKENESSES AS THE HEROES. HULK
COULD GO ON AND ON. ITS ALL A WEIRD FORM OF INSINCERE, SELF-AGGRANDIZING
STORY PURPOSED THROUGH THE JUSTIFICATION OF SINCERE EXPERIENCE.
ACTUALLY, ALL OF THIS IS HINTING AT A PRETTY DAMN GOOD RULE THAT WE CAN
JUST USE AS EXTENSION:
14. DO NOT WRITE YOURSELF AS THE MAIN CHARACTER
WE ALWAYS WANT TO DO IT. ITS HUMAN NATURE. BUT HULK SWEARS TO YOU IF
YOURE A YOUNG WRITER IT WONT BE A HELPFUL TOOL. IT JUST NATURALLY SKEWS
TOWARD ALL THE INDULGENT, MASTURBATORY STUFF HULK ALLUDED TO ABOVE.
YOULL ASSUME YOUR PROTAGONIST IS LIKEABLE, BECAUSE YOU THINK YOU ARE
INHERENTLY LIKEABLE. YOU WILL SHADE EXPERIENCES THAT MAKE THEM SEEM BAD
TO COME OUT BETTER. YOU WILL NATURALLY BE PREDISPOSED TO CHEAT EMPATHY
AND EMBRACE POSTURE. YOU WILL BE ASSUMPTIVE. ITS NOT THAT THE
STORYTELLING CANT BE DONE WELL THIS WAY. ITS JUST THAT ITS A TERRIBLE
LEARNING TOOL, ESPECIALLY WHEN YOU NEED TO LEARN HOW TO WRITE OTHER
PEOPLE FIRST.
HULK ARGUES THAT PICKING A MAIN CHARACTER THAT FEELS DISTANCE TO YOU IN
TERMS OF EXPERIENCE OR ETHOS CAN ACTUALLY BE A GREAT LEARNING TOOL. IT
WILL TEACH YOU HOW TO USE EMPATHY. IT WILL PLACE YOU IN THE MIND OF THE
AUDIENCE WHO DOESNT KNOW THIS PERSON, EITHER. THUS YOU WILL RELATE TO
THEM THE WAY THE AUDIENCE DOES, AND YOU WONT BE LIVING VICARIOUSLY
THROUGH THEM IN YOUR MADE-UP UNIVERSE. YOU WILL BE ESCHEWING INDULGENCE.
YOU WILL BE BEST SERVING THE PURPOSE OF STORYTELLING.
BUT LIKE EVERY RULE HULK PRESENTS IN THIS BOOK, ITS NOT TO SAY YOU CAN'T
MAKE THE STORY OF YOUR LIFE WORK, NOR IS WRITING A VERSION OF YOURSELF AS
THE MAIN CHARACTER IMPOSSIBLE TO DO WELL ITS JUST THAT ITS EXTREMELY
DIFFICULT TO DO SO. TRUST HULK ON THIS ONE. IT TAKES A SPECIAL KIND OF SELFDISSONANCE AND THE DESIRE AND WILL TO EVISCERATE YOURSELF IN DRAMATIC
FUNCTION. EVEN THE MOST LAUDED MASTURBATORY WORKS CALL DIRECT
ATTENTION TO THE CALLOUSNESS OF WRITING A MASTURBATORY WORK. LIKE WITH
THE BEST FILMS IN THE OEUVRE OF WOODY ALLEN, HE WEAVES THE PROBLEMS AND
HANG-UPS OF HIS OWN MASTURBATORY WRITING DIRECTLY INTO THE NARRATIVE.
HECK, AT TIMES HE OUTRIGHT EXPLAINS HOW INSIGNIFICANT IT IS AND HOW IT ONLY
HELPS THE ARTIST (THIS IS THE ENTIRE THEME OF DECONSTRUCTING HARRY). THERE
ALWAYS HAS TO BE A PURPOSE AND REASON FOR THE INCLUSION.
HULK KEEPS SAYING IT (BECAUSE ITS TRUE), BUT ACHIEVING BALANCE IS ALWAYS
THE RIGHT INSTINCT. ITS ABOUT UNDERSTANDING THE MECHANISM AND REASON WE
DO SOMETHING. AND THIS TIME IT IS THE UNDERSTANDING THAT BOTH REALITY AND
SELF-STORY DO NOT AUTOMATICALLY MAKE FOR GOOD FICTION. GO BACK AND
WATCH KAUFMAN AND JONZE'S ADAPTATION, WHICH IS 100% ABOUT THIS ENTIRE
CONCEPT. IT'S ALL ABOUT HOW ONE CANNOT SIMPLY RELY ON THE FACETS OF TRUTH
AND MUST SEARCH FOR BEAUTY AND TRUTH AND THEMES, AND MUST ULTIMATELY
EMBRACE STORYTELLING CONVENTIONS TO MAKE THOSE IDEAS RESONATE (EVEN IF
ONE DOES SO SOMEWHAT CHEAPLY). AND THAT FILM EXPLAINS IT BETTER THAN HULK
EVER COULD.
SO SURE, YOU CAN TELL THE STORY OF YOUR LIFE AND PRESENT YOURSELF AS THE
MAIN CHARACTER, BUT HULK IMPLORES YOU TO CONSIDER THE REASONS YOU ARE
DOING SO. AND TO FURTHER CONSIDER THE IMPORT OF WHAT YOU ARE GIVING AN
AUDIENCE. BE SURE ITS NOT JUST FOR YOU TO WORK OUT YOUR DRAMA. INSTEAD,
GIVE US THE TOOLS TO HELP WORK OUT OUR OWN. GIVE US AN EXPERIENCE OF
EMPATHY. BRIDGE GAPS. TELL A STORY.
BECAUSE GETTING TOO CLOSE TO REAL LIFE IS PRETTY COMPLICATED, ESPECIALLY
WHEN YOU START SELLING YOUR STORY AS REAL
15. THE BIOPIC / REALITY COMPLICATION
IF WHAT HULK JUST SAID IS TRUE FOR YOUR FICTIONAL STORIES, THEN, BELIEVE IT OR
NOT, IT GOES DOUBLE FOR BIOPICS AND TRUE STORY INSPIRED FILMS.
SO LETS JUST BE UPFRONT: HULK HAS A GREAT DEAL OF RESERVATIONS WHEN IT
COMES TO THE BIOPIC AS A FILM FORM, AS THEY TEND TO HAVE A REALLY HIGH
DEGREE OF DIFFICULTY AND THAT ALWAYS LEADS TO SEVERAL REOCCURRING
PROBLEMS WITH THE FORM.
WHY IS THE FORM SO DIFFICULT? BECAUSE RECOUNTING A LIFE STORY TENDS TO HAVE
NOTHING TO DO WITH HOW NARRATIVES ACTUALLY WORK. SURE, EVERY HUMAN HAS
EVENTS THAT CHANGE THEM AND NATURAL ACT BREAKS, AND SURE WRITERS DO
THEIR BEST TO TRY AND MAKE IT A STORY, BUT IT DOESN'T EVER END UP FEELING LIKE
ONE, DOES IT? OFTEN IT JUST FEELS LIKE STUFF HAPPENING. THE WRITERS WILL
RECOUNT ALL THE "GREATEST HITS" IN A PERSON'S LIFE. AND OFTEN ATTEMPTS TO
CRAM CLEAR NARRATIVE DEVICES OR SCENE PURPOSE OR RECURRING THEMES INTO
THE STORY FEEL COMPLETELY DISINGENUOUS, SHOEHORNED, AND INCONSISTENT
WITH THE OTHERWISE REALISTIC TONE OF THE FILM. ITS ACTUALLY A HELLUVA
PROBLEM.
SO AS A WRITER / FILMMAKER, YOU HAVE TWO REAL OPTIONS.
THE FIRST IS TO HEAVILY LAYER ON THE CONVENTIONS OF NARRATIVE OVER THE
STORY, SO THAT THE TRADITIONAL STORYTELLING ELEMENTS DO NOT FEEL HALFASSED. SO THEY DO NOT FEEL INCONSISTENT WITH THE OVERALL TONE OF THE PIECE.
YOU MAKE IT FEEL JUST AS TIGHT AS ANY FICTIONAL PIECE; YOU JUST HAVE TO BE
SUPER CONFIDENT THAT THOSE NARRATIVE CONVENTIONS ACTUALLY FIT THE TRUTH
OF THE PERSON TOO (OTHERWISE YOU MIGHT JUST BE MAKING PROPAGANDA).
THE BEST EXAMPLE OF HEAVY NARRATIVE LAYERING DONE RIGHT IS SPIKE LEE'S
INCREDIBLE MALCOLM X. THE STORIES IN THE FILM ALL HAVE VERY SPECIFIC
NARRATIVE CONVENTIONS. HE EXPRESSES MALCOLM'S LIFE THROUGH TRIED AND
TRUE STORY TROPES. HE APPROACHES EACH OF MALCOLMS LIFE EVENTS LIKE LITTLE
MINI-MOVIES, ALL ADDING UP TO A MUCH LARGER STORY. HE MAKES THE FILM
EPISODIC. AT FIRST THERE WAS MALCOLMS HUSTLING DAYS. THEN HIS JAIL DAYS.
THEN HIS PERIOD OF LEARNING (EDUCATION MONTAGE!). THEN HIS RISING UP INTO
POWER DAYS. AND ULTIMATELY, HIS MEDITATIVE FINAL DAYS. THERE ARE WAY MORE
SECTIONS THAN THESE, TOO, BUT EACH OF THEM FEELS LIKE ITS OWN SPECIFIC LITTLE
MOVIE. THERE'S SO MUCH PROPULSION AND ECONOMY TO EACH MINI-STORY. LEE
FULLY EMBRACED THE PRINCIPALS OF NARRATIVE AT EVERY TURN SO THAT THE
SUPPOSEDLY RESTRICTING "FACTS" BECAME INCREDIBLY COMPELLING. HE DOESN'T
CHANGE THE FACTS. HE AMPLIFIES THE FACTS CINEMATICALLY. AND IN DOING SO HE
CREATES A BIOPIC THAT ISN'T JUST TRUE, IT FEELS TRUE.
THE SECOND OPTION IS TO PRETTY MUCH DISMISS THE CONCEPT OF NARRATIVE ALL
TOGETHER AND COMMIT SOLELY TO THE CONCEPT OF ACCURACY. THIS MEANS YOU
TELL THE STORY THROUGH THE EVOLUTION OF RELEVANT DETAILS. THIS WORKS LESS
WELL WITH A PERSON'S LIFE, AND MUCH BETTER WITH A SPECIFIC EVENT OR TIMEFRAME. HULK CALLS THIS THE JOURNO-CINEMATIC ROUTE. YOU BE LIKE ALL THE
PRESIDENTS MEN. YOU BE LIKE ZODIAC. YOU BE LIKE ZERO DARK THIRTY. EVEN
WITH MADE-UP STORIES THAT STILL WANT TO CAPTURE THE TEXTURE OF REALITY
YOU CAN DO THIS. YOU BE LIKE THE FRENCH CONNECTION. YOU BE LIKE
CONTAGION. IN ALL THESE FILMS YOU ESCHEW OR DOWNPLAY THE PRINCIPALS OF
NARRATIVE AND CHARACTER ARCS TO TELL THE STORY OF "AN EVENT" THROUGH THE
FIXATION OF DETAIL. THE ACTUAL HUMAN CHARACTERS COME IN AND OUT AND
SHOULD BE ENTERTAINING AND FULLY-REALIZED, BUT THE FILM SHOULD BE FOCUSING
ON NARRATIVE PROPULSION, USUALLY THROUGH THE CHARACTERS FIXATION ON THE
EVENT ITSELF!
THE FIRST TIME HULK REALIZED THAT LITTLE NUGGET SUDDENLY THE ENTIRE PLOTBASED FILM CONCEPT MADE SO MUCH SENSE. THE CHARACTERS DRIVE HELP'S FUEL
THE FILM'S DRIVE. IN ALL THESE REAL EVENT FILMS HULK LISTS ABOVE, WHETHER
FICTION OR NONFICTION, THEY ARE FILLED WITH CHARACTERS THAT PUSH THROUGH
DISCOVERING THE NARRATIVE ITSELF. TO UNLOCK NIXON'S WATERGATE. TO FIND THE
ZODIAC KILLER. TO FIND OSAMA BIN LADEN. TO FIND CHARNIER. TO UNDERSTAND AND
CURE THE DISEASE. THEIR UNBENDING FIXATION IS THERE TO SERVE THE PROPULSION
OF THE NARRATIVE. SO WHERE IS THE ARC? WHERE IS THE CHARACTER CHANGE WE
TRULY NEED IN MOVIES?
THE EVENT BECOMES THE CHARACTER.
IT ABSOLUTELY BLEW HULK'S MIND WHEN HULK FIRST HEARD THIS IDEA. IT SEEMS TO
FLY IN THE FACE OF ALL THE CHARACTER-CENTRIC STUFF HULK SAID EARLIER, BUT
THIS DETAIL IS REVELATORY. EVEN THOUGH THESE KINDS OF FILMS ARE SOME OF
HULK'S FAVORITES (AND MAYBE YOURS AS WELL), THERE ARE STILL A LOT OF PEOPLE
TO DO CINEMATICALLY... WE MAY NEVER SEE ANYTHING LIKE THIS SHOW AGAIN. BUT
EVEN THEN, PERHAPS THERE ARE SOME LESSONS TO TAKE AWAY FROM IT.
LIKE THIS ONE:
16. RESEARCH!
HULK COULD GIVE YOU A SIMPLE NOTE HERE OF DO YOUR RESEARCH! AND BE DONE
WITH THAT, BUT THAT WOULD IGNORE WHAT HULK SEES AS A RATHER COMPLEX
ISSUE.
GIVEN #1: WHATEVER THE SUBJECT YOU ARE WRITING ABOUT, YOU SHOULD BE FULLY
RESEARCHED ON THE TOPIC SO THAT YOU ARE A MINI-EXPERT AND WILL BE READY TO
REPRESENT IT AS TRUTHFULLY AS POSSIBLE IN YOUR STORY.
GIVEN #2: DONT EVER LET ANYONE TELL YOU THAT YOU DONT HAVE A LITTLE
FLEXIBILITY.
THE PROBLEM WITH TALKING ABOUT MOVIES IS THAT SO OFTEN PEOPLE ARE COMING
FROM DIFFERENT PLACES WHEN IT COMES TO NOT JUST THE EFFECTIVENESS OF YOUR
FILM BUT THE ACCURACY OF IT TOO. THERE IS JUST SUCH A WIDE RANGE TO HOW
THE AUDIENCE TREATS VERISIMILITUDE.
AND HULK WILL GO INTO THE FOLLOWING IDEA AT GREAT LENGTH LATER IN THE
STRUCTURE SECTION, BUT WRITING A COMPELLING NARRATIVE OFTEN DOESNT HAVE
THAT MUCH TO DO WITH SCIENTIFIC ACCURACY AND PLOT HOLES, BUT FAR MORE TO
DO WITH THE IDEAS HULK HAS ALREADY MENTIONED REGARDING CHARACTER
CONSISTENCY AND THEMATIC RESONANCE. BUT JUST BECAUSE THOSE THINGS ARE
MORE IMPORTANT TO MAKING A GOOD NARRATIVE DOESN'T MEAN THAT WE
SHOULDN'T BOTHER PUTTING THE EFFORT IN TO MAKE OUR FILMS AS ACCURATE AS
POSSIBLE (WITHIN REASON). THAT WOULD JUST BE LAZY.
AND IF HULK IS BEING HONEST, THEN A LOT OF WRITERS IN THIS INDUSTRY ARE
GUILTY OF BEING LAZY. HOLLYWOOD MOVIES AND GLITZY TELEVISIONS SHOWS ARE
FILLED WITH ALL SORTS OF NONSENSE. LIKE HOW OFTEN HAS IT SEEMED THAT THE
WRITERS HAVE NEVER USED A COMPUTER AND DON'T UNDERSTAND WHAT THE TERM
"HACKING" ACTUALLY MEANS? THE 90S ARE AN UTTER GRAVEYARD OF TECHNOBABBLE, BUT THANKFULLY OUR RESEARCH DEPARTMENTS HAVE GOTTEN PRETTY
DAMN GOOD AT THIS.
WHAT HULK WOULD ACTUALLY ARGUE IS A FAR MORE VALID TOPIC WHEN IT COMES
TO YOUR RESEARCH IS UPHOLDING THE SPIRIT OF ACCURACY.
WHAT DOES THAT MEAN? WELL, FOR INSTANCE WITH LOST (WHICH WAS AN AMAZING
SHOW ALL THINGS CONSIDERED), IT HAD A SCIENTIFIC ELEMENT THAT WAS OFTEN
LAUDED BY CASUAL VIEWERS. AND IT GOT PEOPLE EXCITED ABOUT THOSE CONCEPTS.
DON'T BELIEVE HULK? A LOT OF COURTS HAVE STOPPED TAKING JURORS IF THEY ARE
CSI FANS... HULKS NOT KIDDING. THE SHOW LIES SO BADLY WHEN IT COMES TO THE
REALITY OF POLICE PROCEDURAL ABILITIES THAT POTENTIAL JURORS EXPECT EVERY
SINGLE CASE TO HAVE THE KIND OF RESOURCES THEY NEED FOR HIGH-TECH ON-SITE
FORENSIC EVIDENCE. IN TRUTH, CSI EXPERTS ARE THREE SCIENTISTS IN A LITTLE LAB
NOWHERE NEAR THE ACTION AND THERE IS USUALLY A SIX-MONTH WAITING LIST FOR
ONLY THE MOST HIGH PROFILE CASES. AN INFINITESIMALLY SMALL PORTION OF CASES
GET A WHIFF OF THAT KIND OF SCIENCE APTITUDE AND WEVE TURNED IT INTO BMOVIE PULP.
AND SURE, NARRATIVELY SPEAKING, CSI IS FUN, SILLY TELEVISION WITH BIG REVEALS
(THEYVE PATENTED THE ACT 4 TO ACT 5 DOUBLE TWIST) AND A HYPER-STYLIZED
FLARE, BUT THE REAL PROBLEM IS THAT THEY ARE DOING SO UNDER THE GUISE OF
REALISM AND SCIENTIFIC ACCURACY. IT BRINGS UP A REALLY DIFFICULT ARGUMENT
ABOUT THE PURSUIT OF NARRATIVE VS. THE PURSUIT OF REAL-LIFE LOGIC (AND
AGAIN, THERE IS SOME WIGGLE ROOM HERE), BUT HULK THINKS YOU CAN OFTEN PUSH
THOSE CREATIVE LIBERTIES INTO THE REALM OF CREATIVE DISHONESTY. THEY ARE
LYING ABOUT THE MOST IMPORTANT THING POSSIBLE.
THEY ARE LYING ABOUT THE PURPOSE.
SO WHAT TO DO? ON ONE HAND, HULK IS ARGUING THAT ACCURACY DOESNT MATTER
FOR YOUR STORY. ON THE OTHER HAND HULK IS ARGUING THAT ACCURACY CAN
MATTER MORE THAN ANYTHING. HOW DO YOU KNOW WHEN IS WHEN?
ITS AN INSANELY TOUGH QUESTION, BUT ITS ACTUALLY ONE YOU HAVE TO ANSWER
FOR YOURSELF. WHAT KIND OF STORY ARE YOU TELLING? DOES THE ACCURACY
MATTER TO YOUR STORY? WOULD IT BE DISHONEST TO REPRESENT IT AS ANYTHING
BUT ACCURATE? IS IT OKAY TO BE PULPY AND USE PSEUDO-SCIENCE HERE? YOUR
ULTIMATE TAKEAWAY SHOULD BE TO UTILIZE A MANNER OF STORYTELLING THAT
ACCURATELY REFLECTS THE INTENTION OF YOUR STORYTELLING.
17. DRAMA VS. STORY
THE FOLLOWING WOULD LIKELY MAKE MORE SENSE AFTER HULK HAS FINISHED THE
STRUCTURE SECTION, BUT ITS JUST SO IMPORTANT TO UNDERSTAND BEFORE GOING
INTO THE WRITING PROCESS THAT IT NEEDS TO BE MENTIONED NOW.
THUS FAR, HULK HAS PREPARED YOU FOR A LOT OF STORY CONCEPTS IN NARRATIVE.
LIKE HOW CHARACTERS SHOULD HAVE MOTIVATIONS AND PSYCHOLOGIES. LIKE HOW
THERE SHOULD BE THEMATIC BACKBONES AND MEANING TO WHAT YOU UNVEIL. BUT
HULK HAS PREPARED YOU VERY LITTLE FOR THE REALITIES OF DRAMA. AND YES STORY
AND DRAMA ARE TWO DIFFERENT THINGS WHEN IT COMES TO OUR OWN PARTICULAR
WORKING DEFINITION.
HOW COULD THEY? WE MAY LIKE SOMEONE AND BE INTRIGUED, BUT IF WE'RE NOT
EMPATHIZING WITH SOMEONE, THEN WE'RE NOT SO WILLING TO GO OFF ON A CRAZY
JOURNEY WITH THEM. WHICH, GUESS WHAT, IS EXACTLY WHAT WE DO WHEN WE
WATCH MOVIES WITH TRADITIONAL NARRATIVES.
TO BACK UP WHAT HULK IS SAYING HERE, IMAGINE IF YOU HAD A LONG-STANDING,
GREAT RELATIONSHIP WITH YOUR HYPOTHETICAL BROTHER. AGAIN, THIS IS REAL LIFE.
AND THEN ALL OF A SUDDEN HE SHOWED UP AND SAID SOMEONE WAS TRYING TO KILL
HIM. WHAT WOULD YOUR REACTION BE THEN? WHEN IT WAS SOMEONE WITH WHOM
YOU HAD A WHOLE HISTORY WITH AND HAD BUILT TRUST AND GENUINELY LOVED?
WHY, THEN YOU'D HAVE MOTIVATION TO HELP. YOU'D EVEN HAVE UNDERSTANDING
AND CLARITY ABOUT YOUR MOTIVES. YOU'D WANT TO HELP HIM AND YOUD CARE
WHAT HAPPENED TO HIM, BECAUSE YOUR RESPONSE IS BASED ON SOMETHING THAT
HAS BEEN BUILT AND EARNED.
WELL GUESS WHAT? THAT'S EXACTLY HOW AUDIENCES REACT WHEN THEY HAVE BUILT
A RELATIONSHIP WITH A CHARACTER IN WHOM THEY ARE INVESTED.
AND ITS TRUE OF ALL DRAMA. WE NEED THE INFORMATION AND DEFINED
RELATIONSHIPS AND THEN WE NEED THE STAKES. YOU MAY HAVE HEARD THE PHRASE
DRAMATIC IRONY BEFORE AND ITS MEANING IS SIMPLE. DRAMATIC IRONY IS WHEN
THE AUDIENCE IS PRIVY TO SOME PIECE OF INFORMATION THAT THE CHARACTERS
ONSCREEN ARE NOT PRIVY TO YET, AND THUS IT CREATES TENSION IN THE AUDIENCE.
THE MOST OBVIOUS EXAMPLE IS LIKE SOMETHING OUT OF A HORROR MOVIE WHEN WE
KNOW THE KILLER IS STANDING IN A ROOM AND THE LEAD CHARACTER WALKS IN,
UNSUSPECTING. WE MAY EVEN SEE THE KILLER START STALKING THEM. AND THUS, WE
FRET! BUT THIS IS THE CLEAREST EXAMPLE OF DRAMATIC IRONY; YOU CAN ACHIEVE IT
ALMOST ANY WAY YOU SEE FIT FOR VARIOUS MODELS OF TENSION AND RELEASE. A
CHARACTER WALKING INTO A TRAP. A CHARACTER NOT KNOWING SOMEONE IS ABOUT
TO TURN ON THEM. IT BUILDS TENSION AND EFFECT. BUT THE IMPORTANT THING TO
NOTE IS THAT DRAMATIC IRONY IS DERIVED FROM THE AUDIENCE KNOWING THE
INFORMATION. WHEN YOU KNOW WHAT IS GOING ON, WHEN YOU KNOW WHAT IS AT
STAKE, IT IS AMAZING HOW MUCH YOU CAN ACCOMPLISH IN ENGAGING YOUR
AUDIENCE.
AND YET, HULK LOOKS AROUND AT THE LANDSCAPE OF NARRATIVE STORYTELLING
THESE DAYS AND SEES A COMPLETE LACK OF UNDERSTANDING WHEN IT COMES TO
DRAMA, BOTH TRADITIONAL AND IRONIC. SERIOUSLY, HULK THINKS IT IS THE NUMBER
ONE BAD HABIT OF OUR GOOD WRITERS. ITS LIKE THE ENTIRETY OF HOLLYWOOD
NEEDS TO TAKE A PLAYWRITING CLASS.
LAST YEAR, JOHN CARTER WAS RELEASED AND IT WAS CONCOCTED BY A HANDFUL OF
CERTIFIED STORYTELLING GENIUSES (STANTON, ANDREWS, AND CHABON). EVERY BIT
OF STORYTELLING IN THE FILM IS LOGICAL. EVERY BIT OF PLOTTING EVENTUALLY
MAKES SENSE. ALL THE ACTORS WERE COMPELLING AND FILLED WITH PERSONALITY.
BUT WHY WAS THE MOVIE INERT? WHY DID IT FAIL TO CAPTURE OUR COLLECTIVE
INTEREST? HULK KNOWS IT HAS ITS FANS, BUT ON THE POPULAR LEVEL IT DIDNT
SOMETHING THAT FELT LIKE IT MATTERED. MYSTERY IS GREAT, BUT IT TRULY HAS A
SHORT-TERM LIFESPAN. IF YOU TRY TO SUSTAIN IT FOR TOO LONG, YOU'RE SUNK.
SO IF LINDELOF NEEDS TO GIVE EVERY CHARACTER A SECRET, DO WE THEN LOSE THE
POWER OF TWO CHARACTERS ARGUING WITH ALL THEIR INFORMATION OUT IN THE
OPEN? WHEN THERE ARE STAKES WE UNDERSTAND? HULK UNDERSTANDS THAT LOST
WAS OFTEN INTERESTED ON A THEMATIC LEVEL IN SUBVERTING THE VERY IDEA OF
WHAT ONE CAN ACTUALLY KNOW (FOCUSING ON THE NEED TO PLACE ONES ENERGY
INTO FAITH), BUT SO OFTEN THIS WISHY-WASHY MYSTERIOUSNESS OVERPOWERED
THE MECHANICS OF BASIC CONVENTIONAL NARRATIVE. WHAT'S FUNNY IS THAT THE
FIRST SEASON REALLY DID UNDERSTAND HOW TO BALANCE (THERES THAT WORD
AGAIN) THAT MYSTERY WITH THE POWER OF CLEAR STAKES AND PERCEPTIBLE
CHARACTER MOTIVATION. BUT THE DEEPER DOWN THE WELL THEY WENT, THE MORE
THEY LOST SIGHT OF THAT BALANCE, SO MUCH SO THAT IT EVEN RUINED SOME OF
THE POWER OF THE CENTRAL MYSTERY... AND PLEASE KEEP IN MIND THIS IS COMING
FROM A HULK THAT REALLY, REALLY, REALLY LOVED THE SHOW. ITS JUST A GOOD
EXAMPLE BECAUSE SO MANY PEOPLE ARE FAMILIAR WITH IT.
ULTIMATELY, THERE ARE CLEAR REASONS TO USE BOTH MYSTERY AND URGENCY, BUT
HULK JUST WANTS YOU TO BE AWARE OF, YOU KNOW, HOW TO USE THEM AND WHY.
AGAIN, ITS THE MECHANISMS. SO ASK YOURSELF, WHAT WOULD MAKE THIS SCENE
WORK BETTER? NOT UNDERSTANDING THE URGENCY AND ENGAGING THE AUDIENCE
ON A CEREBRAL LEVEL, OR TOTALLY UNDERSTANDING IT AND ENGAGING THE
AUDIENCE VISCERALLY? THAT IS THE CENTRAL QUESTION.
BELIEVE IT OR NOT, THE BEST EXAMPLE HULK CAN THINK OF WHEN IT COMES TO LATE
CHARACTER REVEALS IS PLANES, TRAINS, AND AUTOMOBILES. YOU SEE, THE FILMS
CENTRAL CONFLICT IS DRIVEN BY THE FACT THAT THIS CRAZY GUY (JOHN CANDY)
SEEMS ONE-DIMENSIONAL AND ANNOYING. AND THIS PROVIDES COMEDIC CONFLICT
FOR THE MAIN CHARACTER (OUR AUDIENCE SURROGATE, STEVE MARTIN) AS WE TAG
ALONG WITH HIM ON HIS JOURNEY. AND THEN WHEN THE MOVIE CALLS FOR
CATHARSIS, WE ARE GIVEN THE INFORMATION THAT THE ANNOYING TRAVEL
COMPANIONS WIFE RECENTLY DIED AND ALL THIS BEHAVIOR IS SYMPTOMATIC OF THE
FACT THAT HE IS LONELY. WHY DOES THIS LATE REVEAL PAY OFF HERE AND NOT IN
JOHN CARTER? BECAUSE THE CONFLICT WE GET FROM NOT KNOWING IS WHAT
DRIVES THE MOVIE. IF WE KNEW HIS WIFE WAS DEAD AT THE BEGINNING IT WOULD BE
HARD FOR US TO LAUGH AT HIM WHILE EMPATHIZING WITH OUR MAIN CHARACTERS
SITUATION. AND WHEN ITS TIME FOR THAT CONFLICT TO BE RESOLVED? THE
INFORMATION IS REVEALED, AND IT WORKS.
THE FOLLOWING WILL SOUND CONFUSING, BUT FOR YOUR OWN WORK: YOU HAVE TO
GAUGE THE VALIDITY OF THE CONFLICTS THAT ARE GIVEN TO THE AUDIENCE FROM
CHARACTERS NOT KNOWING THAT INFORMATION AND YOU COMPARE THEM TO THE
KINDS OF CONFLICTS THAT ARE CREATED BY THE AUDIENCE KNOWING THAT
INFORMATION. DOES THAT MAKE SENSE? AND HULK WHOLLY ARGUES THAT IF WE
KNEW FROM THE BEGINNING THAT JOHN CARTERS WIFE HAD DIED, WE WOULD HAVE
UNDERSTOOD WHY HE WAS PUSHING OTHERS AWAY FROM HIM, FELT AWFUL FOR HIM,
AND FOLLOWED HIM HAPPILY ON HIS JOURNEY TO MARS WHERE HE WOULD FIND A
NEW LEASE ON LIFE, AND ULTIMATELY WOULD HAVE RELISHED IN THE DEPTHS OF
CONFLICT THE MOMENT HE WAS PUT IN HARMS WAY. THE FILMS NARRATIVE DIDNT
REQUIRE MYSTERY.
IT REQUIRED EMPATHY.
AND GOING BACK TO ABRAMS, PERHAPS NOTHING HIGHLIGHTS THE DIFFERENCES OF
THE TWO APPROACHES LIKE THE STARK DIFFERENCE BETWEEN ABRAMS MISSION
IMPOSSIBLE III AND BRAD BIRDS MISSION IMPOSSIBLE IV: GHOST PROTOCOL. THE
FIRST STEEPS EVERY SINGLE CHARACTER AND EVEN THE FILM'S CENTRAL NAMELESS
MACGUFFIN IN THE TOTAL SHROUD OF SECRECY. THE SECOND EXAMPLE ESCHEWS
MYSTERY ALTOGETHER AND EXPLAINS ABSOLUTELY EVERYTHING INVOLVED, GIVES
YOU ALL THE TANGIBLE STAKES, AND TAKES YOU ON ONE HELL OF A COMPELLING
RIDE.
19. DONT OVER-MYTHOLOGIZE
HULK IS ALWAYS DEEPLY RELUCTANT TO GIVE VAGUE PERSONAL ANECDOTES, BUT
SOMETIMES A SITUATION SPEAKS DIRECTLY TO A GREAT POINT AND THUS IT IS
NECESSARY. SO HULK ONCE SAT IN ON A BIG DEVELOPMENT MEETING. IT WAS GOING
TO BE FOR THIS GIANT POPULAR THING, TOO. WE SAT DOWN AND THE WRITER
STARTING PITCHING THEIR VERSION OF THE PROJECT AND THEY IMMEDIATELY
STARTED TALKING ABOUT THE MYTHOLOGY OF THE WORLD THEY WERE CREATING.
THEY WENT ON AND ON AND ON AND ON AND ON UNTIL SOMEONE HULK WILL JUST
CALL ONE OF THE SMARTEST PEOPLE IN HOLLYWOOD STOPPED HIM DEAD IN HIS
TRACKS AND SAID:
Look. This is all good and neat. But whats the story?
WRITER: Oh yeah, well theres this main character and his parents die, and....
THEN THEY WENT ON TO TELL A VERY FORMULAIC, UNINSPIRED STORY ABOUT THEIR
CHARACTERS THAT THEY DIDNT PUT HALF AS MUCH THOUGHT INTO AS THEY DID THE
WORLD IN WHICH THEY WERE SETTING THOSE CHARACTERS.
THE ANECDOTE IS SYMPTOMATIC OF THE FACT THAT WE NOW LIVE IN THE AGE OF
MYTHOLOGY. WEVE BECOME FASCINATED WITH BUILDING WORLDS. NOT STORIES.
AND YES MYTHOLOGIES CAN BE VERY COOL THINGS, BUT LIKE THE BACKGROUND
INFORMATION IN CHARACTER TREES, HAVING A FULLY REALIZED WORLD IS MERELY A
GREAT THING TO FALL BACK ON WITH WHICH TO TEXTURE YOUR WORLD, BUT NEVER
FORGET THAT NARRATIVE AND CHARACTER ARE THE DRIVING FORCES OF YOUR FILM.
HULK KNOWS WEVE ALL COME TO LOVE THE STAR WARS UNIVERSE AND
MYTHOLOGY, BUT WE FELL IN LOVE WITH IT BECAUSE THE ORIGINAL FILM WAS A
GOOD STORY, WELL TOLD. IT WASNT JUST THE REVOLUTIONARY EFFECTS, BUT THAT
THE FILMS NARRATIVE HAD A REVOLUTIONARY SENSE OF PROPULSION FOR ITS TIME
(SEE THE ANECDOTE IN BISKINDS EASY RIDERS, RAGING BULLS ABOUT MARCIA
LUCAS MAKING THE CALL TO EDIT FOR PACE AND NOT THE ACTORS RHYTHMS). YOU
ALWAYS HAVE TO REMEMBER THAT STORIES AND DRAMA ARE WHAT BRING US INTO A
UNIVERSE, NOT THE OTHER WAY AROUND.
AND FOR ANECDOTAL EVIDENCE OF SUCH, THAT BIG POPULAR THING WAS NEVER
MADE.
20. EVERYTHING YOU WRITE IS INHERENTLY SAYING SOMETHING
THE FOLLOWING ARE VALID ARGUMENTS BASED ON THE TEXT OF EACH MOVIE:
-TRANSFORMERS 3 ARGUES FOR NOT TRUSTING OUR GOVERNMENT AND ADVOCATES
MILITARY AUTONOMY.
-SHREK ARGUES YOU CAN ONLY DATE WITHIN YOUR RACE.
-LIFE OF PI PRESENTS A STORY THAT ISNT REAL AS EXAMPLE OF THE POWER OF
RELIGIOUS FAITH, THUS ARGUING RELIGION IS FALSE.
-TOP GUN ARGUES WELL ACTUALLY, QUENTIN TARANTINO ARGUED THAT ONE
BEST.
ALL THESE EXAMPLES ARE SILLY EXTREMES, BUT PROOF POSITIVE THAT WHETHER OR
NOT WE MEAN TO PUT MESSAGES IN OUR FILMS AND MEDIA, THEY ARE STILL THERE.
THIS IS AN INESCAPABLE FACT OF AUTHORSHIP AND THE ANCHOR BEHIND THE ENTIRE
FIELD OF SEMIOTICS. EVERYTHING YOUR CHARACTERS DO AND SAY AUTOMATICALLY
IMPLIES SOMETHING ABOUT THE WAY THOSE CHARACTERS VIEW LIFE, OTHER PEOPLE,
AND CONFLICT. AND THE WAY THE NARRATIVE REGARDS THOSE CHARACTERS CANT
HELP BUT SHOW HOW YOU, THE PROVERBIAL AUTHOR, EQUALLY VIEW LIFE, OTHER
PEOPLE, AND CONFLICT. EVEN IF YOU WROTE THOSE CHARACTERS SUBCONSCIOUSLY
AS PART OF A PURE AUTOMATED ATTEMPT TO EXECUTE YOUR NARRATIVE, AND DID SO
ONLY IN AN ATTEMPT TO BE ENTERTAINING, IT IS STILL TRUE: YOUR WRITING IS
INHERENTLY ARGUING FOR SOMETHING.
BUT LETS GET THIS OUT OF THE WAY IMMEDIATELY: PLEASE DO NOT ASSUME THIS
MEANS THAT CHARACTERS ARE AUTOMATICALLY A STAND-IN FOR THE AUTHOR'S
BELIEFS OR SOME SILLY NOTION LIKE THAT. OFTEN IT IS QUITE THE OPPOSITE. THE ART
OF NARRATIVE IS INSTEAD DEPENDENT ON CONTEXTUALIZATION. ITS ABOUT THE WAY
THE ENTIRE PORTRAYAL OF EACH ENTITY ADDS UP TOGETHER THROUGH THE ACTION
THEMSELVES, THROUGH THE REASONING, THROUGH THE TONE, THROUGH THE
SUBTEXT, AND ULTIMATELY WITHIN OUR ABILITY TO PROCESS IT. AND EVEN IF THAT
MAY SEEM LIKE AN OBFUSCATION OF INTENT, THE TOTALITY OF EVERYTHING IN A
NARRATIVE HAS CONSEQUENCES AND SUPPLIES CONTEXT. FROM THERE, THE
OVERWHELM YOUR AUDIENCE WITH MESSAGES, THEN ITS JUST A MATTER OF TACT.
OR HECK, YOU CAN POST-MODERNLY THUMB YOUR NOSE AT THE IDEA OF "SAYING
SOMETHING," AND AVOID WHAT YOU THINK IS TRITE OR DIDACTIC, BUT ISNT THAT
JUST THE FORMALIZATION OF YOUR OWN MESSAGE? HULK MEANS, IF THAT'S WHAT
YOU ACTUALLY THINK, ISN'T THE SCRIPT JUST AN OPPORTUNITY TO HARNESS THAT
MESSAGE IN A COHERENT WAY?
REWARD BEHAVIOR YOU THINK SHOULD BE REWARDED. PUNISH BEHAVIOR YOU THINK
SHOULD BE PUNISHED. EXPOSE THE SHAME OF HOW BEHAVIOR THAT SHOULD BE
PUNISHED IS IN FACT REWARDED, OR VICE VERSA. SHOW WHAT YOU THINK.
THEME IS ALWAYS AN OPPORTUNITY, NOT A BURDEN.
SPEAKING OF OPPORTUNITIES
21. DON'T WRITE WOMEN JUST IN THE CONTEXT OF MEN
OKAY...
HULK IS NOT GOING TO GET BIG INTO THIS, BECAUSE ANYTHING THAT DIPS INTO THE
ARENA OF SEXISM BECOMES SUCH A DIFFICULT TOPIC TO DISCUSS ON A LARGER
CANVAS. SO HULK WANTS TO CUT THROUGH ALL THAT AND JUST SAY THAT ALL
WRITERS HAVE TO DO A BETTER JOB WITH HOW THEY PORTRAY WOMEN. THEY JUST
DO. WE SHOULD ALL AT LEAST BE ABLE TO ADMIT THAT THE CULTURE OF WOMEN IN
FILM IS IN A BAD, BAD WAY RIGHT NOW.
THERE ARE A LOT OF LEVELS TO IT. THERE'S THE OBVIOUS, ACTIVE SEXISM OF A MALE
AUDIENCE THAT DOESNT CARE AND JUST ARGUES THAT WOMEN ONLY NEED TO BE IN
A MOVIE SO MEN HAVE SOMETHING TO LOOK AT (THIS ACTUALLY HAPPENS. A LOT).
AND THEN THERE IS THE CASUAL SEXISM OF "LET'S ONLY DEFINE WOMEN THROUGH
THE GAZE AND CONTEXT OF THE MALE CHARACTERS!" OR EVEN THE SUBCONSCIOUS
SEXISM OF "THE GIRL IN THIS MOVIE IS THE WAY MORE INTERESTING, DRIVING FORCE
OF THE NARRATIVE AND THEME, BUT GUYS ARE DEFAULT MAIN CHARACTERS!" OF
COURSE, GETTING INTO THE HOW OR WHY THESE TROPES DEVELOP WOULD BE THE
SUBJECT OF THEIR OWN BOOK, BUT SUFFICE TO SAY THEY ARE A PROBLEM.
AND SO MUCH OF IT IS JUST LACK OF AWARENESS. SO MUCH OF IT IS A FAILURE TO
ADMIT A PROBLEM.
AND HERES THE REASON IT MATTERS MOST OF ALL: IT IS IMPORTANT TO CREATE
INTERESTING, VIVID WOMEN FOR THE SAKE OF YOUR NARRATIVE ALTOGETHER.
IT HAS NOTHING TO DO WITH POLITICS OR ANY -ISM. IT HAS TO DO WITH GOOD
STORYTELLING. YOU WANT ALL YOUR CHARACTERS TO HAVE THEIR OWN STUFF
GOING ON. YOU WANT YOUR CHARACTERS TO BE TEXTURED AND SEEM HUMAN AND
HAVE PURPOSE. NOTICE HULK DIDN'T SAY HULK WANTS YOU TO "WRITE STRONG ROLE
MODELS!" BECAUSE THATS NOT THE SAME THING AS WRITING VIVID CHARACTERS.
AND THE BIGGEST PROBLEM IS HOW OFTEN FEMALE CHARACTERS ARE MISSING BASIC
HUMAN TRAITS. AND ANY ATTEMPTS TO FIX THE PROBLEM ARE OFTEN MET WITH A
PHRASE HULK HEARS ALL THE TIME FROM SCREENWRITING STUDENTS (AND EVEN
PROFESSIONAL WRITERS):
"But I dont know how to write women!"
ON THE MOST BASIC LEVEL THAT'S JUST BULLPOOP BECAUSE IT IS A SIMPLE
MISUNDERSTANDING OF CHARACTERIZATION THAT ASSUMES A WOMAN HAS TO BE
DEFINED BY BEING FEMALE AND NOT SIMPLY BEING A FEMALE WHO HAS HER OWN
CHARACTER WORTH. 99% OF THE PLOTTING YOU CAN DO HAS ABSOLUTELY NOTHING
TO DO WITH GENDER ITSELF. ITS ABOUT PEOPLE, RELATIONSHIPS, EXTERNAL
CONFLICTS, OR EVEN SAVING THE WORLD. YES THERE ARE A BUNCH OF WAYS TO TALK
ABOUT GENDER ISSUES WITH YOUR WRITING, BUT YOU REALLY DONT HAVE TO FEEL
LIKE WRITING AN INTERESTING WOMAN AUTOMATICALLY IMPLIES TACKLING
GENDER POLITICS. WE HAVE TO START ON THE MOST BASIC LEVEL OF IMPROVEMENT
AND THAT MEANS HULK JUST WANTS YOU TO GIVE FEMALE CHARACTERS STUFF TO
DO! STUFF THAT DOESNT HAVE TO DO WITH MEN OR PASSIVE SEXUALITY! IF YOU CAN
WRITE A MAN, YOU CAN WRITE A WOMAN. TO SUGGEST ANYTHING OTHER THAN THAT
IS RIDICULOUS AND LAZY.
HULK JUST WANTS US TO GET THE BASIC IDEA OF NOT ALWAYS WRITING WOMEN AS
VACANT OR DAMSELS OR PASSIVE CHARACTERS. AND ITS NOT LIKE THIS IS SOME
CONVERSATION RESERVED JUST FOR MACHO MALE-AIMED FILMS, EITHER: A LOT OF
ROMANTIC COMEDIES STARRING WOMEN ARE PARTICULARLY GUILTY OF THIS.
ACTUALLY, THE BEST THING HULK SAW ON THE TOPIC WAS FROM THE POPULAR
BLOGGER BITTER GERTRUDE WHO IS THE ARTISTIC DIRECTOR OF IMPACT THEATER IN
BERKELEY. HERE SHE ADDRESSED THE STRANGE AND PROBLEMATIC SIMILARITY OF
NARRATIVE APPROACH FROM YOUNG WOMEN PLAYWRIGHTS:
Im seeing a significant amount of plays by women with female characters structurally positioned as
the central character. However, that female character isnt driving the narrative she is, instead, just
reactive to whatever the male characters are doing. Its a woman sitting around wondering what to do
about some man in her life, talking to her friends about some man, interacting with some man about
his decisions or actions. Its still a story with a central male character, just told from the womans
point of view. If its a lesbian play, just change that male character to a female character. The
structurally central female character is just as reactive.
Heres the weird part: I ALMOST NEVER SEE PLAYS LIKE THIS FROM MEN. When I get a play by
a man, the central character, male or female, almost always drives the narrative and has an active arc.
Ensemble pieces dont change anything they work the same way, just in the plural.
So what the effing eff is going on here? I rarely see this from the more experienced, accomplished
women playwrights, but its shockingly common from early career women writers.
HULK LIKES HER USE OF CAPS! BUT THE PIECE RECEIVED A GOOD AMOUNT OF
FALLOUT WHEREIN A LOT OF WOMEN ARGUED THAT IT WAS REPRESENTATIVE OF
WHAT A LOT OF WOMENS LIVES ARE LIKE, BUT WITHIN THE PIECE ITSELF SHE NAILS
WHY THAT THINKING IS PROBLEMATIC:
Being empathetic and reactive arent necessarily bad things, but these received narratives of how to
correctly perform our genders are having an impact on the way some playwrights are writing, and
that impact is working against some women playwrights ability to tell their stories.
ITS NOT THAT PASSIVITY CANT BE PART OF THE CHARACTERS OPERATIONAL
METHOD, BUT GOOD STORYTELLING REQUIRES THAT THE AUTHOR BE CONSCIOUS
THAT PASSIVITY IS THE SUBJECT, EITHER BY TRANSCENDING THAT PASSIVITY WITH
CHARACTER GROWTH (ONE OF HULKS FAVORITE MOVIES EVER, JULIET OF THE
SPIRITS, IS ABOUT TRAVERSING PASSIVENESS AND THE SAME GOES FOR IBSENS A
DOLLS HOUSE) OR SUCCUMBING TO THE TRAGEDY OF PASSIVITY. EITHER VERSION
DISPLAYS AN AUTHORIAL INTENT TO SAY SOMETHING ABOUT THE REALITY. ITS JUST
LIKE HULK ARGUED IN THE CONTEXT SECTION: WHAT HAPPENS IN YOUR NARRATIVE
PROVIDES A VIEWPOINT.
AND THE PROBLEM HULK SEES IS THAT THE PLAYS IN QUESTION, AS WELL AS A WHOLE
HOST OF ROMANTIC COMEDIES AND TV SITCOMS ABOUT MARRIAGE, ARE OFTEN
REWARDING THAT PASSIVITY. AND WHILE THAT CONTRIBUTES HORRIBLY TO THE
OVERALL DOUBLE STANDARD AND CONDITIONS OF PATRIARCHY AND ALL THAT AWFUL
STUFF, HULKS PROBLEM FOR YOU IS A BIT DIFFERENT:
IT MAKES FOR BAD DRAMA.
FOR YOU, THE WRITER, IT REALLY IS THAT SIMPLE. HULK JUST EXPLAINED TO YOU
WHY GOOD DRAMA IS ABOUT THE EXPERIENCE AND UNDERSTANDING OF STAKES AND
MOTIVATION. BUT HOW CAN YOU DO THAT WHEN YOU SKIMP ON THE
CHARACTERIZATION AND PARTICIPATION OF 50% OF THE PEOPLE ON THIS PLANET? IT IS
INSTINCTUALLY FELT. GOOD DRAMA IS BUILT ON THE FOUNDATION OF CHARACTER
GROWTH. IT IS ABOUT CHARACTERS MAKING DECISIONS AND BEING COMPELLING AND
HAVING ACTIVE INTEREST IN THEIR OWN LIVES. AND WHEN THEY DONT, THE
AUDIENCE NEEDS TO UNDERSTAND WHY THAT IS LIMITING THEM. CONTEXT HAS TO
RULE. IN ESSENCE, THE STRIVING FOR GOOD DRAMA BACKS UP THE PURPOSE OF
STORYTELLING, WHETHER THROUGH THE GAINING OF KNOWLEDGE, WHICH IS OFTEN
RIFE WITH SORROW, OR BY HOW IT FEELS FOR HUMANITY, OR MAYBE EVEN SPEAKS TO
INTEGRITY. AND THE GREAT THING ABOUT DRAMA IS IT CAN DO THOSE THINGS EVEN
WHEN PEOPLE ARE BEING THE OPPOSITE OF THOSE THINGS. AND WE ARE SIMPLY
DROPPING THE BALL WHEN IT COMES TO DOING ANY OF THIS WITH OUR FEMALE
CHARACTERS.
YOU MAY THINK THIS ISSUE IS NOT ALL THAT IMPORTANT TO THE STORY YOU ARE
TELLING, BUT EVERY FILM ON THE PLANET CAN BE MADE BETTER BY MAKING THE
FEMALE CHARACTERS THREE-DIMENSIONAL. SERIOUSLY. ITS NOT A REVOLUTIONARY
CONCEPT. EVERY FILM CAN BENEFIT. THINK OF ALL THE RARE FILMS THAT ACTUALLY
MANAGE TO DO IT. THINK ABOUT HOW EVEN THE MOST BASIC EXAMPLE OF A NOTEMBARRASSING CHARACTER LIKE PRINCESS LEIA HAS GONE ON TO HAVE SUCH
CULTURAL RESONANCE. THINK THATS AN ACCIDENT? SHES A SMART, CAPABLE
LEADER WITH HER OWN OPINIONS, HER OWN STUFF GOING ON, DISPLAYS A WHOLE
RANGE OF KINDNESS AND ANGER AND LUST AND FRUSTRATION AND NUANCE. AND
WOULDN'T YOU KNOW IT, BUT IT JUST SO HAPPENS EVERY AUDIENCE MEMBER COMES
TO LOVE HER. EVEN THE MOST SEXIST DUDES ON EARTH, WHO INSIST THEY DON'T
"NEED" INTERESTING PORTRAYALS OF WOMEN IN THEIR FILMS, ALL ADORE LEIA. ITS
NOT AN ACCIDENT. WE CAN'T HELP BUT ENJOY WHEN FULLY-RANGED AND
INTERESTING PEOPLE ARE ONSCREEN, NO MATTER WHAT GENDER THEY ARE. ITS NOT
MAGIC, FOLKS.
WE ARE SIMPLY MOVED BY INTERESTING, HUMAN CHARACTERS.
* * *
NOTE: WE ARE FINALLY WINDING DOWN THE CONCEPTUAL SECTION (HURRAY), SO THE
LAST TWO POINTS WILL COVER THE IDEAS BEHIND BEGINNINGS AND ENDINGS.
22. THE VALUE OF PREEXISTING CONFLICT
"Everything was just fine! And then it wasn't!"
WHILE THIS DESCRIPTION SUITS A NUMBER OF WONDERFUL MOVIES, HULK IS HERE TO
TELL YOU THAT IT IS ALSO THE FIRST ACT OF A WHOLE SHIT LOAD OF BAD MOVIES. WE
GET A LOOK AT SOME WORLD THAT IS BUILT UP WITH NON-VITAL, NON-COMPELLING
CHARACTER WORK AND THEN AT A CERTAIN POINT, IT'S LIKE THE MOVIE ACTUALLY
DECIDES TO START. AND WHILE THERE IS TOTALLY A WAY TO BUILD UP NORMALCY AND
THEN TAKE A SPECTACULAR RIGHT TURN WITH YOUR NARRATIVE, THAT SORT OF
WRITING TAKES A LOT OF DEFT UNDERSTANDING OF RHYTHMS AND SOME SERIOUS
CRAFT. SO INSTEAD, HULK IS ADDRESSING THE PROBLEMS OF A LOT OF OUR MORE
TRADITIONAL HOLLYWOOD NARRATIVES, LIKE ACTION FILMS AND ROMANTIC
COMEDIES.
SO MANY OF THOSE FILMS DONT USE THAT TIME FOR ANYTHING IMPORTANT OR
CRITICAL TO THE STORY. THIS HAS BECOME OUR MODUS OPERANDI. EVEN WITH
SCRIPTS THAT TRY TO START OFF WITH SOME BIG ACTION SCENE OR ATTENTIONGRABBING DEVICE, IT IS OFTEN AN EMPTY GESTURE. IT IS OFTEN ENERGY WITHOUT
PURPOSE. IT IS OFTEN NOT EVEN PART OF THE REAL STORY. THEY ASSUME JUST
BECAUSE WERE WATCHING OUR CHARACTERS THAT WERE BUILDING RELATIONSHIPS
WITH THEM AND IT TAKES SO MUCH MORE THAN THAT TO INGRAIN STORY PURPOSE.
AND THUS SO MANY MOVIES PASS UP ON THE OPPORTUNITY TO INGRAIN THEIR FILMS
FROM THE VERY ONSET WITH A SENSE OF WEIGHT. ALL THEY HAVE TO DO IS START
PEOPLE IN THE MIDST OF A WORLD ALREADY IN CONFLICT. DOING THIS GIVES YOUR
STORY IMMEDIACY, IMPORTANCE, STAKES, MEANING.
THINK ABOUT HOW MANY GREAT MOVIES START RIGHT IN THE MIDDLE OF A LARGER
CONFLICT. THERE'S BIG, BOLD EXAMPLES LIKE STAR WARS, WHICH FAMOUSLY STARTS
IN THE MIDDLE OF A SPACE BATTLE (WITH THAT EPIC SHOT TOO) AND THERE ARE
HUGELY UNDERRATED MOVIES LIKE MANNS MIAMI VICE (ITS A SUPER PLOTTY, LESSACCESSIBLE MOVIE THAT WAS USING DIGITAL TOO EARLY, BUT ITS STILL GREAT). IT
DOESN'T EVEN NEED TO BE SOME GRAND SCALE THING. WE CAN START IN THE MIDDLE
OF INTIMATE HUMAN PROBLEMS TOO. A PARENT'S DEATH. A RELATIONSHIP AT ODDS. A
PAST PSYCHOLOGICAL TRAUMA. STARTING OFF WITH THESE PROBLEMS GIVES YOUR
SCRIPT IMMEDIACY.
THIS ISNT SOME RULE THAT INHERENTLY WORKS BETTER, ITS JUST THAT HULK
THINKS PEOPLE TREAT THE OPPOSITE AS THE RULE. SO DONT BE AFRAID TO JUMP
RIGHT INTO IT. ITS NO ACCIDENT THAT THE GREATEST WRITER OF ALL TIME, WILLIAM
SHAKESPEARE, LOVED DROPPING US RIGHT DOWN IN THE MIDDLE OF A LARGER
CONFLICT. THAT WAY ONE ENTERS A WORLD THAT ALREADY FEELS LIVED-IN AND RIFE
WITH HISTORY. IT CREATES A WORLD THAT WE ALREADY KNOW HAS CONSEQUENCES
AND IMPORTANCE.
THIS ISN'T TO SAY PREEXISTING CONFLICT SHOULD BE REQUIRED FOR EVERY MOVIE,
NOT FOR A SECOND! JUST THAT SO MANY STORIES SEEM TO MISS OUT ON AN
OPPORTUNITY TO USE IT. AND THAT'S A SHAME.
SO KEEP IT IN MIND!
23. THE ENDING IS THE CONCEIT
IF ALL THE IDEAS IN OUR FILMS MEAN SOMETHING, THEN YOUR ENDING SHOULD SAY
EVERYTHING.
WE OFTEN LOOK AT ENDINGS AS THOSE THINGS THAT JUST WRAP UP THE STORY AND
MAKE US FEEL BETTER AFTER THE CONFLICT IS OVER, BUT A BETTER WAY TO THINK
OF AN ENDING IS FOR IT TO HAMMER IN EVERYTHING YOU EVER MEANT. ALL THE STORY,
ALL THOSE THEMES, ALL THOSE IDEAS, ALL THAT WORK, IT SHOULD RESONATE AS THE
AUDIENCE LEAVES THE THEATER. IT SHOULD NOT BE EXTINGUISHED IN A MERCIFUL,
PLACATING WHIMPER.
SOMETIMES IT DOESNT EVEN NEED NOT BE A BIG THING, BUT A SMALL HUMAN
MOMENT. FOR INSTANCE, HULK ADORES THE ENDINGS OF PAUL THOMAS ANDERSON,
WHICH ALWAYS SEEM TO END ON A SLIGHT GESTURE OF SORTS. SPOILERS IF YOU
NEVER SEEN THESE FILMS, BUT WITH SYDNEY (HARD EIGHT) OUR TITULAR
CHARACTERS COVERS THE BLOOD ON HIS CUFF, AS HE IS A MAN WHO HAS ALWAYS
KEPT HIS VIOLENCE UNDER A SURFACE OF SHINE AND PROPRIETY. WITH BOOGIE
NIGHTS WE HAVE EDDIE ADAMS FROM TORRANCE STARING AT A MIRROR WITH HIS
JUNK OUT, BUT HE HAS COMPLETELY LOST HIMSELF: HES DELIVERING A MONOLOGUE
NOT EVEN AS DIRK DIGGLER, BUT HIS CHARACTERS CHARACTER BROCK LANDERS,
FINALLY PUMPING HIS EGO / ID / WEINER UP WITH YOURE A STAR! YOURE A STAR!
OR WITH MAGNOLIA, WHERE THE SADDEST, MOST TRAGIC CHARACTER FINALLY
EARNS THE ABILITY TO SMILE. OR WITH THERE WILL BE BLOOD, WHEREIN
PLAINVIEWS MEGALOMANIA IS FINALLY SATED WHEN HE HAS COMPLETELY RUINED
AND ULTIMATELY KILLED AN INSIGNIFICANT, YET ETHICALLY BOTHERSOME FIGURE
FROM HIS PAST, CITING IM FINISHED. AND MOST RECENTLY WITH THE MASTER, IN
WHICH OUR SINCERELY DAMAGED AND PSYCHOLOGICALLY-PLAYED-WITH
PROTAGONIST OF FREDDIE QUELL HAS FINALLY MADE A TANGIBLE (IF PUERILE)
CONNECTION WITH A LADY IN THE BAR, THE FIGURATIVE SAND CASTLE FIGURE MADE
REAL. ALL THESE MOVIES END WITH TRULY STRIKING MOMENTS THAT DONT FIT IN A
LOT OF CONVENTIONAL RESOLUTION MODELS, BUT THEY CONNECT WITH US
BECAUSE THEY HAMMER HOME THE ENTIRE THEME OF THEIR RESPECTIVE MOVIES
WITH GREAT CHARACTER MOMENTS.
ONE FILM HULK LOVES TO USE AS AN EXAMPLE OF THE ENDING BEING THE CONCEIT IS
JAMES GUNN'S EXCELLENT SUPER, WHEREIN HE DIDN'T JUST USE THE ENDING TO RAM
HOME ALL HIS IDEAS, BUT USED IT TO REVEAL WHAT THE THEMATIC IDEA OF WHAT
THE FILM WAS REALLY ABOUT THE WHOLE TIME. AND IT WASN'T SOME CHEAP PLOT
TRICK OR A TWIST OR ANYTHING AS TRITE AS THAT. THE FILM JUST TOOK ON A
BIGGER, MORE HUMAN AND EMOTIONAL SCOPE. THE FILM, OFTEN HARD-EDGED AND
SATIRICAL, WAS TRANSFORMED BY A REAL EMOTIONAL SENSITIVITY TO WHAT HAD
TRANSPIRED AND THEN WAS DRIVEN HOME BY THE THEMATIC HAMMER. IT WAS
DOWNRIGHT RESONANT AND RE-SHAPED THE ENTIRE FILM YOU SAW. AND THE MOVIE
COULD HAVE SO EASILY PLACATED US AND ALLEVIATED OUR WORRIES AFTER THE
CLIMAX, BUT GUNN REALLY UNDERSTOOD HOW MUCH YOU COULD SAY WITH AN
ENDING.
ENDINGS ALWAYS MATTER AND THEY MATTER THEMATICALLY, DAMMIT. WHY ELSE
WOULD SHAKESPEARE (THE AFOREMENTIONED GREATEST WRITER OF ALL TIME)
ALWAYS END HIS PLAYS WITH SOME HAUNTING OR BEAUTIFUL MONOLOGUE? ONE
WHICH WAS DELIVERED BY AN ACTOR RIGHT TO THE AUDIENCE? ONE IN WHICH THEY
WOULD RUMINATE ON THE EVENTS THAT HAVE TRANSPIRED, WHAT IT MEANT, AND
HOW THEY SHOULD RESONATE GOING FORWARD?... HULK MEAN... HE IS BASICALLY
SAYING THE CONCEIT RIGHT AT THE END!!!
LIKE HULK KEEPS SAYING WITH MOST OF THESE POINTS, DO NOT LOOK AT THE
ENDING OF YOUR PIECE AS A BURDEN, BUT AS AN OPPORTUNITY. AN OPPORTUNITY TO
SAY EVERYTHING YOU WANT TO SAY IN YOUR MOVIE. IT IS AN OPPORTUNITY TO BE
POETIC, RESONANT, AND INTERESTING. IT IS AN OPPORTUNITY TO BE SOULFUL AND
UNDERLINE THE PURPOSE OF STORYTELLING.
AND IF YOU SKIRT ON THAT OPPORTUNITY? AND JUST WRAP A FEW THINGS UP
WITHOUT LIVING UP TO THE REST OF YOUR FILM? THEN THAT MIGHT BE A BIT OF A
PROBLEM BECAUSE THAT'S WHAT THE AUDIENCE LEAVES WITH. HULK SWEARS THIS IS
WHY SO MANY PEOPLE FORGET MOVIES SO QUICKLY. THEY MAY HAVE A SMILE ON
THEIR FACE AS THE CREDITS ROLL, BUT THEY NEED SOMETHING TO STAY WITH THEM.
SO GIVE THEM A REASON TO REMEMBER IT ALL ON THEIR WAY OUT OF THE THEATER.
THE ENDING IS THE CONCEIT.
SO HAMMER HOME YOUR POINTS. END STRONG. SAY SOMETHING.
NOW LET'S QUIT THIS CONCEPTUAL SHIT AND GET INTO PART FIVE AND HOW TO USE
STRUCTURE!
PART FIVE - - HOW TO TELL THE STORY STRUCTURALLY
NOTE: THE CORRESPONDING PICTURE OF SCREENPLAY MANAGEMENT, SHOWN ABOVE, CAN
DIE IN A FIRE.
MOST SCREENPLAY BOOKS ARE OBSESSED WITH TELLING YOU EXACTLY HOW TO
STRUCTURE YOUR SCREENPLAY. THEY GIVE YOU CHARTS AND GRAPHS AND TELL YOU
ALL STORIES WORK IN THE SAME WAY AND GIVE YOU PAINT-BY-NUMBERS GUIDES TO
DOING THE SAME.
HULK REJECTS THAT CRAP.
BECAUSE THE SAD TRUTH IS, THAT APPROACH DOESNT ACTUALLY TEACH YOU HOW A
STORY WORKS AT ALL. IT JUST TELLS YOU WHAT A STORY SOMETIMES LOOKS LIKE
AND HOW TO COPY IT. AND THAT WONT HELP YOU UNDERSTAND HOW TO WRITE ONE
BIT. ITS LIKE USING A SINGLE RECIPE WITHOUT ACTUALLY UNDERSTANDING HOW TO
COOK.
SO HULK IS GOING TO DIVE HEADLONG INTO STRUCTURE TOO (BECAUSE, YEAH, ITS
SUPER IMPORTANT), BUT ITS GOING TO BE FOCUSED ON UNDERSTANDING HOW IT
WORKS! THIS IS GOING TO BE ABOUT GIVING YOU THE MECHANISMS YOU NEED TO
CRAFT AND TELL THE STORIES YOU WANT TO TELL AND SAY WHAT YOU WANT TO SAY.
UNDERSTAND THE WHY OF HOW ALL THESE TACTICS WORK AND SUDDENLY YOU
WILL BE ABLE TO COOK, SO TO SPEAK. AND HULK ASSURES YOU THAT HULKS
APPROACH IS NOT GOING TO FEEL RESTRICTIVE.
ITS HOPEFULLY GOING TO FREE YOU.
* * *
BUT THE REAL VALUE OF KEEPING ECONOMY IN MIND AS YOU WRITE IS THAT ITS A
PERFECT LEARNING TOOL. BY FOCUSING ON ECONOMY AS A DEVELOPING WRITER,
YOU WILL FORCE YOURSELF INTO MOMENTS WHERE YOU LEARN HOW TO COMBINE
THEMATIC IDEAS WITH CHARACTER. HOW TO LINK A FUN SCENE DIRECTLY INTO THE
PLOT. AND HULK GUARANTEES YOU THAT BY VALUING ECONOMY FROM THE ONSET, IT
WILL HELP YOU CREATE A TIGHTER, MORE FOCUSED, EXCITING SCRIPT.
BETTER YET, IF YOU DO MANAGE TO WRITE A CRACKLING, ECONOMICAL NARRATIVE,
THEN HULK IS HERE TO TELL YOU THAT IT WILL BE FAR EASIER TO INTEGRATE
CHARACTERIZATION, TEXTURE AND THEME THAN IT WOULD BE TO GO IN THE OTHER
DIRECTION. TRUST WHEN HULK SAYS IT IS FAR MORE DIFFICULT TO TAKE A LUMBERING
STORY, FULL OF THOROUGH CHARACTERIZATION AND THEMATIC EXPLORATION, AND
THEN SOMEHOW PARSE IT DOWN INTO A TIGHT STORY. SO WHY NOT GO THE OTHER
DIRECTION?
IN EVERY KIND OF STORY, EVEN THE MOST CASUAL CHARACTER PIECES, EVEN FILMS
WITH A LEISURELY EDITING PACE, YOU STILL WANT THE CHARACTER'S EVOLUTION TO
SECRETLY BE PROPULSIVE. EVEN WITH THE MOST INTIMATE, HUMAN STORIES, YOU
ALWAYS WANT TO ENTER EACH SCENE WITH A NEW SENSE OF PURPOSE AND INTEREST.
AND THEN YOU WANT TO DO IT OVER AND OVER AND OVER AGAIN. YOU WANT THE
FILM TO FEEL LIKE IT SHOULD NEVER END.
Okay, Hulk! I should write a propulsive story. But whats the best way of doing that?!?
WELL IN ORDER TO DO THAT YOU ARE FIRST GOING TO HAVE TO UNLEARN TWO OF
THE MOST POPULAR STORYTELLING MODELS IN SCREENWRITING. WHY? BECAUSE
THEY ARE JUST TOTALLY BOGUS.
LUCKILY, HULK IS HERE TO HELP YOU DO THAT.
25. THE MYTH OF THE 3 ACT STRUCTURE
HULK HEARS IT ALL THE TIME WHEN PEOPLE COMPLAIN ABOUT MOVIES: ITS THE
PROBLEMS IN THE FILMS SECOND ACT!
ALL THE FUCKING TIME.
WITH MANY DIFFERENT KINDS GOALS, AND THAT MEANS IT CAN SORT OF BE ANY KIND
OF MOMENT.
But Hulk! Couldnt that point really be anything? Like a character just leaving his house and
grabbing coffee or something?!?!
OKAY IT HAS TO BE SLIGHTLY MORE VALID THAN A SIMPLE CHANGE IN ACTION OR THE
ENVIRONMENT. THE ACT BREAK CAN BE A NEW AND INTERESTING PLOT
DEVELOPMENT, A POIGNANT CHARACTER REALIZATION, A PERSONALITY REVEAL, TWO
PREVIOUSLY UN-MET CHARACTERS BECOMING FRIENDS, OR EVEN, IF HANDLED
CORRECTLY, SOMETHING AS INSIPID AS NO! THE BAD GUYS ARE HERE! RUN! AN ACT
BREAK CAN BE ANYTHING AS LONG AS IT HAS A SIGNIFICANT CHANGING EFFECT ON
THE NARRATIVE RESULTING IN THE CHARACTER CHOOSING AN ACTION DEFINED BY
THAT CHANGE; ONE THAT CAUSES THEM TO MOVE FORWARD IN THIS NEW REALITY
WITH UNDERSTANDING.
MORE IMPORTANTLY, AN ACT BREAK CREATES PROPULSION.
WHAT HAS HULK SAID ABOUT CHARACTER AND EMPATHY AND ALL THIS GOOD
AMAZING STUFF SO FAR? HOW MUCH HAS HULK TALKED ABOUT CHARACTERS BEING
OUR GATEWAYS INTO EXPERIENCE? THE MORE WE GROUND THE STORY CHANGES INTO
THOSE REASONS FOR CONNECTING, THE MORE WE INVOLVE THE AUDIENCE. ITS NOT
JUST KILLING THE CAT, ITS BRINGING THE AUDIENCE INTO A CHARACTER, WHICH
BRINGS THEM INTO THE STORY. ITS GIVING THE AUDIENCE THE STAKES AND MEANING.
ITS NOT JUST STUFF HAPPENING. IT IS STORYTELLING WITH PURPOSE.
BETTER YET, WITH THIS WORKING DEFINITION, IT MEANS A FILM CAN HAVE ANY
NUMBER OF ACTS DEPENDING ON WHAT ITS TRYING TO SAY AND DO. HULK TALKED
ABOUT IT BEFORE, BUT A MOVIE LIKE MALCOLM X HAS ABOUT 9 DISTINGUISHABLE
ACTS IN HULKS ESTIMATION, EACH FOCUSING ON A TIME IN HIS LIFE WHERE
MALCOLM COULD GO THROUGH PERIODS OF FOCUS AND COME TO A NEW KIND OF
ENLIGHTENMENT OR CHARACTER REALITY. IT IS A TRULY EPIC FILM THAT TAKES THE
STANDARD BIOPIC AND SEPARATES THOSE EVENTS INTO VERY OBVIOUS SECTIONS OF
CHARACTER DEVELOPMENT. AND AT THE END OF EACH OF THOSE ACTS HE MAKES A
CHOICE AND GOES FORTH INTO A VASTLY DIFFERENT SITUATION, FULL OF CHANGE
AND NEW CONFLICTS. HULK SERIOUSLY CANNOT ADVISE YOU ENOUGH TO GO BACK
AND WATCH THIS AND SORT OUT ALL THE ACT BREAKS. WRITE DOWN THE CHOICES
BEING MADE AND HOW IT HELPS THE CHARACTER GROW AND GO ON THEIR JOURNEY.
IT WILL BE SUCH A USEFUL LEARNING TOOL IN UNDERSTANDING THE MECHANISM OF
ACTS AND ACT BREAKS. PLUS, ITS JUST AN AMAZING FILM!
HECK, SOME MOVIES HAVE UPWARDS OF 20 ACTS. ITS ALL A QUESTION OF WHAT
STORY YOU WANT TO TELL AND THE BETTER YOU UNDERSTAND THIS DEFINITION OF
PROPULSIVE, CHARACTER DECISION-CENTRIC ACT BREAKS, THE BETTER YOUR
SCREENPLAY WILL BE AT PROPELLING THE NARRATIVE IN MEANINGFUL WAYS.
LOOK. ITS NOT LIKE THE ACTION MOVIE STAPLE OF OH NO, ITS THE BAD GUYS! RUN!
CANT WORK IN TERMS OF CHANGING THE SITUATION AND MAKING THINGS
INTERESTING FOR A MOMENT. AFTER ALL, RAYMOND CHANDLER HAD THE FUNNIEST
QUOTE EVER WHEN HE SAID: IN WRITING A NOVEL, WHEN IN DOUBT, HAVE TWO GUYS
COME THROUGH THE DOOR WITH GUNS, BUT THAT STATEMENT WAS PURPOSEFULLY A
LITTLE BIT FLIP. HES LITERALLY TALKING ABOUT A QUICK STORY INVERSION THAT
GIVES ENERGY WHEN YOUVE GOT NOTHING ELSE GOING ON. AND THE REAL REASON
YOU HAVE TO BE CAREFUL WITH THAT STUFF IS THAT IT BECOMES SO DULL AND
REPETITIVE THAT WE GET TIRED OF THE CHASE AFTER ONLY TWO INSTANCES OR SO.
THATS WHY CHARACTER IS THE FUNDAMENTAL AND IDEAL DRIVING FORCE OF ACT
BREAKS. YOU NEED MORE INTERESTING THINGS TO BE GOING ON THAN SURFACELEVEL CONFLICTS AND EXTERNAL THREATS. BY THE WAY, THIS IS PROBABLY THE CHIEF
REASON MICHAEL BAY MOVIES DONT ACTUALLY WORK. HE FILLS THEM WITH ALL
THIS HOOPLAH AND MAYHEM, BUT HES ONLY INTERESTED IN THE CHASE. SURE, HELL
SOMETIMES BE ABLE TO MASK THIS MACGUFFIN / SET-PIECE-JUMPING WITH
DISTRACTING VISUALS (OR ATTEMPTS AT QUASI-RACIST COMEDY), BUT THE CHASE IS
ALWAYS HIS FOCUS AND IT WILL ALWAYS BECOME BORING WITHOUT ACTUAL
CHARACTER PROPULSION. IN PROMOTING TRANSFORMERS 2 HE TOUTED THE
EPICNESS OF THE 45 MINUTE END BATTLE, BUT IT MIGHT HAVE BEEN ONE OF THE MOST
BORING THINGS HULK HAS EVER SEEN BECAUSE IT SO LACKED IN PURPOSE AND
CHARACTER DECISION. IT WAS CHAOS. MEANWHILE GO BACK AND LOOK AT THE HOURLONG BATTLE OF HELMS DEEP IN THE LORD OF THE RINGS: THE TWO TOWERS AND
COUNT HOW MANY CHOICES WERE CHARACTER-CENTRIC. LOOK HOW THE MOMENTS
OF THE BATTLE WERE GIVEN PAUSES AND CONSIDERATION, PUNCTUATION MARKS IN
THE LONGER RHYTHMS OF STORY AND CHARACTER. IT WAS ANYTHING BUT THE
CHASE.
ITS STRANGE WHEN YOU LOOK AT CERTAIN NOT-SO-GOOD MOVIES WITH THIS
DEFINITION OF AN ACT AND YOU REALIZE HOW MANY OF OUR BIG SUMMER TENTPOLES JUST DO NOTHING LIKE THAT. AND HULK HONESTLY FEELS LIKE THIS TINY BIT
OF ADVICE, THIS TINY RETHINKING OF A POPULAR CONVENTION, THIS WAY OF FINALLY
IGNORING 3 ACT STRUCTURE IN FAVOR OF CONSTANT CHARACTER DEVELOPMENT,
COULD SAVE HUNDREDS OF MOVIES. HULK REALLY DOES.
FOR EXAMPLE, THE RECENT DEBACLE WITH THE GREEN LANTERN WAS ENTIRELY DUE
TO THE FACT THAT THE FILM HAS ONE REAL, GENUINE ACT BREAK. REPEAT. ONE.
OH SURE, THERES LOTS OF STUFF THAT HAPPENS, BUT IN TERMS OF MAIN CHARACTER
PROPULSION AND DECISION-MAKING? NOPE. THE MAIN CHARACTER MAKES ONE
DECISION IN THE ENTIRE FILM. IN FACT, NO OTHER FILM QUITE HIGHLIGHTS THE
FAILURE TO CREATE PURPOSEFUL STORY CHANGES QUITE LIKE THIS ONE. AND NO
OTHER FILM QUITE HIGHLIGHTS HOW OUR TRADITIONAL, PURPOSELESS
UNDERSTANDING OF THREE ACT STRUCTURE RESULTS IN A STORY THAT IS. SO. DAMN.
BORING.
BUT LET HULK REITERATE THE FILMS PLOT FOR YOU IN AN EFFORT TO MAKE IT
CLEAR: HAL JORDAN STARTS AS A PISSY-ASS FIGHTER PILOT WHO IS THEN GIVEN A
LANTERN RING BY A DYING ALIEN CAUSE, LIKE, DESTINYORWHATEVER, AND IS THEN
ZAPPED TO PLANET OA (NEITHER OF WHICH IS HIS DECISION). HE THEN TRAINS FOR ALL
OF TWO SECONDS ONLY TO THEN QUIT AND NOT EMBRACE HIS NEW SITUATION (WITH
NO DISCERNIBLE CONSEQUENCES AND GETS TO KEEP HIS RING) WHEREIN HE GOES
BACK TO BEING A PISSY-ASS FIGHTER PILOT WHO DOESNT EVEN FLY PLANES
ANYMORE AND INSTEAD NEEDS ABOUT 10 PEP TALKS IN HIS APARTMENT. AND IT IS NOT
UNTIL 90 DIFFERENT SCENES OF RELATIVE MOPING, FUTZING AROUND IN HIS SUIT, AND
FUCKING REJECTING BLAKE LIVELYS ADVANCES THAT HE FINALLY EMBRACES BEING A
LANTERN OR WHATEVER AND MAKES AN ACTUAL FUCKING DECISION TO CHANGE
THINGS AND GO BACK TO OA. THEN HE JUST FIGHTS A GIANT FACE-CLOUD IN THE
ENTIRE THIRD ACT. A FEW TIMES. REPETITIVELY.
NOW HULK BROUGHT THIS ONE ACT BREAK THING UP TO EVERYONE IN A GROUP
AFTER WE SAW THE MOVIE AND THEY SAID No, the second act starts when he gets the ring
and goes to Oa! BUT AFTER EVERYTHING HULK HAS JUST TOLD YOU, DO NOT TELL
HULK THAT HAL JORDAN GETTING THE RING IS EQUAL TO AN ACT BREAK. EVEN
THOUGH ITS THE SHIFT THAT COMES ONE-THIRD OF THE WAY INTO THE MOVIE AND
THUS FEELS LIKE AN ACT BREAK, THERES NO REAL POINT TO IT, NOR CHARACTER
URGENCY OF CHANGE. THERE DEFINITELY SHOULD BE IN THAT MOMENT, BUT THERE
ISNT. AND THATS BECAUSE THE FILMMAKERS DEFINED AN ACT BREAK AS LAZILY AS
THIS GROUP THAT WAS EVALUATING IT. THEY JUST FIGURED A CHANGE IN
ENVIRONMENT AND SOME OBLIGATORY HERO JOURNEY NONSENSE WOULD DO ALL
THE STORY WORK. AND THATS WHY THE FILMMAKERS LET THEIR MAIN CHARACTER
SPEND LITERALLY THE ENTIRE MIDDLE OF THE MOVIE GOING BACK ON THAT ACTION.
THEY NEVER UNDERSTOOD WHAT THE ACT TRANSITION MEANT IN THE FIRST PLACE.
HULK CANT REMEMBER THE LAST TIME A FILM HAD ONE REAL ACT BREAK.
EVERYTHING ELSE, OUTSIDE OF HECTOR HAMMOND (WHO WAS LUCKY ENOUGH TO
GET AN ACTUAL MINI-STORY ARC), IS JUST STUFF HAPPENING. THERE IS NO CLEAR
CHARACTER MOTIVATION AT PLAY IN ANY ONE OTHER CHARACTER. MEANING THE
FILM, ALONG WITH HUNDREDS OF OTHER MOVIES LIKE IT, SIMPLY DOES NOT REALIZE
WHAT AN ACT ACTUALLY REQUIRES. THEY DONT REALIZE THAT CHARACTERS HAVE
TO MAKE DECISIONS.
AND HULK BLAMES THIS STRINGENT, UBIQUITOUS HOLLYWOOD BELIEF IN THE
EXISTENCE OF THE 3 ACT STRUCTURE FOR CRAP LIKE THIS. HULK REALLY DOES. BY
INDOCTRINATING WHAT MIGHT SEEM LOGICAL, WE HAVE ENDORSED THAT WHICH
MAKES FOR TERRIBLE MOVIES.
AND ITS NOT JUST THE FACT THAT THEY CANT DEFINE WHAT ACT BREAKS MEAN
WHATSOEVER. ITS ACTUALLY THE ENTIRE ARRAY OF LANGUAGE WE USE IN TALKING
ABOUT STORY STRUCTURE. ITS THIS WHOLE DULL FOCUS ON BEGINNING, MIDDLE,
AND END, WHICH MAKES SOME BASIC SENSE IN TERMS OF SUMMARIZING A PLOT, BUT
IT GIVES ZERO INDICATION OF HOW TO ACTUALLY WRITE THAT STORY.
AND SHOULDNT THAT BE THE MOST IMPORTANT PART?
THINK ABOUT IT. THINK ABOUT HULKS EXAMPLE FROM THE BEGINNING, THE
FORWARD IN ANY DISCERNIBLE WAY. THEYRE JUST WAITING AROUND FOR THE 80
MINUTE MARK SO THAT THEY CAN BEGIN THAT WHOLE ENDING THINGY. IT DESCENDS
INTO A SHELL GAME OF UNMOTIVATED EVENTS AND ITS ALL BECAUSE THE
DEFINITION OF THE 3 ACT STRUCTURE IS COMPLETE ASS.
AS A RESULT, WE HEAR IT ALL THE TIME: The problems in the films second act.
SORRY IF HULK HAS BEEN COMING OFF AS TOO SMASHY HERE. ITS JUST SUCH A
PERSONAL ISSUE. HULK HAS NEVER SEEN SOMETHING SO UNHELPFUL BECOME SO
WIDELY ACCEPTED. SURE, IT MAKES SENSE AND IS A SIMPLE WAY TO SEE STORIES FROM
AFAR, BUT ITS ALSO SO SIMPLE THAT ITS TAUGHT TO ELEMENTARY SCHOOL KIDS
WHEN THEYRE FIRST GRASPING THE CONCEPT OF NARRATIVE. AND WHILE HULK
ARGUES THAT THE SIMPLE TRUTHS ARE OFT TIMES THE MOST IMPORTANT ONES, THE
EXPRESSION OF THOSE TRUTHS SHOULD BE FAR MORE COMPLICATED. AND THE 3 ACT
STRUCTURE IS NOT EVEN A TRUTH. ITS A WRITING MODEL ATTEMPTING TO HELP
YOU GET AT ONE. SO HULK THINKS THAT HOLLYWOOD COULD MAYBE STAND TO DO A
LITTLE BETTER THAN A THIRD GRADE GRASP OF STORY.
SO LETS GET SERIOUS.
IF 1) THE 3 ACT MODEL SUCKS. 2) WE DEFINE ACTS AS SOMETHING WHERE THE
CHARACTERS CANT GO BACK. AND 3) A FILM CAN HAVE ANY NUMBER OF ACTS IT
WANTS - HOW DO WE ACTUALLY APPROACH STRUCTURE? WELL, HULKS GONNA TELL
YOU FOR THE WHOLE REST OF PART FIVE!
BUT THE FIRST STEP IN DOING SO IS COMPARING THE TRADITIONAL 3 ACT MODEL WITH
THE STORYTELLING MODEL THAT ERUPTED OUT OF THE LEGACY OF THE GREATEST
STORYTELLING GENIUS OF ALL TIME
WILLIAM SHAKESPEARE.
FACT: WHILE SHAKESPEARES PLAYS WERE NOT OFFICIALLY WRITTEN WITH ACT
DESIGNATIONS, HE DID TALK A GREAT DEAL ABOUT HIS VIEW OF ESSENTIAL
STORYTELLING. AND WHEN HIS WORKS WERE LATER PRESERVED THEY WERE ALL
BROKEN UP INTO 5 ACTS AND STUDIED EXTENSIVELY AS TO THE PURPOSE OF HOW HIS
STORIES WORKED. AND IN DOING THAT, WE IDENTIFIED ALL THE BRILLIANT WAYS
THAT SHAKESPEARE (AGAIN, THE GREATEST STORYTELLING GENIUS OF ALL TIME)
USED STRUCTURE TO MAKE IT WORK.
FOR SAKE OF EXPLANATION, HULK WILL USE MOST SHAKESPEARES MOST POPULAR
PLAY, ROMEO AND JULIET AS AN EXAMPLE
audible grooooooooan!
HEY, ITS A SNEAKY GOOD PLAY THATS WAY MORE SATIRICAL THAN PEOPLE REALIZE!
AND FAR MORE IMPORTANTLY, IT IS HIS BEST KNOWN PLAY SO IT HELPS VASTLY WHEN
TRYING TO EXPLAIN SOMETHING.
SO SHAKESPEARES 1ST ACTS WERE ALWAYS COMPRISED OF INTRODUCTIONS AND
THE ESTABLISHING OF A PREEXISTING CENTRAL MAIN CONFLICT (I.E. TWO FAMILIES
ARE AT ODDS, ROMEO IS A LOVESICK PUP OVER ROSALINE, JULIET IS A NAIVE AND
LOVELORN GIRL). NOW, HULK TALKED ABOUT IT BEFORE, BUT THIS PREEXISTING
CONFLICT IN THE BACKGROUND IS SO IMPORTANT BECAUSE IT CREATES A
CONDITIONAL WORLD FOR THE AUDIENCE WHO IS ENTERING IT. SHAKESPEARE DIDNT
HAVE CINEMAS NEAT TRICKS OF LANDSCAPE SHOTS AND VOICEOVER PROLOGUES. SO
HE STARTED US IMMEDIATELY IN THE STORY AND IT WAS AN AMAZING WAY OF
CREATING A SENSE OF SPACE, HISTORY, AND BELIEVABILITY. AND ITS A BIG SURPRISE
TO HULK HOW OFTEN THIS PRACTICE IS IGNORED IN BLOCKBUSTER FILMMAKING. AND
HECK, EVEN IF IT IS SOME INTRICATE HUMAN DRAMA OR SOMETHING, A PREEXISTING
CONFLICT COULD DO SO MUCH. MOSTLY BECAUSE IT GIVES YOU A GREAT SITUATION
TO SPUR THE MAIN CONFLICT INTO EFFECT!
AND THATS BECAUSE THE 2ND ACT IS USUALLY COMPRISED OF SOME KIND OF
CENTRAL EVENT THAT CHALLENGES OR DEEPLY WORSENS THE MAIN CONFLICT. ITS
USUALLY IN THE FORM OF RELATIONSHIP DEVELOPMENT, A FIGHT, A REVEAL, OR A
SURPRISE (I.E. STAR-CROSSED TEENAGERS ROMEO AND JULIET MEET AND GO GA-GA
OVER ONE ANOTHER, WHICH IS A HUGE PROBLEM GIVEN THE NATURE OF THE
PREEXISTING CONFLICT OF THEIR FAMILIES FEUD). BASICALLY THIS ACT FEATURES
THE MAIN SURFACE PLOT OF THE STORY COMING INTO EFFECT. MEANING IF YOU HAD
TO EXPLAIN WHAT THE MOVIE WAS ABOUT, THE CONFLICT BEING CREATED IN THE 2ND
ACT COULD EASILY DESCRIBE THE MAIN CONFLICT OF THE ENTIRE FILM, I.E. TWO
STAR CROSSED LOVERS FALL IN LOVE WHILE THEIR FAMILIES ARE AT WAR WITH EACH
OTHER. AND HOWEVER THIS CONFLICT IS REVEALED, IT SHOULD BE DONE IN
WHICHEVER WAY WOULD BENEFIT THE STORY MOST.
THEN THE 3RD ACT COMPRISES A TURNING POINT. NOW, HULK REMINDS YOU THAT
THIS NEED NOT BE A TWIST PER SE, BUT MORE OF A SPURRING INCIDENT OR ACTION
THAT MAKES THE CONFLICT INFINITELY MORE COMPLICATED (I.E. MERCUTIO GETTING
KILLED BY TYBALT THEN ROMEO KILLING TYBALT). OFTEN THESE MOMENTS ARE
SURPRISING. THEY DEEPLY AFFECT NOT ONLY THE LEVEL OF SERIOUSNESS OF MAIN
CONFLICT, BUT DRAMATICALLY ALTER THE ACTUAL DIRECTION OF IT. THIS IS THE
SORT OF THING ALLUDED TO IN THE RISE IN CONFLICT STATEMENT, BUT YOU KNOW,
WAY MORE SPECIFIC. IT REQUIRES THAT YOU THINK INTENSELY ABOUT THE NATURE OF
YOUR CONFLICT: WHY DOES IT EXIST? WHAT IS PERPETRATING IT? WHAT WOULD MAKE
IT WORSE? AND HAVE THE STORY RESPOND ACCORDINGLY. AND THE SHAKESPEAREAN
3RD ACT IS SUCH A GREAT OPPORTUNITY IN STORYTELLING BECAUSE:
ITS A WAY TO HIT THE AUDIENCE WITH CLIMAX-LIKE DRAMA BEFORE THEYRE READY
FOR IT. BEFORE THEY EXPECT IT. AND ITS NOT MERE GOTCHA TACTICS. IF DONE
RIGHT, YOU CAN CREATE THE KIND OF EMOTION TO CARRY YOU RIGHT THROUGH TO
THE END.
SHAKESPEARES 3RD ACTS WERE OFTEN FILLED THEM WITH SUCH MOMENTS OF
STORYTELLING BEAUTY: GREAT INVERSIONS OF FORTUNE. BEST INTENTIONS GONE
AWRY. DEATHS! LOSS! CONFUSION! SUDDEN CHAOS! EVEN THOUGH THESE 3RD ACTS
DONT FINISH THE ARC OF THE WHOLE STORY, THEY ARE OFTEN THE MOST RESONANT
MOMENTS AND THEY ARE STILL CLIMAX-WORTHY IN SCALE.
WHAT DOES HOLLYWOOD TEND TO DO IN THEIR BIG ADVENTURES? THEY HAVE 2ND
ACT PROBLEMS, THATS WHAT THEY DO. THEY SAY HEY, LETS PUT AN ACTION SCENE
HERE! OR SPIN THEIR WHEELS AND LOSE ALL SENSE OF PURPOSE, OFTEN SAVING
WHAT COULD HAPPEN NOW FOR SOME INEVITABLE 3RD ACT OBLIGATORY
CONCLUSION. THEY FUCK UP THE MIDDLE OF THEIR STORYTELLING. MEANWHILE THE
SHAKESPEAREAN 3RD ACT IS PERFECT. IT MAKES FOR A TURNING POINT THAT IS BOTH
DEEPLY AFFECTING AND PROVIDES CHANGE TO THE ARC OF THE ENTIRE STORY. AND IT
IS SOMETHING FAR MORE IMPORTANT THAN WHAT 3-ACT-STRUCTURE ARGUES IS JUST
PUTTING THINGS IN PLACE FOR CLIMAX. SPEAKING OF WHICH
THE 4TH ACT OF SHAKESPEARES MODEL WAS KNOWN AS THE SPIRAL AND IT IS
ACTUALLY FULL OF CHARACTER DECISIONS THAT CAUSE CHARACTERS TO SINK
TOWARD THE REAL CLIMAX (I.E. ROMEO AND JULIET DECIDE GO ON THE LAM, HATCH A
PLAN TO FAKE THEIR DEATHS, ETC). THESE DECISIONS ARE RAPID. FAST-PACED. POORLY
CONCEIVED. AND HUGELY DRAMATIC. IN TRUTH, THIS IS THE POINT WHERE YOU ARE
REALLY ARRANGING AND SETTING UP THE CLIMAX.
BUT IN THAT GOAL IT IS EQUALLY IMPORTANT TO REMEMBER THAT YOU HAVE TO STAY
TRUE TO THE CHARACTER ARCS AND FLAWS, OTHERWISE IT WILL FEEL LIKE THINGS
ARE FLYING OFF THE RAILS INSTEAD OF SIMPLY GETTING MORE INTENSE. AND THIS
FEVERISH, INTENSE CLIMATE IS THE BEST PLACE TO EXPOSE THE DEEP CHARACTER
FLAWS THAT WILL EITHER BRING DOWN OUR HEROES OR ALLOW THEM TO SUCCEED.
(MEANWHILE, THE SHAKESPEAREAN 3RD ACT TURNING POINT CAN SOMETIMES ALLOW
FOR A MAIN CHARACTER ACTING OUT OF CHARACTER. ITS A NEAT LITTLE
DISTINCTION TO KEEP IN MIND WHEN YOU ARE TRYING TO DECIDE WHAT A
CHARACTER WOULD DO IN A SITUATION VERSUS WHAT THEY DIDNT DO).
THE SHAKESPEAREAN 4TH ACT ALSO PROVIDES A GREAT OPPORTUNITY FOR A QUIET
MOMENT OF REFLECTION BEFORE THE FINALE, BEFORE THEY MAKE THE KINDS OF
GRAVE DECISIONS THAT SEAL THEIR FATE. BUT IT CANT JUST BE ALL REFLECTION AND
PAUSING (COUGH COUGH GREEN LANTERN). AGAIN, IT SHOULD REALLY FEEL FULL OF
DECISIONS. THE PACE SHOULD QUICKEN. THINGS SHOULD FEEL LIKE THEY ARE
FALLING OUT OF CONTROL FOR OUR CHARACTER. IT IS THE SPIRAL, AFTER ALL. AND
IT SHOULD FEEL LIKE ITS ALL HAPPENING IN A VERY SHORT AMOUNT OF TIME BEFORE
WE GET TO
THE 5TH ACT IS WHERE THE AUDIENCE GETS THE CLIMAX / RESOLUTIONS / WEDDINGS
/ TRAGEDY / FALLOUT/ ETC. (I.E. ROMEO AND JULIET HAVE A FATAL
MISCOMMUNICATION, KILL THEMSELVES, AND LEAVE THEIR FAMILIES TO BE
HEARTBROKEN AND DECLARE PEACE). THE MOST IMPORTANT THING TO REMEMBER IS
THAT THIS LAST ACT IS NOT JUST WRAPPING THINGS UP, BUT IS THE ENCAPSULATION
OF THE STORY AND SHOULD EXHIBIT ALL THE POINTS ONE IS TRYING MAKE IN YOUR
MOVIE. AS HULK SAID EARLIER, THE ENDING IS THE CONCEIT SO THE CLIMAX AND
RESOLUTION ARE THE VERY GOAL OF YOUR MOVIE. WHILE SHAKESPEARE WOULD
HAVE A CHARACTER TALK DIRECTLY TO THE AUDIENCE AND SUM UP THE LESSONS
THEY SHOULD TAKE AWAY FROM THE STORY, HULK GETS WHY THAT SAME
METHODOLOGY MIGHT NOT FLY IN SCREENPLAY FORM. BUT SCREW IT, MODERN
WRITERS ARE SO DREADFULLY AFRAID TO BE DIDACTIC THAT THEY FORGET TO
INCORPORATE THEIR PURPOSE AND INTENT IN THEIR ENDINGS. THEY OPT FOR
ALLEVIATION OR OBFUSCATION. MOST OF THEM COULD DO WITH A FAIR BIT OF DIRECT
MORALIZING. HECK, NO COUNTRY FOR OLD MEN ENDS WITH THE SHAKESPEAREAN
SOLILOQUY TO THE AUDIENCE, SO YOU SHOULD BE LESS AFRAID OF IT TOO. NO
MATTER WHAT, YOUR ENDING SHOULD BE THE SUMMATION OF EVERYTHING YOU HAVE
WRITTEN SO FAR. IT SHOULD NOT BE A FREAKIN AFTERTHOUGHT.
NO MATTER WHAT THE STORY - TRAGEDY, COMEDY, OR HISTORY - SHAKESPEARES
PLAYS WERE IMBUED WITH THIS SPECIFIC 5 ACT STRUCTURE EVERY TIME. THE INTRO,
THE ESTABLISHING OF THE CONCEIT, THE TURN, THE SPIRAL, AND THE CLIMAX (WHICH
HAMMERS HOME THE CONCEIT). SURE, HE GETS HEAPED WITH PRAISE OVER HIS
MASTERY OF LANGUAGE AND THE DEEP RESONANCE OF THEMES, SOME JUSTIFIABLY
CREDIT HIM AS THE FATHER OF PSYCHOLOGY, BUT HULK WANTS TO MAKE IT CLEAR
TO YOU THAT HE WAS JUST SO FUCKING BRILLIANT AT STORY STRUCTURE TO BOOT
ITS SORT OF UNFAIR. AND HULK KNOWS IT MAY SEEM LAME BRING UP SUCH AN
OBVIOUS CHOICE AS BEST WRITER EVER BUT, WELL, HE WAS.
BUT WHILE HULK CLEARLY ADORES THE WAY THAT SHAKESPEARES 5 ACT STRUCTURE
CAN HELP YOU UNLEARN 3 ACT STRUCTURE, CHIEFLY IN HOW IT GIVES IMPORT AND
MEANING TO THE MIDDLE OF STORYTELLING, IT IS IMPORTANT TO REMEMBER THAT
THIS SHAKESPEAREAN 5 ACT MODEL IS JUST ANOTHER POSSIBLE EXAMPLE AND NOT
THE RULE. YOU CAN HONESTLY DO WHATEVER YOU THINK BEST IN TERMS OF NUMBER
OF ACT BREAKS. ITS WHATEVER WORKS FOR YOUR STORY, LIKE THE USE OF 9 ACTS IN
MALCOLM X. BUT HEY, IF YOURE LOOKING FOR A TOOL TO HELP BETTER STRUCTURE
YOUR STORY, OR IF YOU ARE A STUDENT LOOKING TO GET BETTER AND LEARN HOW
TO WRITE WITH PURPOSE AND INTENT WELL ONE COULD DO A LOT WORSE THAN
THAT SHAKESPEARE GUY.
SO NOW THEN.
AFTER REVIEWING ALL THIS, HULK WANTS YOU TO GO BACK TO THE TRADITIONAL 3
ACT STRUCTURE MODEL FOR A SECOND. YOU MAY NOTICE SOMETHING VERY
IMPORTANT WHEN COMPARING IT TO SHAKESPEARES MODEL. YOU MAY NOTICE THE
WAY THE SECOND ACT DESCRIBED IN THE 3 ACT STRUCTURE IS THE EXACT SAME WAY
ACT 4 IS DEFINED IN SHAKESPEARES MODEL, MINUS THE WHOLE IMPORTANT
DECISIONS PART. SHAKESPEARES SPIRAL WITH ITS INCREASING OF INTENSITY AND
POSITIONING OF DETAILS BEFORE THE CLIMAX IS REALLY SIMILAR TO THE 2ND ACTS
RISE IN CONFLICT.
HULK ARGUES THAT THIS IS SO TELLING THAT ITS NOT EVEN FUNNY. IT MEANS THAT
THIS LITTLE, SHORT MOMENT THAT SHAKESPEARE USED FOR ESCALATING THE FINAL
STAKES AND POSITIONING THE ENDGAME IS THE SAME EXACT WAY HOLLYWOOD
ACT TWO THE CONCEIT AND BEING AT ODDS WITH THE PREEXISTING CONFLICT
TONY IS CAPTURED AND PUT TO WORK IN THE TERRORIST CAMP. HE DISCOVERS THE
REALITY ABOUT HIS WEAPONS GOING TO THE BAD GUYS AND HE IS ALREADY AT HIS
LOWEST POINT AND ON THE BRINK OF SURVIVAL. HE DECIDES TO BUILD THE
PROTOTYPE SUIT AND ESCAPE. HE BECOMES IRON MAN; CONCEIT ESTABLISHED!
ACT THREE THE TURNING POINT TONY IS NOW BACK AT HOME, AND HE MAKES A
MORAL DECISION, SHUTS DOWN WEAPONS OPS, AND CHANGES THE DIRECTION OF HIS
LIFE. TONY DECIDES TO CONTINUE ON THIS PATH AND STARTS BUILDING A NEW SUIT
(WHICH HAS A HILARIOUS SET OF TRIALS). OBADIAH IS REVEALED AS THE BAD GUY
BEHIND TONYS KIDNAPPING. TONY GOES LIVE WITH HIS SUIT AND HELPS OTHERS, NOT
JUST HIMSELF.
ACT FOUR THE SPIRAL/ESCALATION OF CONFLICT TONY CONTINUES TO USE THE
SUIT OUT IN REAL WAR CONFLICT, ADMITS THE TRUTH TO RHODES, GETS SIDELINED
BY OBADIAH, AND NOW FACES A GRIM CIRCUMSTANCE. NOTICE THAT THESE
DEVELOPMENTS FEEL MORE OF THE ACTION-Y WHEEL-SPINNING ACTIVITIES THAT
REEK OF STANDARD ACT 2 DEVELOPMENTS THAT ONE SEES IN TYPICAL 3 ACT
STRUCTURE. BUT IN THIS MOVIE? BECAUSE IT ALL COMES AFTER THE AWESOME SUITBUILDING TRANSFORMATION OF ACT 3? IT FEELS SO FRESH AND EXCITING TO THE
VIEWER WHO HAS HAD TO WAIT. THE MOVIE HELD OUT BEAUTIFULLY BEFORE TIPPING
ITS HAND. AND IT ALL GOES ON FOR A PERFECTLY SHORTER LENGTH OF TIME, BEFORE
MOVING TO THE INEVITABLE FINALE
ACT FIVE - CLIMAX/CONCLUSION/RESOLUTION TONYS CONFLICT WITH OBADIAH
COMES TO A CONCLUSION BOTH PERSONALLY AND AS BIG-ASS IRON MEN FIGHTING IN
DEATH SUITS. THE IMPORTANT PART OF THIS ACT IS HOW ALL THE PLOTS COME
TOGETHER (EVEN THOUGH THE ACTION FELT A LITTLE UNDERWHELMING). HULK
ACTUALLY FINDS THAT DETAIL TO BE NEAT, TO BE HONEST. IT MEANT THAT THE
ACTION WAS THE LEAST INTERESTING PART OF A BIG SUMMER BLOCKBUSTER FOR
ONCE. AND THATS A SERIOUS ACHIEVEMENT. SCORE ONE FOR CHARISMA AND
CHARACTERIZATION!
BUT HULK UNDERSTANDS THAT SOME OF YOU MAY ARGUE THERE LOTS OTHER
POSSIBLE ACT BREAKS IN IRON MAN. SOME OF YOU MAY CONTEND THAT THE FILM
WAS NOT WRITTEN WITH FIVE ACTS IN MIND.
BOTH ARE ABSOLUTELY TRUE.
FOR ONE, WRITING IS FILLED WITH MICRO-ACTS WHICH HELP PROPEL EVERY SCENE
FORWARD AND HAVE DIFFERENT ACTS FOR ALL THE DIFFERENT STORIES AND
CHARACTERS (WELL GET INTO THIS LATER), BUT TONYS ARC WITH PEPPER HAS ITS
OWN ACT BREAKS. TONYS RELATIONSHIP WITH OBADIAH HAS ITS OWN BREAKS. IT
ALL COMES TOGETHER TO MAKE THE STORY FEEL PROPULSIVE + ORGANIC. AFTER ALL,
EVERY SCENE SHOULD HAVE A REAL GOAL AND OBJECTIVE TO IT. AND GOING BACK
TO THE POINT AT HAND, LABELING ALL THAT GREAT CHARACTER DEVELOPMENT AND
WAS TOTALLY WRITING IN THE 3 ACT STRUCTURE! AND THEN THEY REDUCE ACT 2-4
OF HIS PLAYS AND JUST SLAP THE ACT 2 DESIGNATION ON IT, WHICH IS NOT ONLY
HILARIOUS IN ITS OVER-SIMPLIFICATION BUT IT ACTUALLY IGNORES 3 ACT STRUCTURE
RULES BECAUSE HE INTRODUCED HIS MAIN CONCEITS IN THE SECOND ACT, NOT THE
FIRST. THE WHOLE THING IS BASICALLY LAUGHABLE. THEYLL TOSS OUT ENTIRE ACT
STRUCTURES OF 4 ACT MODERN DRAMAS, BECAUSE THEY THINK IT IS ONLY THERE TO
ACCOUNT FOR SET CHANGES. THEYLL LOOK AT ENTIRE ACTS THAT LAST HALF THE
RUNNING TIME AND SAY WELL, YOU PROBABLY SHOULDNT DO THAT. ITS
UPHOLDING A MODEL THAT IS NOT ONLY WRONG, BUT DEEPLY UNINFORMATIVE.
SERIOUSLY, DOES THE FOLLOWING IMAGE MAKE YOU FEEL CONFIDENT ABOUT YOUR
WRITING?
HULK SEES MODELS LIKE THIS SHOWN TO YOUNG WRITERS ALL THE TIME. SO IF YOU
ARE WRITING A SCREENPLAY. HULK IS TELLING YOU. THE 3 ACT STRUCTURE IS
GARBAGE.
STOP CITING IT IN ARTICLES.
STOP TALKING ABOUT IT WITH FRIENDS.
IT WILL NOT HELP YOU.
IT CAN ONLY HURT YOU.
START THE DIALOGUE. INSIST THAT IT IS A MYTH PROPAGATED BY A NEED FOR
SIMPLICITY. SAY OF COURSE STORIES HAVE A BEGINNING, MIDDLE, AND END, YOU
INSUFFERABLE TURD! THEN THROW A DRINK IN THEIR FACE AND RUN AWAY OKAY,
MAYBE HULK IS GETTING CARRIED AWAY HERE. BUT HULK SERIOUSLY WORRIES THAT
UNLESS WE REALLY, TRULY CHANGE THE CULTURE OF HOW WE TALK ABOUT THE 3
ACT STRUCTURE AND ACT BREAKS, THEN ALL THIS ADVICE MAY BE USELESS.
CHANCES ARE YOU WILL FIND YOURSELF IN A HOLLYWOOD MEETING SOMEDAY, AND
THEYLL START TALKING ABOUT 3 ACTS AND TO TRY AND ARGUE WITH THEM WOULD
BE FRUITLESS. SAY WHAT YOU NEED TO, HULK GUESS, BUT STICK TO A MORE
PROPULSIVE METHOD OF NARRATIVE IN YOUR OWN WORK. TELL EM ITS 3, BUT
REALLY MAKE IT 5. DO EVERYTHING YOU CAN, BECAUSE IN THIS HULKS OPINION THE
STRICT ADHERENCE TO 3 ACT STRUCTURE IS KILLING HOLLYWOOD.
HECK, IF THIS BOOK WERE TO HAVE ANY SORT OF REAL-LIFE, SUBSTANTIAL CHANGE,
HULK WOULD ADORE IF IT GOT STUDIOS TO START THINKING OUTSIDE OF THE 3 ACT
BOX. ITS CERTAINLY SOMETHING HULK HAS TRIED TO SHARE EVERY PLACE HULK HAS
WORKED BUT WHO KNOWS IF GETTING THE MESSAGE ACROSS IS POSSIBLE GIVEN
ITS LEVEL OF ACCEPTANCE.
AND THE VERY WORST THING IS THAT THIS SAME HOLLYWOOD OFTEN FAILS AT THE 3
ACT STRUCTURE THEYRE TRYING TO UPHOLD. AND THATS BECAUSE SO MANY
MOVIES ARE GREEN-LIT ON JUST A PITCH AND POSSIBLY HAVING STARS ATTACHED, SO
YOU BASICALLY HAVE MOVIES BEING MADE THAT HAVE ONLY FIGURED OUT THE
CONCEIT SO FAR. MEANING THEY ONLY KNOW THE FIRST ACT OR SO AND THATS
FUCKING IT. THE ENDINGS OF THESE FILMS ARE SO BARELY ESTABLISHED AND
UNIFORMLY TEND BE TERRIBLE. SO MANY SCRIPTS SEEM TO START WITH A STRAIGHT
LINE FROM THEIR STARTING POINT AND PURSUE THE FALLOUT UNTIL THEY JUST RUN
OUT OF STEAM. IT REALLY IS INCONCEIVABLE TO HULK THAT FOLKS CAN START
MAKING A MOVIE WITHOUT TRULY KNOWING THE ENDING. SO IF YOU WANT BE A
WRITER, ALWAYS KNOW YOUR ENDING. ALWAYS UPHOLD YOUR PURPOSE.
SO, TO SUMMARIZE THIS RANT OF UNLEARNING:
THE AMOUNT OF ACTS IN A MOVIE SHOULD BE DEPENDENT ON THE STORY YOU WANT
TO TELL. EACH ACT SHOULD REACH THIS MOVING FORWARD POINT IN AN ORGANIC,
EARNED WAY. AND THE TOTAL NUMBER OF ACTS YOU USE IS DEPENDENT ON HOW
MUCH YOU ARE TRYING TO ACCOMPLISH WITH THE STORY. MORE IMPORTANTLY, THEY
SHOULD ALL TIE TOGETHER IN A COHERENT WAY. AND THEN, IT SHOULD ULTIMATELY
BE DONE WITH THE BEST POSSIBLE ECONOMY WITHOUT LOSING ANYTHING CRITICAL
OR AFFECTING THE ORGANIC QUALITY OF THE TELLING. ITS A LOT TO HANDLE, BUT
THATS THE IDEAL. AND IF YOURE STARTING OUT, TRY SHAKESPEARES 5 ACT ON FOR
SIZE. HULK THINKS ITS A WONDERFUL LEARNING STRUCTURE.
AFTER ALL, NO MATTER WHO YOU ARE, STORYTELLING IS LARGELY ABOUT PROBLEM
SOLVING. ONE CAN ALWAYS COME UP WITH GREAT IDEAS THAT MOTIVATE AND EXCITE
THEM, BUT THE OTHER HALF OF THAT EQUATION IS FIGURING OUT HOW TO MAKE IT
TRANSLATE TO A FULLY-FORMED REALITY ON THE PAGE. HOW DO WE MAKE THIS
SCENE ENTERTAINING AND YET PROPULSIVE? HOW DO WE MAKE A MOVIE THAT IS
TRUE TO OUR CONCEIT? ONE THAT WORKS ON EVERY CHARACTER LEVEL? YOU NEED
TO CONSTANTLY ASK YOURSELF THESE QUESTIONS.
WHICH MEANS THAT WRITING IS PROBLEM-SOLVING.
AND TAKE HULKS ADVICE: THE 3 ACT STRUCTURE WONT HELP YOU SOLVE A
PROBLEM. IF ANYTHING, IT WILL CREATE MORE PROBLEMS. AND THUS, THERES
NOTHING MORE IMPORTANT FOR YOU TO UNLEARN IN YOUR QUEST TO BECOME A
BETTER WRITER
EXCEPT MAYBE THIS NEXT THING:
26. WHY WE HAVE TO QUIT IT WITH THE HERO JOURNEY SHIT
AHHH, THE MONOMYTH.
IT IS A FASCINATING ACADEMIC PURSUIT, A JOURNEY INTO OUR CULTURAL HISTORY, TO
THE TIES OF COMMUNICATION THAT BONDED OUR EARLY CIVILIZATIONS. IT EVEN
EXPLAINS HOW OUR STORYTELLING ROOTS ARE DIRECTLY BORN FROM THAT SHARED
HISTORY. AND THE LESSONS AT THE CORE OF THE MONOMYTH ARE MANIFOLD, RICH,
AND TEXTURED; A THOUSAND VERSIONS OF A HEROS JOURNEY, ALL BOUND BY THE
HUMAN CONDITION, ALL CRUCIAL TO OUR UNDERSTANDING OF WHY WE TELL STORIES
IN THE FIRST PLACE. SIMPLY PUT, THE HEROS JOURNEY IS VITAL TO OUR HUMANITY.
AND NOW ITS A TOTAL FUCKING CRUTCH.
A LOT LIKE HULKS DISMISSAL OF 3 ACT STRUCTURE, THE PROBLEM WITH JOSEPH
CAMPBELLS THE HERO WITH A THOUSAND FACES IS NOT ITS LACK OF ACCURACY IN
A DESCRIPTIVE SENSE, BUT INSTEAD HOW WE MISREAD ITS INTENTION AND FALSELY
USE THE INFORMATION IT PROVIDES. CHIEFLY, THE FACT THAT OUR SOCIETY HAS
WHOLLY ADOPTED THE BOOKS BREAKDOWN OF THE HERO JOURNEY AS SOME KIND
OF READY-MADE APP FOR PAINT-BY-NUMBERS STORYTELLING.
TO BE HONEST, HULKS NOT EVEN REALLY SURE HOW MANY PEOPLE WHO REGULARLY
CITE THE HEROS JOURNEY AS A STORY MODEL HAVE ACTUALLY READ THE DAMN
BOOK PAST A FEW CHAPTERS OR READ IT AT ALL. THIS REALITY IS ACTUALLY
QUITE OBVIOUS BECAUSE THE BOOKS INTENDED VALUE IS DEEPLY, EVEN
MADDENINGLY ACADEMIC (AT TIMES IT IS DOWNRIGHT ANTHROPOLOGICAL). THE
TRUTH ABOUT CAMPBELLS MUCH-LAUDED BOOK IS IT DOESNT ACTUALLY HAVE A
LOT TO DO WITH ALL THOSE NEAT LITTLE DIAGRAMS YOU SEE AT THE BEGINNING.
INSTEAD, ITS FAR MORE INTERESTED IN CULTURAL DEDUCTIONS ABOUT
ANTHROPOLOGICAL COMMONALITIES THAT YOU CAN MAKE BASED ON THOSE
CONCEPTS. BUT SINCE THOSE DIAGRAMS ARE ALL WE SEEM TO REMEMBER, IT IS THUS
ALL WE SEEM TO TAKE FROM IT. FOR MANY, THE HEROS JOURNEY IS JUST UNIVERSAL
STORYTELLING MADE EASY.
AND THAT REALITY IS HURTING MORE THAN ITS HELPING.
HERE ARE THE REASONS WHY:
FOR STARTERS, THERE IS A FUNDAMENTAL ERROR MADE IN HOW WE INTERPRET THE
APPARENT SIMPLICITY OF THESE MYTHS, MAINLY IN HOW THEY ARE NOT SIMPLE
WHATSOEVER. THE UNIVERSAL BREAKDOWN OF THEM MAY RENDER THEM AS
SEEMINGLY SIMPLE, BUT THE STRUCTURE ON DISPLAY IS ANYTHING BUT THAT. FOR
INSTANCE, YOULL NOTICE THAT ONE OF THE MAIN REFERENCED MYTHS IN THE BOOK,
THE EPIC OF GILGAMESH, IS ANYTHING BUT A PAINT-BY-NUMBERS STORY.
YAY!
NOW, IS MOST OF THAT STUFF ABOVE IN GILGAMESH? ABSOLUTELY.
IS THAT WHAT MAKES IT A STORY WORTH TELLING? EH, MAYBE WHEN IT COMES TO
THEMATIC PURPOSE.
MECHANISMS AND FUNCTION OF HOW TO DO THAT. ACTION SCENES WORK BEST WHEN
THEY CONSTRUCT A-TO-B CAUSE AND EFFECT VISUAL STORIES, BUT BECAUSE WE
THINK THEYRE COOL WE JUST BUILD OUR ACTION AROUND POSTURE, DISCONNECT,
AND SLICK IMAGERY; WHICH LOOKS ALLURING BUT DOES NOT ACTUALLY WORK
DRAMATICALLY. ALL OF THESE PROBLEMS ARE ABOUT THE CONFUSION OF LANGUAGE.
THE WAY WE BREAK THINGS DOWN AND DESCRIBE THEM IS NOT NECESSARILY
HELPFUL TO UNDERSTANDING HOW TO BEST CONSTRUCT THEM OR WHAT WE
CONSTRUCT THEM FOR. YET WE CONSTANTLY MISTAKE THESE MODELS OF
DESCRIPTION FOR HOW-TOS AND THUS WE KEEP RUNNING INTO THE SAME BASIC
STORYTELLING PROBLEMS AGAIN AND AGAIN.
AS HULK HAS ALLUDED TO, STORYTELLING SHOULD BE GEARED AROUND THE
CONSTRUCTION AND EVOLUTION OF DRAMA AND CHARACTER, NOT THE LAME
OBLIGATION TO HITTING TIRED, EVER-PRESENT BEATS. WE HAVE TO GEAR OUR
MOMENTS AROUND FUNCTION AND PURPOSE, NOT OBLIGATORY SERVITUDE. WE HAVE
TO REFORM AND BROADEN OUR MODELS. WE HAVE TO REVISE OUR LANGUAGE.
Let Hulk put this argument of categorization vs. practical application into a metaphor: knowing that a
house is made from wood with plastered walls and a roof does not allow one to simply build a house.
You have to understand how to literally build it and shape those things, not just know that they exist
and where they should more or less go. You cant look at blueprints and just copy them to make the
house feel like the real thing. Meaning, the hero stories that worked structurally worked for
completely different reasons than you think.
AND YET EVERY YEAR WE SEE MOVIES THAT DESPERATELY CLING TO THE HERO
JOURNEY MODEL, AS IF IT IS THE ONLY THING THAT MATTERS.
SERIOUSLY, HOW MANY MOVIES HAVE WE SEEN THAT ARE BEAT-FOR-BEAT THE SAME
STORY AS STAR WARS? IT DOESNT HELP THAT THERE ARE A MULTITUDE OF WRITERS
WHO SIMPLY EQUATE STAR WARS WITH THE ONLY EXISTING MODEL OF THE HEROS
JOURNEY (HINT: ITS NOT AT ALL) AND THEN JUST REGURGITATE IT AS IF THEY WERE
PHOTOCOPYING THE SCRIPT AND CHANGING THE NAMES (ERAGON TAKES THE
PROVERBIAL CAKE ON THAT ONE, THOUGH TO BE FAIR, STAR WARS TAKES A
STUNNING AMOUNT OF ITS DYNAMICS FROM DUNE. BUT SINCE IT IS SO SEEPED INTO
OUR CONSCIOUSNESS, WE SEE IT ALL THE TIME).
THERE ARE ALSO THE NOW UBIQUITOUS COMIC BOOK ORIGIN STORIES, WHICH HAVE
BECOME UNIVERSAL IN THEIR CONSTRUCTION (EXCEPT FOR HULKS ORIGIN! HULKS IS
TRULY UNIQUE! IN THAT ITS A BLATANT USAGE OF DR. JEKLL & MR. HYDE). THERE
IS RARELY A SUPER HERO ORIGIN THESE DAYS THAT FEELS INTERESTING OR
DIFFERENT. THE ONE EXCEPTION? HULK GOES BACK TO IRON MAN! THE REASON THAT
MOVIE WORKS SO WELL IS THAT IT KNOWS WHEN TO COMPLETELY AVOID THE BEATS
OF THE HERO JOURNEY THAT DONT MATTER TO THE STORY IT WANTS TO TELL. THINK
OF HOW MANY BEATS IN THE HERO JOURNEY WOULD NOT BE CALLED FOR WITH
THAT CHARACTER. THEIR SOLUTION? THEY JUST DONT USE THEM! INSTEAD, EACH
STEP OF TONYS JOURNEY TO BECOMING SHELLHEAD IS AN ARTICULATED,
CHARACTER-BASED MICRO-STEP; A SINGULAR DECISION THAT DEALS WITH THE
coding and stuff but not smart enough to know about Campbellian archetypes? Yeah, guys, every
BioWare game has the same plot! See, things are kind of normal, and then things change and you
have to go out and do stuff, and you go to crazy weird places! Aaaaaand so yeah, totally the same
story. Thats asinine.
IF HULK WERE TO BE A BIG FAT JERK ABOUT ALL THIS, HULK WOULD SIMPLY REPLY:
YES. HULK TOO IS FAMILIAR WITH THIS BOOK YOU SPEAK OF. THATS BECAUSE WE
ALL READ IT IN, LIKE, 9TH GRADE. AND THATS REALLY NOT WHAT THE BOOK IS
SAYING, BUT THANKS FOR CALLING EVERYONE AN IDIOT FOR NOT BLINDLY
ACCEPTING ITS UNIVERSAL APPLICATION AND DISMISSING THE CONCERNS OF
SOMEONE WHO WAS ACTUALLY MAKING A GREAT POINT. PARTICULARLY FUN WAS THE
POINT WHEN YOU START ARGUING FOR THE SAMENESS OF CAMPBELLIAN ARCHETYPES
AND THEN PROCEED TO SARCASTICALLY ARGUE THE CRITICS ARE OVER-TYPIFYING
SAID SAMENESS.
AND HERE ARE THE SAME WRITERS OTHER COMMENTS, WHICH FOLLOWED THE DUSTUP AND WERE SUMMARIZED IN AN ARTICLE IN EUROGAMER:
[The writer] said the intro, four planets, finale structure familiar to BioWare games is picked for a
number of good reasons.
Firstly, its easy in the sense of QA, as areas can be culled if theyre not ready in time for launch
with minimal impact on the final product.
Secondly, Players understand it. Weekes explained that four is a golden number of objectives for an
area that may confuse, overwhelm and frustrate once exceeded.
Thirdly, Theres nothing wrong with it.
Its a structure, like any other, he wrote. Humorously snarking that our games have a beginning
part that is streamlined and introduces you to the game, a middle that allows you the freedom to go to
several places and have adventures, and then a tightly focused ending is like riffing on how romance
novels generally start out with two people being attracted to each other but having emotional issues,
then gradually building trust, then having a complication that splits them up, and then in the end they
get together and are happy.
People who create fiction in any form use a structure appropriate to that form. They do it because
their audience understands and responds on an emotional level to that structure, he concluded.
WHEN HULK FIRST RESPONDED TO THESE COMMENTS A LONG TIME AGO HULK GOT
ANGRY. HULK SMASHED THINGS. BUT HULK HAS SINCE CALMED DOWN. BECAUSE
THERE IS ACTUALLY A WAY THAT HIS COMMENTS MAKE PERFECT SENSE AND SEEM
REASONABLE, BUT THERE IS A REALLY RELEVANT POINT THAT HULK WANTS YOU TO
UNDERSTAND: 1. EASY IS A NEVER A GOOD REASON TO DO ANYTHING. 2. ASSUMING
ITS EASY TO UNDERSTAND AND WOULD FRUSTRATE YOUR SIMPLETON AUDIENCE IS
NOT THE WAY TO RELATE TO THEM, LET ALONE BUILD A CHALLENGING GAME. PLUS
THATS AN OUTRIGHT FALSEHOOD. GAMERS ADORE A LOT MORE OBJECTIVES,
DEPENDING ON THE CONTEXT AND EXECUTION. 3. HULK HAS THUS FAR ARTICULATED
THAT THERE IS PLENTY WRONG WITH IT (AND MORE TO COME). ESPECIALLY GIVEN
THE FACT YOU HAVE 30-80 HOURS WORTH OF STORY TO TELL AND YOURE USING A
MODEL BUILT FOR SHORT MYTHS OR 2 HOUR MOVIES. BUT EVEN ALL THAT ISNT THAT
BIG A POINT OF CONTENTION. ITS WHAT HE SAYS AFTER THAT COMPLETELY MISSES
THE POINT. THE PROBLEM IS NOT THAT THEIR STORIES WERE DOING ALL THE GENERAL
STUFF MOST COMMON STORIES WERE DOING
ITS THAT IT WAS ALL THEY WERE DOING.
THEY WERE GROUNDING THE MECHANICS OF THE STORY IN THOSE BASIC FUNCTIONS.
THERE WAS NO TACT. NO OTHER PURPOSE. THEY WERE CLINGING TO THE SIMILARITY
AS IF THE SIMILARITY WAS THE IMPORTANT PART.
AND IN THE TIME SINCE, SOMETHING ELSE HAS HAPPENED WITH BIOWARE GAMES
THAT MAKES HULKS ARGUMENT FOR HULK
BIOWARES MASS EFFECT 2 HUGELY ABANDONED THE HEROS MODEL AND TOOK A
MUCH MORE BROAD APPROACH TO STORYTELLING. THEY CRAFTED NEW
PERSONALITIES OUTSIDE THE ARCHETYPES. THEY BROUGHT A TON MORE OBJECTIVES
BEYOND THE GOLDEN NUMBER AND PLAYERS ATE IT UP. THEY EXPANDED THE SCOPE
FAR BEYOND THE 4 WORLD DYNAMIC AND CRAFTED LONG-FORM STORYLINES FOR
THE CHARACTERS THAT WERE SERIOUSLY MORE IN LINE WITH WELL-CRAFTED TV
DRAMAS AND GROUP DYNAMICS INSTEAD OF ROTE CAMPEBLLIAN TYPICALITY.
STORIES THAT SEEMED TO DIRECTLY COMMENT ON HUMAN ETHICS AND GET TO THE
HEART OF NUANCED POLITICS. AND AS A RESULT OF ALL THIS HARD WORK AND
MODEL-BREAKING?
MASS EFFECT 2 WAS WIDELY HAILED AS ONE OF THE BEST GAMES OF ALL TIME.
AND WHAT WAS STOPPING THEM WAS THE MERE BELIEF THAT THE RIGOROUS, LIMITED
MODEL THEY WERE USING BEFORE WAS CORRECT. INSTEAD, THEY FREED
THEMSELVES UP TO DO SO MUCH MORE. AND THEN WITH MASS EFFECT 3 THEY WENT
EVEN FURTHER AND CRAFTED A GAME WITH SUCH A STUNNING THEMATIC NARRATIVE
DEVICE FOR THE ENDING THAT HULK THOUGHT THEY FINALLY BROUGHT
MAINSTREAM TRIPLE A GAMING INTO THE REALM OF ART THE PROBLEM IS HULK
ISNT SURE HOW WELL THAT PART TRANSLATED OR HOW MUCH PEOPLE WERE EVEN
READY FOR IT.
BUT THE FACT THAT THEY LARGELY ABANDONED THAT HEROS MODEL AND
SUDDENLY STARTED CRAFTING NOT JUST GOOD GAMES, BUT THE BEST DAMN GAMES
AROUND SAYS EVERYTHING.
HULK BROUGHT ALL THIS BIOWARE/VIDEO GAME STUFF IN BECAUSE IT WAS JUST THE
BEST POSSIBLE EXAMPLE OF THE HEROS JOURNEY GONE HORRIBLY, HORRIBLY
WRONG AND THEN HOW THE ABANDONING OF IT ALLOWED THINGS TO GO
WONDERFULLY, WONDERFULLY RIGHT. BUT MAYBE YOU THINK HULK IS BEING TOO
HARD ON THE HEROS JOURNEY. THAT HULK IS SEEING TOO MANY PROBLEMS WITH
MOVIES STRIVING FOR SIMILARITY. WELL, HULK ARGUES MOST MOVIES FALL VICTIM
TO THE SAME EXACT THINKING THAT BIOWARE DID. SOOOOOO MANY MOVIES.
TO WIT, LET HULK FOCUS ON POPULAR MOVIE TROPES AND EXPLAIN THE SEVEN FUN
WAYS PEOPLE USE THE HEROS JOURNEY TO RUIN STORIES:
I) DONT MAKE PEOPLE HEROES SIMPLY BECAUSE THEY ARE THE MAIN
CHARACTERS AND THEY ARE GETTING CALLED TO AN ADVENTURE! OR
SOMETHING.
WHAT MAKES SOMEONE WORTHY OF BEING A HERO? THERE SEEMS TO BE SOME
CONFUSION OVER THE MATTER. WE KNOW ONE OF THE GREAT THINGS ABOUT
HEROISM IS THAT A HERO COULD LITERALLY BE ANYONE, EVEN YOU! ITS A NICE
THOUGHT AND HAS SIGNIFICANT NARRATIVE AND THEMATIC VALUE, BUT THE
PROBLEM IS THAT WE MISTAKE THE NATURE OF THIS ASSESSMENT AND SAY
THEREFORE THAT ANY OLD HUMAN QUALITIES WILL DO FOR OUR HEROIC
CHARACTER EVEN NONE. ITS THE FALSEHOOD OF WHAT AN EVERYMAN MEANS.
WE DO THIS APPARENTLY TO ENSURE THAT THE MAIN CHARACTER IS A CONDUIT THAT
THE AUDIENCE DESIRES, BUT AS A RESULT WE ARE CREATING MAIN CHARACTERS WHO
ARE JUST VACUOUS, BLANK SLATES. SOMETIMES ITS FAR LAZIER THAN THAT AND
THESE CHARACTERS ARE PICKED TO BE HEROES FOR NO OTHER REASON THAN WELL,
THATS WHAT HAS TO HAPPEN IN ORDER TO TELL A HERO STORY. AGAIN, THE
OBLIGATORY NATURE OF HAVING TO HIT THESE BEATS AND TROPES REARS ITS UGLY
HEAD.
DO YOU REMEMBER THE END OF RATATOUILLE WHERE THE CRITIC CHARACTER
ANTON EGO SURMISES THAT HE WAS MISTAKEN ABOUT SOMETHING OF GRAVE
IMPORTANCE: ITS NOT THAT ANYONE CAN COOK BUT THAT A GREAT COOK CAN
TRULY COME FROM ANYWHERE? IT DIRECTLY SPEAKS TO THIS ISSUE. ITS NOT THAT
ANYONE CAN BE A HERO, BUT THAT A HERO CAN COME FROM ANYWHERE. BUT THE
KEY IS THAT THEY HAVE TO HAVE SOMETHING INSIDE THEM. A SPARK. A SENSE OF
MORALITY. A YEARNING. REMY THE RAT WAS SOMEONE WITH AN INNATE ABILITY
(SMELL), AN INTEREST (APPRECIATION OF THE TASTE OF FOOD), AND A DESIRE TO GO
FAR BEYOND HIMSELF. HE NEVER HAD A SENSE OF BELONGING. THE POINT IS THAT
REMY WAS TRULY DYNAMIC.
EVERYONE LIKES TO POINT TO LUKE SKYWALKER AS WHY THE VANILLA HERO IS WHAT
WORKS BEST BECAUSE OF THE SUCCESS OF STAR WARS, BUT REMEMBER
CORRELATION DOES NOT MEAN CAUSE. HE JUST SEEMS VANILLA BECAUSE HES OFTEN
STANDING NEXT TO ONE OF THE GREATEST SCOUNDRELS OF ALL TIME IN HAN SOLO.
MEANWHILE, LUKE WAS STILL A STRONG, FORCEFUL PERSONALITY WITH THE SAME
HUMAN YEARNING FOR ADVENTURE BEYOND HIS FARM. HE WAS ALSO HUMAN,
FRUSTRATED, AND FLAWED. HE SOON CAME TO KNOW TRAGEDY AND TRAUMA. AND
YET WE CONSTANTLY MISAPPLY THIS ANYONE CAN BE A HERO TROPE TO MEAN THAT
ANYONE WITH A VACUOUS PERSONALITY CAN BECOME A HERO/MAIN CHARACTER
SIMPLY BECAUSE SOME OLD MAN SHOWS UP AND HANDS THEM A MAGIC THINGAMAJIG.
AS A RESULT, WE ARE TREATED TO HERO AFTER HERO YOU COULD BASICALLY
RENAME MILQUETOAST MCBLANDERSON.
SO NOW HULK IS GOING TO DO ONE OF HULKS FAVORITE THINGS AND BRING IT BACK
TO INDIANA FUCKING JONES!
THE GREAT THING ABOUT INDY IS THAT HES A HERO AND YET THE DUDES A FUCKING
CHARACTER. FUNNY, SMART, FLAWED, GOOFY, TROUBLESOME, AND AWESOME. YES,
YOU WANT YOUR MAIN CHARACTER TO WORK AS A CONDUIT, BUT THAT DOESNT
MEAN THEY HAVE TO BE AN EMPTY SHELL - IT MEANS THEY ARE A FLESH AND BLOOD
PERSON WHO WE CAN BE HUMAN WITH, NOT HUMAN FOR. DO YOU SEE THE CRUCIAL
DIFFERENCE? IF THE PROJECTION OF OUR DESIRE TO BE IN THE SAME SITUATION AS
THE HERO IS OUR ONLY MEANS OF IDENTIFICATION WITH THEM, THEN THE
CHARACTER IS A COMPLETE FAILURE. THERE HAS TO BE A REASON WE WANT TO BE LIKE
THEM OR EMPATHIZE WITH THEM OTHER THAN CONTEXT. THEREFORE, THEY SHOULD
HAVE A DAMN PERSONALITY. SO DONT BE AFRAID TO THROW IN SOME DRAMA INTO
THAT CONDUIT! DONT WASTE YOUR PERSONALITY ON SECONDARY CHARACTERS JUST
BECAUSE YOU THINK YOU SHOULD (THOUGH THEY SHOULD OBVIOUSLY HAVE GOOD
STUFF GOING ON TOO). DONT USE YOUR MAIN CHARACTER AS SOMEONE WHO IS
ONLY FUNCTIONAL IN TERMS OF PLOTTING. AND OOH, OOH, AND DONT FORGET!
WHEN WRITING HEROIC CHARACTERS ALWAYS REMEMBER: EXASPERATED = GOOD!
BUT WHINING = BAD! SO TOE THE LINE!
II) DONT HAVE THE CHARACTERS REFUSE THE CALL FOR THE ENTIRE DURATION
OF THE MOVIE
COUGH GREEN LANTERN COUGH. SO HOW MANY MOVIES, IN AN EFFORT TO
SLAVISHLY STICK TO THE HEROS JOURNEY MODEL, THROW IN AN OBLIGATORY AND
WHOLLY UNNECESSARY SCENE(S) WHERE THE CHARACTER DENIES ANSWERING THE
CALL FOR NO GOOD REASON WHATSOEVER? IT IS THIS HULKS OPINION THAT THERE IS
NO MORE A HOLLOW EXERCISE IN WRITING.
SO WHY DOES THIS HAPPEN SO MUCH? EITHER BECAUSE (A) THEY ARE FOLLOWING
THE HEROS JOURNEY AND THINK THEY ARE SUPPOSED TO, OR (B) BECAUSE THE
WRITER THINKS IT WILL MANUFACTURE DRAMA, WHEN REALLY THEY ARE GIVING US
NO SET UP FOR THIS BEHAVIOR WHATSOEVER. CUE IMAGINARY GREEN LANTERN
DISCUSSION:
GUY: We need a new lantern! Cmon ring, pick the most fearless guy on this planet!
OTHER GUY: But this guy is secretly afraid of everything and kind of moany and shit!
GUY: Right, we cant just have him kick ass immediately because he has to fit in the hero model and
deny the call! So have him deny what he can obviously do, because um, some reason that
doesnt make sense, but who cares! We need the character to have the illusion of growth!
OTHER GUY: Oh okay, but does this seriously have to be the plot of the entire movie?
GUY: Yes!
AUDIENCE: SHIT.
OKAY, OKAY, THIS ISNT HOW IT WORKS FOR EVERY MOVIE. OCCASIONALLY, A MOVIE
CAN HANDLE THE REFUSAL IN AN OKAY WAY AND GIVE LEGITIMATE REASONS WHY
THE MAIN CHARACTER WOULDNT WANT TO JUST ABANDON THEIR LIFE AND GO TO
THIS CRAZY ADVENTURE, BUT THOSE OCCASIONS ARE FAR RARER THAN YOUD THINK.
BECAUSE USUALLY THE REASONS EXPRESSED ARE: I CANT GO WITH YOU, ITS CRAZY!
THIS IS WEIRD! OR SOMETHING. HINT: ITS NOT WEIRD. IN FACT, YOUR AUDIENCE WILL
ALREADY KNOW THAT THIS IS EXACTLY WHERE IT IS GOING SO EMBRACE ECONOMY
AND GET IT ON WITH IT
REMEMBER, ONE OF THE DELIGHTFUL THINGS THAT NO ONE SEEMS TO REALIZE IS
THAT IN STAR WARS, LUKE SKYWALKER REFUSES THE CALL FOR APPROXIMATELY 38
SECONDS OF TOTAL SCREEN TIME. SERIOUSLY. WATCH THE FUCKING MOVIE. HE SAYS
NO TO BEN KENOBI, AND THEN IN THEIR NEXT SCENE HE IMMEDIATELY REALIZES HIS
AUNT AND UNCLE ARE IN DANGER, SO HE RUNS HOME AND SEES THEIR CHARRED
CORPSES AND SAYS, There is nothing for me here now. AND HE MAKES THE DECISION TO
GO WITH BEN TO ALDERAAN TO BECOME A JEDI LIKE HIS FATHER. ITS LIKE, 38
SECONDS OF LOGICAL A, B, C STORYTELLING, DONE WITH ECONOMY. AND IT DOES
WONDERS, FOLKS.
SO WHY ARE WE TURNING THAT LITTLE BIT OF NEEDED DOUBT AND TINY CONFLICT
INTO ENTIRE ACT TWOS WHEREIN NOTHING HAPPENS BUT A CHARACTERS
INACTION? IT IS SO MISGUIDED. AND SO MANY PEOPLE TRY TO DEVELOP THEIR MAIN
CHARACTER WITH ONE SINGULAR REFUSAL TOO, AS IF ANSWERING THE CALL IS THE
SOLUTION TO ALL THEIR PROBLEMS. DEVELOP THEIR CHARACTER EVOLUTION
INCREMENTALLY AND BASED ON OTHER ISSUES, WHETHER PERSONAL, MORAL, OR
RELATIONSHIP BOUND INSTEAD! THERE SHOULD BE SO MUCH MORE GOING ON THAN
JUST THE WILLINGNESS TO BE A HERO!
III) DONT OVER-RELY ON THE WISE OLD CRONE
OBI-WAN KENOBI AND YODA. WONDERFUL CHARACTERS. AND NOW EVERY MOVIE HAS
THEIR NOT-NEARLY-AS-GOOD VERSION OF THEM. WORSE, THE THINGS THEY ARE
REALLY GOOD AT HAVE NOW BECOME THEIR SOLE, GRATING DUTY IN MOVIES:
THEYVE BASICALLY BECOME EXPOSITION MACHINES. BEING A MOVIES YODA HAS
ACTUALLY BECOME SHORTHAND FOR AUDIENCES. OF COURSE ANYTIME THIS IS TOO
PAINFULLY OBVIOUS, WE DO THE EQUALLY OBVIOUS THING AND TRY TO BRUSH OFF
THIS LAZY WRITING WITH A DUMB JOKE: Do this thing. Its your destiny. / Hey, easy, Yoda!
SERIOUSLY, THAT WAS AN ACTUAL INTERACTION FROM SPAWN.
YOU KNOW, THAT ACTUALLY BRINGS UP A GOOD LITTLE TANGENT: HOW MANY TIMES
HAVE YOU SAID TO YOURSELF ILL FORGIVE THIS BLATANT APING OF [INSERT
POPULAR MOVIE] BECAUSE AT LEAST IT IS SELF-AWARE BLATANT APING! HULKS
GONNA WAGER NOT A LOT. OF COURSE, THIS DOES NOT INCLUDE FILMS THAT
DIRECTLY USE THESE TOUCHSTONES TO INVERT THE MEANINGS FOR COMEDY
PURPOSES AND YET STILL INFORM THEIR OWN STORIES. THINK OF EMPEROR ZERGS I
AM YOUR FATHER MOMENT FROM TOY STORY 2 OR THE POINT BREAK SCREAM-ANDFIRE-YOUR-GUN-INTO-THE-AIR REFERENCE IN HOT FUZZ. THOSE HAVE A GREAT DEAL
HUGE PROBLEM IS THAT MOST OF THE TIME ITS UNINTENTIONAL! WHY DOES THAT
HAPPEN? BECAUSE EITHER THATS WHAT THE HEROS JOURNEY SAYS TO DO OR
BECAUSE WRITERS JUST HAVE NO IDEA HOW TO DO ANYTHING ELSE. SO WHENEVER
HULK READS THIS UNINTENTIONAL MADONNA / WHORE STUFF, HULK ALWAYS GIVES
PEOPLE THE SAME ADVICE: FUCK IT, JUST WRITE HER LIKE LEIA. IT SOUND SO STUPID
AND SIMPLE, BUT THE PERSON WHO CLAIMS TO HAVE NO IDEA HOW TO WRITE WOMEN
WILL THEN INSTANTLY GET IT EVERY TIME. LEIA IS THAT MUCH A CENTRAL AND
POSITIVE FIGURE IN OUR ERA. THIS TRICK ISNT SOME MAGIC CURE-ALL OR ANYTHING,
BUT YOUD BE SHOCKED HOW MUCH IT INSTANTLY MAKES A LOT OF YOUNG MENS
FEMALE CHARACTERS, LIKE, 50% BETTER.
YOU MAY HAVE NOTICED THAT HULK KEEPS BRINGING UP STAR WARS AND HULK IS
DOING SO FOR A REASON. ITS OUR MAIN CULTURAL TOUCHSTONE FOR THE HEROS
JOURNEY, THE ONE THAT WHOLLY POPULARIZED IT, AND YET WE CANT EVEN SEEM TO
IMITATE IT PROPERLY. WERE LOOKING AT THE MOST BASIC CONTENT AND MOTIFS
AND COPYING THOSE ELEMENTS. BUT WERE NOT COPYING THE MECHANISMS AND
ENGINES THAT REALLY DROVE ITS SUCCESS. STRUCTURALLY, WERE NOT COPYING ITS
SENSE OF ECONOMY, ITS UNDERSTANDING OF DRAMA, THE POWER OF ITS
CHARACTERIZATION, THE HUMOR OF ITS CRONES, THE PSYCHOLOGY AT PLAY IN THE
TRIALS, AND ITS STRONG FEMALE LEAD. WERE LITERALLY MISSING THE BEST STUFF
ABOUT STAR WARS BECAUSE WERE TOO BUSY LOOKING AT HOW IT FITS THE HEROS
JOURNEY ALONG WITH EVERYTHING ELSE WE DIGEST.
WELL, GUESS WHAT FOLKS? THE SEEKER: THE DARK IS RISING FITS THE HEROS
JOURNEY EVEN BETTER THAN STAR WARS DOES, BUT DOES THAT FILMS STRUCTURE
AND SENSE OF DRAMA AND EXCITEMENT RESONATE WITH US? NO. BECAUSE THE FILM
IS NOT VERY GOOD AT ALL, WHICH MEANS NO ONE IS INTERESTED IN COPYING THAT.
WHAT MAKES THE ORIGINAL STAR WARS TRILOGY SO AWESOME AFTER ALL THESE
YEARS IS NOT HOW ITS THE SAME AS EVERY CLASSIC HERO STORY, BUT HOW ITS
STILL TRULY DIFFERENT.
VI) DONT BLATANTLY USE THE ELIXIR REMEDY / DEUS EX MACHINA
THIS ONE SORT OF DEALS WITH THE RETURN WITH ELIXIR COMPONENT, BUT
BASICALLY HULK JUST WANTS TO POINT OUT THAT WAY TOO MANY STORYLINES
RESOLVE WITH DEUS EX MACHINA. LET HULK PUT IT LIKE THIS: ANYTIME YOUR BIG
HERO STORY SOLVES PROBLEMS THE WAY ENTOURAGE DOES, YOU SHOULD
PROBABLY JUST STOP DOING THAT.
LOOK. DEUS EX MACHINA IS FUCKING HARD. NO TWO BONES ABOUT IT. HULK
RECOMMENDS THAT EVEN MOST INTERMEDIATE WRITERS SHOULD STAY AWAY (HULK
INCLUDES HULK-SELF IN THIS). THAT IS BECAUSE CHANCES ARE YOU WILL DO IT IN
MEDIOCRE FASHION AND WILL THUS FAIL. BUT THATS OKAY. DO SOMETHING ELSE.
ALMOST EVERY OTHER KIND OF PLOTTING IS A BETTER WAY TO SOLVE STORY
PROBLEMS.
BUT IS THERE A WAY TO DO DEUS EX MACHINA? OF COURSE! BUT YOU HAVE TO EITHER
DIRECTLY ENGAGE THE THEME (WHICH HULK WILL ILLUSTRATE LATER) OR YOU HAVE
TO DISGUISE THE DEVICE IN A WAY THAT TOTALLY MAKES SENSE: GROUNDING IT IN
CHARACTER PURPOSE AND DRAMA.
THE BIGGEST PROBLEM OF WHICH IS THAT THERE IS NO DEVICE IN POPULAR
STORYTELLING THAT, WHEN USED POORLY, CAN FEEL SO DAMN CHEAP TO EVEN THE
MOST UNAWARE OF AUDIENCES. CONVENTIONAL PLOTTING IS DEPENDENT ON SET-UP
AND DELIVERY. AND NOTHING MAKES THE AUDIENCE MORE AWARE OF A LACK OF SETUP THEN THE SUDDEN SAVING OF A CHARACTER FROM SOME MEANS THAT SEEM
FOREIGN TO THEM. BUT IF YOU SET IT UP? AND NOT JUST WITH SOME MAGICAL DOHICKEY, BUT IN TERMS OF CHARACTER CATHARSIS? WHEN YOU GEAR IT AROUND
DRAMATIC FUNCTION? HOOO BOY, DOES IT WORK.
LETS GO BACK TO THAT SAME MOVIE YET AGAIN: REMEMBER THE HAN SOLO YEEE
HAW KID! NOW LETS BLOW THIS JOINT! MOMENT FROM STAR WARS? OF COURSE
YOU DO. IT WORKS BECAUSE THEY SPEND THE ENTIRE MOVIE SHOWING THAT HAN
DOESNT DO STUFF LIKE THAT AND HAVE THE CHARACTERS TUG AT HIS HEART STRINGS
TRYING TO GET HIM TO DO STUFF LIKE THAT. THE LAST MOMENT OF LUKE ASKING FOR
HELP SETS IT UP SO PERFECTLY, AS HE SHUFFLES AWAY WITH ALL HIS MONEY
GRUMBLING TO A RELUCTANT CHEWY I KNOW WHAT IM DOING. THEN THE FILM
THEN SPENDS THE EXACT RIGHT AMOUNT OF TIME AWAY FROM HAN SO YOU
COMPLETELY FORGET ABOUT HIM, UNTIL THE VERY SECOND HE STREAMS IN,
STARLIGHT-BEHIND-FALCON, AND SAVES LUKE!
ITS A BEAUTIFUL, GORGEOUS MOMENT, BUT IT WORKS BECAUSE OF ALL THE GREAT
CHARACTER SET-UP. IT WORKS AS A MOMENT THAT IS DEUS EX MACHINA ONLY BUT
ITS NOT DEUS EX MACHINA AT ALL. IN THAT MOMENT IT IS A SUDDEN SURPRISE, BUT
REALLY ITS THE RESULT OF A CAREFULLY CONSTRUCTED CHARACTER ARC, NOT
SOMETHING AS ETHEREAL OR RANDOM AS FATE OR INTERFERENCE OF THE GODS.
ITS HUMAN. AND AS A RESULT IT WORKS SO DAMN WELL FOR THE AUDIENCE ITS
AMAZING HOW MUCH LUCAS TOOK THAT DEUS EX MACHINA MOMENT AND MADE IT
SOMETHING SO DIFFERENT AND MORE FUNCTIONAL. GOSH. HULK KEEPS WRITING
ABOUT STAR WARS AND KINDA FALLING IN LOVE WITH IT AGAIN THIS AFTER HULK
WAS GOING TO SWEAR IT OFF. OH WELL, THATS WHAT HAPPENS WITH GOOD THINGS.
THEY ALWAYS GIVE YOU A REASON TO LOVE THEM.
VII) DONT THINK THE RETURN ONLY MEANS THAT CHARACTERS SHOULD
COME HOME AT THE END
PERHAPS WE CAN BLAME THE ODYSSEY FOR THIS ONE, BUT THERE IS A DEFINITE LACK
OF UNDERSTANDING FOR WHAT THE RETURN ACTUALLY MEANS AND IT IS
RESPONSIBLE FOR DOZENS OF HYPER-POINTLESS ENDINGS. WRITERS GET IT STUCK IN
THEIR HEAD THAT WE SOMEHOW HAVE TO RETURN HOME AND THIS MAGICALLY
BRINGS THINGS FULL CIRCLE YEAH. THE RETURN ACTUALLY IMPLIES A THEMATIC OR
PSYCHOLOGICAL RETURN, NOT A LITERAL ONE. AND YET WE SEE MOVIES THAT
LITERALIZE THAT RETURNING TO HOME AND THINK THAT INHERENTLY IMPLIES SOME
KIND OF MEANING. AND UNLESS YOU GIVE THE RETURN SOME THEMATIC RESONANCE,
UNLESS YOU HAVE BUILT UP THE MEANING OF THAT RETURN AND HAVE TRULY
CHANGED THE CHARACTER, THEN IT MEANS ABSOLUTELY NOTHING.
HULKS PERSONAL FAVORITE EXAMPLE OF THE NONSENSICAL LITERAL RETURN
OCCURS IN A SERIES OF FILMS WHICH ARE THE COMPLETE OPPOSITE OF THE ORIGINAL
STAR WARS TRILOGY...
HULK IS TALKING ABOUT THE PREQUELS.
THOSE MOVIES ARE ALL TERRIBLE FOR HUNDREDS OF REASONS, BUT IN THIS SPECIFIC
CASE: THE LITERAL RETURN TO NABOO IN THE PHANTOM MENACE IS DOWNRIGHT
BIZARRE. THAT IS BECAUSE, ASIDE FROM PICKING UP A LITTLE ANAKIN SKYWALKER,
THEIR JOURNEY TO CORUSCANT YIELDS ABSOLUTELY ZERO RESULTS THAT AFFECT
THE PLOT, SITUATION, OR CHARACTER. SERIOUSLY. THEY RETURN BECAUSE THEY HAVE
NOTHING LEFT TO FAIL AT. ABSOLUTELY NOTHING IS DIFFERENT ABOUT THEIR
SITUATION WITH THE TRADE FEDERATION, OR THEIR PERSONAL SITUATIONS OR THEIR
CHARACTER GROWTH. THEYRE JUST IN A DIFFERENT GEOGRAPHIC PLACE. EVEN
WHEN PADME SHOWED UP IN THE SENATE AND PLEADS HER CASE, THE SENATE IS
BASICALLY LIKE WHAT!? NO! OF COURSE NOT. YOU CAME ALL THE WAY HERE TO ASK
THAT? WHAT THE HELL IS WRONG WITH YOU? WHICH ODDLY ENOUGH IS SOMETHING
THAT COULD BE MADE INTO AN INTERESTING POLITICAL STATEMENT ABOUT
DEMOCRACY, BUT THEY IGNORE THAT CONTEXT TOO, SHRUG THEIR SHOULDERS, AND
GO HOME TO REALLY START DEALING WITH THE ISSUE AT HAND. AGAIN. DOWNRIGHT
BIZARRE.
THE LAST THING HULK WANTS TO DO IS TURN THIS INTO A FAN-FIC SESSION, BUT
SINCE THIS IS A SCREENWRITING BOOK HULK FEELS IT IS OKAY TO TALK ABOUT
DIFFERENT STORY OPTIONS AND WHAT THEY COULD HAVE DONE BETTER IN THE
PREQUELS. THERE ARE A MILLION THINGS THEY COULD HAVE DONE TO FIX IT, BUT
HERES ONE SMALL CHANGE THAT COULD HAVE IMPROVED SO MUCH: PADME SHOULD
HAVE STAYED ON NABOO AND DEALT WITH THE FACT HER PLANET WAS UNDER
FUCKING ATTACK. QUI-GON SHOULD HAVE LEFT OBI-WAN THERE TO PROTECT HER
AND THUS PADME AND OBI-WAN COULD HAVE DEVELOPED A FRIENDSHIP AND SHE
COULD HAVE HAD A SCHOOLGIRL CRUSH. MEANWHILE, QUI-GON WOULD HAVE BEEN
THE ONLY ONE TO GO BACK TO THE SENATE AND GET STRANDED ALONG THE WAY ON
TATOOINE. THERE HE FINDS A NEW, BETTER PADAWAN IN YOUNG ANAKIN. HE COULD
HAVE FREED HIM THE SAME WAY AND THEIR STUPID MISSION TO CORUSCANT STILL
COULD HAVE FAILED. BUT HERES THE REAL KEY, WHEN THEY RETURNED IT COULD
HAVE ALL COME TOGETHER IN A WAY THAT ACTUALLY MADE SENSE. ANAKIN ENTERS
AS THE DARK STRANGER WHO INSTANTLY LOVES PADME, THE OBI-WAN CRUSH
EVAPORATES, OBI-WAN IS PISSED THERES A NEW PADAWAN AND EVERYONE WOULD
HAVE REAL MOTIVATIONS AND EMOTIONS. THIS RETURN WOULD HAVE REAL,
SERIOUS CONSEQUENCE. BUT INSTEAD THEY ALL GOT TO TRAVEL TOGETHER IN A BIG,
USELESS GROUP WHERE EVERYONE STANDS AROUND WHILE OTHER PEOPLE GET TO
HAVE ACTUAL STORIES. ALSO HULK WOULD HAVE GOTTEN RID OF JAR JAR. ALSO THEY
SHOULD HAVE DONE A MILLION OTHER THINGS. WAIT, WHY THE HELL IS HULK EVEN
DOING THIS? YOU CANT POLISH A TURD. ASSUMING THERE IS A SINGULAR FIX TO THE
EVEN BECOME A HERO IN THE FIRST PLACE (AGAIN, INDIANA JONES WORKS SO
BECAUSE HES CONSTANTLY REMINDING YOU OF HIS ABILITY TO FAIL). AND USING
DESTINY AS A DEVICE PREVENTS US FROM EVER FORGETTING. IT MAY MAKE STORY
SENSE, BUT IT RUINS THE FUNCTION OF DRAMA.
THE IRONY OF ALL THIS IS THAT ALMOST ALL OF OUR ANCIENT DRAMAS WERE
COMPLETELY GEARED AROUND THE CONCEPT OF DESTINY; ALBEIT THE KEY
DIFFERENCE BEING THAT THEIR USE OF THE DEVICE WAS USED MOSTLY IN TRAGEDIES.
IT WAS A COMMENTARY ON THE NATURE OF CHOICE, SPECIFICALLY IN REGARDS TO
THE INEVITABILITY OF DEATH. WHY DID THEY USE IT THAT WAY? WELL, OLD-SCHOOL
LIFE USED TO BE FUCKING HARD, FOLKS. MOST OF THE TIME YOU JUST, LIKE, DIED. LIFE
WAS INFINITELY MORE RANDOM THAN IT IS NOW. A GOOD COLD WOULD KILL YOU.
WOMEN USUALLY DIDNT SURVIVE CHILDBIRTH. FAMINE. WAR. MURDER. ALL PRESENT.
THUS THE IDEA THAT FATE, AKA DEATH, WAS GOING TO HAPPEN IN OUR LIVES,
REGARDLESS OF OUR OWN GOODNESS OR IMPORT, WAS A MUCH MORE PERSISTENT
REALITY. DEATH WAS A CONSTANT (IT STILL IS NOW, ACTUALLY). AND THUS EVERY
MYTH WAS DIRECTLY TRYING TO ENGAGE THAT CENTRAL REALITY OF LIFE. SO MUCH
SO THAT IT BECAME THE BACKBONE OF GREEK DRAMA: CHALLENGING THE FATES,
WHEREIN THE NOTION OF TRYING TO CHEAT DEATH WAS ACTUALLY PERCEIVED AS A
CHARACTER FLAW.
BUT NOW WE WHOLLY FORGET THAT PART OF THE EQUATION. PROBABLY BECAUSE
NOW WE ACTIVELY REWARD A CHARACTER WHO IS TRYING TO CHEAT DEATH. HECK,
WE ARE TAUGHT TO VALUE IT AS A VIRTUE. WE RALLY AROUND CHARACTERS THAT
EMBRACE INVINCIBILITY. BUT BACK IN THE DAY? ACHILLES. PERSEUS. GILGAMESH. OUR
HERO TALES USED TO BE CAUTIONARY. NOW, THOSE FLAWS ARE UPHELD AS SACRED
VIRTUES. BELIEVING YOU ARE INVINCIBLE IS A FORM OF HEROISM. BUT HEY, PERHAPS
ITS JUST A SIGN OF OUR PROSPEROUS AGE. DAMN THE FATES THEY SAY. WHICH IF WE
ARE GOING TO BE HONEST ABOUT OUR CULTURE IS PROBABLY THEMATICALLY
UNDERSTANDABLE ALL THINGS CONSIDERED.
THE REAL PROBLEM, NARRATIVELY SPEAKING, IS THAT WE TOOK THIS VERY SPECIFIC
PLOTTING DEVICE, WHICH WAS USUALLY USED FOR THE ONE INEVITABLE CONSTANT IN
LIFE (DEATH), AND TURNED IT INTO THIS CHEAP VEHICLE FOR READY-MADE PLOTTING
AND OBJECTIVE-SATISFYING. MEANING TO USE IT AS WE DO NOW IS A COMPLETE
MISUNDERSTANDING OF THE MECHANISM AND PURPOSE OF THAT DEVICE. NOW WE USE
DESTINY TO MAKE US THINK WERE BORN TO BE STARS. TO BE HEROES. TO GET
EVERYTHING IN LIFE BESIDES DEATH. ITS AN OUTRIGHT PERVERSION OF THE
INTENTION OF DESTINY. NOW WE USE THE WITCHES FROM MACBETH TO TELL OUR
HEROES ALL THE AWESOME THINGS THEYRE GOING TO BE AND THEN JUST SIT BACK
AND WATCH THEM AS THEY SUPPOSEDLY OVERCOME THEIR MINOR BULLSHIT AND
FINALLY DO IT. THERES NO FABLE. THERES NO LESSON. OUR STORIES JUST HAVE THE
STARS IN THEIR EYES, FREE OF CONSEQUENCE.
WHICH HULK GUESSES JUST PROVES THE THESIS OF MACBETH RIGHT IN A WAY?
UGH. THE WORST PART IS SO MANY WRITERS DONT THINK ABOUT THE PURPOSE OF
THESE MECHANISMS. PEOPLE JUST DO IT BECAUSE THEY HAVE NO IDEA WHAT DRAMA
IS AND THEY INJECT THESE TROPES INTO STORYTELLING BECAUSE THATS WHAT
MOVIES DO. AGAIN, ITS OBLIGATORY. THERE WAS A RECENT ANNOUNCEMENT OF A
YOUNG HAN SOLO MOVIE (OOF) AND BADASS DIGESTS OWN DEVIN FARACI WROTE A
GREAT LITTLE SATIRICAL PIECE ON WHY A) THIS WAS LIKELY A TERRIBLE IDEA AND B)
THE WAY THESE TERRIBLE TROPES WE SEE MORE AND MORE IN MOVIES OVERTLY
EXPLAIN INTERCONNECTIONS WITHOUT MAKING THEM DRAMATIC. THIS PART WAS
GREAT:
We Will See The Origins of the Millenium Falcon. No, not just the thrilling card game where Han
won the ship from Lando (although that will be in the movie and will be included in some wacky,
unexpected way, like Han and Lando are playing cards in Jabba's dungeon or something). We will
actually see the Falcon being built. A young Han - four or five years old - will be transfixed by the
ship under construction.... ALMOST AS IF IT'S HIS DESTINY.
YUP. THATS THE ETHOS OF OUR WHOLE APPROACH TO STORYTELLING RIGHT THERE.
ITS MISTAKING THE NOTION OF SET-UP AND DELIVERY FOR HAVING OBLIGATORY
DESTINATIONS. ITS MAKING CONNECTIONS BETWEEN POINTS OF A TIMELINE
WITHOUT UNDERSTANDING ALL THE CONCEPTS WEVE BEEN TALKING ABOUT IN THIS
ENTIRE BOOK. THERES NO PROPULSION AND NO CHARACTER CHOICES. HAN HAD TO
MAKE A CHOICE TO COME BACK TO RESCUE LUKE. AND THIS KIND OF DESTINY
THINKING? ITS A HOLLOW IMITATION OF STORYTELLING AND ITS BECOME SUCH A
CRUTCH. ITS: HERES THE THING YOU WERE MEANT TO DO! GO DO IT BY THE END OF
THE MOVIE AND IT WILL SEEM LIKE A JOURNEY! BUT ITS NOT A JOURNEY... ITS A
NOTHING.
SO HERES SOME ADVICE TO EVERY SCREENWRITER OUT THERE. REMOVE "DESTINY"
FROM YOUR PLOTTING OF ANYTHING YOU EVER DO. EVER. NOT BECAUSE ITS
IMPOSSIBLE TO DO WELL. HECK THE WIRE TURNED THE NOTION OF CHALLENGING
THE FATES (READ: MODERN INSTITUTIONS) INTO THE BEST TELEVISION EVER OFFERED
TO US. NO, ITS BECAUSE YOURE USING IT FOR TRADITIONAL DRAMATIC
STORYTELLING WITHOUT REALIZING YOURE USING THE DRAMATIC EQUIVALENT OF:
WHY? / BECAUSE!
SO JUST AVOID THE TRAP UNTIL YOU CAN LEARN TO NAVIGATE THE OTHER ARENAS OF
STORY.
IX) - WRAPPING IT ALL UP
YOU KNOW PERHAPS A BETTER TITLE FOR THIS CHAPTER WOULD HAVE BEEN A
BETTER WAY OF APPROACHING THE HEROS JOURNEY BUT AGAIN, HULK REALLY
WANTED YOU TO UNLEARN THE STORY MODEL. WE JUST HAVE TO LOOSEN UP THE WAY
WE DEAL WITH THESE STRUCTURAL MATTERS BECAUSE THIS WEIRD SENSE OF
FORMALISM IS CRIPPLING OUR ABILITY TO FOCUS ON MORE PRODUCTIVE MECHANISMS
OF STORYTELLING.
STILL, KEEPING WITH HULKS THEME OF BALANCE: ADOPTING LESS RIGID MODELS
DOES NOT GIVE US CARTE BLANCHE TO DEVOLVE OUR MOVIES INTO A STORY-LESS,
BAY-ESQUE MALAISE OF ACTION, BUT ARE INSTEAD THERE TO HELP US CRAFT TIGHT
AND DRAMATIC STORIES THAT FIT WHAT WE ARE TRYING TO DO. REMEMBER, THERES
NO REFUSING THE CALL IN INDIANA JONES AND HES STILL A DAMN HERO. HES
SIMPLY LIKE THE ARK OF THE COVENANT? FUCK YEAH, IM IN. AND EVERYONE WAS
TOTALLY COOL WITH THAT.
BEYOND THAT, IT IS IMPORTANT AS A CULTURE TO CONSTANTLY EVALUATE OUR TRIED
AND TRUE SYSTEMS. THIS IS NOT AN INVITATION TO DISAPPEAR UP OUR OWN
ASSHOLES WITH REFLEXIVE ACADEMIC TALK, BUT WE HAVE TO BE MORE PERCEPTIVE
TO WHAT ACTUALLY HELPS US DO THINGS. AND THE POPULARIZATION OF THE HEROS
JOURNEY IS SIGNIFICANT TO OUR CULTURAL UNDERSTANDING, BUT NOW OUR OVERRELIANCE ON IT FOR PRAGMATIC STORYTELLING HAS REACHED A KIND OF CRITICAL
MASS.
DIDNT YOU EVER FIND IT CURIOUS THAT THE HEROS JOURNEY TELLS YOU THE
SPECIFIC BEATS IN A GENERAL ORDER BUT IT GIVES YOU NO IDEA HOW TO LINK
THEM??? WOULDNT THAT BE AN IMPORTANT PART OF ANY STORYTELLING MODEL?
THATS BECAUSE THE HEROS JOURNEY IS NOT A STORYTELLING MODEL. WHICH
MEANS ITS NO ACCIDENT THAT SO MANY OF THESE MODERN POST-STAR WARS FILMS
WHO BASE THEIR STORIES ON IT COME OFF LIKE SEGMENTED NONSENSE, WITH
CHARACTERS HITTING OBVIOUS AND REPEATED BEATS WITH NO FLOW FOR NO OTHER
REASON THAN DESTINY AND COSMIC INTERFERENCE. THE BOOK HAS ONLY BEEN
AROUND FOR 60 YEARS AND WE WERE TELLING AMAZING HERO STORIES WITHOUT IT
JUST FINE BEFOREHAND. ACTUALLY, WE WERE DOING IT A LOT BETTER BECAUSE WE
WERENT TRYING TO REDUCE IT DOWN TO THE HEROS FORMULA. EVEN THE GREAT
STAR WARS, WHICH USED THE HEROS JOURNEY AS AN INFLUENCE, DID NOT SEE IT AS
STRUCTURAL MODEL, BUT INSTEAD A WAY TO BUILD SOMETHING THEMATICALLY
RESONANT. LUCASS STORY, MEANWHILE, WAS INSTEAD BUILT BY DRAMA AND
PROPULSION.
LINKING THINGS TOGETHER IS THE SINGLE MOST IMPORTANT FACTOR IN CRAFTING A
WELL-TOLD STORY. THIS IS WHAT HULK MEANS BY FLOW. ITS LIKE CLIMBING STAIRS:
EACH SCENE SHOULD LEAD TO THE NEXT AND SO ON IN A WAY THAT ADVANCES THE
PLOT, CHARACTER, OR THEME. EVERY PLACE SHOULD MAKE SENSE. AND THEN IT
SHOULD UNIFY INTO A SINGLE STORY WITH TIGHT, ECONOMICAL WRITING THAT IS
GOOD FOR YOUR IDEAS, RATHER THAN AUGMENTING YOUR STORY TO FIT SOMETHING
THAT IS THE EQUIVALENT OF A TWO-THOUSAND-YEAR-OLD CLIFFS NOTES ANALYSIS,
WHICH AGAIN, WAS REALLY SOMETHING THAT WAS MADE TO INVESTIGATE WHY WE
CREATED MYTH AND NOT INTENDED AS HOW-TO INSTRUCTION.
CHRISTOPHER NOLANS THE DARK KNIGHT IS 1) ABOUT A SUPERHERO 2) ONE OF THE
MOST RESPECTED AND SUCCESSFUL SUPERHERO FILMS EVER AND 3) AND IT DOESNT
EVEN REALLY TOUCH THE CAMPBELL MODEL IN ANY STRONG WAY. INSTEAD, ITS BUILT
AROUND MOMENT-TO-MOMENT PROPULSION OF STORY. IT GROUNDS ITS
CHARACTERIZATION IN THEME AND KEEPS THINGS GOING IN A FAR MORE INVOLVING
AND MODERN WAY. SO, IF BY COMPARISON, YOU ARE TAKING WHATEVER IDEAS YOU
HAVE AND JUST PLUGGING THEM INTO THE HEROS JOURNEY THEN HULK WOULD
ARGUE YOU ARE MOST DEFINITELY DOING IT WRONG. IN A WAY, YOU ARE ACTUALLY
BUTCHERING THE PURPOSE AND INTENT OF JOSEPH CAMPBELLS INCREDIBLE
ACADEMIC WORK.
AT THIS POINT HULK WOULD LIKE TO APOLOGIZE FOR THE LENGTH OF POINTS #25-#26,
BUT YOU HAVE NO IDEA HOW IMPORTANT IT IS TO UNLEARN THESE TWO POPULAR
STORYTELLING MODELS AND DOING SO TAKES A LOT OF WORK AND ANALYSIS.
THE REWARD? YOU NOW HAVE ACCESS TO THE VAST NUMBER OF OTHER
STORYTELLING MODELS THAT WILL BE FAR MORE HELPFUL IN HELPING YOU WRITE.
SO LET'S LOOK AT THEM, SHALL WE?
27. THE SEQUENTIAL APPROACH
THE SEQUENTIAL APPROACH IS MORE DETAILED THAN WHAT FOLLOWS, BUT IT
BASICALLY AMOUNTS TO "SIT DOWN AND START WRITING THE STORY LOGICALLY
FROM POINT A TO POINT B, BEGINNING TO ENDING."
... YEAH... THIS IS A HORRIBLE WAY TO WRITE SCREENPLAYS. ESPECIALLY, IF YOU'VE
NEVER WRITTEN ONE BEFORE.
CHANCES ARE IT WILL CREATE A RUN-ON, PURPOSELESS STORY. IT WILL SHOW A LACK
OF FORETHOUGHT. IDEAS WILL BE LOST AND THE STORY WILL SIMPLY MEANDER TO
PLACES WHERE IT DOESNT BELONG. HULK SEES SCRIPTS THAT WERE CLEARLY
WRITTEN THIS WAY TIME AND TIME AGAIN, WHERE THE STORY JUST PLAIN RUNS OUT
OF STEAM WITH NO REAL SENSE OF HOW TO RESOLVE IT.
BUT THE VALUE OF THE SEQUENTIAL APPROACH BECOMES STARTLINGLY APPARENT
LATER ON IN YOUR DEVELOPMENT. ONCE YOU'VE ALREADY HAD A GOOD DEAL OF
EXPERIENCE WITH STRUCTURE AND HEAVY OUTLINING, THE SEQUENTIAL APPROACH
CAN RE-INTRODUCE THE MOST BASIC FORM OF LOGICAL WRITING:
CAUSE AND EFFECT STORYTELLING.
THIS HAPPENS SO THIS HAPPENS. CAUSE AND EFFECT. THERES NOTHING MORE
PROPULSIVE TO A STORY IN THE WORLD. AND YET YOU SEE SO MANY INTERMEDIATE
WRITERS GET CAUGHT UP IN THE GAME OF BEATS AND STRUCTURE AND CHARACTER
POINTS AND ARRANGING ALL THEIR LITTLE CHUNKS THAT THEY'LL END UP WRITING
THESE DISCONNECTED SCENES. THE STORY IS JUST THIS SCENE AND THEN IT'S THAT
SCENE, ETC. AND THEY'LL EACH WORK LIKE THEIR OWN LITTLE PLAYS. AND IT MAY
ULTIMATELY FIT TOGETHER IN A LOGICAL WAY, BUT IT CAN BE PROBLEMATIC.
THE PROBLEM IS THAT IT WORKS IN TERMS OF MAKING YOUR OUTLINE LOOK GOOD
LITTLE TWO MINUTE VIDEO OF THE HIGHLIGHTS, BUT HERES THE BEST SECTION:
TREY: [WE SAY] well this would be a funny scene if we had this. Each individual scene has to
work as a funny sketch. You dont want to have one scene and go well, what was the point of that
scene? So we found out this rule that maybe you guys have all heard before, but it took us a long
time to learn it. But we can take these beats, which are basically the beats of your outline. And if the
words and then belong between those beats youre fucked. Basically. You got something pretty
boring. What should happen between every beat that youve written down is either the word
therefore or but, right? So what Im saying is that you come up with an idea and its like okay,
this happens and then THIS happens. No no no. It should be this happens and THEREFORE this
happens. BUT this happens THEREFORE this happens. And sometimes we will literally write it
out to make sure were doing it. Well have our beats and well say okay this happens but then this
happens and that affects this and that does to that and thats why you get a show that feels okay and
theres so many scripts we read from new writers and things that we see-
MATT: FUCK that, we see movies that do it! Its just like this happened and then this happened and
thats when youre the fuck Im watching this movie for??? Thats not a movie. Therefore/buts give
you the causation. And thats a story.
OKAY IT COMES ACROSS MUCH MORE CLEARLY IN VIDEO FORM, BUT THIS IS
EFFECTIVELY ONE OF THE MOST SUCCINCT AND HELPFUL THINGS THAT HULK HAS
EVER COME ACROSS IN EXPLAINING THE PROCESS OF STRUCTURAL WRITING. SINCE
FINDING IT, HULK HAS NOT ONLY SPREAD THE GOSPEL OF ITS MESSAGE, BUT USED THE
CONCEPT TIME AND TIME AGAIN IN HULKS OWN WRITING. IT WAS SOMETHING HULK
INSTINCTUALLY UNDERSTOOD FOR A LONG TIME, BUT THIS NEWFOUND CLARITY JUST
GAVE IT SUCH BETTER FOCUS. AND HULK REALLY DOESNT EVEN NEED TO EXPAND ON
IT BECAUSE IT IS JUST SO FREAKING CLEAR. IT EVEN ADDRESSES THE SINGLE MOST
RELEVANT PROBLEM IN TODAY'S WRITING AND THAT IS A LACK OF NARRATIVE PURPOSE
TO THE ACTION ONE IS SEEING ONSCREEN.
SIMPLY PUT: "THEREFORES" AND "BUTS" CREATE THE SENSE OF PROPULSION.
THE "AND THENS" STOP THE NARRATIVE COLD.
IT'S NO ACCIDENT THAT THE SOUTH PARK GUYS HAVE BECOME BETTER WRITERS
WITH EVERY PASSING SEASON OF THE SHOW. THEY HAVE ALWAYS BEEN FUNNY AND
SMART, BUT AFTER A DECADE AND A HALF THEY HAVE FINALLY LEARNED TO SHAPE
THEIR STORYTELLING. MEANING THE SHOW HAS GONE FROM BEING FLIPPANT AND
FUNNY, TO BECOMING SOMETHING DOWNRIGHT RESONANT. ITS A SHOW FROM A
PUNK-ROCK MENTALITY THAT CAN NOW TELL STORIES FOR THE MIND, BODY, AND
SOUL. AND THATS REALLY SOMETHING. IT DOESNT SEEM TO BE AN ACCIDENT THAT
THE BOOK OF MORMON HAS GONE ON TO WIN EVERY AWARD IMAGINABLE AND IT IS
WITHOUT A DOUBT THEIR BEST PURE STORY WORK TO DATE. THE GUYS ARE ON TO
SOMETHING THERE.
SO LOOK AT YOUR OWN STORIES. LOOK AT EVERY SCENE. IF THE ONLY WAY TO LINE UP
THE BEATS IS WITH "AND THEN" THEN YOU'RE IN TROUBLE. SO FIND YOUR
8. VILLAINY OR LACK: villain causes harm/injury to family member (by abduction, theft of magical
agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on
someone, substitutes child etc., commits murder, imprisons/detains someone, threatens forced
marriage, provides nightly torments); alternatively, a member of family lacks something or desires
something (magical potion etc.). There are two options for this function, either or both of which may
appear in the story. In the first option, the villain causes some kind of harm, for example carrying
away a victim or the desired magical object (which must be then be retrieved). In the second option, a
sense of lack is identified, for example in the hero's family or within a community, whereby
something is identified as lost or something becomes desirable for some reason, for example a
magical object that will save people in some way.
9. MEDITATION: misfortune or lack is made known, (hero is dispatched, hears call for help etc./
alternative is that victimized hero is sent away, freed from imprisonment). The hero now discovers
the act of villainy or lack, perhaps finding their family or community devastated or caught up in a
state of anguish and woe.
10. BEGINNING ACTION SEEKER: seeker agrees to, or decides upon counter-action. The hero now
decides to act in a way that will resolve the lack, for example finding a needed magical item, rescuing
those who are captured or otherwise defeating the villain. This is a defining moment for the hero as
this is the decision that sets the course of future actions and by which a previously ordinary person
takes on the mantle of heroism.
11. DEPARTURE: hero leaves home;
12. FIRST FUNCTION OF THE DONOR: hero is tested, interrogated, attacked etc., preparing the way
for his/her receiving magical agent or helper (donor);
13. HEROS REACTION: hero reacts to actions of future donor (withstands/fails the test, frees
captive, reconciles disputants, performs service, uses adversary's powers against him);
14. RECEIPT OF MAGICAL AGENT: hero acquires use of a magical agent (directly transferred,
located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
15. GUIDANCE: hero is transferred, delivered or led to whereabouts of an object of the search;
16. STRUGGLE: hero and villain join in direct combat;
17. BRANDING: hero is branded (wounded/marked, receives ring or scarf);
18. VICTORY: villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
19. LIQUIDATION: initial misfortune or lack is resolved (object of search distributed, spell broken,
slain person revived, captive freed);
20. RETURN: hero returns;
21. PURSUIT: hero is pursued (pursuer tries to kill, eat, undermine the hero);
22. RESCUE: hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero
transforms unrecognizably, hero saved from attempt on his/her life);
23. UNRECOGNIZED ARRIVAL: hero unrecognized, arrives home or in another country;
24. UNFOUNDED CLAIMS: false hero presents unfounded claims;
25. DIFFICULT TASK: difficult task proposed to the hero (trial by ordeal, riddles, test of
strength/endurance, other tasks);
26. SOLUTION: task is resolved;
27. RECOGNITION: hero is recognized (by mark, brand, or thing given to him/her);
28. EXPOSURE: false hero or villain is exposed;
29. TRANSFIGURATION: hero is given a new appearance (is made whole, handsome, new garments
etc.);
30. PUNISHMENT: villain is punished;
31. WEDDING: hero marries and ascends the throne (is rewarded/promoted).
Occasionally, some of these functions are inverted, as when the hero receives something whilst still at
home, the function of a donor occurring early. More often, a function is negated twice, so that it must
be repeated three times in western cultures.
TO RESTATE: THIS LIST IS NOT A HOW-TO ON STORY STRUCTURE. IN FACT, YOU DO NOT
NEED TO HAVE THESE BEATS IN YOUR STORY WHATSOEVER. WHAT HULK SIMPLY
WANTS YOU TO DO IS LOOK AT THE KINDS OF CAUSE AND EFFECT THAT THESE
ACTIONS HAVE ON THE STORY. MEANING WHAT HULK WANTS YOU TO ACTUALLY
UNDERSTAND IS THE MECHANISM OF THESE STORY DEVICES, NOT JUST THE SURFACE
DESCRIPTION. FOR THE VALUE OF THESE DEVICES LIES IN THE FACT THAT THEY
CREATE CERTAIN DRAMATIC REACTIONS IN THE AUDIENCE AND CREATE CERTAIN
MEANINGS TOWARD THE THEMES, NOT IN THEIR MERE PRESENCE. AND THUS THE
EXPRESSION OF THE NOTIONS THEMSELVES, HERE REPRESENTED IN THEIR
IRREDUCIBLE ELEMENTS, ARE MEANT FOR SOMETHING ELSE ENTIRELY.
NOW, YOU MAY BE CURIOUS: WHY FAIRY AND FOLK TALES?
WHY ARE THEY SO IMPORTANT? AFTER ALL, WHEN WE THINK FAIRY TALE WE THINK
OF SOMETHING LIKE CINDERELLA, WITH HANDSOME PRINCES AND DREAMS COMING
TRUE. THE TRUTH IS THAT WERE REALLY TALKING ABOUT IS AN EVEN SIMPLER
VERSION OF STORYTELLING THAN THAT: FABLES. REMEMBER WHEN HULK TALKED
ABOUT THEM WAY BACK IN 7.1? FABLES ARE SO IMPORTANT.
LOOK AT HOW MANY OF THOSE PROPPISMS HOLD UP THE BASIC VALUE OF FABLES.
LOOK AT HOW MANY OF THESE STORY FUNCTIONS LINK TOGETHER OFF CAUSE AND
EFFECT. LOOK AT HOW MANY FUNCTION IN TERMS OF THEREFORE / BUTS. ISNT IT
AMAZING?
SO IF YOU WANT TO UPHOLD THAT SAME PURPOSE YOU SHOULD TAKE THOSE 31
MECHANISMS FROM MR. PROPP AND USE THEM TO SUIT YOUR OWN PURPOSES. MAKE
THEM FEEL MODERN. INVERT THE GENDERS. APPLY IT TO A SITUATION OUTSIDE OF
GOOD AND EVIL. ADDRESS TOPICAL CONCERNS. MAKE THEM NUANCED. EVERY STORY
NEEDS MEDIATION. OR COMPLICITY. USE YOUR INGENUITY TO MAKE THEM APPLY TO
SOMETHING COMPLETELY DIFFERENT. DAVID SIMON USED GREEK DRAMA
(CHALLENGING THE FATES, ETC) AS THE CONFLICT METHODOLOGY OF HIS UBERMODERN TELEVISION SHOW THE WIRE, AND ENDED UP REVOLUTIONIZING THE WAY
THOSE CONSTRUCTS FELT.
SO WHY CANT YOU DO THE SAME WITH THE 31 PROPPISMS?
BE BOLD. BE PURPOSEFUL.
ALSO LOOKING OVER THAT LIST IS HULK CRAZY, OR WAS VLADIMIR PROPP THE MAIN
INSPIRATION BEHIND THE SCOOBY DOO CARTOONS?
SORRY, LETS MOVE ON.
31. THE SNOWFLAKE METHOD
A LOT OF TIMES, PARTICULARLY WHEN APPROACHING LONGER STORIES LIKE SEASONLONG TV ARCS OR NOVELS, PEOPLE WILL HAVE TROUBLE FINDING WAYS TO ENRICH
THE STORY WITH DETAIL WHILE STILL REMAINING RELEVANT TO THE INITIAL OR
CENTRAL CONCEIT. SURE, WE HAVE POINT #10'S CHARACTER TREES TO HELP US FLESH
THINGS OUT, BUT THAT'S DOESN'T SOLVE A LOT OF LONG-FORM STRUCTURE
PROBLEMS.
THAT'S WHEN HULK FINDS THE SNOWFLAKE METHOD HELPFUL.
THE TERMINOLOGY COMES FROM THE IDEA THAT SNOWFLAKE STARTS DENSE IN THE
CENTER OF CONDENSATION AND CONTINUES TO CRYSTALLIZE OUTWARD FORMING
NEW, MORE DETAILED SHAPES. THUS, THE STORY IS DEVELOPED THE SAME WAY. HERES
AN EXCERPT FROM ADVANCEDFICTIONWRITING.COM THAT HULK HAS TRUNCATED TO
MAKE MORE PALATABLE FOR THIS BOOK:
Step 1) Take an hour and write a one-sentence summary of your novel
Step 2) Take another hour and expand that sentence to a full paragraph describing the story setup,
major disasters, and ending of the novel
Step 3) The above gives you a high-level view of your novel. Now you need something similar for
the storylines of each of your characters. Characters are the most important part of any novel, and the
time you invest in designing them up front will pay off ten-fold when you start writing. For each of
your major characters, take an hour and write a one-page summary sheet that tells:
The character's name
A one-sentence summary of the character's storyline
The character's motivation (what does he/she want abstractly?)
The character's goal (what does he/she want concretely?)
The character's conflict (what prevents him/her from reaching this goal?)
The character's epiphany (what will he/she learn, how will he/she change?
A one-paragraph summary of the character's storyline
Step 4) By this stage, you should have a good idea of the large-scale structure of your novel, and you
have only spent a day or two. Well, truthfully, you may have spent as much as a week, but it doesn't
matter. If the story is broken, you know it now, rather than after investing 500 hours in a rambling
first draft. So now just keep growing the story. Take several hours and expand each sentence of your
summary paragraph into a full paragraph. All but the last paragraph should end in a disaster. The final
paragraph should tell how the book ends
Step 5) Take a day or two and write up a one-page description of each major character and a halfpage description of the other important characters. These "character synopses" should tell the story
from the point of view of each character. As always, feel free to cycle back to the earlier steps and
make revisions as you learn cool stuff about your characters
Step 6) By now, you have a solid story and several story-threads, one for each character. Now take a
week and expand the one-page plot synopsis of the novel to a four-page synopsis. Basically, you will
again be expanding each paragraph from step (4) into a full page
Step 7) Take another week and expand your character descriptions into full-fledged character charts
detailing everything there is to know about each character. The standard stuff such as birthdate,
description, history, motivation, goal, etc. Most importantly, how will this character change by the end
of the novel?...
Step 8) You may or may not take a hiatus here, waiting for the book to sell. At some point, you've got
to actually write the novel. Before you do that, there are a couple of things you can do to make that
traumatic first draft easier. The first thing to do is to take that four-page synopsis and make a list of
all the scenes that you'll need to turn the story into a novel. And the easiest way to make that list is . . .
with a spreadsheet.
Step 9) (Optional. I don't do this step anymore.) Switch back to your word processor and begin
writing a narrative description of the story. Take each line of the spreadsheet and expand it to a multiparagraph description of the scene. Put in any cool lines of dialogue you think of, and sketch out the
essential conflict of that scene. If there's no conflict, you'll know it here and you should either add
conflict or scrub the scene
Step 10) At this point, just sit down and start pounding out the real first draft of the novel
NOW IF THIS RIGOROUS METHODOLOGY SEEMS LIKE YOUR SORT OF THING THEN HULK
ONE OF THE BEST PLACES TO START REALLY ORGANIZING YOUR STRUCTURE IS TO
LOOK AT ALL THE ARCS IN YOUR STORY AND LAY THEM OUT AS INDIVIDUAL STORIES.
NOW HULK COULD COME UP WITH A FUN ANALYSIS OF A MOVIE THAT WE ALL KNOW
AND COULD WORK WITH, BUT BECAUSE HULK KEEPS TALKING ABOUT THE PROBLEMS
OF REVERSE ENGINEERING, LET'S GO IN A DIFFERENT DIRECTION INSTEAD. HULK WILL
NOW COME UP WITH A MADE-UP STORY RIGHT HERE ON THE SPOT... HULK SWEARS THIS
IS WHAT HULK IS DOING AND IT PROBABLY ISNT GOING TO BE VERY GOOD. HULK
EVEN SWEARS HULK WON'T REFINE THE IDEA SO YOU CAN SEE THE SPARK OF STORY
GENERATION AS IT HAPPENS IN REAL-TIME. THIS IS THE VALUE OF THE ORGANIC
PROCESS:
UM... SO, LIKE, A DOCTOR HAS JOURNEYED TO A SMALL AIDS HOSPITAL IN AFRICA, TO
REBUILD HIS LIFE AFTER A PAINFUL DIVORCE... YOU KNOW THIS KINDA STORY. IT
MAKES UP THE WORLD OF MELODRAMA AND SUCH. SO IN THIS STORY, THE DOCTOR
HAS TO FACE HIS OWN PAST AND PAIN AND YADDA YADDA YADDA, YOU GET IT, BUT
ALSO, THERE'S A BOSS WHO RUNS THE HOSPITAL IN A VERY COUNTERINTUITIVE WAY
THAT IS DIFFERENT FROM THE DOCTOR'S OWN EXPERIENCE. AND THIS IS NOT JUST IN
TERMS OF MEDICAL LOGISTICS, BUT REGARD FOR HUMAN LIFE AND WHAT IS BEST FOR
EVERYONE. THE BOSS WON'T TAKE CERTAIN RISKS AND WILL ONLY DO WHAT THEY
CAN DO TO KEEP THE SYSTEM IN BALANCE. AND THERE IS ALSO ANOTHER MAIN
CHARACTER AND SHE IS A CO-WORKER AT THE HOSPITAL AND LOVE INTEREST TO HELP
HIM REBUILD HIS LIFE. THAT SOUNDS LIKE THREE GOOD PLACES TO START.
NOW... HULKS NOT JUST INTERESTED IN SOMETHING AS SIMPLE AS THOSE CHARACTER
ARCHETYPES. HULK REALLY WANTS TO EXPLORE THE REAL-LIFE CONCEPTS OF
COMPASSION VS. PRACTICALITY IN A BUREAUCRACY. PLUS, HULKS REALLY
INTERESTED IN THE STATE OF HEALTH AND POLITICS IN AFRICA. SO NOW WE HAVE
SOME THEMES HULK FINDS COMPELLING. SO THE MAIN CHARACTER AND THE BOSS
WILL HAVE A DISAGREEMENT OVER THE PROPER TREATMENT OF AIDS, WHERE THE
MAIN CHARACTER IS PRO-PRACTICALITY WITH SAFE SEX AND THE BOSS IS RELIGIOUS
WITH THE OLD STANCE OF ABSTINENCE. BUT HULK DOESN'T WANT IT TO BE THIS
SIMPLE GOOD / BAD DYNAMIC. LET'S REVERSE IT THEN. THE BOSS WILL ALSO HAVE A
VERY PRACTICAL APPROACH TO NOT HELPING FOLKS WHO CAN'T BE HELPED,
BELIEVING IT WILL ONLY GET OTHERS SICK, WHEREAS THE MAIN CHARACTER SEES
THAT AS LACKING COMPASSION. THEY BOTH HAVE THEIR IDEALS, AND THEY BOTH
HAVE THEIR SENSE OF PRACTICALITY. OKAY, COOL.
SO HULK BEGINS TO WORK WITH THESE IDEAS, BUT AT A CERTAIN POINT IN THE
BRAINSTORMING PROCESS HULK WOULD SIT DOWN TO MAP OUT THE THREE
CONCURRENT ARCS:
-RELATIONSHIP WITH BOSS
-RELATIONSHIP WITH CO-WORKER
-RELATIONSHIP WITH HIMSELF / HIS PAST
AND FOR EACH OF THESE ARCS HULK WOULD PLAN OUT A STORY THAT MAKES SENSE
ON ITS OWN. THEY WOULD NOT SIMPLY BE "ELEMENTS" OF A LARGER STORY, BUT
THEIR OWN COMPLETE STORIES, INDEPENDENT OF ANYTHING ELSE. ALSO, HULK
WOULD NOT WASTE ANYTHING. HULK WOULD LIST OUT EACH SCENE, WHICH WOULD
COMPRISE EACH BEAT OF THE STORY. THIS WOULD ALLOW HULK TO BE SURE THAT
EACH BEAT REALLY ACCOMPLISHED SOMETHING.
HULK WON'T DO IT FOR ALL OF THEM, AS IT WOULD JUST BE A WASTE OF YOUR
READING TIME, BUT HERE'S A QUICK + DIRTY TREATMENT (THAT AGAIN IS UNEDITED)
OF WHAT THE STORY BEATS WOULD LOOK LIKE FOR ONE OF THOSE CONCURRENT
ARCS.
RELATIONSHIP WITH BOSS:
-THE DOCTOR MEETS BOSS AND NOTICES THEIR DIFFERENT LIFE APPROACHES.
-THE DOCTOR FEELS ALIENATED.
-THE DOCTOR THEN SEES THE BOSS'S PRAGMATIC UNCOMPASSIONATE STYLE IN
ACTION AND IT GIVES HIM ETHICAL CONCERN
-SO THEY COME INTO A CONFLICT OVER IT.
-THE DOCTOR STICKS TO HIS GUNS ON A DIFFERENT CASE AND SAVES A PATIENT WHO
IS A DANGER TO OTHERS.
-IT IS A SUCCESS AND EVERYONE ELSE IS FINE, MUCH TO THE DISMAY OF THE BOSS.
-THE MAIN DOCTOR FEELS EMBOLDENED BY THIS SUCCESS, SO THE NEXT TIME THE
DOCTOR DOES THIS SAME THING, IT IS LESS SUCCESSFUL.
-HIS EMBOLDENED ATTITUDE WAS MISPLACED SO HE THEN SEES NEGATIVE
CONSEQUENCES OF THIS DECISION.
-THE DECISION CAUSES OTHERS TO GET SICK, THE DOCTOR SEES HOW HIS
EMBOLDENED ATTITUDE HAS UNDERMINED THE BOSSS ABILITY TO RUN THE
HOSPITAL.
-THE NEGATIVE CONSEQUENCES SPIRAL, THE PROBLEMS ARE RIGHTED BY THE TWO
APPRECIATING ONE OTHER AND COMING TO WORK TOGETHER.
NOW THIS EXAMPLE ISN'T THAT GOOD OR FOCUSED, AND IN FACT IT IS THE KIND OF
HOSPITAL PLOT LINE WE'VE SEEN A MILLION TIMES BEFORE, BUT THATS JUST MAKES
IT PERFECT FOR OUR PURPOSES. SINCE THEY ARE ALL FAMILIAR STORY BEATS YOU
IMPLICITLY "GET" THE BARE BONES OF THE STORY AND THE MECHANISMS, AND WE
CAN NOW TALK ABOUT WHERE IT CAN PROPERLY GO.
THE FIRST STEP WOULD BE THAT THESE BEATS NEED TO BE FLESHED OUT IN AN
ORGANIC AND ACCURATE MANNER. THE STORY, LIKE ANY STORY, COULD EASILY FEEL
FORCED. BUT THE BEATS COULD FEEL NATURAL AS ANYTHING TOO. EITHER WAY, WE
HAVE WHAT WE NEED. WE DON'T NEED ANY MORE SCENES THAN WHAT IS CONVEYED
IN THAT DESCRIPTION OF THE ARC. SO WE HAVE ECONOMY. NOTICE HULK DOES NOT
DOUBLE UP ON CONFLICTS WHICH SAY THE SAME THING. THERE IS AN INCIDENT THAT
SHOWS A GOOD REACTION. AND INCIDENT THAT SHOWS A BAD REACTION. WE DON'T
NEED ANY MORE THAN THAT. THOSE TWO CASES ALONE WILL PROPEL THE STORY
WHERE IT NEEDS TO GO.
NEXT. HULK WOULD DO THIS FOR THE OTHER ARC WITH THE COWORKER
RELATIONSHIP AND THE ARC WITH HIS PAST / SELF. AGAIN, WE DO THIS TO BE SURE
EACH ELEMENT IS A SINGULAR, COMPLETE STORY.
... BUT THESE ARE NOT THREE SEPARATE STORIES, ARE THEY? NOT AT ALL. THIS IS A
MOVIE, OR A TV SHOW, OR A NOVEL, OR WHATEVER. AND AS SUCH IT IS ONE THING.
WHICH MEANS THE ARCS NEED TO BE INGRAINED INTO A SINGULAR STORY.
THIS IS WHERE YOU DO THE SECOND PART OF THE BREAKING PROCESS:
34. M.A.F.S. PART 2 - MERGE INTO CONFLICTING ARCS
HULK COULD JUST LAUNCH RIGHT INTO THE EXAMPLE WE JUST USED, BUT HULK
ACTUALLY WANTS TO USE A REAL-MOVIE EXAMPLE TO SHOW WHAT CONFLICTING
ARCS ACTUALLY MEANS. WHATS FUNNY IS THAT HULK USES THE FOLLOWING MOVIE
ALL THE TIME WHEN TALKING ABOUT SCREENWRITING, NOT BECAUSE IT'S A
STUNNING EXAMPLE OF INNOVATION AND LYRICAL PROSE, BUT BECAUSE IT ONLY
TRIES TO DO THE MOST BASIC THINGS RIGHT. AND BOY IT GETS THEM SO, SO RIGHT.
THE MOVIE IS KUNG FU PANDA.
REALLY? YES.
THE THING HULK LOVES ABOUT THE FILM IS HOW IT BALANCES THE RELATIONSHIPS
AND PLOT MECHANICS TO KEEP THEM ALL VERY UNIFIED. THERE IS PO, THE DIMWITTED PANDA CHOSEN TO BE THE DRAGON WARRIOR BY MASTER OOGWAY AND
MEANT TO UNLOCK THE POWER OF THE DRAGON SCROLL. THERE IS TIGRESS, THE ONE
WHO WAS IN LINE TO BE THE DRAGON WARRIOR AND IS NOW DEEPLY DISAPPOINTED
AT NOT BEING CHOSEN. THERE IS TAI LUNG, THE VILLAINOUS FORMER PUPIL WHO
WANTS TO UNLOCK THE POWER OF THE DRAGON SCROLL FOR HIMSELF. AND ALL
THREE ARE LINKED TO MASTER SHIFU WHO FAILED IN TRAINING TAI LUNG BECAUSE HE
LOVED HIM TOO MUCH AND GAVE INTO ALL OF TAI LUNG'S INDULGENT BEHAVIORS. TO
CORRECT HIS MISTAKES, SHIFU WAS THEN FAR TOO HARD ON HIS NEXT PUPIL, TIGRESS,
FROM WHOM HE IS DETACHED, WHICH IN TURN IMBUES HER WITH FAR TOO MUCH
DESIRE TO PLEASE HIM. AND THEN SHIFU IS FACED WITH TRAINING THE IDIOTIC BUT
WELL-MEANING PO, A TASK HE DOES NOT WANT OR UNDERSTAND, ESPECIALLY
BECAUSE THE DRAGON SCROLL WAS MEANT FOR TIGRESS. AND THEN GUIDING OVER
ALL OF THEM, PARTICULARLY SHIFU'S FRUSTRATIONS, IS MASTER OOGWAY, THE ONE
WHO CHOSE PO AS DRAGON WARRIOR AND GUIDES ALL FIVE OF THESE CHARACTERS
WITH A QUIET SENSE OF ZEN AND DESTINY.
5 MAIN CHARACTERS. 5 DIFFERENT SETS OF RELATIONSHIPS. THEY ALL HAVE MOTIVES
TO RELATE TO EACH OTHER. THEY ALL HAVE REASONS TO DISLIKE EACH OTHER AND
PROVIDE CONFLICT. BUT BEST OF ALL THEY ARE ALL "INTERESTED PARTIES" IN THE
MAIN PLOT OF OBTAINING THE DRAGON SCROLL. MEANING THEY ALL HAVE REAL
STAKES IN THE STORY AND ACTION. THEY ARE NOT CHARACTERS SIMPLY MADE TO BE
FOILS FOR EACH OTHER. THEY ARE ALL REAL CHARACTERS WITH THEIR OWN WANTS
AND NEEDS. THE FILM DOES NOT WASTE ANY OF THESE GREAT DYNAMICS EITHER.
WHEN THE DRAGON SCROLL IS UNLOCKED, IN A SINGULAR MOMENT OF CONVERGING
PLOT, IT REALLY ALLOWS EACH CHARACTER TO COME TO A REAL CATHARSIS ABOUT
THE UNDERSTANDING OF THEMSELVES AND THEIR RELATIONSHIP TO ONE ANOTHER,
WHETHER ITS PO'S EMBRACING OF HIS OWN ZEN-LIKE ABILITIES, TIGRESS'S WILL TO
ACCEPT PO AS DRAGON WARRIOR, SHIFU'S REALIZATION OF HIS BLINDING PREJUDGMENT OF PO, AND EVEN IN THE CASE OF REVEALING TAI LUNG'S OWN PRIDE AND
VANITY AS HIS CORE WEAKNESS. THE MOVIE COMES TOGETHER FOR EVERY
CHARACTER ARC AND EVERY RELATIONSHIP, ALL IN A SINGULAR NARRATIVE MOMENT.
HULK JUST HAS TO SAY IT: ON THE SURFACE, KUNG FU PANDA IS A SOMEWHAT FUNNY
MOVIE WITH SOME REALLY GOOD KUNG FU ANIMATION BUT IN TERMS OF THE BASIC
STORY LIKELY CAN'T BE TURNED INTO HIGH ART OR ANYTHING, BUT HULK'S
PARTICULAR INCLINATION WOULD BE TO MAKE THIS SCRIPT MORE QUIET, NUANCED,
AND WELL-OBSERVED. AND THAT MEANS NO ABJECT VILLAINS. BUT SINCE WE STILL
WANT THE SENSE OF CONFLICT AND DRAMA THAT THE VILLAIN PROVIDES, IT WOULD
THEN MAKE SENSE TO TAKE SOME OF THOSE SAME 3RD PARTY CLASHING MOTIVES,
AND GIVE IT TO A NON-EVIL CHARACTER. LIKE HOW ABOUT THE LOVE INTEREST COWORKER?
THIS WOULD BE GOOD BECAUSE BEFORE THIS HULK HADN'T REALLY A STRONG IDEA
OF THE CHARACTER'S FAULTS. SADLY, SHE WAS JUST ONE OF THOSE FOILS WHO COULD
MAKE THE DOCTOR REALIZE HE NEEDS LOVE OR SOMETHING STUPID LIKE THAT (THUS
VIOLATING HULKS RULE ABOUT NOT WRITING WOMEN IN THE CONTEXT OF MEN),
BUT INSTEAD WE SHOULD GIVE HER A CONTENTION AND DIFFERING VIEW POINT ON
WHAT DIRECTION THE HOSPITAL SHOULD GO IN. DOING THIS WILL PROVIDE STAKES
AND CONFLICT. IT WOULD MAKE HER RELEVANT TO THE STORY AND NOT JUST
RELEVANT TO THE MAIN DOCTORS CATHARSIS. IT WOULD HELP MAKE HER TEXTURED
AND REAL. WE WOULD GET THE SAME CONFLICT THE VILLAIN WOULD HAVE
PROVIDED, BUT IN THIS VERSION HER HUMANITY WOULD MAKE HER VIEW SEEM MORE
HUMAN.
BUT WHAT COULD THIS THIRD DIRECTION FOR THE HOSPITAL ACTUALLY BE? WELL,
HULKS VERY INTERESTED IN THE POLITICS OF AFRICA AS WELL, SO MAYBE THE 3RD
CHARACTER SHOULD WANT TO REACH OUT TO THE LOCAL ARMY OR DESPOT WHO,
DESPITE THEIR ATROCITIES, HAVE RESOURCES THAT COULD HELP. BOTH THE BOSS AND
THE MAIN CHARACTER SHOULD WANT TO STICK TO THE HOSPITAL'S CRUCIAL
INDEPENDENCE. IT WOULD MAKE FOR A STORY IN WHICH ALL 3 MAIN CHARACTERS
HAD SIGNIFICANT INTEREST IN THE DIRECTION OF THE HOSPITAL (I.E. THE PLOT, WHICH
IS A DIRECT COMMENTARY ON U.S. INVOLVEMENT IN AFRICAN POLITICS), BUT ALSO
THE MAIN THEME OF IDEALISM VS. PRACTICALITY. IT WOULD GIVE ALL THREE
CHARACTERS DIFFERENT RELATIONSHIPS WITH ONE ANOTHER. PLUS BY ADDING THIS
ARMY/DESPOT CHARACTER WE WOULD THEN HAVE AN OUTSIDE FORCE, WHICH HELPS
US AUTOMATICALLY EMPATHIZE WITH EVERYONE WITHIN THE HOSPITAL'S TEAM. BUT
AGAIN, NONE OF THIS WOULD BE SO CUT AND DRIED BY THE END. THEY WOULD ALL
COME TO UNDERSTAND EACH OTHERS' VIEW OF IDEALISM VS. PRACTICALITY.
IT IS THE MERGING OF CONFLICTING ARCS. AND IT IS HOW ONE WRITES ONE SINGULAR
STORY.
BUT GUESS WHAT? HULK'S AFRICAN DOCTOR MOVIE IS STILL NOT DONE TALKING
ABOUT THE TREATMENT OF WOMEN IN FILM. HULK IS STOPPING FOR A MOMENT TO
ASK QUESTIONS OF THE STATE OF THE STORY. FOR INSTANCE, YOU'LL NOTICE HULK
IMMEDIATELY WENT TO THE "DEFAULT MALE PROTAGONIST" AND ALSO THE DEFAULT
"FEMALE SUPPORT FIGURE." NEITHER OF THESE OPTIONS MAKES A GOOD FIRST
INCLINATION. YOU MAY EVEN REALIZE THAT THIS STORY, WITH ALL ITS CAPACITY FOR
MELODRAMA AND BY TOTAL ADMISSION A SOMEWHAT GREYS ANATOMY-LIKE PLOT,
REALLY MAKES MORE SENSE IF THE MAIN CHARACTER WAS FEMALE, RIGHT? HULK
TOTALLY AGREES... THAT'S EVEN A GOOD SELL FOR THIS MOVIE... BUT HERES WHERE IT
GETS REFLEXIVE! BECAUSE THE TONE OF THE STORY COULD FEEL SO MUCH LIKE
FODDER FOR A KIND OF EXPLOITATIVE FEMALE STORY (SOMETHING ALMOST
LIFETIME-ESQUE), HULK COULD ALSO TRY TO PUSH IT IN A DIFFERENT DIRECTION AND
EMBRACE AN ATRADITIONAL TONAL APPROACH. IT WOULD BE A MALE DOCTOR IN
TOUCH WITH HIS EMOTIONS AND A SIMPLE RELATABLE STORY.
HULK WOULDN'T WANT IT TO BE AIMED AT AN AUDIENCE BUT SOMETHING AIMED AT
EVERYONE. IT COULD BE A CASE WHERE HULK WOULD GO THE OPPOSITE OF HIS
INTUITION FOR THE MAIN CHARACTER'S GENDER, BUT ALL FOR A VERY SPECIFIC
EFFECT OF THEMATIC GENDER COMMENTARY. STILL, THERE ARE WAYS THAT WHAT
HAPPENS COULD PLAY AS POSITIVE AND WAYS IT COULD PLAY NEGATIVE. HULK
REALLY HAS TO THINK CAREFULLY ABOUT WHAT HULK WANTS TO SAY ABOUT
GENDER IN THIS SCENARIO AND ITS ALTERING HULKS ENTIRE SENSE OF PLOT AND
CHARACTER.
THIS IS WHAT HULK MEANS WHEN TALKING ABOUT THE RESPONSIBILITY OF THE
AUTHOR AND TAKING RESPONSIBILITY FOR WHAT YOUR FILMS SAY. HULK WANTS YOU
TO THINK ABOUT THESE KINDS OF INTERPRETATIVE MATTERS AND THEMATIC EFFECTS
CONSTANTLY. DOING SO WILL TOTALLY INFORM YOUR STORIES AND IMPLICATIONS IN
THE BEST POSSIBLE WAY. AGAIN, ITS NOT ABOUT HAVING YOUR CHARACTERS AVOID
ANYTHING HAPHAZARD. ITS NOT ABOUT UPHOLDING THE PARAGON OF GENDER
IDENTITIES. ITS ABOUT AWARENESS. AND WITH THAT AWARENESS YOU HAVE ROOM TO
MAKE A MILLION DECISIONS. JUST LIKE HOW HULK WOULD EASILY BE OPEN TO
SWITCHING BACK THE SEXES OF THE TWO COWORKERS, SO THAT THE FEMALE WAS
THE PROTAGONIST. HULK WOULDN'T WORRY ABOUT DOING THAT IN THE SLIGHTEST.
DO YOU KNOW WHY?
BECAUSE THEY'RE PEOPLE. NOT GENDERS. AND WRITING THEM AS PEOPLE MAKES FOR
BETTER CHARACTERIZATION. YOU CAN SWITCH GENDERS IN SCRIPTS ALL THE TIME
AND UNLESS YOU'RE MAKING PENIS AND VAGINA JOKES OR SOMETHING (WHICH IS
SOMETHING HULK WOULD TOTALLY DO), THE EFFECTS AREN'T THAT BIG A DEAL.
GENDER MATTERS, BUT IT OFTEN DOESN'T MATTER IN THE WAY YOU THINK IT DOES. IT
DOESNT MATTER WHEN IT COMES TO WHO SHOULD BE DOING WHAT OR WHO WOULD
REACH OUT TO THE DICTATOR OR HOW MEN ARE LIKE THIS AND WOMEN ARE LIKE
THAT. SO DON'T WORRY SO MUCH ABOUT WRITING THEM AS A TYPIFIED GENDER.
BECAUSE IN THE END, THEY WILL EITHER BE PLAYED BY AN ACTOR OR AN ACTRESS SO
THE AUDIENCE WILL BE ABLE TO TELL WHAT SEX THEY ARE. YOU DON'T HAVE TO
WRITE IT TO TELL THEM.
BUT EVEN AS HULK ESCHEWS GENDER LINES AND ESPOUSES ON THE PRINCIPALS OF
MELODRAMA HERE, THE IMPORTANT THING HULK WANTS YOU TAKE FROM MULTI-ACT
FLOW STRUCTURE IS THAT IT REALLY, TRULY HAS THE ABILITY TO BE AUGMENTED.
BECAUSE IT IS CONCERNED WITH FUNCTIONALITY AND CONFLICTING PURPOSE, IT
DOES NOT HOLD YOU TO RIGID IDEALS OF DOING CERTAIN THINGS BY CERTAIN PAGES.
IT DOESNT SAY YOUR CHARACTER HAS TO BE LIKE THIS, OR THEY HAVE TO DO THAT.
IT TAKES A LOOK AT THE WHOLE OF STORYTELLING AND FOCUSES ON THE MAIN FIVE
TENETS: PURPOSE, CHARACTER, CONFLICT, DRAMA, AND THEME AND MAKES YOU
BREAK A STORY IN A WAY THAT VALUES ECONOMY, PROPULSION, AND AUDIENCE
INVESTMENT.
MULTI-ACT FLOW STRUCTURE GIVES YOU THE TOOLS YOU NEED TO DO WHAT YOU
WANT TO DO, AND GIVES YOU THE FLEXIBILITY TO CHANGE ON THE FLY DEPENDING
ON YOUR PURPOSE AND INTENT.
EVERY KIND OF STORY IS DIFFERENT. EVERY ONE OF THEM WORKS WITH A CERTAIN
SET OF EXPECTATIONS AND CATHARSIS. AND PART OF BEING ABLE TO WRITE ANY KIND
OF STORY MEANS YOU SHOULD KNOW HOW TO WRITE EVERY KIND OF STORY. AND
FORGIVE THE ROUGH TRANSITION HERE, BUT THAT'S WHY YOU REALLY SHOULD:
35. LEARN YOUR GENRE CONVENTIONS!
DO YOU REALIZE HOW MANY MYSTERIES AND PROCEDURALS HULK READS WHERE IT IS
COMPLETELY CLEAR THAT THE AUTHOR HAS NEVER ACTUALLY STUDIED MYSTERIES?
AS IN THEY DONT SEEM TO UNDERSTAND WHAT PROPELS A MYSTERY AND MAKES IT
WORK? AND ARE POSSIBLY / TOTALLY JUST COPYING WHAT THEY SEE ON TV? IT IS
HONESTLY ABOUT HALF THE TIME. ALL HULK WANTS IS FOR THEM TO PICK UP ANY
DAMN BOOK ON THE SUBJECT AND LEARN THE CONVENTIONS OF NOIR OR MYSTERY
OR DETECTIVE WORK OR WHATEVER THE HECK THEY'RE WRITING, JUST TO HAVE A
LITTLE MORE FUNCTIONALITY. NOT SO THEY CAN APE ALL THE CORRECT BEATS.
THERE IS SOME MISGUIDED BELIEF THAT DOING THIS WILL CREATE REGURGITATED
STORIES. TO BE FAIR, THATS EXACTLY HOW WE GOT IN THE HERO JOURNEY MESS, BUT
IF YOU KEEP YOUR HEAD ON YOUR SHOULDERS THIS SOOOOOOOO WILL NOT BE TRUE.
WHAT STUDYING THE GENRE WILL ALLOW YOU TO DO IS UNDERSTAND THE
MECHANISMS THAT PROPEL MYSTERY OR INTRIGUE OR WHATEVER KIND OF MOOD
EACH GENRE IS INTENDING TO CREATE. AND WHEN YOU UNDERSTAND THE
MECHANISMS? WHEN YOU UNDERSTAND HOW MYSTERY WORKS?
THEN YOU CAN USE IT ANY WAY YOU SEE FIT.
THINK OF IT LIKE COOKING. HULK COULD GIVE YOU A REALLY TRICKY RECIPE AND
YOU COULD PRACTICE IT 50 TIMES UNTIL YOU GOT IT PERFECT AND IT WOULD
TOTALLY SEEM LIKE YOU ARE A GREAT COOK. BUT DOES THAT MAKE YOU A GREAT
COOK? DO YOU UNDERSTAND THE PROCESS? WOULD YOU UNDERSTAND THAT
COOKING IS ESSENTIALLY DEHYDRATION? OR WHY THE SEARING OF MEAT IS
IMPORTANT TO TASTE? WOULD YOU BE ABLE TO APPLY THOSE BASIC CONCEPTS TO
OTHER DISHES? WOULD YOU BE ABLE TO MAKE SUBSTITUTIONS TO THE DISH IF YOU
NEEDED TO? NOPE!
AND THATS EXACTLY WHY UNDERSTANDING WHATS REALLY PROPELLING THINGS IS
THE KEY TO INNOVATION. ITS TRUE OF EVERY SCIENTIFIC ARENA. ITS TRUE OF EVERY
ART. WITH CINEMA, AN ARTIST LIKE DAVID LYNCH IS ABLE TO CREATE THE MOST
INTERESTING, VIVID, AND ORIGINAL MOVIES ON THE PLANET BECAUSE HE
UNDERSTANDS GENRE AND CAN APPLY GENRE MECHANISMS AT A MOMENTS NOTICE
TO GET AN IMMEDIATE VISCERAL EFFECT ON THE VIEWER. NOTICE HULK DIDNT SAY
STYLE EITHER. BUT MECHANISMS. LOOK AT THE FILMS OF EDGAR WRIGHT, WHICH
ARE OFTEN LAUDED FOR THE WAY THEY WILL SUDDENLY BECOME DIFFERENT
MOVIES AT A MOMENTS NOTICE AND YOULL SEE THAT HES NOT JUST USING THE
STYLE OF THOSE GENRES, BUT USING THE PURPOSE. IT ALWAYS INFORMS A
CHARACTERS DECISIONS OR A CHANGE IN THE PLOT.
ITS ALWAYS ABOUT THE EFFECT ON THE VIEWER. UNDERSTANDING GENRES ALLOWS
YOU PLAY WITH THEM IN A WAY THAT WILL HELP YOU CREATE NEW MEANINGS AND
WORLDS. QUENTIN TARANTINO IS THE CLEAR MASTER OF THIS, WHERE HE TAKES ALL
THESE CINEMATIC WORLDS AND USES THEM TO CONSTRUCT SOMETHING VIBRANT
AND ORIGINAL.
MEANWHILE, HULK CAN SPOT A GENRE XEROX INSTANTLY. IT MAY LOOK LIKE THE
GENRE AT HAND. IT MAY SOUND LIKE THE GENRE AT HAND, BUT UNLESS IT
UNDERSTANDS THE PURPOSE IT GOES NOWHERE. THATS THE EXACT REASON THERE
ARE SO MANY BAD PROCEDURALS OUT THERE IN SCRIPT LAND. BUT ITS ALSO THE
REASON THAT GOOD PROCEDURALS ARE SO MUCH FUN. THERES A WAY THE PLOTTING
JUST WORKS, DAMMIT.
BUT WHAT ARE ALL THE PROCEDURAL CONVENTIONS? WHAT ARE ALL THE
CONVENTIONS OF MYSTERY?
THE TRUTH IS THAT TO EVEN BEGIN TRYING TO DISCUSS ALL THE RULES OF GENRE
CONVENTIONS WOULD ENTAIL WRITING A GIANT BOOK ABOUT EACH GENRE
SEPARATELY. WHICH DOESNT MEAN THAT ITS AN INSURMOUNTABLE AMOUNT OF
KNOWLEDGE FOR YOU TO ACQUIRE. HECK, YOU ALREADY HAVE A LIFETIMES WORTH
OF MOVIES YOUVE WATCHED. YOU INSTINCTUALLY UNDERSTAND IT. BUT INSTEAD OF
COPYING THE ICONOGRAPHY, YOU REALLY SHOULD ASK YOURSELF A DIFFERENT SET
OF QUESTIONS: HOW IS THIS AFFECTING ME? WHY IS IT WORKING? WHAT IS THIS PLOT
SAYING? WHAT DOES THAT MEAN FOR ME? WHAT AM I GETTING OUT OF THIS?
IF YOU WRITING A WESTERN, IT SHOULD SEEM LIKE YOU UNDERSTAND THE EFFECT OF
WESTERNS. HULK DOESNT MEAN TO TAKE A CHEAP SHOT AT COWBOYS AND ALIENS,
BUT IT REALLY DIDN'T SEEM LIKE IT KNEW THE FIRST THING ABOUT HOW THE GENRE
ACTUALLY WORKED ON A DRAMATIC LEVEL. WHICH MIGHT SEEM ODD, GIVEN THAT IT
WAS MADE BY A BUNCH OF SMART PEOPLE WHO APPARENTLY WATCHED A LOT OF
WESTERNS AS RESEARCH (AND YOU CAN SEE ALL THE REFERENCES ON THE SCREEN),
BUT INSTEAD OF UNDERSTANDING THE FUNCTION OF THE GENRE CONVENTIONS, THEY
INSTEAD JUST APED TROPES AND ICONOGRAPHY. THEN IT TOOK THOSE TROPES AND
ASSEMBLED THEM IN A WAY THAT DIDNT UNDERSTAND HOW THEY WOULD RELATE
TOGETHER ON THE PLOTTING LEVEL, NOR THE EFFECT ON THE AUDIENCE!
FOR INSTANCE, DANIEL CRAIGS CHARACTER IS CLEARLY INFLUENCED BY THE MAN
MOVIE. NONE OF IT EVER SEEMS TO AFFECT ANYTHING ELSE AND BARELY EVEN
INTERSECTS!
SORRY, HULK WILL STOP TALKING ABOUT THAT MOVIE. ITS JUST SUCH A GREAT
LEARNING EXAMPLE OF A FILM THAT DID ALL ITS RESEARCH, KNEW ITS ICONOGRAPHY,
HAD SMART PEOPLE AND GOOD ACTORS BEHIND IT, BUT SO CLEARLY DIDNT
UNDERSTAND THE MECHANISMS OR THE PURPOSE BEHIND THE KINDS OF STORIES IT
WAS TRYING TO USE. AND THATS EVERYTHING.
WHILE HULK ISNT A DIEHARD FAN OF THE GENRE OR ANYTHING, ONE OF THE
REASONS HULK REALLY APPRECIATES HORROR FILMS IS THAT MOST OF THE
FILMMAKERS REALLY DO UNDERSTAND THE CONVENTIONS AND PURPOSE OF THE
GENRE. THEY UNDERSTAND THE MECHANICS OF A SCARE AND HOW TO LAY THE
MECHANICS ON THICK OR LIGHT, DEPENDING ON THE TONE AND RHYTHM. THEY
UNDERSTAND HOW TO UNNERVE AND BUILD DISTRUST. THEY PLAY RIGHT INTO YOUR
VISCERAL EXPERIENCE AND THEY DO SO WITH AN IMPECCABLE SENSE OF CRAFT.
THERES A REASON A LOT OF HORROR FILMMAKERS ARE SUSPICIOUS WHEN AN
OUTSIDER FILMMAKER TRIES THEIR HAND AT THE GENRE AND SO OFTEN ITS
BECAUSE THEY DONT DO IT ALL THAT WELL. THE OUTSIDER MAY LIKE THE EFFECT OF
HORROR, BUT THEY OFTEN DONT UNDERSTAND THE MECHANICS AND THE CRAFT.
THEY WOULD RATHER BE ESOTERIC AND MOODY. BUT THERE'S AN ENTIRE RHYTHM TO
HORROR FILMS AND YOU'D BE SHOCKED HOW OFTEN THE OUTSIDERS MISUSE AND
ABUSE IT OR DONT EVEN UNDERSTAND IT.
HULKS LOOKIN' AT YOU, WICKER MAN REMAKE!
BUT THE REAL REASON YOU NEED TO KNOW YOUR GENRE CONVENTIONS ISN'T JUST
FOR THESE TONAL REASONS, BUT BECAUSE THEY EACH HAVE A PSYCHOLOGY TO HOW
THEY WORK. MOST OF THE TIME IT IS ABOUT THE PSYCHOLOGY OF RELEASE. FOR
EXAMPLE, ALL GENRES AND FILMS USE SIMILAR CAUSE + EFFECT MODELS TO
ACHIEVE SOME FORM OF ANTICIPATION AND RELEASE. EACH GENRE THEN LINES UP
WITH A DIFFERENT EMOTION: HORROR FILMS USE THIS TWO WAYS. WHEN YOU ARE
EXCITED FOR THE KILL, IT UTILIZES ANTICIPATION AND THEN USES A MOMENT OF
SHOCK TO SEND YOU INTO ELATION. THE OTHER WAY IS FRIGHT, WHICH WANTS TO
YOU FEAR THE KILL SO IT TRIES TO ESTABLISH TENSION FOLLOWED BY A MOMENT OF
RELEASING THE AUDIENCE FROM TENSION, WHICH THEN MAKES IT "OKAY" TO WATCH
THE FILM AGAIN. THE TWO PSYCHOLOGIES COMPLETELY INFORM HOW ONE SHOULD
WRITE AND STAGE THE ACTION OF THE HORROR IN ANY GIVEN MOMENT. YOU HAVE TO
ASK THE QUESTION, DOES THE AUDIENCE WANT THIS PARTICULAR CHARACTER TO
DIE? OR NOT WANT THIS PARTICULAR CHARACTER TO DIE? AND GO FROM THERE.
THATS MECHANICS.
OR IF YOU LOOK AT ACTION FILMS YOU WILL NOTICE THAT CAUSE AND EFFECT NEEDS
TO MANIFEST ITSELF BY CREATING TENSION FOLLOWED BY A MOMENT OF ELATION
AND IMPACT (ARE THEY GOING TO DO IT?!?! YES!! THEY DID IT!!!) EVEN THOUGH YOU
KNOW THAT IN MOST ACTION FILMS, THE HEROES WILL SUCCEED, THAT DOESN'T
ACTUALLY MATTER. THE FILM'S SUCCESS IS IN TRICKING THE AUDIENCE'S BRAIN,
STORY. USUALLY THIS REQUIRES SOME SORT OF ENGAGEMENT OF THE IDEA OF FAITH.
FOR EXAMPLE, A CHARACTER ESPOUSES SOME BELIEF THAT THE UNIVERSE IS TRYING
TO GUIDE HIM, OR THAT HE TRUSTS HE WILL BE SAVED. FOR EXAMPLE, LOST WAS A
SHOW THAT HAD AMAZING CHARACTERIZATION AND DEEP-TISSUE THEMATIC
RESONANCE. THEY WERE ALSO QUITE GOOD IN HOW THEY HANDLED THIS PARTICULAR
DEVICE. THE BEST EXAMPLE OF WHICH WAS IN A SEASON ONE EPISODE APPROPRIATELY
TITLED "DEUS EX MACHINA." SPOILERS AND SUCH, BUT IN THAT EPISODE THE
CHARACTER OF JOHN LOCKE, A MAN WHO HAS RECENTLY FOUND HIS FAITH THROUGH
EXTRAORDINARY MEANS, ONCE AGAIN BEGINS TO QUESTION IT. A VISION HAD
BROUGHT HIM TO A MYSTERIOUS HATCH ON THE ISLAND, ONE HE DESPERATELY HAS
TRIED TO OPEN IN ORDER TO UNLOCK THE MYSTERIES WITHIN. OVER A GREAT DEAL
OF TIME HE FINDS NO SUCCESS IN TRYING TO OPEN IT. HIS ANGER GROWS. AND ONE
NIGHT HE STARES DOWN INTO THE HATCH AND SLAMS HIS FISTS AGAINST THE
WINDOW. HE SCREAMS AND YELLS TO WHATEVER IS WITHIN. HE THEN YELLS OUT TO
THE UNIVERSE: WHY HAD THEY CURSED HIM WITH THE VISION? WHAT DID THE WORLD
WANT FROM HIM? WHY WAS HE SUPPOSED TO OPEN THIS HATCH? WHY WOULD THE
UNIVERSE BE SO CRUEL AS TO TAUNT HIM WITH THIS IMPOSSIBLE TASK? HE SCREAMS AND
CRIES INTO THE HATCH AS THE MUSIC SWELLS. HE IS AT HIS WITS END WITH HIS VERY
SENSE OF FAITH SHATTERED... AND THEN...
EVER SO QUIETLY... A LIGHT COMES ON WITHIN THE HATCH... IT SHINES ON JOHN'S FACE
AND UP INTO THE NIGHT SKY.... THE EPISODE ENDS.
AND IT'S ONE OF THE MOST BEAUTIFUL MOMENTS HULK HAS EVER SEEN ON
TELEVISION.
AND THAT IS BECAUSE IT FINDS SUCH MEANING IN THIS TINIEST OF GESTURES, ONE
THAT SPEAKS SO DEEPLY TO THE NARRATIVE AND THEMES AT PLAY. IT IS NOT A BIG
GESTURE THAT MAKES IT CLEAR THE HEAVENS ARE INTERFERING IT IS THE SIMPLE
DEVICE OF A LIGHT TURNING ON, WHICH WE CAN READ AS WE WANT. MORE
IMPORTANTLY, THE DEVICE COMING INTO EVENTUAL PLAY IS THE FOCUS OF THE
ENTIRE EPISODE. IT IS AN EPISODE ABOUT THE VERY PURPOSE OF DEUS EX MACHINA
ITSELF. AND FOR THAT REASON THEY TURN THE DEVICE NOT JUST INTO SOMETHING
THAT "WORKS" WITHIN THE NARRATIVE CONTEXT OF THE SHOW, BUT SOMETHING
THAT SWELLS WITH MEANING AND RESONANCE. IT IS PERFECT WRITING.
SO WHEN YOU CONSIDER USING DEUS EX MACHINA IN YOUR OWN WORK, THINK OF
THIS ONE STUNNING EXAMPLE. AND THINK OF THE HAN SOLO MOMENT. ASK
YOURSELF: WHY AM I USING THIS DEVICE? IS IT JUST AN EASY SOLUTION? IS THIS THE
ONLY WAY I CAN SOLVE THE PROBLEM? DOES IT SAY ANYTHING ABOUT MY CHARACTERS OR
CHANGE THEM? HAVE I QUESTIONED THE VERY NATURE OF THE CHARACTERS BELIEFS OR
THE NATURE OF FAITH? IS THERE ANY REASON I AM USING THIS? AND IF SO, THINK ABOUT
THE NATURE OF THE DEVICE AND WHAT IT ACTUALLY MEANS ON A THEMATIC LEVEL.
DEUS EX MACHINA WORKS WHEN IT IS THE POINT.
39. BEWARE THE OPENING FLASH-FORWARD
SO THIS ISN'T MORE LOST ANALYSIS BECAUSE THE FLASHBACK AND FLASH-FORWARD
SYSTEM THEY USED WAS ACTUALLY PRETTY DAMN PURPOSEFUL ON THE WHOLE!
NO, THE KIND OF OPENING FLASH-FORWARD HULKS TALKING HERE IS THE KIND YOU
SEE ALL THE TIME IN MOVIES. HULK EVEN MENTIONED IT BRIEFLY BEFORE IN THE
PREEXISTING CONFLICT CHAPTER. ITS WHEN A MOVIE WILL START OFF WITH SOME
MOMENT FROM THE CLIMAX OR A LATER SCENE, WHEN EVENTS ARE ALL HEIGHTENED
AND DRAMATIC. ITS LIKE THIS BIG TEASE, AND THEN THE MOVIE JUST STARTS AS
NORMAL.
HULK HAS A SIMPLE QUESTION: WHY IS THIS HAPPENING?
POSSIBLE (BAD) ANSWER: BECAUSE IT LETS THE AUDIENCE KNOW THAT STUFF IS GOING
TO GO DOWN IN THIS MOVIE! THAT IT WILL GET ALL SERIOUS! THAT THE PROTAGONIST
WILL END UP IN SOME CRAZY SITUATION! THAT'S, YOU KNOW, FULL OF DRAMA AND STUFF!
IT SHOWS CONFLICT AND IS EXCITING!
HULK NOT-SO-POLITELY ASKS IN RETURN: SO THE FUCK WHAT?
WHAT IS THE REAL POINT OF DOING THAT? HOW MUCH ARE YOU ACTUALLY
ACCOMPLISHING? HULK MEANS, 9 TIMES OUT OF 10, OF COURSE THE AUDIENCE KNOWS
THAT THE MOVIE WILL GET EXCITING AND CLIMAXY BECAUSE THATS WHAT MOVIES
DO. THAT'S PROBABLY WHY THEY BOUGHT A TICKET. HULK UNDERSTANDS THE DESIRE
TO LET AN AUDIENCE KNOW WHAT KIND OF CRAZINESS IS IN STORE SO IT DOESN'T
TAKE THEM OFF GUARD, BUT SO OFTEN THAT SORT OF FLASH-FORWARD IS
UNNECESSARY. AND AFTER IT'S OVER, THE NARRATIVE WILL JUST JUMP BACK TO THE
REAL BEGINNING OF THE STORY, SHOWCASING HOW UNIMPORTANT IT REALLY WAS.
HULK SEES THE DEVICE USED SO DAMN MUCH THESE DAYS AND ITS NOT ONLY
EVERYWHERE, BUT ALSO POORLY DONE. ITS A QUICK-SEEMING AND CHEAP SOLUTION
TO IMBUING A FILM WITH THE ILLUSION OF CONFLICT.
AREN'T THERE SO MANY BETTER WAYS OF DOING THAT? TO INTRODUCE REAL AND
ACTUAL CONFLICT? LIKE WITH THE WHOLE "PREEXISTING CONFLICT" THING HULK
MENTIONED?
NOW THIS ISN'T TO MAKE IT SEEM LIKE THE DEVICE IS COMPLETELY UNUSABLE, AS
THERE ARE SOME WAYS IT CAN WORK. FOR INSTANCE, IT WAS A COMMON DEVICE ON
THE FIRST FEW SEASONS OF BREAKING BAD AND SOMETIMES IT WORKED
SPECTACULARLY. THEY'D START WITH A FEW SCATTERED IMAGES WE BARELY
UNDERSTAND. THEY WILL BUILD A COMPLETE SENSE OF MYSTERY AS TO WHAT WE'RE
EVEN SEEING. AND SINCE THERE IS LITERALLY NO COMPREHENSION, IT WORKS LIKE A
MYSTERY TO BE PIECED TOGETHER LATER. "OH, THAT'S THAT OBJECT FROM..." ETC.
THE FLASH-FORWARDS WERE USED AS CLUES. IT'S NOT JUST JUMPING AHEAD,
SHOWING OFF THE ANSWER TO EVERYTHING AND THEN ASKING "HOW ARE THESE
CHARACTERS GOING TO END UP IN THIS CRAZY SITUATION?" THE WAY SO MANY BAD
SCRIPTS DO. AND THE FEW TIMES BREAKING BAD DID GIVE AWAY ACTUAL CONTEXT
OFTEN DETACHED, FLIPPANT, AND REBELLIOUS. AND WHILE THOSE TRAITS ARE
CERTAINLY ALLURING, THE PROBLEM IS THAT ITS NOT ALL THAT EMOTIONAL OR
EMPATHETIC. HECK, THE REASON WE TRY TO BE LIKE THAT IS THAT EMOTIONAL
CONNECTIONS SCARE US. WE DONT WANT TO GET HURT. WE DONT WANT TO BE
VULNERABLE. AND THATS WHY WE PROJECT COOLNESS. THATS WHY WE WANT TO
SEEM LIKE WE DONT GIVE A FUCK. WE THINK ITS ALLURING, AND HEY, SOMETIMES IT
IS.
BUT HULKS PROBLEM IS NOT THAT BEING COOL IS ALLURING, ITS THAT IT ISNT
EMOTIONAL. IT ISNT DRAMATIC. AND IT ISNT EMPATHETIC. MEANING: IT ISNT GOOD
CINEMA. THINK ABOUT THOSE WORDS: FLIPPANT AND DETACHED. IS THAT HOW YOU
WANT YOUR MOVIE TO COME ACROSS? IS THAT WHAT YOURE INTERESTED IN
MAKING? SOMETIMES PEOPLE ARE INTERESTED IN MAKING MOVIES LIKE THAT AND
THEYRE OFTEN TERRIBLE. THEYRE ALOOF BITS OF SLICK CINEMA, COMPLETELY
DISTANT AND UNEMOTIONAL, AND ALTOGETHER SHITTY. AND THE ONLY WAY THEY
TEND TO BE SUCCESSFUL IS BY INDULGING THE AUDIENCE AND MAKING THEM WANT
TO BE LIKE THOSE COOL THINGS THROUGH WISH-FULFILLMENT.
THE OTHER PROBLEM WITH COOL IS THAT ITS OFTEN AN EVALUATIVE CONCEPT,
NOT A VISCERAL ONE, WHICH ALSO MAKES FOR BAD CINEMA. WE JUST SIT THERE WITH
OUR BRAINS AND WE DECIDE OH THATS COOL AND EVEN THEN ITS NOT ALL THAT
HELPFUL BECAUSE WE REGULARLY DISAGREE ON WHAT IS COOL OR WHAT MAKES
THINGS COOL. ITS SO DAMN EPHEMERAL AND THAT MAKES IT IMPOSSIBLE TO
CONSTRUCT! ITS LIKE TRYING TO BOTTLE LIGHTNING.
ISNT THAT SUCH AN IMPORTANT THING TO REALIZE? THAT COOLNESS IS SO
TRANSITIVE THAT IT CHANGES CONSTANTLY AND CANT EVER BE CONSTANT? AND
SOON AFTER IT IS EFFECTIVE IT WILL BE CONSIDERED PASS? AND IF WE CANT DEFINE
SUCH A NEBULOUS CONCEPT, THEN WE CAN ONLY RELY ON HOW WE KNOW IT WHEN WE
SEE IT. WHICH BRINGS HULK TO ANOTHER IMPORTANT POINT, WHEN YOU ARE STILL
WRITING AND CONSTRUCTING THE IDEA, THE IDEA DOESNT EXIST YET.
YOURE JUST TRYING TO BE COOL.
AND YOU EVER SEE A GUY TRYING TOO HARD TO BE COOL? OOF. DO YOU WANT YOUR
MOVIE TO BE LIKE THAT GUY? ITS THE PARENTS WHO TRY TO KEEP UP WITH THEIR
KIDS MUSIC, NOT IN AN EFFORT TO CONNECT WITH THEIR CHILDREN, BUT TO ADOPT
THEIR TASTES AS THEIR OWN AND TO STAY RELEVANT, TRYING TO BE COOL. ITS THE
GUY AT THE PARTY STILL WEARING THE SCORPION JACKET FROM DRIVE. TRYING TO
BE COOL RESULTS IN TAKING BENEVOLENT, GOOD-GUY, ZEN LEADER OPTIMUS PRIME
AND TURNING HIM INTO A GOVERNMENT-HATING BADASS HELL-BENT ON EXECUTING
MOTHERFUCKERS. TRYING TO BE COOL IS HOW WE GOT PRETTY MUCH ALL OF THE
EARLY 90S WITH CARTOON CHARACTERS IN SUNGLASSES.
IT IS THE POOCHIE-FICATION OF CINEMA.
IT JUST ALWAYS REEKS OF BLATANT AND FALSE INTENTION. IT SEEMS DESPERATE AND
INSIDE. IN CASE YOU ARE UNFAMILIAR, THE FILMMAKERS / STUDIO SAID THEY WANTED
TO DO SOMETHING "DIFFERENT" AND, IN MOMENT OF COMPLETE STUPIDITY, THEY DID
SOMETHING THEY THOUGHT MIGHT BE COOL: YOU SEE, THE FILM ENDS ABRUPTLY
WITH A CAR CRASH AND A CUT TO BLACK WITH A STORY CARD THAT TELLS THE
AUDIENCE THAT THEY CAN CONTINUE THE STORY ON A WEBSITE.
PEOPLE REACTED AS IF THE FILM HAD JUST LEAPT OFF THE SCREEN AND KILLED ALL
THEIR MOTHERS.
LOOK. THE DECISION WAS ESSENTIALLY JUST A MISGUIDED ATTEMPT AT TRANS-MEDIA
LAMENESS. BUT IN THE FILMMAKERS DESIRE TO BE DIFFERENT, THEY DID NOT
REALIZE THAT, NARRATIVELY SPEAKING, THEY WERE DOING THE MOST RIDICULOUS
THING POSSIBLE. EVEN IF UNINTENTIONAL, THAT TITLE CARD MADE IT SEEM LIKE
THEY WERE EFFECTIVELY CHEATING THE AUDIENCE OUT OF SEEING THE END OF THE
FILM AND MAKING THEM CATCH UP LATER THROUGH ANOTHER FORM OF PAYMENT.
BUT THE POINT HULK REALLY WANTS TO HAMMER HOME IS THAT BY SHIFTING TO
U.R.L. THE FILM WAS CALLING ATTENTION THE FACT THEY WERE CRAFTING AN
INCOMPLETE NARRATIVE. EVEN IF THE STORY WAS COMPLETE (AND IT WASNT), THEY
WERE STILL IMPLYING THERE WAS A MORE IMPORTANT NARRATIVE TO BE HELD
ELSEWHERE. THEY DID SOMETHING WORSE THAN JUST HAVING AN UNRESOLVED
ENDING... THEY MADE IT SEEM LIKE THE NARRATIVE WAS PURPOSEFULLY INCOMPLETE.
HERE'S THE FILMMAKERS EXPLANATION OF WHAT HAPPENED (VIA BLOODY
DISGUSTING):
"Stories always have a very Hollywood ending. And we're doing the antithesis of that. I know some
people love it and some people f*cking hate it but it gets people talking. We're just trying to make it
realistic. Not every situation ends perfectly or the way you want it to end."
WHAT!??!?!?!? LIKE SERIOUSLY?!?!!??!?!?!?!
OKAY PLEASE UNDERSTAND SOMETHING RIGHT NOW. HULK WANTS TO RUN OUT INTO
THE STREETS AND START SMASHING CARS AND PUNCHING CHITAURI BUT INSTEAD
OF HULK SMASHING THINGS, HULK WILL DO THE MORE CIVILIZED THING AND ANALYZE
WHY THAT COMMENT MIGHT BE THE WORST THING EVER SAID BY A FILMMAKER.
THE FIRST PROBLEM IS THAT HES MAKING IT CLEAR HE'S JUST FUCKING WITH THE
AUDIENCE TO GET A REACTION.
SECOND, IT GETS PEOPLE TALKING IS THE CHIEF PHRASE PEOPLE USE IN MARKETING.
NOT STORYTELLING. AND IF THATS YOUR APPROACH TO STORYTELLING YOU CAN
JUST GET THE HELL OUT OF HERE AND WORK IN MARKETING. WHICH IS FINE, BY THE
WAY. HULKS WORKED IN MARKETING. ITS A SUPER-VALID BUSINESS, BUT IT WORKS IN
ONE OF THE BEST MOVIES TO TALK ABOUT IN TERMS OF INNOVATION AND EMBRACING
OF UNCONVENTIONAL STORY IS THE ENDING OF NO COUNTRY FOR OLD MEN. THE
FILM BEFORE THE ENDING QUALIFIES AS A REMARKABLY SUSPENSEFUL REVENGE FILM.
ITS PALPABLE. VISCERAL. TIGHT. AND CONTAINS WHAT IS QUITE PROBABLY THE BESTFILMED ACTION THAT HULK HAS EVER SEEN. BUT WITH THE ENDING IT BECOMES
SOMETHING SO MUCH MORE. IT SUBVERTS ITS GENRE NEEDS AND EXPECTATIONS AND
ACHIEVES THIS STUNNING THEMATIC RESONANCE. BY REMOVING THE SHACKLES OF
NARRATIVE RESTRICTION, THE FILM IS FREE TO EXPLORE SOMETHING MORE
ABSTRACT, EVEN DOWNRIGHT POETIC. IT GETS RIGHT TO THE HEART OF WHAT THE
FILM MEANS. AND AS A RESULT, WHAT COULD HAVE JUST BEEN A TIGHT, WELLREALIZED ACTION FILM, INSTEAD BECOMES ON ONE OF THE BEST FILMS OF ALL TIME.
AND IT DOESNT DO THIS WILLY-NILLY. IT DOESNT JUST DECIDE TO BECOME ARTISTIC
FOR ARTISTICS SAKE. THE ENTIRE MOVIE WAS SECRETLY FULL OF THIS SAME KIND OF
COMMENTARY. HECK, THE ENTIRE OPENING SECRETLY SETS US UP FOR ENDING. THE
ONLY REAL PROBLEM IS THAT THE CONNECTIONS IT WAS MAKING AND THE PLACE
THEY WERE GOING WORKS BETTER FOR PEOPLE WHO EMBRACE SUBTLETY AND
THEMATIC STORYTELLING. AND FOR ALL THE PEOPLE WHO EITHER WEREN'T
PERCEPTIVE TO THEMATIC STUFF OR JUST WERE NOT THAT INTO IT, THE ENDING OF
NO COUNTRY REALLY RUBBED THEM THE WRONG WAY. AND IT'S BECAUSE IT
ESCHEWED THE MOST BASIC EXPECTATIONS OF NARRATIVE. BUT SOMETIMES THATS
THE PRICE YOU PAY FOR WORKING IN SUBTLETY (NOTICE THE STARK DIFFERENCE
THOUGH, WHERE THE DEVIL INSIDE IS ANYTHING BUT SUBTLE AND JUST RUBS IT IN
OUR FACE).
BUT THE COENS UNDERSTAND AND EXPECT THE LIMITATIONS OF THEIR CHOICES. THEY
ALSO UNDERSTAND THEIR RESPONSIBILITY TO DEFTLY WEAVE IN AND OUT NARRATIVE
IN ORDER TO CREATE NEW THEMATIC MEANINGS. AND THEY DID A GOOD ENOUGH JOB
OF IT TO MAKE ONE OF THE BEST-ACCLAIMED MOVIES OF ALL TIME.
THE POINT HULK WANTS YOU TO TAKE AWAY IS SIMPLE: THE COEN BROTHERS MAY
DEFY EXPECTATIONS OF STORYTELLING CONVENTIONS CONSTANTLY, BUT THEY DO SO
ONLY TO ENGAGE DEEPER QUESTIONS IN LIFE. THEY DO SO TO CREATE NEW VIVID
MEANINGS AND MAKE TRULY INTERESTING STATEMENTS. EVEN THEIR MOST BIZARRE
COMEDIC MOMENTS IN FILMS LIKE THE BIG LEBOWSKI ARE LACED WITH TOPICALITY
AND SUBTEXT. THEY ARE MAKING ART. AND THEIR ART IS NOT BASED ON GETTING A
MERE REACTION, BUT CRAFTING STATEMENTS.
OR LOOK TO THE GREATEST AMERICAN FILMMAKER EVER IN STANLEY KUBRICK, WHO
ESCHEWED EVERY CONVENTION EVER, BUT DID SO IN THE NAME OF PURE ART. EVERY
INVERTING GESTURE HAD A MEANING. EVERY BIT OF ODDLY STAGED PRODUCTION
DESIGN HAD A SEMIOTICAL CONSTRUCT. EVERY WAY HIS CHARACTERS SHIED AWAY
FROM EMPATHY AND CONNECTION WAS A PURPOSEFUL WAY OF GETTING YOU TO
DISCONNECT SO YOU COULD ENGAGE IN AN IDEA. YOU MAY THINK HE WAS THUMBING
HIS NOSE AT CONVENTIONAL STORYTELLING AND EMOTION, BUT ON THE FLIP-SIDE HE
WAS ESSENTIALLY BEING THE MOST THEMATICALLY RESPONSIBLE FILMMAKER OF ALL
TIME.
AND WHATEVER YOU THINK OF THE TACTICS OF THE COEN BROTHERS OR STANLEY
KUBRICK, HULK CAN ASSURE YOU THEY DIDNT SIT AROUND AND GO "WOULDN'T IT BE
COOL IF?"
42. THE MODERN DIFFICULTY OF RELATIVISM
SO FOR AN ENTIRE BOOK HULK HAS TALKED A LOT ABOUT HAVING A PURPOSE WITH
YOUR WRITING AND THE IMPORTANCE OF SAYING SOMETHING WITH EACH GESTURE,
AND ALL THE WHILE HULK HAS KEPT ADDING THE CAVEAT, UNLESS NOT SAYING
SOMETHING IS YOUR POINT, OR SOMETHING TO THAT EFFECT. HULK DIDNT WANT TO
SEEM AUTHORITARIAN OR LIKE A MORALIST. AFTER ALL, A LOT OF TIMES PEOPLE
DONT WANT TO ATTACK AN AUDIENCE WITH SOME AFTER-SCHOOL SPECIAL TACTICS
OR ARCHAIC LESSONS OR MAKE A BIG ARTISTIC STATEMENT OR DO ANYTHING LIKE
THAT.
THERES A REASON FOLKS ARE AVERSE TO DOING SO THIS DAY AND AGE, AND THATS
BECAUSE IT SEEMS REDUCTIVE TO THE GREAT UNIVERSAL TRUTH THAT NOTHING IS
REALLY TRUE. MOST OF THE FILMS THAT COUNTER THESE CONVENTIONAL VALUES OF
NARRATIVE ARE INDEPENDENT AND / OR VALID ART FILMS AND TRYING TO REFLECT A
CERTAIN UNDERSTANDING OF POST-MODERNISM, WHEREIN THERE IS AN EMPHASIS ON
NOT BEING DIDACTIC. AND TO THAT PURPOSE HULK UNDERSTANDS WHY THEY TELL
THEIR STORIES IN SUCH A WAY. BUT IT REALLY GOES BEYOND THAT. SOMETIMES IT
FEELS LIKE THERE IS THIS UNSPOKEN VALUE AMONG ARTISTS THAT, REGARDLESS OF
TACT, TRYING TO BE DIDACTIC IS THE WORST THING YOU CAN DO.
ITS JUST LOOK. HULK ISNT HERE TO TELL YOU WHAT COMPELS YOU. IF THAT
KIND OF STATEMENT COMPELS YOU, THEN BY ALL MEANS YOU MUST FOLLOW YOUR
HEARTS AND MINDS, BUT HULKS GOING TO TAKE A FEW SECONDS TO TRY AND
EXPLAIN WHY HULK ISNT CRAZY ABOUT THE IDEA OR, AT LEAST, WHY YOU WANT TO
BE CAREFUL WITH IT.
THE FIRST REASON IS SIMPLE: LOOK AT EVERYTHING WEVE TALKED ABOUT IN THIS
BOOK. ACT BREAKS ARE CHARACTER CHOICES. CHARACTER PSYCHOLOGIES ARE
BASED ON WANTS AND NEEDS AND PROJECTION. INSPIRATION COMES FROM HAVING
SOMETHING TO SAY. DRAMATIC ACTION. DRAMATIC FUNCTION. THE ENDING BEING THE
CONCEIT. GOOD NARRATIVES HAVE PURPOSE TO EVERY MOMENT IN THEM, WHICH ALL
JUST MEANS THAT GOOD NARRATIVES HAVE PURPOSE. AND THE PROBLEM OF SO MANY
MOVIES WITH THE TRADITIONAL POST-MODERN BENT IS THAT IN TRYING TO UPHOLD
THE REFLEXIVE VALUE OF ALL ACTIONS THEY ARE THEREBY ROBBING THOSE
DRAMATIC FUNCTIONS OF THEIR IMPORTANCE.
IN OTHER WORDS, PURPOSEFULLY MAKING A FILM SEEM LIKE IT DOESNT HAVE A
POINT AT THE END JUST MAKES FOR BAD NARRATIVE. SAY NOTHING OF AMBIGUITY,
SAY NOTHING OF TRYING TO SAY A NUANCED THING, ITS INSTEAD COMING FROM
THAT PLACE OF NOT TRYING TO SAY ANYTHING. AND THINKING THAT OTHERS
THERE ARE NO SET RULES IN ADAPTATION, BUT INSTEAD THERE IS A VERY SPECIFIC
SET OF CONDITIONS BEST EXPRESSED BY A SIMPLE DICHOTOMY.
THE FIRST PART OF THE DICHOTOMY IS THAT YOU HAVE TO ACCEPT THAT THERE ARE
PEOPLE IN THE THEATER WHO WANT A STAGED, LINE BY LINE RE-CREATION OF THE
SOURCE MATERIAL AND DONT ACTUALLY CARE ABOUT THE EXPERIENCE OTHER THAN
THAT.
THE SECOND PART OF THE DICHOTOMY IS TO ACCEPT THERE ARE PEOPLE THERE WHO
HAVE NEVER READ THE BOOK AND COULD CARE LESS ABOUT FAITHFULNESS.
AND EVEN IF MOST PEOPLE ARE SOME LESSENED VERSION OF EACH SIDE, YOU STILL
HAVE TO TRY AND PLEASE EVERYONE, BECAUSE NEITHER GIVES YOU A SIZABLE
ENOUGH AUDIENCE TO BE SUCCESSFUL. DONT PLEASE THE HARDCORE FANS? THEY
DONT HELP YOU MARKET THE LONG PLAY TO THE MASSES. DONT PLEASE THE SIMPLE
MOVIE-GOERS? YOU WONT HAVE A SUCCESSFUL FILM ON ANY LEVEL THEN. WHICH
MEANS THE ART OF ADAPTATION JUST FALLS TO OUR RELIABLE OLD CONCEPT OF
BALANCE TO SAVE US.
BASICALLY, THAT JUST MEANS YOU HAVE TO WRITE A GOOD MOVIE.
THE KEY TO DOING THAT IN ADAPTATION IS UNDERSTANDING WHAT YOU HAVE TO
KEEP AND WHAT YOU DONT HAVE TO KEEP. PEOPLE ALWAYS TALK ABOUT HOW A
GOOD ADAPTATION CAPTURES THE SPIRIT OF THE PROPERTY, BUT WHAT DOES THAT
ACTUALLY MEAN? ITS KIND OF VAGUE, RIGHT? REALLY, IT MEANS WHAT HULK BEEN
SAYING SINCE THE BEGINNING OF THIS WHOLE DAMN BOOK: CHARACTER IS KING. YOU
WANT THE PEOPLE OF THE PROPERTY TO BE THE SAME PEOPLE IN THE FILM. THATS
EVERYTHING, REALLY. AUDIENCES JUST WANT TO RECOGNIZE THE CHARACTERS THEY
HAVE COME TO LOVE OR BE FASCINATED BY. AND IF EMPATHY TRULY IS EVERYTHING
FOR GETTING YOUR AUDIENCE TO INVEST, THEN GETTING THE CHARACTERS RIGHT IS
YOUR PRIMARY CONCERN. AND HEY, IF THE ORIGINAL PROPERTY WAS ABLE TO
RESONATE THEN THATS A PRETTY DAMN GOOD INDICATOR THAT CAPTURING THE
SAME THINGS WILL CAUSE YOUR ADAPTATION TO RESONATE TOO!
SO REMEMBER: CAPTURING THE SPIRIT = NAILING THE CHARACTERS.
AS FOR THE PLOTTING? ITS A NEGOTIATION. SOMETIMES YOURE FINE IF YOU GO JUST
MAKE YOUR OWN ADVENTURE, BUT FOR TRUE ADAPTATION YOU REALLY JUST NEED
TO DECIDE ON THE CENTRAL PLOT-POINTS (MEANING MECHANISMS) THAT ALLOW THE
FUNCTIONING OF THE PLOT IN THE ORIGINAL PROPERTY AND INCORPORATE THEM
INTO THE CENTRAL STRUCTURE OF YOURS. JUST REMEMBER, ITS NOT THE WHAT OF
THE PLOT POINT BUT THE WHY. THINK ABOUT THE PURPOSE AND EVERYTHING
WEVE BEEN TALKING ABOUT.
WHAT ARE THE CHARACTER DECISIONS? WHAT ARE THE THEMES? HOW DO THE PLOT
MECHANISMS ACCELERATE AT A CERTAIN POINT? AND FROM THERE: STREAMLINE! DO
EVERYTHING WEVE TALKED ABOUT WITH ECONOMY, THEREFORE / BUTS, TAKING
WRITTEN INFO AND MAKING IT SHOWING INFO, AND MERGING INTO CONFLICTING
ARCS. ALL THE SAME LESSONS APPLY. ITS WRITING ALL THE SAME. THE ONLY
DIFFERENCE BEING THAT YOUR ABILITY TO ANALYZE AND BREAKDOWN WHY A STORY
WORKS IN ITS ORIGINAL FORM WILL ABSOLUTELY ALLOW YOU TO BUILD A BETTER
ADAPTATION.
STILL, PEOPLE WORRY ABOUT CRAMMING EVERYTHING INTO AN ADAPTATION, WHICH
HULK READILY ADMITS CAN BE DIFFICULT. IF YOU NEED A GOOD WORKING EXAMPLE
OF THE TACTICS YOU CAN USE IN YOUR APPROACH, THEN HULK HEARTILY
RECOMMENDS FIRST READING JOHN LE CARRES TINKER TAILOR SOLDIER SPY AND
THEN SEEING THE RECENT TOMAS ALFREDSON FILM ADAPTATION WITH GARY
OLDMAN. AND THATS BECAUSE THE FILM IS A MASTER CLASS IN ADAPTATION. NOT
BECAUSE OF ANY TONAL CHOICES (THE FILM IS REMARKABLY SUBTLE AND QUIET),
BUT BECAUSE OF THE EXPRESSIONS OF PLOT THROUGH PURE CINEMA. LOOK AT THE
CHOICES THEY MAKE IN CONDENSING INFORMATION. ENTIRE MONOLOGUES IN THE
BOOK ARE CUT OFF AND FEED WHAT WE ASSUME THEY MUST HAVE TALKED ABOUT
BASED ON THE NEXT SCENE. ITS ALL TRANSITIONAL FILMMAKING. A KNOCK ON THE
DOOR, A FILE DROPPED ON A DESK, A SMILE, AN EXTENDED GAZE. EACH ACTION
FORWARDS THE STORY. EACH ACTION REVEALS CHARACTER. AND BEFORE YOU KNOW
IT THEYVE TAKEN A BOOK THAT WAS A 5 HOUR MINISERIES ADAPTATION AND TURNED
INTO A 2 HOUR FILM WITHOUT MISSING A BEAT.
A MASTER CLASS.
44. SPEC SCRIPTIN!
OKAY, SO TECHNICALLY A SPEC SCRIPT IS ANYTHING THAT IS WRITTEN ON SPEC,
MEANING ANYTHING THAT IS UNSOLICITED MATERIAL, BUT A PRODUCTION COMPANY
IS STILL READING TO CHECK OUT A WRITER. MOST OF THE TIME WHEN YOURE FIRST
TRYING TO GET AN AGENT OR MANAGER YOU WILL BE WRITING ORIGINAL SCRIPTS
AND THEY WILL BE READ BY THESE PEOPLE ON SPEC.
BUT THERE IS A CURIOUS OVERLAP IN TERMINOLOGY THAT SPECIFICALLY APPLIES TO
TELEVISION. BECAUSE TELEVISION SO READILY INVOLVES HIRING WRITERS FOR AN
EXISTING SHOW (90% OF WRITERS ARE WORKING ON A SHOW THAT ISNT THEIRS),
THE INDUSTRY ALSO USES THE SAME PHRASE OF SPEC SCRIPTS TO MEAN UNCOMMISSIONED TV SCRIPTS FOR SHOWS THAT ALREADY EXIST.
SAY YOU WANT TO BE A TV WRITER. SAY YOU WANT TO WRITE ON A SMART, DRAMATIC
TV SHOW. SO YOU WRITE A FAKE EPISODE OF MAD MEN AND THE IDEA IS TO ESTABLISH
THAT YOU COULD TOTALLY WRITE AN EPISODE OF THAT SHOW TO PROVE YOUR
METTLE. BUT REALLY YOU WANT TO SHOW THAT YOU CAN LOOK AT ANOTHER
PERSONS SHOW AND UNDERSTAND THE CHARACTERS AND GET THE TONE RIGHT. YOU
ARE PROVING THAT YOU CAN TAKE THAT WORLD AND CRAFT YOUR OWN UNIQUE AND
INTERESTING STORY WITHIN IT. THE IDEA IS TO BOTH IMPRESS THE HELL OUT OF
EVERYONE AND SIGNIFY THAT YOU CAN PLAY WITH SOMEONE ELSES TOYS.
WHICH MEANS JUST DOING ALL THE GOOD WRITING STUFF WEVE TALKED ABOUT
HERE. WITH THE CAVEAT OF A FEW PIECES OF ADVICE HULK WILL GIVE YOU NOW ON
HOW TO THREAD THE NEEDLE OF WHAT PEOPLE WILL BE LOOKING FOR
I) OFTEN TIMES ITS NOT GOOD TO WRITE A SPEC SCRIPT FOR THE EXACT SHOW
YOURE TRYING TO GET A JOB ON. ITS SORT OF A WEIRD CIRCUMSTANCE. YOU WOULD
IMAGINE IT WAS THE MOST LOGICAL THING IN THE UNIVERSE. BUT THE PEOPLE
APPROVING YOU AND HIRING YOU ARE OFTEN TOO CLOSE TO THE SHOW TO TRULY BE
ABLE TO SEPARATE THEMSELVES FROM WHAT YOU ARE WRITING. THEY KNOW THE
ENTIRE UNIVERSE SO WELL THAT THEY WILL TAKE IT PERSONALLY. THEY ARE
GUARDED WITH IT. AND IN THOSE CIRCUMSTANCES ITS JUST SO EASY TO GO OFF THE
RESERVATION FROM THEIR SPECIFIC WAY OF WRITING THE SHOW.
II) SO THAT MEANS YOU PICK A SHOW THATS LIKE THE SHOW YOU WOULD WANT TO
WORK FOR. LOOK FOR OVERLAPS! LOOK FOR THE KINDS OF SHOWS THAT THOSE
PEOPLE LIKE! BE SMART ABOUT IT! BUT AT THE SAME TIME
III) DONT PICK A SHOW THAT YOU DO NOT KNOW WELL. IT HAPPENS MORE THAN YOU
WOULD THINK AND ITS SOMETHING THAT YOU CANT FAKE. EITHER YOU KNOW THE
HISTORY AND TONE OF A SHOW AND THATS CLEAR OR YOU DONT. AT THE SAME
TIME
IV) DONT GO NUTS TRYING TO SHOW OFF HOW MUCH YOU KNOW! A LOT OF SPEC
SCRIPTS WILL TRY AND CRAM IN EVERY HISTORY OR REFERENCE EVER. UNLESS YOURE
ARRESTED DEVELOPMENT OR SOMETHING WHERE CALLBACKS ARE WOVEN INTO
THE FABRIC OF THE SHOW, DONT GO NUTS! HECK EVEN THEN.
V) ALSO, DONT GO NUTS WITH YOUR FAN-FIC-ING INCLINATION FOR THE SHOW. WHAT
DOES THAT MEAN? WELL, PUT IT THIS WAY. WHEN FRIENDS WAS FIRST ON THE AIR THE
WRITERS WOULD ALWAYS GET SPEC SCRIPTS WHERE IT WAS CLEAR THE WRITER JUST
WANTED TO MAKE TWO OF THEIR FAVORITE CHARACTERS HOOK UP DONT DO THAT.
QUITE BLUNTLY, ITS AMATEUR HOUR BECAUSE YOURE INSTANTLY PROVING YOURE A
MASTURBATORY AND INDULGENT WRITER. SO TRY TO AVOID NEW HOOK-UPS
BETWEEN THE CHARACTERS. IT JUST ALWAYS, ALWAYS PLAYS BAD.
VI) OR LESS OFFENSIVELY, A LOT OF TIMES SPEC SCRIPT WRITERS INCLUDE SOME
MAJOR EVENT THAT DRAMATICALLY CHANGES A CHARACTER OR THE PLOT. ITS AN
UNDERSTANDABLE INCLINATION, BECAUSE YOU WANT TO WRITE A BIG, IMPRESSIVE,
DRAMATIC SCRIPT BUT REALLY YOUR JOB IS TO SHOW THAT YOU CAN UPHOLD THE
RULES AND NORMS OF THE UNIVERSE YOU ARE TRYING TO WRITE FOR. YOU WANT TO
PROVE YOU CAN UPHOLD THE STATUS QUO NOT CHANGE IT. IT CAN EVEN BE A
LITTLE THING. SOME YEARS AGO HULK WROTE A SPEC THAT HULK THOUGHT WAS
SHARP AND UPHELD THE UNIVERSE, BUT IT USED A NARRATIVE DEVICE (CENTRALIZING
AROUND A PREVIOUSLY UNKNOWN CHARACTER) THAT MANY FELT WAS TOO RADICAL
A DEPARTURE FOR THAT SHOW PERHAPS HULK WAS JUST TOO INSPIRED BY THE
ZEPPO. (THATS A REFERENCE!)
VII) LASTLY, REMEMBER THE DIFFICULTY OF AIMING TOO HIGH. YOU KNOW HOW HULK
MENTIONED MAD MEN AS A POSSIBLE OPTION? WELL, ONE THING YOU SHOULD KEEP
IN MIND IS THAT MATTHEW WEINER IS ONE OF THE BEST WRITERS ON THE PLANET. IT
WOULD BE LIKE WALKING OUT ON TO A MAJOR LEAGUE FIELD AND TRYING TO NO-HIT
AN OPPOSING LINE-UP. HULK ISNT TELLING YOU TO AIM LOW HULKS JUST SAYING
TO BE AWARE OF WHAT YOURE ATTEMPTING BECAUSE YOUD BE SURPRISED HOW
MANY ARE NOT.
SO THATS A LOT OF THINGS TO TRY AND BALANCE, RIGHT? OF COURSE IT IS, BUT
WOULD YOU EXPECT ANYTHING ELSE IN THE MAJOR LEAGUES OF WRITING? LIKE
EVERYTHING HULK HAS TOLD YOU SO FAR, ACHIEVE BALANCE IN YOUR WRITING.
NEGOTIATE WHAT YOU MOST VALUE AND ACCOUNT FOR ALL THE POSSIBLE RESULTS.
WRITING IS ABOUT MAKING DIFFICULT CHOICES, WHICH IS ODDLY ENOUGH THE SAME
THING THAT MAKES COMPELLING CHARACTERS.
BUT ENOUGH TANGENTIAL THOUGHTS ITS TIME TO ADDRESS ONE OF THE
TRICKIEST, MOST PROBLEMATIC CONCERNS IN WRITING
45. HOW TO APPROACH PLOT HOLES AND MOVIE LOGIC
WHENEVER PEOPLE TALK ABOUT HOW STUPID MOVIES ARE THEY LIKE TO TALK
ABOUT PLOT HOLES AS IF THEY ARE THE REASON THE MOVIE WAS BAD. HULK
UNDERSTANDS THIS INCLINATION. MOVIES DEFINITELY NEED TO HAVE A CERTAIN
LEVEL OF LOGIC TO WORK BECAUSE WE ARE, AFTER ALL, LOGICAL BEINGS WHO NEED
TO MAKE SENSE OF WHAT IS HAPPENING AROUND US. BUT WHAT HULK WOULD LIKE
TO PROVE TO YOU IN THE FOLLOWING CHAPTER IS THAT PLOT HOLES (AT LEAST IN
THE WAY PEOPLE USE THE TERM) ACTUALLY HAVE NOTHING TO DO WITH WHETHER OR
NOT STORIES ARE GOOD OR BAD.
THEY JUST BECOME THINGS WE TALK ABOUT IN TRYING TO EXPLAIN THEM.
THE PROBLEM WITH TALKING ABOUT PLOT HOLES IN THE FIRST PLACE IS THERE
SEEMS TO BE A LOT OF CONFUSION ABOUT WHAT THEY EVEN ARE. HALF THE STUFF
THAT GETS CALLED A PLOT HOLE THESE DAYS ISNT EVEN CLOSE, BUT A TRUE PLOT
HOLE IS ACTUALLY A VERY NUANCED THING THAT HULK BELIEVES CAN STILL BE
DEFINED IN A CLEAR, OBVIOUS WAY (THIS IS HULK'S PERSONAL DEFINITION): A PLOT
HOLE IS A CRUCIAL GAP OR INCONSISTENCY IN A STORYLINE (AS PRESENTED) THAT
PREVENTS THE PROPER FUNCTIONING OF THE PLOT OR CENTRAL CHARACTERIZATION
(AS PRESENTED).
THE WORDS CRUCIAL AND PREVENT ARE BOTH KEY FOR REASONS THAT HULK
WILL EXPLAIN IN A BIT, BUT FOR NOW NOTE THAT THE TWO WORDS "AS PRESENTED"
ARE ALSO RATHER IMPORTANT. BECAUSE THOSE WORDS PREVENT US FROM DIVING
INTO A WHOLE BUNCH OF EXTRANEOUS QUESTIONS AND THEY ALLOWS US TO ACCEPT
THE RULES OF THE WORLD ON A CONDITIONAL BASIS.
THINK OF IT LIKE THIS: IN MATHEMATICAL PROOFS, YOU ALWAYS START WITH A SERIES
OF RULES AND INFORMATION. THESE RULES ARE ACCEPTED AS TRUE AND CALLED
GIVENS, WHICH YOU WILL THEN USE TO SOLVE THE PROOF STEP BY STEP. AND IN A
WAY, WHEN WE START A FILM WE ARE ESSENTIALLY ACCEPTING THE RULES OF THE
WORLD AS A KIND OF "GIVEN." FOR INSTANCE, A SCI-FI FILM MAY EXPLAIN IN THE
BEGINNING WHY THIS PARTICULAR WORLD IS DIFFERENT AND HOW THAT SOCIETY
OPERATES. A MORE CONCRETE (AND FAMOUS) EXAMPLE OF SCI-FI GIVENS WOULD BE
ASIMOV'S THREE LAWS OF ROBOTICS (AND IF YOU'LL NOTICE, THE SUBSEQUENT
BREAKDOWN OF THOSE THREE RULES IS WHAT CREATES THE CHIEF CONFLICT IN HIS
STORIES). BUT THIS DOESN'T HAVE TO BE THE CASE FOR THESE UNIQUE SCI-FI WORLDS.
THE IDEA OF ESTABLISHED GIVENS SHOULD WORK EVEN FOR MORE EMOTIONAL
REALMS OF A MOVIE WORLD, LIKE MELODRAMAS AND COMEDIES. FOR INSTANCE, IT
CAN BE THAT THIS CHARACTER CAN TALK TO THE CAMERA OR PEOPLE BEHAVE
ABSURDIST IN THIS WORLD. SOMETIMES THOSE RULES CAN BE ABOUT CHARACTER
CONSISTENCY AND ESTABLISHED FEELINGS, LIKE "DAD HATES MOM" OR "OUR MAIN
CHARACTER IS UNPOPULAR." THESE BEHAVIORS AND DYNAMICS ARE GIVENS FOR THE
WORLD WE ARE ENTERING, AND THEN WE OPERATE WITHIN THE CONTEXT OF THE
MOVIE FROM THERE.
BECAUSE AS MOVIES GO ON, WE GET MORE AND MORE INFORMATION (WHETHER FOR
PLOTTING, CHARACTER, OR THEME), AND THIS CREATES MORE AND MORE
UNDERSTANDING OF THE WORLD. BUT A PLOT HOLE OCCURS WHEN THE NEW
INFORMATION GIVEN IS FUNDAMENTALLY COUNTERING THE OLD INFORMATION WITH
NO EVENTUAL ACCOUNTING FOR WHY. DO YOU SEE THE DISTINCTION? A LOT OF TIMES
WE CAN HAVE A CHARACTER SUDDENLY SWITCH MOTIVATIONS, BUT THIS HAS TO BE
EXPLAINED FOR US TO ACCEPT IT. AND THE MORE THE SWITCH MAKES SENSE BASED
ON OTHER INFORMATION PRESENTED BEFORE OR AFTER, THE BETTER WE FEEL ABOUT
IT.
BUT THE THING TO UNDERSTAND HERE IS THAT THE KINDS OF PLOT HOLES THAT
ACTUALLY MATTER ARE THE PLOT HOLES THAT HURT THE FUNCTIONING OF THE
MOVIE, MEANING THE PLOT HOLES THAT DERAIL THE IN-MOMENT EXPERIENCE AND
ACTIVELY PREVENT YOU FROM ENJOYING THE FILM RIGHT THERE AS YOU ARE IN THE
THEATER.
SO IN THAT SPIRIT, LET'S BE CLEAR - A PLOT HOLE IS NOT ANY OF THE FOLLOWING:
I) A BLATANT MOVIE-STOPPER
II) SOMETHING THAT ONLY SEEMS CONFUSING IN RETROSPECT
III) AN EVENT THAT SIMPLY OCCURS OFF-SCREEN
IV) A LOOSE END (THOUGH IT CAN BE)
V) A REAL-LIFE INACCURACY
SO LET'S TALK ABOUT EACH IN ORDER
I) IT IS NOT A BLATANT MOVIE STOPPER.
SINGLE CONFLICT SCENARIO YOU HAVE EVER SEEN ONSCREEN PROBABLY HAD A MORE
LOGICAL SOLUTION THAN THE ONE THAT PLAYS OUT IN THE NARRATIVE, BUT THAT
TRULY DOESN'T MATTER.
THAT SENTIMENT SHOULD BE BLINDINGLY OBVIOUS TO ALL OF US, AND YET WE STILL
KEEP REVERTING TO THE PLACE WHERE WE ASK THOSE LOGICAL QUESTIONS.
ESPECIALLY WITH HORROR MOVIES. NOW, THIS IS LARGELY BECAUSE WE PLACE
OURSELVES IN THE STALKEE'S SHOES A GREAT DEAL IN THOSE KINDS OF MOVIES AND
ACTIVELY LOOK FOR SOLUTIONS ON OUR OWN, BUT THE REAL ANSWER TO "WHY
DIDN'T THEY JUST DO _____" IN A HORROR MOVIE IS ALWAYS TO MAKE THE MOST
EFFECTIVE, DRAMATIC SCARE, WHICH, LEST WE FORGET, IS THE ENTIRE REASON WE
ARE IN THE THEATER. OF COURSE, THERE ARE A MILLION OTHER THINGS THAT HAVE
TO DO WITH MAKING AN EFFECTIVE SCARE OR AN EMOTIONALLY EFFECTIVE SCENE,
BUT HULK ASSURES YOU THEY OFTEN DON'T HAVE ALL THAT MUCH TO DO WITH PLOT
LOGIC EITHER.
SO IN HULK'S MIND, THESE OVERT LOGIC QUESTIONS THAT ARE "MOVIE-STOPPERS" OR
SCARE STOPPERS OR DRAMA STOPPERS ARE REALLY NOT EVEN WORTH GETTING
INTO THAT MUCH, BECAUSE THEY UNDERMINE THE EXPERIENCE WE ARE THERE FOR
AND FUNDAMENTALLY MISUNDERSTAND THE GOAL OF A DRAMATIC, COMPELLING
EXPERIENCE.
II) IT IS NOT SOMETHING THAT ONLY SEEMS CONFUSING IN RETROSPECT.
THIS ONE IS ACTUALLY THE MOST COMPLICATED, BUT IT IS ALSO IMPORTANT BECAUSE
IT GETS AT THE HEART OF THE MOVIE FUNCTION" PART OF HULKS DEFINITION. AND
THE BEST WAY TO ADDRESS THIS PART IS TO HAVE A LITTLE TALK ABOUT
CHRISTOPHER NOLAN.
CHRISTOPHER NOLAN IS PRETTY DAMN WELL RESPECTED FOR THE MOST PART, RIGHT?
WE CAN AT LEAST AGREE WITH THAT. MOST PEOPLE THINK HE MAKES PROFICIENT
AND REASONABLY EFFECTIVE MOVIES. STILL, HE IS OFTEN THE SUBJECT OF A LOT OF
PLOT HOLE TALK. FOR INSTANCE, A NUMBER OF PEOPLE HAVE SPENT THE LAST
SEVERAL YEARS LAUGHING ABOUT HOW THE DARK KNIGHT DOESN'T MAKE A LICK
OF LOGICAL SENSE WHEN YOU LOOK AT THE PLOT AS A WHOLE. AND WHEN YOU LOOK
AT IT IN A RIGID PLOT-BASED WAY, YES, THAT IS VERY TRUE. THE JOKER'S PLAN FOR
MUCH OF THE MOVIE IS RIDICULOUSLY IMPLAUSIBLE AND DEPENDENT ON INCREDIBLE
AMOUNTS OF CONVENIENCE AND LUCK. BUT HERE'S THE THING ABOUT ALL OF THAT...
IT REALLY DOESN'T END UP MATTERING.
WHY? BECAUSE NOLAN ISN'T THAT INTERESTED IN HAVING IT ALL MAKE SENSE. HE'S
INTERESTED IN ENTERTAINING US IN AS DRAMATIC A WAY AS POSSIBLE, WHILE
KEEPING EVERYTHING THEMATICALLY INTERESTING. AND HE DID A PRETTY DARN
GOOD JOB OF IT IF YOU ASK HULK (AND THE LEGIONS OF PEOPLE WHO FIRST WALKED
OUT OF THE THEATERS PROCLAIMING IT A MASTERPIECE). THE PLOTTING MECHANISM
AT PLAY WAS FAIRLY OBVIOUS: NOLAN WAS JUST BUILDING A CAT AND MOUSE GAME
OF INCREASING ESCALATION WHERE WE FOLLOW NEW PIECES OF INFORMATION FROM
LETTING ALL THE AIR OUT OF YOUR EMOTIONAL CONLUSION AND POIGNANCY.
ULTIMATELY, IT BECOMES A QUESTION OF FUNCTION AND BALANCE.
AS A WRITER YOU WILL STRUGGLE WITH THIS CONSTANTLY. WHAT IS WORTH
WRAPPING UP? WHAT IS NOT? HULK ADVISES YOU TO LOOK TO EXISTING, EFFECTIVE
ART TO FIND A BALANCE. J.K. ROWLING COULD HAVE ATTEMPTED TO DETAIL WHAT
HAPPENED TO EVERY SINGLE CHARACTER IN THE HARRY POTTER UNIVERSE, BUT YOU
CAN'T DO THAT WITHOUT REALLY UNDERMINING THE EMOTIONAL END FOR HARRY.
WHICH MEANS THE QUESTION OF "WHAT GETS RESOLVED" (PARTICULARLY IN A BIG
SAGA) IS LARGELY A QUESTION OF NEGOTIATION. AND IN THE END THE AUTHOR IS
CHOOSING WHAT GETS WRAPPED UP AND WHAT DOESN'T AND WE HAVE TO
UNDERSTAND THAT. THE THINGS WE WANT TO HAPPEN MUST OFTEN BE LEFT ASIDE FOR
WHAT THE STORY NEEDS TO HAPPEN (AND NOTE THAT ROWLING EXPLAINED MOST OF
HER EXTENDED EPILOGUE OUTSIDE OF BOOK FORM TO GIVE THAT ADDED
RESOLUTION FOR THE MINOR CHARACTERS LATER).
NATURALLY, THIS ALL BECOMES AN EVEN MORE NUANCED SUBJECT OF LOOSE ENDS
WHEN WE GET INTO THE TOPIC OF PURPOSEFUL AMBIGUITY. LOOK. A LOT OF
AUDIENCES HATE AMBIGUITY (SPECIFICALLY REGARDING ENDINGS) ALMOST ON
PRINCIPLE. IN FACT, IT MAKES THEM DOWNRIGHT ANGRY. AND ON ONE HAND, HULK
GETS IT. HULK TALKS ABOUT THE PURPOSE OF STORYTELLING AND HULK HAS SEEN A
LOT OF AMBIGUOUS ENDINGS THAT HAVE NO OTHER BIGGER IDEA BEHIND THEM THAN
"IT'S AMBIGUOUS!" OR "YOU GUESS WHAT HAPPENED!" OFTENTIMES, THE CREATORS
THINK THAT AMBIGUITY ITSELF WORKS BECAUSE IT GETS TO THAT INHERENT POSTMODERN TRUTH OR RELATIVITY. AND QUITE HONESTLY, HULK FINDS A LOT OF
AMBIGUITY TO BE KIND OF SOPHOMORIC (AS ONE VERY, VERY SMART PERSON ONCE
SAID TO HULK REGARDING A TERRIBLE AMBIGUOUS ENDING HULK WROTE: "CMON.
YOU'RE A BIG BOY. HAVE YOUR CHARACTER MAKE DECISIONS.") BUT THAT DOESN'T
MEAN AMBIGUITY CAN'T BE COMPLETELY PROFOUND, EITHER.
HULK HAS TALKED ABOUT THE END OF NO COUNTRY FOR OLD MEN AD NAUSEUM,
BUT THAT MOVIE MADE SO MANY BEAUTIFUL STATEMENTS ABOUT HOW THINGS CAN'T
ALWAYS END THE WAY WE WANT, AND IT SHOWS THE DAMAGE WE WILL DO IF WE
CHASE THOSE "ENDS." CALL 'EM WHAT YOU WILL: MONEY, JUSTICE, POWER - MEN WILL
PURSUE THEM TO THE ENDS OF THE EARTH. AND THE MOVIE IS REALLY ABOUT
MAKING PEACE WITH AMBIGUITY AND ALL THE LOOSE ENDS OF LIFE IN A TRULY
MEANINGFUL WAY. BUT THAT'S JUST A STELLAR EXAMPLE OF ITS USE.
AND HONESTLY, HULK KIND OF ADORED MOST OF LOST'S USE OF AMBIGUITY FOR
MUCH OF THE SERIES' RUN. IT WAS OFTEN BURIED INTO THE THEMES AND
CHARACTERIZATION IN A WAY THAT FELT LARGELY NATURAL AND COMPELLING
(INCLUDING THE FEW RARE CASES OF GREAT USE OF DEUS EX MACHINA). BUT THE
AMBIGUITY THING BECAME SLIGHTLY PROBLEMATIC WHEN THEY WENT IN A
PURPOSEFULLY DIDACTIC DIRECTION IN THE FINALE. HULK WON'T GET INTO ALL THAT
(PHEW), BUT WHILE THEY WERE TRYING TO CLEARLY ADHERE TO THEIR CENTRAL
THEME, THEIR DIDACTIC EXPLANATION OF IT CAME OFF RATHER CURT AND CRUELLY
WITHHOLDING. HULK UNDERSTANDS THIS WASNT THE INTENTION, BUT THEY DIDNT
YOU.
YES, YOU SITTING THERE READING THIS BOOK. GUESS WHAT? YOU ARE PROBABLY AN
EXPERT IN SOMETHING. MAYBE YOU ARE A MOLECULAR BIOLOGIST. MAYBE YOU ARE
AN ELECTRICAL ENGINEER. MAYBE YOU LIKE MUSCLE CARS. MAYBE YOU'VE SEEN
EVERY BERGMAN FILM. MAYBE YOU KNOW EVERY WORD TO THE REPLACEMENTS'
OEUVRE. MAYBE YOU KNOW THE INS AND OUTS OF EVERY EPISODE OF AVATAR: THE
LAST AIRBENDER. WHATEVER IT IS, YOU PROBABLY KNOW MORE ABOUT SOMETHING
THAN MOST OTHER PEOPLE. AND WHEN YOU SEE SOMEONE TALKING ABOUT THAT
SUBJECT OR DRAMATIZING IT IN SOME WAY, YOU HAVE TO UNDERSTAND THAT THE
PERSON MAY NOT BE AN EXPERT IN THE SAME WAY YOU ARE. AND THAT MEANS YOU
HAVE TO BE WILLING TO GIVE A LITTLE LEEWAY. ESPECIALLY IN HOW YOU WATCH
MOVIES.
BECAUSE WRITING AND MAKING MOVIES WELL IS REALLY, REALLY, REALLY FUCKING
HARD. LIKE HARDER THAN ANYTHING YOU CAN EVER IMAGINE. AND CHANCES ARE
THAT WRITER OR DIRECTOR HAS THROWN THEMSELVES INTO WHOLE WORLDS AND
DONE COUNTLESS AMOUNTS OF RESEARCH (AGAIN, CINEMA IS THE LENS OF
EXPLORING EVERYTHING ABOUT THE HUMAN EXPERIENCE) AND BEYOND THE
INDIVIDUAL EFFORT, WE HAVE THE ENTIRE AFOREMENTIONED DEPARTMENTS
DEVOTED TO GETTING THINGS RIGHT.
BUT IN THE COMMUNITY PROCESS OF FILMMAKING THINGS CAN GET MISSED. OR
THINGS CAN BE IGNORED IN THE FACE OF SOME OTHER ARTISTIC CHOICE. SO WHEN
YOU'RE DEALING WITH SOMEONE WHO IS NOT AN EXPERT LIKE YOU, WHO IS JUST
TRYING TO MAKE THE BEST CHOICE FOR THE EXPERIENCE OF THE MOVIE, THEN THERE
HAS TO BE A SENSE OF UNDERSTANDING WITH ALL OF IT. THIS DOES NOT MEAN
ACCEPTING IT IF THEY SPIT IN THE ENTIRE FACE OF WHAT THE SUBJECT MEANS, BUT IT
DOES MEAN SOMETIMES ACCEPTING IT IF THEY FUDGE DETAILS IN THE NAME OF
EFFECTIVE DRAMA. REMEMBER, WHY ARE YOU IN THE THEATER? CHANCES ARE IT'S
NOT TO WATCH SEAMLESS HISTORICAL OR FACTUAL INTEGRATION.
AND AS A WRITER YOU ARE GOING TO HAVE PROBLEMS WITH THIS DILEMMA. BECAUSE
SOME PEOPLE ARENT GOING TO KNOW WHAT YOURE PUTTING ON SCREEN IS WRONG.
AND SOME PEOPLE ARE VERY MUCH GOING TO KNOW THAT WHAT YOURE PUTTING ON
SCREEN IS WRONG. AND ITS HARD TO PLEASE THEM BOTH. SO WHILE HULK TOLD YOU
TO RESEARCH YOUR HEART OUT, AND IN AN IDEAL SCENARIO ALL THAT IS FACTUALLY
ACCURATE WILL FEED ITSELF INTO THE CORRECT DRAMATIC CHOICE, BUT OFTEN IT
WILL NOT. SO AT A CERTAIN POINT YOU ARE GOING TO HAVE TO MAKE A CHOICE: DO
THE DRAMATIC THING OR DO THE LOGICAL, FACTUAL THING.
LOOK TO AN EXAMPLE. TAKE ALFONSO CUARONS GRAVITY. ITS A GREAT FILM THAT
VERY MUCH CAPTURES SOME REALISTIC ASPECTS OF SCIENCE (THE LACK OF SOUND IN
SPACE, THE DANGERS OF SPACE DEBRIS) BUT FUDGES ON OTHERS (THE RELATIVE
DISTANCES BETWEEN SPACES STATIONS ARENT MANAGEABLE DISTANCES TO TRAVEL
IN THE WAY THEY ARE SHOWN). WHY DID HE FOLLOW SOME LOGICAL RULES AND NOT
OF THE MUCH DESERVED CREDIT FOR ACCURATE SCIENCE, PRIMER IS A GREAT MOVIE
BECAUSE IT ARTICULATES DESIRE, FEAR, WANT, THE WILL TO CONTROL, AND THE
COMPLETE LOSS OF THAT CONTROL. IT ALL WORKS TOWARD THE PURPOSE OF
STORYTELLING. WE DONT GO TO THE MOVIES TO WATCH A LOGICAL EXERCISE PLAY
OUT IN FRONT OF US. WE GO TO BE ENTHRALLED. TO SEE SOMETHING SPEAK TO OUR
SOULS AND EMOTIONS.
BUT AS A WRITER, HOW DO YOU KNOW WHEN TO DO WHICH AND HOW?
THERE IS NO GREAT ANSWER. ALL HULK CAN SAY IS THAT WRITING IS ABOUT MAKING
CHOICES. MOST SCREENWRITING BOOKS WILL TELL YOU DO THIS! OR DO THAT! AS
IF THERE WAS ONE MAGIC ANSWER, BUT ITS NOT THE CASE. SOME CHOICES FIX ONE
PROBLEM AND INADVERTENTLY HURT ANOTHER AIM YOU MAY HAVE. SO ITS ALL
ABOUT MAKING THAT CHOICE OF WHAT YOU WANT TO ACCOMPLISH, WHY, AND HOW
YOU THINK IT HELPS YOUR STORY. STILL, GIVEN EVERYTHING HULK HAS LEARNED
ABOUT MOVIES, HERES HULKS ADVICE ON WHICH WAY YOU SHOULD BE LEANING:
WORRY MORE ABOUT CHARACTER HOLES. WORRY ABOUT EMOTIONAL HOLES. WORRY
ABOUT MOTIVATION HOLES. WORRY ABOUT INSPIRATION HOLES. WORRY ABOUT
DRAMA HOLES. WORRY ABOUT THEME HOLES. WORRY ABOUT MOMENTUM HOLES.
WORRY ABOUT PACING HOLES.
AND WORRY LESS ABOUT PLOT HOLES.
46. WRITING IS RE-WRITING
ONE OF THE BIG PROBLEMS PEOPLE HAVE IN WRITING IS PARALYSIS.
THERE ARE TWO FORMS. THE PARALYSIS THAT COMES FROM A BLANK WHITE SHEET OF
PAPER WHERE A SCENE SHOULD BE. THE OTHER PARALYSIS COMES FROM THE WORDS
ACTUALLY BEING ON THE PAGE AND HAVING NO IDEA WHAT TO DO WITH THEM.
IN BOTH CASES, THERES JUST SOMETHING SO DAUNTING ABOUT THE PROSPECT OF
THEIR BEING UNFINISHED OR UNFORMED. OUR BRAINS WANT THE WORDS TO BE
PERFECT; WE WANT THEM TO CONVEY EXACTLY WHAT WE INTEND. BUT THEY WONT
EVER BE PERFECT, WILL THEY? SO WHAT IS THE POINT OF BEING PARALYZED? SO
HERES HULKS ADVICE FOR BOTH FORMS OF PARALYSIS:
JUST WRITE THE FIRST DRAFT NO MATTER WHAT.
DONT CARE IF ITS GOOD. DONT CARE IF IT EVEN WORKS. DONT CARE EVEN IF ITS
GOBBLEDYGOOK. JUST GET IT DONE. IT DOESNT MATTER. GET IT ALL UP ON THE PAGE
BECAUSE NO ONE EVER HAS TO SEE IT. REMOVE THE PARALYSIS. GET IN A PLACE SO
YOU CAN SEE IT ALL BEFORE YOU. SO YOU CAN SEE WHAT NEEDS TO BE DONE AND
HOW IT NEEDS TO BE CHANGED.
AND THEN? DO, LIKE, 7 REWRITES... AT LEAST.
BECAUSE THE SIMPLEST TRUTH IS THAT A FIRST DRAFT IS NOTHING. IT IS NOT PROOF
YOU HAVE WRITTEN A STORY, BUT PROOF YOU HAVE WRITTEN A CERTAIN NUMBER OF
PAGES. HULK HAS NEVER REALLY READ A GOOD FIRST DRAFT OF ANYTHING. SO THE
WAY HULK ALWAYS LIKES TO WRITE IS TO JUST GET A FIRST DRAFT OVER AND DONE
WITH SO THAT HULK CAN THEN BE ON HULK'S WAY WITH ALL THE FUN EDITING
PROCESS.
AND EDITING IS FUN.
REALLY, IT IS! THERE IS THE OLD ADAGE THAT "WRITING IS RE-WRITING." HULK FEELS
IT IS TRUE BECAUSE THAT IS WHEN YOU GET TO SHAPE THE ACTUAL STORY. WHEN IT'S
A BAD SCRIPT (AND THEY ARE ALL BAD AT FIRST) YOU CAN RESHAPE IT THROUGH
SHEER COMMITMENT TO MAKING IT A GOOD SCRIPT. AND THE BEST PART ABOUT
REFINING YOUR SCRIPT IS, YOU KNOW, YOU CAN STILL MAKE GREAT CHANGES WITH
ZERO NEGATIVE CONSEQUENCES (UNLIKE WHEN YOU START FILMING). HULK LOVES
EDITING SCRIPTS. IT'S WHEN THE STORY ACTUALLY FEELS ALIVE.
PAUL THOMAS ANDERSON TALKED ABOUT WRITING ONCE AND SAID, TO PARAPHRASE,
THAT WRITING IS LIKE IRONING. YOU HAVE THIS RUMPLED MESS THAT'S STILL A SHIRT
AND EVERYTHING, BUT YOU KEEP GOING OVER IT AGAIN AND AGAIN UNTIL IT'S
SMOOTH. EACH PASS STRAIGHTENS THE SHIRT, ACCOMPLISHING ITS JOB UNTIL YOU
HAVE EXACTLY WHAT YOU NEED.
So yeahyeahyeah, edit a lot. Got it, Hulk. But how do you know when youre done?
WELL, WELL GET TO THAT. FIRST WE HAVE TO TALK ABOUT:
47. WHEN & HOW TO DISREGARD THESE GUIDELINES
IN THE BEGINNING OF THIS BOOK, HULK SAID THESE CHAPTERS WERE ALL GUIDELINES,
NOT RULES. AND HULK MEANT IT.
YOUR IDEA. YOUR STORY. THE THING THAT COMPELS YOU.
THESE ARE WHAT MATTER.
SO EVERYTHING YOU WRITE SHOULD CATER TO MAKING THOSE THINGS RESONATE.
YOU MAY HAVE NOTICED THAT THROUGHOUT ALL THESE GUIDELINES, HULK KEPT
BRINGING UP EXCEPTIONS TO RULES. SOMETIMES THEY WERE EXAMPLES OF
GUIDELINE EXCEPTIONS THAT WORKED AND SOMETIMES THEY WERE EXAMPLES
WHERE IT DIDN'T WORK. THE ONES THAT DIDN'T WORK WERE USUALLY THE RESULT OF
HAPHAZARD, UNCONSCIOUS REACTIONS OR FLIPPANT, COUNTERINTUITIVE GESTURES.
THEY WERE THE RESULTS OF ARTISTS WHO DIDNT REALLY UNDERSTAND THE
CONVENTIONS AND STORY DEVICES THEY WERE UTILIZING. BUT ALL THE EXCEPTIONS
THAT WORKED DID BECAUSE THEY KNEW HOW TO NEGOTIATE WHAT THEY WERE
DO WHAT MAKES SENSE FOR YOUR STORY.
SHANE CARRUTH'S PRIMER GLEEFULLY BREAKS EVERY SINGLE RULE ABOUT
NARRATIVE, CONCEPT, AND COHERENCE. AS SUCH, THERE ARE SOME PEOPLE WHO
CANT EVEN WATCH IT. BUT FOR SOME FOLKS, HE MANAGES TO CREATE ONE OF THE
MOST BRAZEN, INTERESTING FILMS EVER MADE. IT SO CONCENTRATES ON THE
CONCEPTS OF SCIENTIFIC VERACITY THAT IT CAPTURES ITS RESONANT THEMATIC
TRUTHS THROUGH THE SUBJECT ITSELF (MUCH LIKE THE ZODIAC AND CONTAGION
EXAMPLES), ONLY HIS SUBJECT IS ONE OF THE MOST COMPLEX THEORETICAL
CONCEPTS ON THE PLANET. THIS COMPLETELY UNAPOLOGETIC TREATMENT OF
SCIENTIFIC ACCURACY-VIA-PLOTTING RESULTS IN A STUNNING, DISTINCT, AND
COMPLETELY ORIGINAL FILM. THE FILMMAKER PURSUED AN UNCOMMON VIEW THAT
COMPELLED HIM AND THUS REVEALED A NEW VIEW THAT COMPELLED US.
DO WHAT MAKES SENSE FOR YOUR STORY.
BUT JUST KNOW THIS... EVERY SINGLE RULE OR GUIDELINE THAT IS BEING BROKEN IN
THE EXAMPLES LISTED HAS DAMN GOOD REASONS FOR WHY. IT'S NEVER "JUST
BECAUSE IT WOULD BE NEAT." THEY WEREN'T MAKING SOME TOTALLY PEDESTRIAN
MOVIE AND THEN BROKE A RULE BECAUSE "IT'S MORE REAL!" EVEN IF GOING WITH
THEIR GUT WAS THE THING THAT BROUGHT THEM TO THIS CREATIVE DECISION, THEY
ALL EVENTUALLY HAD A LOGIC AND SENSE OF HOW TO MAKE IT WORK.
THESE EXAMPLES OF SUCCESSFUL EXCEPTIONS WORKED BECAUSE THE EXCEPTIONS
MAKE COMPLETE SENSE FOR THOSE STORIES AND ARE HANDLED RESPONSIBLY. IT'S
ALMOST AS IF THE STORY HAD TO GO TO THESE CREATIVE PLACES IN ORDER TO SEE
THEIR CONCEITS THROUGH TO THE END.
BUT THE BIGGEST PROBLEM WITH HOW EVERYONE IS BREAKING THE RULES
NOWADAYS IS NOT BECAUSE IT'S ROBBING US OF TRADITIONAL NARRATIVE POWER
(THOUGH THAT SUCKS), IT'S BECAUSE NO ONE SEEMS TO EVEN UNDERSTAND WHY THE
RULES ARE EVEN THERE. IF THEY DON'T KNOW WHAT THE RULE SAYS AND HOW IT
WORKS, THEY THEREFORE CAN'T UNDERSTAND WHAT BREAKING THE RULE SAYS
EITHER. THEY'RE JUST TRYING TO BE DIFFERENT. HULKS ALREADY EXPLAINED WHY
THATS SO PROBLEMATIC BUT WORSE, THERE ARE A LOT OF FILMMAKERS WHO
REALLY DON'T EVEN KNOW WHAT THE RULES ARE ANYMORE.
THERE'S GOT TO BE A REASON FOR ALL OF THIS, RIGHT? WHY DON'T WE KNOW THE
RULES ANYMORE? WHAT HAPPENED? AND WHY DO WE JUST SLAM FORWARD WITH
THIS FAUX-UNDERSTANDING OF FILMMAKING?
IT ALL SPEAKS TO AN EVOLUTION OF CINEMA. IF YOU FORGIVE HULK FOR INDULGING
IN THIS BIT OF A HISTORY LESSON, BUT BACK IN THE GOLDEN AGE OF HOLLYWOOD
EVERYONE PRETTY MUCH KNEW THE NARRATIVE RULES. MOVIES HAD A VERY SET
CRAFT. THEY KNEW ALL THE BEATS. WRITERS WERE ALL STABLED IN THE STUDIO
SYSTEM AND THEY WOULD EVEN HAVE DIFFERENT ROLES. THERE WOULD BE A
STRUCTURE GUY. A DIALOGUE GUY. THE DIRECTOR HAD A ROLE. MOVIES AND
STORYTELLING WERE, ESSENTIALLY, ON AN ASSEMBLY LINE. YES, THIS PRODUCED A
LOT OF FILMS THAT WERE SIMILAR, BUT IT ALSO PRODUCED MOVIE AFTER MOVIE THAT
JUST WORKED, DAMMIT, AND SHOWED OFF TOP-NOTCH QUALITY CRAFT. AND BESIDES,
ALL THE BEST WRITERS / FILMMAKERS OF THAT ERA KNEW EXACTLY HOW TO SNEAK
SUBVERSION INTO THEIR WORK. EVEN THEIR ARTISTIC INCLINATIONS COULD
FLOURISH.
BUT THE 60S AND 70S CHANGED THE PARADIGM. THE SYSTEM HAD BEEN "WORKING"
SO WELL FOR SO LONG, BUT A GOOD DEAL OF STORYTELLERS AND STUDIO FOLKS
GOT LAZY WITHIN THOSE CONSTRUCTS. WHICH MEANS MOVIES IN GENERAL GOT LAZY
TOO. WHEN THIS FACT WAS COUPLED WITH SERIOUS CHANGES IN THE COUNTERCULTURE, IT RESULTED IN THE AUDIENCE GENUINELY TIRING OF THE HOLLYWOOD
SYSTEM. NEW AUDIENCES WANTED AN ALTERNATIVE AND SOMETHING THAT FELT
RESONANT TO THEM. SO THE MOVIES TURNED TO NEW FILMMAKERS. THEY DIDN'T
HAVE RESOURCES SO THE CONSTRUCTION WAS MESSY. NATURAL. OUTDOORS. THUS,
THE STYLE OF MOVIES BROKE THE MOLD, TOO. THE TEXTURES, STORIES, IDEAS ALL
RESONATED IN A PERFECT WAY FOR THE TIME AND PLACE.
OF COURSE, THE HUGE SUCCESS OF SOME OF THESE RAG-TAG BLOCKBUSTERS IN THE
70S SUDDENLY PUT DOLLAR SIGNS IN THE EYES OF BIG BUSINESS AND PAVED THE WAY
FOR ANOTHER ROUND OF STUDIO DOMINANCE, ALL DONE THROUGH THE
HOMOGENIZED, WALL STREET-CENTRIC 1980S. BUT AGAIN, THINGS CHANGED. WE HAD
ANOTHER REACTION TO "THE MAN" WITH THE 90S INDEPENDENT FILM BOOM. AGAIN
THE FILMS WENT MESSY. NATURAL. OUTDOORS. BUT ALAS, THE INDEPENDENT
MOVEMENT WAS HOMOGENIZED AGAIN AS CORPORATIONS ARE NOW RUNNING "INDIE
STUDIOS" TOO.
THE PURPOSE OF ALL THIS HISTORY IS TO HIGHLIGHT THE FACT THERE HAVE BEEN
EBBS AND FLOWS TO THE NATURE OF THE BUSINESS FOR... PRETTY MUCH ALWAYS.
THERE IS ALWAYS A DICHOTOMY: TO WORK WITHIN THE SYSTEM, OR TO WORK
OUTSIDE THE SYSTEM. DEPENDING ON THE DIRECTION OF THE TREND IT MAKES IT
EASIER TO DO ONE OR THE OTHER, BUT STORYTELLERS ALWAYS SEEM TO HAVE AN
IMPLICIT DESIRE TO SNUB THE DOMINANT CULTURE OR POPULAR MODELS AND
EMBRACE THE MOST ARTISTIC CONSTRUCTS AND FORMS. IT IS AN IDOLIZATION OF
PERPETUAL REBELLION. THE 1990S INDEPENDENT FILMMAKERS REBELLED AGAINST
THE HOMOGENIZED 80S MODEL, BUT THEY WERE ALSO IN LOVE WITH THE 60S AND
70S POETS OF THEIR DAY, AND SOUGHT TO EMULATE THEM.
IT'S ALL VERY ROMANTIC-SOUNDING... BUT THE PROBLEM WITH THIS, AND WHY NO
ONE SEEMS TO GIVE A SHIT ABOUT THE RULES ANYMORE, IS THAT WE HAVE FALLEN IN
LOVE WITH THE CADENCE OF THIS REBELLIOUS WORK.
THINK ABOUT THE 90S BOOM. TARANTINO HAS HAD HUNDREDS OF EMULATORS, BUT
THE REASON NO ONE COMES CLOSE TO BEING AS GOOD AS HIM IS THEY ONLY TAKE
THE TANGIBLE STUFF FROM HIS FILMS. THE COOL SUITS. THE SWEARS. THE OUT-OFORDER STORYTELLING. THE IRONIC SENSE OF MUSIC AND BLOODY GUNFIGHTS. THEY
GET THE IDEA THAT PEOPLE TALK, BUT NOT HOW THEY TALK. THEY MISS THE VERY
SIMPLE ELEMENTS OF NARRATIVE PROPULSION, OBJECTIVES, AND CLEAR STAKES. HIS
STORYTELLING ISN'T OUT OF ORDER FOR NO GOOD REASON, BUT INSTEAD TO REVEAL
THE STORY IN A FASCINATING THEMATIC EVOLUTION. PEOPLE OBSESSES OVER HIS
CADENCE, WHICH IS TOTALLY NEAT AND STUFF, BUT IT'S NOT WHY HIS FILMS WORK.
THIS HAS ALWAYS BEEN TRUE. PEOPLE RIP OFF ALTMAN, SCORSESE, SPIELBERG, LUCAS,
ETC. BUT THE REASON THOSE RIP-OFFS FEEL SO FALSE IS NOT BECAUSE THEY ARE
DERIVATIVE, BUT BECAUSE THEY FAIL TO RECOGNIZE THE MOST BASIC DYNAMICS OF
GOOD NARRATIVE STORYTELLING. LET'S LOOK AT SUPER-RECENT EXAMPLES OF BOTH:
SUPER 8 USURPS ALL THE LANGUAGE AND CADENCE OF SPIELBERG'S FILMS, BUT IT
FAILS BECAUSE IT DOESN'T KNOW HOW TO MAKE THE MONSTER ELEMENTS CONNECT
THEMATICALLY TO THE STORY (UNLIKE JAWS AND ET). REALLY, IT DOESN'T GET TWO
CENTRAL COMPONENTS OF OUR GOOD NARRATIVE DEFINITION.
ATTACK THE BLOCK SUCCEEDS BECAUSE IT TAKES THE INSPIRATION OF CARPENTER
AND DANTE AND FILTERS THOSE MOTIFS AND APPROACH INTO ITS OWN PERSONAL
STORY AND TEXTURE. PLUS IT HAS DEEP THEMATIC IDEAS. IT GETS ALL FOUR
COMPONENTS OF HULK'S GOOD NARRATIVE DEFINITION.
STORY RULES. CADENCE IS OVERRATED.
AND BECAUSE HULK HAS TO ACKNOWLEDGE THE EXCEPTION FOR JUST ABOUT
EVERYTHING, YES THE CADENCE/STYLE OF YOUR SCRIPT AND FILM ARE GREAT TOOLS
FOR SPEAKING TO CERTAIN AUDIENCES. BUT STYLIZATION IS NOT NEARLY AS CRITICAL
AS THE INTENTION AND HONESTY OF YOUR WELL-MEANING STORY. IT DOESN'T
MATTER WHERE YOU COME FROM AND WHO YOU'RE WORKING FOR, YOU CAN BE
OPERATING SUBVERSIVELY WITHIN THE SYSTEM, OR YOU CAN BE CHUCKING ROCKS
FROM THE OUTSIDE WITH AN INDEPENDENT BENT. YOU CAN BE TELLING A
TRADITIONAL STORY OR YOU CAN BE USING A WILDLY INVENTIVE META FORM. IT
REALLY MAKES NO DIFFERENCE TO HULK.
THE MEANING OF THE STORY, AND ITS ABILITY TO RESONATE FOR THE AUDIENCE, IS
WHAT MAKES THE NARRATIVE WORK. HULK DOESN'T CARE WHAT KIND OF
CONCEPTUAL STORY YOU ARE TELLING, OR WHAT STRUCTURE YOU ARE USING... JUST
THINK ABOUT WHAT YOU ARE SAYING. APPROACH YOUR STORIES IN TERMS OF MIND,
BODY, AND SOUL. ASK YOURSELF QUESTIONS. WHAT DOES THIS ACTION MEAN? WHAT
AM I IMPLYING WITH THIS CHARACTER'S BEHAVIOR?
KNOW WHEN YOU'RE FOLLOWING THE RULES AND KNOW WHEN YOU'RE BREAKING
THEM.
KNOW WHO YOU ARE REACHING AND WHY.
BE CONSCIOUS.
BE SMART.
AND BE YOU
PART SIX - HOW TO WRITE A SCREENPLAY SCRIPT-SPECIFIC INSTRUCTION
OF COURSE, THERE IS ALSO THE FORMAT OF THE SCREENPLAY ITSELF!
HOLY HELL! CAN YOU BELIEVE WERE FINALLY HERE? HULK APOLOGIZES THAT HULK
WAITED ALL THE WAY UNTIL PART SIX TO TALK ABOUT THIS, BUT IT IS BECAUSE THE
FUNDAMENTALS OF GOOD STORYTELLING ARE WAY, WAAAAAAAAY MORE IMPORTANT
THAN WHAT BASICALLY AMOUNTS TO A MATTER OF PROPER FORMATTING. AND THE
THINGS YOU ARE ABOUT TO LEARN IN THIS SECTION ARE REALLY SIMPLE AND EASILY
APPLIED.
BUT PLEASE DO NOT TAKE THIS STATEMENT TO MEAN THAT HULK THINKS
FORMATTING AND SCREENPLAY ETIQUETTE ARE UNIMPORTANT, AS THEY CAN
ACTUALLY HELP YOU WRITE THE MOST FUNCTIONAL, READABLE SCREENPLAY
POSSIBLE, ITS JUST THE SOLUTIONS TO ACHIEVING THIS ARE MUCH MORE CLEAR AND
DIRECT. BASICALLY, THERES MUCH LESS NUANCE. BUT IT IS STILL INCREDIBLY
IMPORTANT.
BECAUSE WHILE MOST OF HULKS PREVIOUS ADVICE WAS STUFF THAT HELPED YOU
WRITE COMPELLING STORIES, HULK PROMISES YOU THAT THIS SECTION WILL HELP
YOU THE MOST WHEN IT COMES TO ACTUALLY SELLING YOUR SCRIPTS!
SO LETS GET STARTED:
48. YOU NEED TO UNDERSTAND GRAMMAR AND SENTENCE STRUCTURE
THAT MAY SEEM OBVIOUS, BUT DO YOU REALIZE HOW MANY SCRIPTS HULK READS
WHERE IT IS CLEAR THAT THE PERSON DOES NOT HAVE A LOT OF EXPERIENCE
ACTUALLY WRITING AND COMPOSING SENTENCES?
IF THATS THE CASE THEN IT DOESNT MATTER HOW GOOD A STORY YOU TELL, YOU
WILL NOT BE HIRED. SERIOUSLY. IT DOESNT MATTER IF YOU UNDERSTAND A LOT
ABOUT CINEMA, SCREENWRITING IS WRITING. IT IS YOUR TRADE AND CHOSEN
PROFESSION. YOU CANNOT JUST BE A SCREENWRITER AND THINK CINEMATICALLY.
YOU HAVE TO HAVE MASTERY OVER THE WRITTEN WORD.
AFTER ALL, WHEN YOU SELL A SCREENPLAY YOU ARE REALLY BEING HIRED FOR YOUR
ABILITY TO WRITE. ITS NOT JUST FOR THE SCRIPT ITSELF, ESPECIALLY BECAUSE FROM
THEN ON IN THERE WILL PROBABLY BE A LOT OF RE-WRITES DURING PREPRODUCTION. IF YOU CANNOT COMPOSE A SENTENCE ON THE FLY, IF YOU CANNOT
WORK QUICKLY, THEN YOU WILL BE IN BIG TROUBLE AND PROBABLY LEFT IN THE
DUST IMMEDIATELY SO THEY CAN BRING SOMEONE IN WHO CAN ACTUALLY DO THESE
THINGS. TRUST HULK ON THIS ONE. SO MANY YOUNG WRITERS WILL SELL SOMETHING
-CHARACTER PARENTHETICAL
-DIALOGUE PARENTHETICAL
-TRANSITION
-OVER BLACK;
-SCENE NUMBERS
THATS SERIOUSLY IT. THERES NOTHING ELSE NECESSARY FOR WRITING A
SCREENPLAY.
SO LETS GO ONE BY ONE.
I) HEADER
ITS AN ALL CAPS LINE (YAY!) AT THE TOP OF YOUR SCENE. THE FIRST PART TELLS YOU
WHETHER THE SCENE IS AN EXTERIOR (EXT.) OR INTERIOR (INT.) FOLLOWED BY THE
LOCATION, FOLLOWED BY A DASH AND THEN THE TIME OF DAY. IT LOOKS LIKE THIS:
INT. HULKS HOUSE NIGHT
THINGS TO CONSIDER: WHEN A SCENE TRANSITIONS FROM INTERIOR TO EXTERIOR OR
VICE VERSA WITHOUT A BREAK YOU CAN WRITE INT. / EXT. ALSO, SOME PEOPLE GET
INTO DISCUSSIONS ABOUT HOW DETAILED YOU WANT TO BE WHEN TALKING ABOUT
THE LOCATION. HULK TRIES TO KEEP IT AS SIMPLE AS POSSIBLE (AS ITS EASIER FOR
SOMEONE TO READ), BUT SOMETIMES IF THERES A LOT OF LOCATION HOPPING IN
YOUR SCRIPTS, YOU SHOULD PUT THE CITY OF THE LOCATION FIRST TO HELP AND
THEN A COMMA FOLLOWED BY THE DESTINATION. WHATEVER YOU DO, KEEP IT
ORGANIZED AND SIMPLE.
II) ACTION LINE
THE ACTION LINE IS A LINE OF DESCRIPTION UNDERNEATH THE HEADER THAT
DESCRIBES IN MORE DETAIL WHAT IS HAPPENING IN THE SCENE. IT LOOKS LIKE THIS:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired.
THINGS TO CONSIDER: THIS ACTION LINE SHOULD BE STRICTLY VISUAL INFORMATION,
AS CINEMA IS DEPENDENT ON WHAT WE CAN SEE. ALSO THE CHARACTERS NAME
SHOULD BE IN ALL CAPS. THERES SOME DISAGREEMENT ABOUT HOW OFTEN YOU
SHOULD CAPITALIZE: EITHER THE FIRST TIME A CHARACTER IS INTRODUCED OR FOR
THE ENTIRE DURATION OF THE SCRIPT. HULK LIKES CAPITALIZING THE NAME FOR THE
ENTIRE DURATION. IT JUST SINGLES IT OUT SO THE READER CAN ALWAYS KNOW WHO
THE CHARACTERS ARE IN THE SCENE AND WONT LOSE TRACK OF THEM.
III) CHARACTER
A CHARACTER DESIGNATION GOES BELOW AN ACTION SCENE AND LETS YOU KNOW
WHO IS TALKING. IT LOOKS LIKE THIS:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
ITS ALL PRETTY SELF-EXPLANATORY.
IV) DIALOGUE
YOU CAN SEE IT BRIEFLY IN THE EXAMPLE ABOVE, BUT A CHARACTER TALKS WITH A
LITTLE CONDENSED BLURB. AND THEN ANOTHER PERSON TALKS. IT LOOKS LIKE THIS:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
V) CHARACTER PARENTHETICAL
EVERYTHING ELSE YOUVE SEEN BEFORE, BUT CHARACTER PARENTHETICALS YOU
MAY HAVE NOT. BASICALLY THEY ARE PARENTHESES NEXT TO THE CHARACTER NAME
THAT INDICATE IF THE CHARACTER TALKING IS DOING SOMETHING BESIDES THE
STANDARD TALKING TO ANOTHER PERSON ONSCREEN. THERE IS VOICE-OVER (V.O.),
OFF-SCREEN DIALOGUE (O.S.) AND SPECIAL DESIGNATIONS LIKE TALKING ON THE
PHONE (INTO PHONE). IT LOOKS LIKE THIS.
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULKS phone rings.
HULK (INTO PHONE)
Yello? What up, Tony!
BETTY rolls her eyes and exits the room.
BETTY (O.S.)
Come to bed when youre done!
HULK
Okay!
HULK puts the phone back to his ear.
HULK (INTO PHONE)
Go on.
NARRATOR (V.O.)
And so Hulk sat there on the phone and listened to Tony Stark ramble
on about science or something. Meanwhile
HULK SHOULD MENTION ONE THING THAT DRIVES HULK NUTS IS PHONE RULE
INCONSISTENCY. IN YOUR CINEMATIC UNIVERSE, CAN WE HEAR THE PERSON ON THE
OTHER END OF THE PHONE LINE OR CAN WE NOT HEAR THEM? YOUD BE SHOCKED
HOW MANY FILMS MIX AND MATCH. IT MAY NOT SEEM LIKE A BIG DEAL, BUT ITS JUST
ONE OF THOSE THINGS NO ONE EVER THINKS ABOUT. AND HEY, IF YOU REALLY NEED
TO DO BOTH FOR DRAMATIC PURPOSES, DO SO. BUT OTHERWISE JUST TRY TO BE
CONSISTENT.
VI) DIALOGUE PARENTHETICAL
SO THIS IS DIFFERENT FROM THE CHARACTER PARENTHETICAL AND IS PLACED
INSTEAD RIGHT BEFORE THE DIALOGUE. ITS PURPOSE IS TO ILLUSTRATE HOW THE
PERSON IS TALKING OR WHAT THEIR TONE IS. IT CAN ALSO INDICATE WHEN ANOTHER
LANGUAGE IS BEING USED. IT LOOKS LIKE THIS.
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. He seems tired. BETTY walks in.
HULK
(angrily)
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
(concerned)
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULK
(sheepishly)
Hulk know, Hulk know. You right.
BETTY walks over and puts her arms around him.
BETTY
(whispering)
Its okay, Hulky. Its okay.
THE WHITE TIGER suddenly bursts in and stars yelling in Spanish.
WHITE TIGER
(subtitle)
Hey you two! Its me, The White Tiger! The short-lived Puerto Rican
superhero that Marvel created in the 70s! Im sadly the only
character you could think of who speaks Spanish!
THINGS TO CONSIDER: SO UM TRY NEVER TO USE DIALOGUE PARENTHETICALS.
ESPECIALLY FOR DESCRIBING THE EMOTIONAL STATE OF THE CHARACTER. SERIOUSLY.
YOU MAY WANT TO, BUT YOUR ABILITY TO WRITE WILL DEPEND ON YOUR ABILITY NOT
TO USE THEM. YOU WANT TO HAVE THE ABILITY TO MAKE IT CLEAR EXACTLY WHAT
YOU MEAN THROUGH THE DIALOGUE ITSELF. WHEN YOURE STARTING OFF THAT CAN
BE HARD, BUT YOULL GET THERE. HAVE CONFIDENCE IN YOUR WORDS. ONLY USE
DIALOGUE PARENTHETICALS WHEN THE CHARACTERS TONE IS TRULY
COUNTERINTUITIVE. OTHERWISE YOURE JUST TRYING TO BE THE ACTING COACH AND
THE ACTORS WILL RESENT WHAT YOU TRY TO TELL THEM ANYWAY.
HULK ONCE READ A SCREENPLAY WHERE 50% OF THE DIALOGUE HAD DESCRIPTIONS
OF HOW IT SHOULD SOUND AND HOW THE CHARACTERS WERE FEELING. IT WAS
SHOWCASING A WRITER WHO DIDNT HAVE CONFIDENCE IN THEIR WORDS
ONLY THINGS YOU MIGHT NEED ARE SMASH CUT OR MATCH DESIGNATIONS. ALSO IF
YOURE CUTTING BACK AND FORTH BETWEEN TWO LOCATIONS AND YOUR
CHARACTERS ARE ON THE PHONE OR SOMETHING, TRY JUST INTRODUCING THE NEW
SCENE WITH THE TRANSITION OF INTERCUT WITH: AND THAT WILL IMPLY FILMING
THE SCENE IN BOTH LOCATIONS, NO PROBLEM.
VIII) OVER BLACK;
YOUD BE AMAZED HOW MANY PEOPLE DONT KNOW WHAT TO CALL IT WHEN THE
SCREEN IS BLACK AND YOURE DOING A TITLE CARD OR JUST AUDIO OR WHATEVER,
CHIEFLY BECAUSE THERES NO INTERIOR OR EXTERIOR OR LOCATION. SO ALL YOU DO
IS WRITE OVER BLACK; IN THE HEADER SCREEN. IT LOOKS LIKE THIS:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. He seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULK
Hulk supposes youre right.
BETTY
Come to bed, Hulky.
HULK
Oh yeah?
HULK smiles.
CUT TO:
OVER BLACK;
TITLE CARD: Nine Months Later.
The sound of screaming can be heard.
CUT TO:
INT. DELIVERY ROOM DAY
JUST BECAUSE THEY THINK THATS THE APPROPRIATE THING TO DO AND IT IS VERY
MUCH NOT. BESIDES, THE WORST PART IS YOU CAN JUST ADD ALL THAT STUFF IN
LATER. LIKE, YOU KNOW, WHEN SOMEONE ACTUALLY WANTS TO MAKE IT AND IT WILL
HAVE GONE THROUGH HUNDREDS OF CHANGES ANYWAY.
SO HULK WANTS YOU TO THINK ABOUT THE DIFFERENCES BETWEEN THE TWO KINDS
OF SCRIPTS VERY CAREFULLY. ASK YOURSELF: HOLY CRAP, WHO AM I ACTUALLY
WRITING THIS FOR? AND THEN YOU SHOULD TRY AND MAKE IT AS READABLE AS
POSSIBLE. THE SCRIPT SHOULD FEEL ALIVE AND VIBRANT, LIKE THEYRE READING A
PLAY. IT SHOULD FEEL LIKE IT IS HAPPENING IN REAL TIME.
IT SHOULD NOT FEEL LIKE A NOVEL.
SO THINK ABOUT THAT. BECAUSE FOR EVERY BIT OF SCREENWRITING ADVICE THAT IS
TO FOLLOW, HULK WILL BE GEARING IT AROUND SUBMISSION SCRIPTS. BECAUSE THEY
ARE THE ONES THAT MATTER. THEY ARE THE ONES THAT SELL AND MAKE YOU A
BETTER WRITER. THEY ARE THE ONES TO LEARN HOW TO WRITE HONESTLY
THOUGH, MOST OF THE FOLLOWING CAN BE APPLIED TO A SHOOTING SCRIPT TOO.
51. KNOW IT IS BEING READ BY EVERY KIND OF PERSON
IF CHARLIE KAUFMAN, AN INCREDIBLE WRITER WHO KNOWS WHAT REALLY MAKES A
GREAT SCRIPT, SAT DOWN TO READ YOUR SCRIPT YOU WOULD WANT HIM TO THINK
IT'S GREAT. THIS GOES WITHOUT SAYING, RIGHT?
THE SAME CAN BE SAID FOR IF YOUR FAVORITE ACTOR SAT DOWN TO READ YOUR
SCRIPT. AND THEN IF A STUDIO EXEC SAT DOWN TO READ YOUR SCRIPT, YOU WOULD
WANT THEM TO THINK IT'S GREAT TOO. AND IF A SCRIPT READER, WHO READS A
MILLION OF THEM AND WHOSE TIME IS SHORT, SAT DOWN TO READ YOUR SCRIPT YOU
WOULD WANT THEM TO THINK IT'S GREAT AND NOT BE ABLE TO PUT IT DOWN,
WHOLLY FORGETTING THERE'S A NEXT ONE ON THE PILE. AND IF A 21 YEAR OLD
INTERN, WHO REALLY DOESN'T HAVE THE BREADTH OF EXPERIENCE OR PATIENCE FOR
THIS JOB, SAT DOWN TO READ YOUR SCRIPT YOU WOULD STILL WANT THEM TO THINK
IT'S GREAT TOO.
NOW GUESS IN WHICH ORDER THE SCRIPT WILL BE READ?
YUP. THE REVERSE OF THAT. AND THATS WHY YOU HAVE TO MAKE YOUR SCRIPTS
ACCESSIBLE TO THE 21 YEAR OLD INTERN. SORRY FOLKS, BUT WHEN YOU'RE STARTING
IN THIS GAME AND DONT HAVE A REPUTATION YET, IT'S ABSOLUTELY TRUE. NOW, THIS
DOES NOT MEAN THAT YOU CAN'T USE BIG WORDS OR TELL A COMPLEX STORY. THAT
WOULD BE NONSENSE. BECAUSE THE 21 YEAR OLD INTERN IS ACTUALLY PRETTY
SMART ALL THINGS CONSIDERED. BUT IT ALSO MEANS THEY ARE BUSY, EASILY
DISTRACTED, AND NOT ENTIRELY AWARE OF THE SUBTLETY OF NUANCE. ACTUALLY,
THE SAME GOES FOR MOST OF THOSE PEOPLE, REALLY. AND THE ONE UNIFYING
CHARACTERISTIC IS THAT THEIR TIME IS EXTREMELY VALUABLE.
WHICH MEANS YOU HAVE TO GET TO THE POINT AND NOT DILLY-DALLY IN THE DAMN
DESCRIPTION.
THAT MEANS NO WALLS OF BLACK TEXT. REALLY. HULK IS ONE OF THE MOST PATIENT
READERS ON THE PLANET. AND HULK CAN READ FAST. HECK, HULK PICKS UP INFINITE
JEST EVERY YEAR TO REVISIT IT. HULK FUCKING LOVES TO READ DENSE AND
INTRICATE TEXT. HULK MEAN, HAVE YOU EVER SEEN A HULK ESSAY; HOW COULD HULK
NOT?
BUT THOSE ARE ESSAYS. THOSE ARE NOVELS. THOSE ARE SOMETHING ELSE ENTIRELY.
WHEN HULK SEES THAT BIG WALL OF BLACK TEXT IN A SCRIPT, HULK'S HEART JUST
SINKS A LITTLE. IT HAS NO REAL FUNCTION IN A SCREENPLAY. BY THE END OF PART SIX
YOU'LL FULLY UNDERSTAND WHY THAT IS, BUT FOR NOW JUST ACCEPT THAT IT IS
TRUE. AND THIS PERTINENT REALITY MEANS IT IS NEVER PRODUCTIVE FOR YOU TO
OVER-WRITE THE ACTION HAPPENING ONSCREEN. YOU MAY THINK IT'S IMPORTANT, OR
RELEVANT, OR INTERESTING, OR CAREFULLY CONSTRUCTED.
BUT TO THE READER IT'S JUST NOT LIKE THAT. ITS UNDRAMATIC. IT SLOWS THINGS
DOWN. TRUST HULK ON THIS ONE. WITH SCREENPLAY DETAILS, LESS IS ALWAYS MORE.
AND WHEN YOU HAVE TO OVER-WRITE EVERYTHING YOU ARE MAKING IT CLEAR THAT
YOU DONT TRUST THE READERS OR POTENTIAL FILMMAKERS. IT'S CLEAR YOU'RE
WORRYING TOO MUCH ABOUT SOMEONE NOT DOING EXACTLY WHAT YOU WANT. YOU
ARE MAKING IT CLEAR YOU ARE TRYING TO DIRECT FROM THE PAGE, AND THAT'S NOT
GOOD SCREENWRITING.
THE SAME GOES FOR THE DESIRE TO BE LOQUACIOUS OR OSTENTATIOUS. DAVID
FOSTER WALLACE ONCE TALKED APTLY ABOUT THE FEAR YOUNG WRITERS HAVE
WHERE THEY WANT TO BE SEEN AS SMART, SO THEY DRESS UP THEIR LANGUAGE IN
WORDS THAT DONT ACTUALLY MEAN ANYTHING. THEY OVERCOMPENSATE WITH
BRAVADO. AND ITS JUST SO UNNECESSARY IN A SCREENPLAY. TELL A GOOD STORY.
THATS HOW HULK WILL KNOW YOURE SMART.
AS THE OLD ADAGE OF FILMMAKING GOES: DONT IMPRESS ME, CONVINCE ME.
TO DO THAT, BE AS BRIEF AND CONCISE AS POSSIBLE. IT'S SECRETLY THE SAME THING
AS HULK'S LESSON IN NARRATIVE ECONOMY, ONLY IT APPLIES TO THE LITERAL TEXT
OF THE SCRIPT. ITS JUST HOW WE READ SCRIPTS. THE DIALOGUE AND QUICK
SENTENCES PROPEL US. EVEN WITH THE MOST PROFESSIONAL, DILIGENT READERS,
THEY WILL START TO TUNE OUT WHEN IT GETS DENSE. EVERY READER WILL TUNE
OUT. IT IS AN ABSOLUTELY FIXTURE OF THE BUSINESS. THESE ARE BUSY-AS-SHIT
PEOPLE. MOST OF THEM WILL SIMPLY GLANCE AT THE ACTION TO GET A SENSE OF
WHAT'S HAPPENING AND THEN JUST GO BACK TO THE DIALOGUE. AND IF THEYRE
REALLY INTO THE STORY THEY ARE NOT GOING TO WANT TO SLOW DOWN ANYWAY!
THEY ARE NOT GOING TO WANT TO MISS A BEAT, SO DONT LET THEM GET LOST IN
TEXT!
"A delicate hand glides over a 1952 Chevy Bel Air. The hand belongs to Anita Jones (20s), freshfaced Midwestern smile, with a bad home-spun blonde dye job and a discount pink dress. She
proceeds to wave to the crowd.
NOW. HULK JUST MADE THIS UP. BUT WHAT DOES IT TELL YOU? IT CONVEYS A CAMERA
MOTION WITHOUT AN ACTUAL NOTE OF CAMERA MOTION. THE "BELONGS TO" BIT IS
GREAT TRICK FOR IMPLYING WE SHOULD BE UP CLOSE AND THEN BACK OUT. JUST LIKE
YOU WANT TO DO WITH ACTION LINES, YOU SHOW DON'T TELL.
BUT GOING BACK TO POINT #52 JUST BEFORE THIS, THE INFORMATION ALSO CONVEYS
A GOOD DEAL ABOUT CHARACTER. IT SHOWS SHE'S WORKING A CAR SHOW. THE
"MIDWESTERN" TERM IMPLIES NOT ONLY A LOOK, BUT A PERSONALITY TYPE THAT
GOES ALONG WITH IT, WITHOUT JUST SPELLING OUT WHAT HER PERSONALITY TYPE
SHOULD BE. YOU SHOW HER D.I.Y. APPROACH TO HER APPEARANCE AND CHEAP
CLOTHING AND THIS IMPLIES SHE DOESN'T HAVE MUCH MONEY.
WRITING THESE SORTS OF LINES, WHICH INHERENTLY CONVEY CHARACTER, MEANING,
SETTING, INFORMATION, AND CINEMA, IS EXCEPTIONALLY DIFFICULT AND TAKES A LOT
OF TIME. HULK PROBABLY SPENT 20 MINUTES ON THAT ONE LINE AND ITS JUST AN
EXAMPLE IN A BOOK AND NOT AN ACTUAL SCREENPLAY. THIS IS THE LEVEL OF
THOUGHT AND EFFORT THAT YOU NEED TO PUT INTO YOUR BRIEF DESCRIPTIONS.
THIS IS ALL PART OF WHAT HULK LIKES TO CALL:
54. THE POETIC ART OF ACTION LINES
SO THIS IS JUST AN OPINION, BUT HULK THINKS PAUL ATTANASIO PROBABLY WRITES
THE BEST SCREENPLAYS IN HOLLYWOOD.
THAT IS NOT TO SAY HE WRITES THE BEST STORIES THAT WILL BECOME THE BEST
MOVIES (THOUGH HE'S OBVIOUSLY DONE SOME AMAZING WORK). THIS IS TO SAY THAT
HE WRITES BEST FOR THE MEDIUM OF SCREENPLAYS. HIS SCRIPTS NOT ONLY MOVE
FAST WITH GREAT ECONOMY, BUT HIS ACTION LINES ARE POETIC AND RESONANT.
THEY ALLOW THE DIRECTORS TO MAKE THE BEST POSSIBLE MOVIES. EVEN WHEN HIS
CHARACTER DESCRIPTIONS GET A LITTLE TOO MUCH IN THE WAY OF THINGS YOU
CAN'T SEE, THEY ARE STILL THESE BEAUTIFUL CONCEPTS THAT CAN COME ACROSS IN
THE PERFORMANCE OF THE CHARACTER. BUT REALLY IT'S HIS ABILITY TO CONVEY
INFORMATION IN LOVELY, SMALL BITS OF ECONOMY THAT MAKES IT WORK. BESIDES,
ITS ALL PART OF THE GREAT NEGOTIATION HULK TALKS ABOUT IN REGARDS TO THE
CHOICES YOU MAKE TO BREAK GUIDELINES. LIKE TARANTINO, HIS WRITING IS SO
GOOD AND PURPOSEFUL THAT YOU DON'T REALLY MIND HIS RULE-BREAKING.
CHECK THESE FUCKING OUT:
"HERBIE STEMPEL, Herbert the great, early 40s and overweight. Marine haircut and shabby suit. A
Job for his generation - - exiled to the Boroughs, flayed by grey-flannel insults, scourged by lowly
OKAY, LETS START GOING ON A PATH THAT BRINGS THIS SUCKER HOME.
56. DON'T WASTE OPPORTUNITIES TO SAY SOMETHING
IN ROBERT TOWNE'S INCREDIBLE SCRIPT FOR CHINATOWN (THOUGH HE ISN'T AFRAID
TO GO ON FOR BIG WALLS OF TEXT... IT WAS A DIFFERENT ERA), THERE IS THIS REALLY
NEAT LITTLE DETAIL THAT EXEMPLIFIES SOMETHING THAT DOESN'T HAPPEN NEARLY
ENOUGH IN SCREENWRITING TODAY: IN THE FILM, JAKE GITTES IS A PRIVATE
DETECTIVE WHO HAS JUST INFORMED ONE OF HIS CLIENTS THAT, YES, HIS WIFE IS
CHEATING ON HIM. TO CONSOLE THE POOR CHAP, TOWNE WRITES THAT JAKE DOES
THE FOLLOWING:
"Gittes reaches into his desk and pulls out a shot glass, quickly selects a cheaper bottle of bourbon
from several fifths of more expensive whiskeys."
THE IMPLICATION OF THIS MAY SEEM OBVIOUS, THAT GITTES IS "CHEAP" OR
SOMETHING, BUT THE FACT THAT HE HAS THEM ALL LINED UP AND READY TO GO IN
HIS OFFICE SAYS SOMETHING ELSE. IT IMPLIES THAT JAKE KNOWS THE CLIENT WON'T
KNOW THE DIFFERENCE.
WHAT MAY SEEM LIKE A SMALL DETAIL IN THE SCRIPT IS ACTUALLY A DETAIL THAT
CAN BE SUSSED OUT TO SEVERAL OTHER IMPLICATIONS. IT'S A BRILLIANT LITTLE
GESTURE OF WHICH TOWNE IS A MASTER. REALLY, HULKS READ A SHIT TON OF
SCRIPTS AND THESE OPPORTUNITIES ARE RARELY EXPLORED.
SO ALL HULK WANTS YOU TO DO IS EMBRACE THE KIND OF HIGH-DEGREE
STORYTELLING EVIDENT IN THESE TINY DETAILS. EMBRACE THE HIGH STANDARD.
ALWAYS TRY TO SAY SOMETHING. EVEN TRY TO SAY MULTIPLE THINGS AT ONCE. EVERY
DETAIL IN YOUR SCRIPT CAN MATTER IF YOU REALLY WANT IT TO. DON'T WASTE
OPPORTUNITIES TO SAY SOMETHING!
57. AND IF YOU WANT TO BE COLLOQUIAL...
SO WHILE ATTANASIO AND TOWNE REPRESENT THE FORMAL END OF THE SPECTRUM
OF SCREENWRITING, ON THE OTHER SIDE THERE ARE MORE COLLOQUIAL WRITERS.
FOR INSTANCE, THERE IS SHANE BLACK.
SHANE BLACK WAS THE FIRST MILLION DOLLAR SCREENWRITER. HE WROTE THE
LETHAL WEAPON MOVIES AND THE LAST BOY SCOUT. HE THEN SORT OF WENT TO
WRITER JAIL FOR THE LAST ACTION HERO AND THE LONG KISS GOODNIGHT, BUT HE
RETURNED IN A BIG, BIG WAY WITH KISS KISS, BANG BANG (IT'S A HILARIOUS, GREAT
FILM IF YOU'VE NEVER SEEN IT) AND SOON AGAIN WITH IRON MAN 3. BUT WHEN HE
STARTED OUT, ONE OF THE THINGS HE BECAME FAMOUS FOR WAS BEING VERY
COLLOQUIAL IN THE SCRIPTS. HE DIRECTLY ENGAGED THE READER AND WOULD SAY
THINGS LIKE: "This is the scene that's so fucking good, the audience will just whip out their dicks
and start jerking off right there in the theater!"
... IT MADE AN IMPRESSION.
WHICH IS TO SAY A LOT OF PEOPLE LIKED IT AND FOUND IT FUNNY, AND A LOT OF THE
OLD SCHOOL THOUGHT HE WAS PISSING ON THE CRAFT. BOTH ARE FAIR REACTIONS.
BUT WHATEVER YOU HAVE TO SAY ABOUT IT, HULK THINKS THE SCRIPTS BEHIND
BLACKS COLLOQUIAL PROSE WERE USUALLY PRETTY GOOD AND THAT WAS THE
IMPORTANT PART (EVEN IF THE SCENES USUALLY WEREN'T ACTUALLY GOOD ENOUGH
THAT THE AUDIENCE WOULD START JERKING OFF). THE PROBLEM WAS THAT ALL THE
LOVE AND ALL THE HATE HAPPENED TO SPAWN A LOT OF COLLOQUIAL IMITATORS,
WHO WERE MUCH, MUCH WORSE AND DID NOT UNDERSTAND WHEN AND HOW TO DO
IT. WHAT CAN HULK SAY? IT ALL JUST KEEPS COMING BACK TO PEOPLE FIXATING ON
THE TANGIBLE DETAILS AND TONE INSTEAD OF THE ACTUAL FUNCTIONALITY OF THE
MECHANISM.
BUT ALL HULK HAS TO SAY ON THE MATTER IS THIS: IF YOU'RE GOING TO GO
COLLOQUIAL, THEN LET'S GET SOMETHING STRAIGHT... YOU HAVE TO BE REALLY
FUCKING FUNNY.
THAT'S ALL THERE IS TO IT. BECAUSE IF YOU'RE NOT ACTIVELY MAKING THE READER
LAUGH, THEN THERE'S NO POINT TO DOING IT. SERIOUSLY. NONE. YOU'RE ALREADY
PISSING ON THE CONCEPT OF ECONOMY. AND BY BREAKING THE FOURTH WALL JUST
SAY "I KNOW YOU'RE A PERSON / HULK WHO IS READING THIS. LET'S JUST TRY AND
CHEER YOU UP!" IT BETTER BE GOOD. BUT THERE ISN'T ANYTHING ELSE THE READER
CAN DO WITH IT OTHER THAN LAUGH. IT CERTAINLY WON'T MAKE THE MOVIE ANY
BETTER. IT CERTAINLY WON'T CONVEY TO THE DIRECTOR HOW TO MAKE THE MOVIE
ANY FUNNIER, BECAUSE THE AUDIENCE SURE CAN'T SEE THE FUNNY ACTION LINES!
IT ADDS NOTHING OF VALUE TO THE FILM. THE ONLY THING IT CAN DO IS MAKE THE
READER LAUGH, WHICH ADMITTEDLY IS SOMETHING TO BE APPRECIATED IN THE LONG
SLOG OF READING SCRIPTS.
BUT ALSO REMEMBER THAT HUMOR IS SUBJECTIVE, ALL COMEDY HAS A VICTIM, AND IF
THE READER OF THE SCRIPT IDENTIFIES MORE WITH THE VICTIM THEN YOURE
FUCKED. DO YOU KNOW HOW MANY TIMES HULK HAS SEEN A SCRIPT WHERE THE
WRITER HAS IDENTIFIED A BAND OR A SONG OR A TV SHOW THAT SHOULD BE MADE
FUN OF, BUT THE EXECUTIVE IN CHARGE OF READING THE SCRIPT ACTUALLY LIKES
THAT THING? WAY MORE THAN YOU THINK. THIS SHIT IS TRICKY. AND IF IT DOESN'T
MAKE HULK LAUGH, THEN IT IS JUST A GARBAGE LINE WASTING A READERS TIME...
WHICH MEANS THAT READER MIGHT THROW IT IN THE GARBAGE TOO.
THOSE ARE THE STAKES OF BEING COLLOQUIAL. BE WARNED.
58. VOICE-OVER... PERHAPS, TRY NOT USING IT
VOICE-OVER IS ONE OF THE MOST OVERUSED DEVICES IN THE HISTORY OF CINEMA. IT
IS USED TO EXPLAIN THINGS THAT DON'T NEED EXPLAINING AND WOULD BEST BE
LEFT SHOWN THROUGH VISUAL CINEMA OR NATURAL DIALOGUE, ISSUES THAT WOULD
BE BEST LEFT EXPLORED BY DRAMATIC MEANS. EVEN THE MOST UNAWARE AUDIENCES
FIND VOICE-OVER TO BE PRETTY UN-ENGAGING. WHY IS THAT?
BECAUSE VOICE-OVER ALWAYS TELLS, AND NEVER SHOWS.
WHAT PERHAPS SPEAKS TO THE DEVICE'S ASSURED LAZINESS IS HOW FUCKING
INCONSISTENT IT IS TOO. IF YOU'RE GOING TO USE NARRATION AT THE BEGINNING OF
YOUR FILM, THEN YOU HAVE TO USE IT AT THE END (COUGH THE DESCENDANTS
COUGH). OTHERWISE YOU'RE JUST CHEATING. THEN THERE'S THAT HILARIOUS TIME
THE VOICE-OVER SHOWED UP IN A COUPLE SCENES IN THE MIDDLE OF WE DON'T LIVE
HERE ANYMORE AND THEN PROMPTLY DISAPPEARED FOR THE REST OF THE FILM.
THESE SORTS OF USES ONLY CONFIRM THE LAZINESS. THOSE FILMS USED IT JUST WHEN
THEY NEEDED IT TO SOLVE SOME WEIRD, STUPID PROBLEM OF EXPOSITION. THEN
THEY PROMPTLY DUMPED IT.
THE REAL PROBLEM HERE, AND WHAT EVERY SINGLE PERSON WHO USES IT TENDS NOT
TO REALIZE, IS THAT WHEN VOICE-OVER GOES IN AND OUT HAPHAZARDLY, YOU ARE
ALTERING THE RULES OF YOUR "MOVIE UNIVERSE." YOU ARE SAYING THE STORY
COMES FROM THIS PERSON'S PERSPECTIVE AND THEY ARE A KIND OF "GOD OF
PERSPECTIVE" IN THIS MOVIE. THAT'S WHAT VOICE-OVER REALLY MEANS TO YOUR
TONE. AND IT HAS A HUGE IMPACT ON HOW YOUR AUDIENCE SUBCONSCIOUSLY THINKS
ABOUT THE FILM'S REALITY.
SO WHEN THE MOVIE SUDDENLY FUCKING DITCHES THE VOICE-OVER AND BECOMES A
REGULAR MOVIE APROPOS OF NOTHING, THEN THE AUDIENCE CAN FEEL IT. YOU ARE
ESSENTIALLY SAYING YOU HAVE MADE TWO DIFFERENT KINDS OF UNIVERSES IN YOUR
FILM. AND THAT'S CHEATING. WORSE, IT'S DESTRUCTIVE TO THE INTENT OF YOUR
STORYTELLING.
THERE ARE OF COURSE, A TON OF EXAMPLES OF GREAT VOICE-OVER.
ALL THE MALICK FILMS EMPLOY THE DEVICE TO STUNNING EFFECT. BUT HECK, THE
DUDE IS BASICALLY WRITING POETRY, WHICH GOES ALONG WITH THE BEAUTY OF HIS
IMAGERY. AND REALLY, HE'S ONE OF A KIND. ANOTHER EXAMPLE IS IN THE
INFORMANT! WHERE THE SERIOUSNESS OF THE PLOT IS INTENTIONALLY UNDERCUT
BY GOING INTO THE HEAD OF MATT DAMON'S RIDICULOUS MAIN CHARACTER, WHERE
HE'LL SUDDENLY START RUMINATING ON PANTIES IN JAPANESE VENDING MACHINES.
THERE IS NO INFORMATION OR EXPOSITION, BUT PURE CHARACTERIZATION AND
HILARITY. THIS DOESN'T MAKE IT NARRATIVE NONSENSE THOUGH AS IT SERVES TWO
OBVIOUS FUNCTIONS: IT HELPS BALANCE THE COMEDIC TONE WITH THE SERIOUSNESS
OF THE STORY, AND IT HELPS EXPLAIN JUST WHAT KIND OF BATSHIT GUY WOULD GO
DOWN THIS SILLY, EXTREME PATH. HULK THINKS IT'S GREAT. AND THEN THERE'S THE
VOICE-OVER IN THE COEN'S RAISING ARIZONA, WHICH DOES THE EXACT OPPOSITE. H.I.
MCDUNNOUGH, WHO ON THE SURFACE IS A COMPLETE HICK CRIMINAL, HAS THIS
KNOWS TO YOUR EXACT SPECIFICATIONS AND CADENCE, THEN YOU ARE GOING TO
GET THE MOST HOLLOW-SOUNDING, FAKE NONSENSE EVER. IT IS IMPOSSIBLE TO MAKE
THESE KIND OF NATURAL PAUSES SEEM UNFORCED. SO TAKE THEM OUT OF YOUR
DIALOGUE. SERIOUSLY. THEY'RE NOT NECESSARY ANYWAY AND WILL COMPLETELY
STALL THE READER FROM JUST TRYING TO GET THE MEANING OF YOUR WORDS. ITS
THE SAME LESSON OF ECONOMY AS BEFORE. PUTTING STALLS MAKES FOR A HORRIBLE
READ AND TERRIBLE DRAMA. SO REALLY, MAKE THEM GO BYE BYE.
II) YOU WANT YOUR CHARACTER'S DIALOGUE TO BE MORE CLEAR AND ON POINT
THAN YOU'D ASSUME.
ONCE AGAIN, THIS IS SORT OF THE DESIRE TO BE LIKE THE COENS AND TARANTINO,
WHO CAN DO THIS SORT OF LONG VERBAL QUALIFICATION THING WELL, BUT THATS
NOT YOU. CHANCES ARE YOU ARE STILL LEARNING, SO HULK ADVISES YOU NOT TO
LAYER THE DIALOGUE IN A LOT OF QUALIFYING AND ANTICIPATION. FOR INSTANCE,
NANCY MEYERS MOVIES TEND TO DO THAT HORRIBLY. STUFF LIKE "WELL, I WAS GOING
TO SAY...." AND "I THINK I REALLY JUST NEED TO COME OUT, AND LET YOU KNOW
THAT." UGHHHHHHHH. HAVE YOU EVER SEEN THE HOLIDAY? IT'S LIKE 2 HOURS OF
CHARACTERS SPUTTERING OUT STUFF BEFORE THE CHARACTERS TALK AND HAVE
OPINIONS. IT DOESN'T COME OFF LIKE "ORGANIC SPEECH," IT COMES OFF LIKE HULK'S
ASS. ADDING THESE KIND OF QUALIFIERS JUST SLOWS DOWN THE ENTIRE RHYTHM
AND IMPORT. IT PREVENTS THE AUDIENCE FROM FOLLOWING ALONG AND ENGAGING
AND RESPONDING BECAUSE THEY'RE MILES AHEAD OF THE CHARACTERS THEMSELVES.
THERES NOTHING MORE BORING THAN WAITING FOR SOMEBODY TO SAY SOMETHING.
SO JUST SAY WHAT YOU FREAKIN' MEAN. BE TERSE AND TO THE POINT. YOU MAY
WORRY THAT DOING SO WILL MAKE YOUR CHARACTERS SOUND TERSE AND TO THE
POINT, BUT IT WON'T. THE NATURAL WAY WE WATCH MOVIE UNIVERSES FORGIVES A
LOT OF BREVITY. IT WILL BE ORGANIC BECAUSE IT WON'T SOUND LIKE REAL LIFE. IT
WILL MAKE THEM SOUND LIKE THEY'RE IN A DAMN MOVIE, WHICH IS GOOD NEWS
BECAUSE THEY ARE IN A MOVIE! AND THAT MEANS AUDIENCES WATCH THEM LIKE
THEY ARE IN A MOVIE! AND THATS THE RELATIONSHIP THAT REALLY MATTERS.
THERE'S A REASON CHARACTERS TALK LIKE THAT IN FILMS AND IT'S BECAUSE THAT'S
HOW THE AUDIENCE NEEDS THEM TO BE FOR THE MOST EFFECTIVE DRAMA AND STORY
PURPOSE.
III) YOUR CHARACTERS CAN'T ALL TALK THE SAME WAY.
YOU SHOULD BE ABLE TO HEAR ONE PERSON IN A SCENE AND KNOW WHO THEY ARE
JUST BY THE DIALOGUE. ACHIEVING THIS CAN BE REALLY DIFFICULT, BUT IT'S TRUE.
YOU CAN'T JUST RELY ON THE ACTORS TO DO IT FOR YOU. WHEN HULK READS
COMEDIES, 1/4 OF THEM HAVE ALL THEIR CHARACTERS TALK IN THE GENERIC, WITTYBUT-NOT-TOO-WITTY VOICE, AND 1/4 OF THE OTHERS HAVE THEIR CHARACTERS ALL
TALK LIKE THE AUTHOR. IT SUCKS (FYI, THE OTHER 1/4 OF COMEDY SCRIPTS ARE
REALLY FUNNY, AND THE LAST 1/4 ARE NOT FUNNY WHATSOEVER). SO CONCENTRATE
ON HAVING YOUR CHARACTERS HAVE DIFFERENT VOICES. IF THIS IS A BIG PROBLEM
FOR YOU, HULK HAS A FEW PRACTICAL SOLUTIONS FOR YOU. FOR EXAMPLE, THINK OF
A BUNCH OF DIFFERENT, PRONOUNCED ACTORS IN YOUR HEAD, ALL WITH UNIQUE
CADENCES. THROW IN STEVE BUSCEMI, WITH... UM... DENNIS LEARY AND, LIKE, CAROL
KANE OR SOMETHING. OR WHOEVER YOU LIKE! HULK KNOWS THIS SOUNDS STUPID,
BUT IT WILL HONESTLY HELP YOU DIFFERENTIATE THEM IN YOUR HEAD. AND WHEN
WHATEVER ACTOR COMES IN TO PLAY THEM, THEY WILL BRING THE CHARACTER A
MORE ORGANIC CENTER THAN THE EXTREMES YOU USED IN YOUR HEAD. IT'S JUST A
WAY OF MAKING THEIR VOICES SEPARATE. ITS A MERE MEANS TO AN END.
BUT HONESTLY, THERE'S A SUREFIRE WAY OF FIXING MOST OF THESE DIALOGUE
PROBLEMS...
60. READ YOUR ENTIRE SCREENPLAY OUT LOUD... MANY TIMES.
THIS WILL SOLVE A LOT OF THE PROBLEMS MENTIONED NOT JUST IN THE LAST POINT
ABOUT DIALOGUE, BUT ALL THE 59 POINTS MENTIONED SO FAR.
DO YOU REALIZE HOW MANY SCREENWRITERS NEVER READ THEIR SCRIPT OUT LOUD?
ITS AMAZING GIVEN THE FACT THAT THE SECOND YOU HEAR YOUR SCRIPT OUT LOUD
AND YOU CAN INSTANTLY BE LIKE "OH THAT SOUNDS LIKE CRAP" OR "OH THAT'S A
WEIRD THING TO SAY" OR "OH THAT TOTALLY WASN'T NECESSARY." BUT ITS NOT JUST
ABOUT WHAT SOUNDS WRONG TO YOUR EAR; ITS SO MUCH MORE. YOU'LL GET A
SENSE OF HOW YOUR SCENES ARE PACED AND IF ANY OF THE SCENES DON'T MAKE
SENSE NEAR EACH OTHER. YOULL GET A SENSE OF TRANSITIONS. HAVE A COUPLE
FRIENDS READ IT WITH YOU AND TALK ABOUT IT. ASK THEM NOT JUST ABOUT WHAT
THEY UNDERSTOOD (AGAIN LESS IMPORTANT), BUT MORE ABOUT IF THE SCENES FELT
DRAMATIC AND THINGS MOVED FROM MOMENT TO MOMENT. AND WHO CARES IF
YOURE A BAD ACTOR? IT DOESNT MATTER!
HULK REALLY CAN'T TELL YOU ENOUGH HOW MUCH YOU NEED TO DO THIS.
HECK, JUST BY GETTING THE DAMN THING OUTSIDE YOUR HEAD AND INTO THE OPEN
AIR, IT SOLVES SO MANY PROBLEMS IMMEDIATELY. CHANCES ARE YOU LOVE MOVIES,
BUT HAVENT HAD YEARS AND YEARS TO BREATHE SCRIPTS YET LIKE SOME OF US. SO
THIS IS YOUR CHANCE TO MAKE THE SCRIPT FEEL ALIVE LIKE CINEMA. YOU'LL KNOW
EXACTLY WHAT TO DO WITH IT ONCE IT'S "REAL." LIKE WITH THE ACTION LINES THAT
GO ON AND ON? GUESS WHAT? IF YOU GET BORED READING THEM, THEN THE PERSON
READING YOUR SCRIPT WILL GET BORED READING THEM TOO. SO YOU'LL KNOW
EXACTLY WHAT TO CUT. READING A SCREENPLAY OUT LOUD SHOULD INFORM YOU. IT
SHOULD SPEAK TO THE EXACT KIND OF MOVIE YOU WANT TO WRITE.
TO THE ANECDOTE!
AND NOW, HULK WILL SPEAK TO THE POWER OF WHAT READING A SCREENPLAY OUT
LOUD CAN DO FOR YOU. WE CAN ALL AGREE THAT THE SOCIAL NETWORK WAS
PRETTY MUCH GREAT, RIGHT? ASIDE FROM SOME LEGITIMATE CONCERNS ABOUT
DEPICTIONS OF FEMININITY, IT HAS SUCH A WONDERFUL USE OF DIALOGUE, SMART
AND THAT JUST TAKES TIME. REALLY, THERES NO OTHER WAY. YOU NEED TO WRITE A
LOT. YOU NEED TO SHARE IT A LOT. YOU NEED TO GET REJECTED A LOT. YOU NEED TO
HEAR TERRIBLE THINGS. AND THEN YOU NEED TO NUMB THE PAIN.
BUT YOU WANT TO KNOW THE INTERESTING FLIP-SIDE? YOU CANT EXPECT OTHERS
TO DO THE SAME.
YOU HAVE TO BE THE NICEST PERSON. THAT DOESNT MEAN YOU HAVE TO LIE. IN FACT
YOU SHOULD BE HONEST. BUT THERES A WAY TO CRAFT EVERY BIT OF HONESTY IN A
CONSTRUCTIVE WAY. AND WHILE DOING THAT YOU HAVE TO ACT LIKE OTHER
PEOPLES IDEAS ARE BABIES AND CRADLE THEM GENTLY. NOW YOU MAY NOT WANT
TO TAKE THAT BABY HOME WITH YOU AND ADOPT IT, BUT YOU HAVE TO BE ABLE TO
HANDLE THAT DEFTLY. SO BE KIND TO THE PERSON YOU ARE WORKING WITH. HAVE
EMPATHY FOR THEM. THEY ARE PUTTING THEIR IDEAS OUT THERE SO YOU NEED TO
EXTEND A KINDNESS AND UNDERSTANDING TO THEM. DO THAT WHILE BEING
CONSTRUCTIVE AND INFORMATIVE. PHRASE THINGS IN HYPOTHETICALS. USE IF / THEN
STATEMENTS WITH THEIR STORY OPTIONS. MAKE IT CLEAR YOU ARE THERE TO HELP
THEM UNLOCK THAT WHICH THEY WANT TO DO, NOT PAINT YOUR THOUGHTS OVER
THEIRS. AND WHEN YOU DO THAT? THEY WILL FOREVER BE IN YOUR GOOD GRACES.
AND THOSE ARE THE KIND OF WORKING RELATIONSHIPS YOU CAN BUILD A CAREER ON.
BUT MOST OF ALL, DESPITE GETTING A THICK SKIN YOU HAVE TO KEEP THE PASSION
FOR YOUR OWN WORK. JAMES GUNN SAID: The key to show business is to give 110% while
simultaneously not giving a shit. THAT MAY SOUND ABSURD, CYNICAL, OR EVEN AN
IMPOSSIBLE CATCH-22, BUT IT IS ONE OF THOSE ABSOLUTE TRUISMS OF HOLLYWOOD.
GIVE 110% PERCENT BECAUSE YOU CANT ACCOMPLISH ANYTHING IN THIS BUSINESS
WITHOUT ENTHUSIASM AND GENUINE INTENT. BE JOYFUL AND TAKE PRIDE WHEN
THINGS GO WELL. BUT DONT GIVE A SHIT IN THE SENSE THAT YOU HAVE TO TAKE
REJECTION IN STRIDE. DONT LET FAILURE BOTHER YOU. YOU MAY HEAR 17 YESSES IN
A ROW ON A PROJECT AND THEN SUDDENLY BE CUT OUT AT THE KNEES BY A NO FROM
THE TOP OF THE PYRAMID. HULK GUARANTEES YOU THIS WILL HAPPEN. BUT ITS OKAY.
EVERY SINGLE THING THAT YOU DO IN THIS BUSINESS WILL FAIL UNTIL THE ONE TIME
IT DOESNT.
ISNT THAT AMAZING? EVERYONE THINKS SUCCESS WILL BE INSTANT, BUT IT IS
ROOTED IN FAILURE FOLLOWED BY PERSISTENCE. AND FOR THOSE WHO DO
EXPERIENCE INSTANT SUCCESS, IT IS OFTEN FOLLOWED BY A SPIRAL WHEN THEY
CANNOT HANDLE THE LOW POINT THAT INEVITABLY FOLLOWS. SO PRESS ON FURTHER.
DONT GET RATTLED. DO BETTER WORK NEXT TIME. IT IS ALWAYS ABOUT THE
PROCESS. IT IS ALWAYS ABOUT GROWTH. IT IS ALWAYS ABOUT LEARNING TO BE
BETTER.
SO LETS TALK ABOUT THE FINAL STEP
62. LETTING GO
I just gotta finish this script!
HULKS HEARD THAT PHRASE A MILLION TIMES BUT THERES NO SUCH THING.
NO ONE EVER FINISHES SCRIPTS. ITS IMPOSSIBLE. NO SCRIPT EVER FEELS PERFECT. IF
YOUVE EVER FELT LIKE ONE WAS PERFECT THEN HULK HATES TO SAY IT, BUT YOU
MIGHT BE A LITTLE NAVE. THERE IS NO FINISH THERE IS ONLY THE TIME TO LET IT GO.
BUT WHEN DO YOU LET IT GO? WELL, USUALLY BY THE TIME THE STUDIO SAYS HEY,
YOUR SCRIPT IS DUE, OR BY THE TIME THE SHOW GOES ON THE AIR OR WHATEVER
ENTERPRISE YOU ARE IN. BUT FOR SOMETHING YOURE DOING FOR SUBMISSION?
ITS TIME TO LET GO WHEN YOU FEEL LIKE YOU'RE JUST TREADING WATER. WHEN YOU
ARE JUST TINKERING WITH IT, MAKING SMALL INCREMENTAL CHANGES WHICH, SURE,
MIGHT BE WELL AND GOOD, BUT THEY ARE PROVIDING NO DEEPER OVERHAUL OR
UNDERSTANDING TO THE PIECE ITSELF. SO HULK THINKS YOU SHOULD ONLY GET REAL
ONE OR TWO ROUNDS OF TINKERING AND THEN IT SHOULD BE OUT OF YOUR HANDS
AND WITH OTHER, TRUSTED EYEBALLS. TO EITHER BE APPROVED, OR TO TELL YOU
WHAT IT REALLY NEEDS.
NO SCRIPT EVER FEELS PERFECT. THERE IS ONLY THE TIME TO LET IT GO.
ITS AMAZING HOW MUCH NO ONE EVER WRITES ABOUT THIS PART OF THE PROCESS,
WHEN IN A LOT OF WAYS IT IS SO VITAL. ITS NOT JUST ABOUT INDIVIDUAL SCRIPTS
EITHER, BUT HOW LONG TO STICK WITH A SCRIPT YOUVE WRITTEN IN TERMS OF
TRYING TO SELL IT OR GET IT MADE. WHICH REALLY IT GETS TO THE HEART OF HOW
WE RELATE TO OUR WORK AND WHAT WE WANT OUT OF IT. HULK JUST TALKED TO
YOU ABOUT THE GIVING 110% AND SIMULTANEOUSLY NOT GIVING A SHIT PHILOSOPHY,
BUT IT CAN SOMETIMES BE TRICKY KNOWING WHEN TO DO WHAT PART OF THAT
EQUATION.
FOR INSTANCE, HULK WAS HAVING A CONVERSATION WITH A FILMMAKER FRIEND THE
OTHER NIGHT AND HULK WAS TALKING ABOUT MOVING ON FROM A RECENT FAILED
PROJECT TO GET SOMETHING NEW UP AND RUNNING, AND HULK WAS TAKING THIS ZEN
APPROACH TO IT ALL. BUT HULKS FILMMAKER FRIEND SPOKE UP AND SAID: Yeah, but
theres a flipside to that. I cant tell you how often my crazy passion for making something a reality is
what ended up saving it at the last moment, and actually making it a reality.
OBVIOUSLY, ITS A GREAT POINT AND SOMETHING HULK OBVIOUSLY UNDERSTANDS,
BUT THERES A DUALITY THAT MAY HAVE MORE TO DO WITH YOUR PERSONALITY.
BECAUSE BOTH OPTIONS CAN HAVE REAL VALUE. SO ONCE AGAIN HULK BRINGS US TO
THE PRECIPICE OF A DICHOTOMY:
I) THERE IS THE SODERBERGH/DEL TORO ROUTE OF EMBRACING THE CHAOS AND
HAVING A LOT OF IRONS IN THE FIRE, MANY OF WHICH WILL NOT COME TO FRUITION,
BUT ONE GOOD IDEA SURELY WILL. WORK FAST. MAKE THEM AND DONT BECOME
PARALYZED BY FEAR OR GET TIED DOWN BY MEGALOMANIA. MOVE AND EVOLVE.
II) AND THEN THERE IS THE SINGULAR PATH OF MANY A GREAT, AMERICAN AUTEUR,
WHO WORK ON A SINGULAR PROJECT AND LABOR OVER IT INTENSELY UNTIL IT
BECOMES A REALITY. THE ROAD OF WHICH IS MATCHED WITH HIGHER HIGHS AND
SICKENING LOWS. YOU ARE LIVING AND DYING BY THE PROJECT, BUT IT MAY BE THAT
VERY COMMITMENT THAT ULTIMATELY SAVES IT.
IN THE END, IT IS A DICHOTOMY. AND LIKE EVERYTHING IN THIS BOOK, YOULL HAVE A
NATURAL INCLINATION, BUT HULK WANTS YOU TO LOOK AT IT IN TERMS OF A
NEGOTIATION. ONE THAT IS BUILT ON YOUR VALUES AND THE BELIEF OF WHAT YOU
CAN JUSTIFY.
BUT WHATEVER YOU DO, BE READY TO WORK HARDER THAN YOU EVER HAVE IN YOUR
LIFE.
AND KNOW WHEN ITS TIME TO LET GO.
SESSIONS? THAT'S WHAT BEING A WRITER IN THIS BUSINESS IS ACTUALLY LIKE. YOU
HAVE TO BE ABLE TO WORK ON THE FLY AND SHOWCASE THE REAL-DEAL CHOPS. YOU
CANT FAKE IT. AND EVEN IF YOU'RE A WRITER WHO SOMEHOW HAS ALL THE TIME IN
THE WORLD, CHANCES ARE THAT IF YOU CAN'T WRITE ORGANICALLY, THEN YOUR
STORY WON'T BE COME ACROSS AS ORGANIC EITHER.
WORKING PROFESSIONALS CAN JUST DO IT.
AND TO EXPLAIN THE PRECISE NATURE OF WHAT HULK IS TALKING ABOUT, HULK WILL
NOW CITE THE DREYFUS MODEL OF SKILL ACQUISITION. TAKE A LOOK.
competence is characterized by active decision making in choosing a course of action.
Proficiency is shown by individuals who develop intuition to guide their decisions and devise their
own rules to formulate plans. The progression is thus from rigid adherence to rules to an intuitive
mode of reasoning based on tacit knowledge. Michael Eraut summarized the five stages of increasing
skill as follows:
1. Novice
rigid adherence to taught rules or plans
No exercise of discretionary judgment
2. Advanced beginner
Limited situational perception
All aspects of work treated separately with equal importance
3. Competent
coping with crowdedness (multiple activities, accumulation of information)
Some perception of actions in relation to goals
Deliberate planning
Formulates routines
4. Proficient
Holistic view of situation
Prioritizes importance of aspects
perceives deviations from the normal pattern
Employs maxims for guidance, with meanings that adapt to the situation at hand
5. Expert
Transcends reliance on rules, guidelines, and maxims
intuitive grasp of situations based on deep, tacit understanding
Has "vision of what is possible"
Uses "analytical approaches" in new situations or in case of problems
PRETTY SELF-EVIDENT, RIGHT?
SO HERES WHAT HAPPENS WHEN HULK AND PRETTY MUCH EVERY WORKING
PROFESSIONAL HULK KNOWS SITS DOWN TO WRITE A SCREENPLAY:
AND IF YOU WRITE ALMOST EVERY DAY FOR A FEW HOURS, THEN 10,000 HOURS
USUALLY TAKES ABOUT... 10 YEARS.
GULP.
HULK CANNOT HELP IF THIS REALITY SCARES YOU. SO OFTEN HULK TALKS TO PEOPLE
WHO HAVE DREAMS OF WRITING SCRIPTS AND SO OFTEN THEY ARE NOT EVEN CLOSE
TO THAT FIGURE. SOME OF YOU ARE STILL YOUNG AND IN SCHOOL AND IN THE
PERFECT PLACE TO START. AND SOME OF YOU ARE... A BIT BEHIND. BUT IF YOU REALLY
WANT IT, THEN YOU CANNOT LET THAT REALITY STOP YOU. YOU HAVE TO BE READY
TO PUT IN YOUR 10 YEARS. AND HULK CAN REALLY SPEAK TO THE TRUTH OF THAT
10,000 HOUR FIGURE. IT WASN'T UNTIL 10 YEARS IN THAT HULK'S WRITING BECAME
GOOD ENOUGH FOR REAL-DEAL INTEREST. AND SUDDENLY, IT FELT LIKE HULK WOKE
UP ONE DAY AND IT ALL CLICKED. YES, THE PROCESS ITSELF WAS ACTUALLY RATHER
GRADUAL, BUT ALL THESE THINGS HULK "KNEW" HAD BECOME SOMETHING HULK
ACTUALLY "UNDERSTOOD." GOING BACK TO BEFORE, DIDNT HULK MENTION THAT IT
TOOK THE SOUTH PARK GUYS ABOUT 10 YEARS TO REALLY UNDERSTAND
STORYTELLING AND HOW TO APPROACH THEIR SHOW? THAT WASN'T AN ACCIDENT.
THINGS TAKE TIME. THINGS TAKE HARD WORK.
SO FOR ALL THESE PAGES AND PAGES OF GUIDELINES AND PRACTICAL ADVICE, EVEN IF
ITS ADVICE THAT HULK TRULY BELIEVES IN, EVEN IF EVERY SINGLE THING IN THIS
BOOK IS SOMETHING HULK THINKS YOU SHOULD ADOPT WITH EVERY FIBER OF HULKS
BEINGTHERE IS STILL NO QUICK FIX.
YOU HAVE TO LEARN TO INCORPORATE THOSE IDEAS INTO YOUR DEEPEST ESSENCE AS
A WRITER. YOU HAVE TO PRACTICE WITH THEM LIKE A BASEBALL PLAYER WOULD. AND
LIKE A BASEBALL PLAYER, YOU'LL FIND YOUR OWN STRENGTHS OVER TIME. YOU'LL
FIND YOU ALREADY HAVE A LOT OF THE SKILLS AND TRAINING YOU NEED TO BE GOOD
AT STRUCTURE. OR PERHAPS YOU'VE BEEN TRAINING AS A GOOD LISTENER SO YOU
HAVE AN EAR FOR DIALOGUE. MAYBE YOU HAVE THE FOCUS TO BE ECONOMICAL. BUT
NO MATTER WHAT YOUR SKILLS BECOME AND HOW THEY MANIFEST THEMSELVES, IT
WILL TAKE UNBELIEVABLE AMOUNTS OF WORK. TEN YEARS OF IT.
THIS IS SCARY. AND YOU HAVE TWO POSSIBLE REACTIONS:
1) Damn I I dont think I have the time to do that. I want to, but thats so much and I just usually
dont have the work ethic to see it through. I think that seems daunting. I mean, I really would like to
be a writer, but I dont know about that.
2) Okay, fine. Whatever Hulk. Thats not going to stop me.
IF YOU ANSWERED LIKE #1, THEN YOU LIKE THE IDEA OF WRITING. YOU LIKE THE
THINGS IT MAKES YOU FEEL, OR PERHAPS THE LIFESTYLE OR ACCLAIM YOU THINK IT
WILL AFFORD YOU.
AND IF YOU ANSWERED LIKE #2, THEN YOU ARE A WRITER.
SO IT IS TIME TO START WRITING. GO DO YOUR FIRST SCREENPLAY. JUST WRITE THE
DAMN THING. DO IT. AND ONCE YOU FINISH IT, IT'S GOING TO BE TERRIBLE. BUT THAT'S
TOTALLY OKAY. PUT IT IN A DRAWER. SIT DOWN. WRITE ANOTHER ONE. DO IT BETTER.
THEN START ONE THATS WAY OUTSIDE YOUR COMFORT ZONE. DO THINGS YOU ARE
NOT GOOD AT. PUT IT IN A DRAWER. THEN DO IT ALL AGAIN. AND AGAIN. DON'T LOOK
AT THEM AS YOUR BE ALL END ALL, BUT AS JUST ANOTHER STEP IN THE PROCESS.
LEARN HOW TO CRAFT STORIES. THEN WRITE ANOTHER. AND ANOTHER. GET BETTER.
DON'T WORRY YOU'RE WASTING GOOD IDEAS BECAUSE THE VALUE OF THE IDEA AND
THE INSPIRATION NEVER GOES AWAY, EVEN IF THE SCRIPT IS CRAP. YOU CAN ALWAYS
COME BACK AND RE-DO THE IDEA ONCE YOU'RE BETTER AT WRITING. HULK'S DONE
THAT ALL THE TIME. JUST KEEP WRITING THEM.
FACT: HULK GOT AN EARLY START AND WAS SUPER DEVOTED TO THIS PROCESS AND
HULK WROTE OVER 70 SCREENPLAYS BEFORE EVEN ONE WORKING PROFESSIONAL
SAID "HEY THIS IS PRETTY GOOD!" AND FROM THERE? GETTING SOMETHING ACTUALLY
MADE IS EVEN HARDER. BUT WHEN THE LUCK AND OPPORTUNITY FINALLY COMES
AROUND, YOU HAVE TO BE SURE YOU CAN DELIVER THE GOODS. YOU HAVE TO BACK IT
UP WITH REAL PROFESSIONAL KNOW-HOW.
AND YES, IT WILL BE SCARY AS ALL HELL, BUT YOU ARE NOT ALONE. YOU HAVE
FRIENDS. YOU HAVE COLLABORATORS. THIS IS A TEAM MEDIUM, SO FIND YOUR
SUPPORT. YOU HAVE THOUSANDS OF OTHER WRITERS WITH YOU...
AND YOU HAVE A HULK.
HULK KNOWS THAT SOUNDS CHEESY AS ALL HELL, BUT HULK MEANS IT: YOU HAVE A
HULK ON YOUR SIDE. HULK WANTS YOU TO WIN. HULK EVEN HATES THAT THIS OH-SONECESSARY 10,000 HOUR MESSAGE IS DOMINATING THE LAST SECTION OF THIS BOOK.
YES, HULK NEEDED TO WARN YOU OF THE DIFFICULTIES, BUT HULK WOULD MUCH
RATHER INSPIRE YOU. SO IN THAT SPIRIT, HULK JUST WANTS TO FINISH THIS SUCKER
WITH A LITTLE EXPLANATION OF ONE OF HULK'S HEROES.
SO THERE IS THIS GUY NAMED PADDY CHAYEFSKY. HE IS ONE OF THE GREATEST
SCREENWRITERS OF ALL TIME.
CHAYEFSKY'S SUCCESS WAS DUE IN LARGE PART TO THE FACT THAT HE WAS, FIRST
AND FOREMOST, A WRITER OF ALL FORMS. HE WROTE PLAYS, NOVELS, TELEVISION,
AND EVEN CRITICISM (HULK LIKES CRITICISM TOO IN CASE YOU HAVEN'T NOTICED).
PADDY CHAYEFSKY APPROACHED HIS CRAFT WITH A REMARKABLE SENSE
UNDERSTANDING. HIS STYLE ALWAYS SEEMED TO VARY. YOU COULD ALWAYS
RECOGNIZE HIS FOCUS AND INTELLIGENCE, BUT NEVER AN OVERPOWERING "STYLE"
THAT DOMINATED HIS WORK. HIS VOICE COULD MUTATE AT A MOMENT'S NOTICE. HE
COULD TRANSCEND GENRE, TONE, COMEDY, DRAMA, MEDIUM, FORM, AND EVEN
LANGUAGE. HE COULD EXPLORE THE SIMPLEST STORIES ABOUT DECENT HUMAN
BEINGS AND ETHOS (MARTY), THE GROWING STATE OF THE NYC SOCIAL SCENE LONG
BEFORE CAPOTE EVEN THOUGHT OF BREAKFAST AT TIFFANY'S (THE BACHELOR
THIS BOOK IS ONLY BUT THE FIRST STEP IN A LONGER CONVERSATION. SO MANY IDEAS
WITHIN ARE PART OF THE GREAT NEGOTIATION. YOU MAY HAVE A DIFFERENT TAKE ON
HOW SOMETHING MIGHT WORK. YOU MAY RECOGNIZE A WAY TO IMPLY SOMETHING
NEW. AFTER ALL, HULK WANTS YOU TO DO WHAT MAKES SENSE FOR YOUR STORY. BUT
HULK WANTS TO TALK ABOUT ALL OF THOSE IDEAS WITH YOU.
HULK WANTS US TO FLESH THEM OUT AND MAKE THEM FEEL REAL AND UNDERSTOOD.
HULK HOPES THAT MAYBE YOU CAN HELP HULK EVEN REFINE THOSE IDEAS TOO. TO
TEACH HULK THE MANY THINGS THAT HULK HAS YET TO UNDERSTAND ABOUT A
SUBJECT THAT CAN ONLY BE TAMED, BUT NEVER MASTERED. HULK WROTE THIS BOOK
SO WE BOTH COULD BECOME BETTER WRITERS. AND IF WE REALLY WANT TO MAKE IT
HAPPEN, THEN WE CAN ALL BE SOMETHING OF A SOUNDING BOARD FOR ONE
ANOTHER. HULK SAYS THIS WITHOUT A HINT OF CYNICISM OR DISINTEREST. THIS
MODERN WORLD IS SO FULL OF YELLING AND CONTENTION AND UGLINESS, SO THAT
HULK WANTS TO CREATE A PLACE WHERE WE CAN DO WAY BETTER THAN THAT.
BECAUSE SECRETLY WE ARE WAY BETTER THAN THAT.
HULK GENUINELY WANTS TO CHANGE THE CULTURE OF SCREENWRITING. HULK
KNOWS THAT SOUNDS FREAKIN' INSANE, BUT IT'S TRUE. THE ONLY WAY ITS GOING TO
HAPPEN IS IF WE COMMIT TO THE IDEA AND HAVE NOTHING BUT MUTUAL RESPECT FOR
ONE ANOTHER.
DISAGREE WITH ONE OF HULK'S WORKING DEFINITIONS? NEED HELP BREAKING A
STORY? CAN'T FIGURE OUT A CHARACTER'S PATH? WRITE. ASK. HELP. AND FEEL FREE
TO DROP HULK A LINE ANY TIME AT [email protected]. IT CAN GET A LITTLE
BACKED UP AT TIMES AND SUBMITTING FULL SCRIPTS IS ACTUALLY RATHER TRICKY
DEPENDING ON WHATS GOING ON WITH ALL HULKS CONTRACTS AT THE MOMENT,
BUT IF YOU HAVE QUESTIONS THEN HULK ASSURES YOU THAT HE READS EVERY
SINGLE THING HULK IS SENT AND WILL ALWAYS TRY TO GET TO EVERY SINGLE
PERSON. RIGHT NOW HULKS ABOUT 500+ HULK-MAILS BEHIND (SOME GOING BACK
AWHILE), SO PLEASE BE PATIENT BECAUSE HULK FULLY RESPONDS TO EACH ONE.
But really, why do all this, Hulk?
THE SAME REASON HULK EXPLAINED AT THE BEGINNING. BECAUSE HULK KNOWS THE
STRUGGLE OF WRITING ALL TOO WELL. IT IS AN ENDLESS WAR WITH ONE'S ONE BRAIN.
IT IS LONESOME. IT IS DIFFICULT. AND IT IS OFTEN INFURIATING.
... SO WHO WOULD WANT TO GO THROUGH THAT ALONE?
<3 HULK
ACKNOWLEDGMENTS
THERE ARE TOO MANY PEOPLE TO THANK.
TO MAMA-HULK FOR HER SACRIFICE, LOVE, AND JEOPARDY-RIVAL-WORTHINESS, AND
GLORIOUS TASTE IN CINEMA.
TO PAPA-HULK FOR HIS INTELLIGENCE AND PATIENCE.
TO BROTHER-HULK FOR HIS SENSE OF HUMOR.
TO BETTY FOR BEING THE MOST LOVING, FUN, AND SUPPORTIVE PERSON EVER.
TO ALL THE REMARKABLE FRIENDS WHO HAVE NOT ONLY BEEN GREAT FUN, BUT FOR
WHOM WITHOUT THEIR HELP AND SUPPORT NONE OF THIS WOULD HAVE BEEN
POSSIBLE.
TO THE MENTORS.
TO HULKS COLLEAGUES IN HOLLYWOOD, HULK THANKS YOU FOR YOUR DAILY
INSPIRATION.
TO HULKS COLLEAGUES IN CRITICISM, HULK THANKS YOU FOR YOUR DAILY
INSPIRATION.
TO THE BADASS DIGEST CREW WHO MAKE UP THE MOST AMAZING COWORKERS ON
THE PLANET. AND EVEN BETTER FRIENDS BUT PROBABLY EVEN BESTEST DRINKING
BUDDIES?
TO EVERYONE WHO EVER GAVE HULK AN OPPORTUNITY.
AND TO EVERYONE WHO THOUGHT IT MIGHT BE FUN TO SEE WHAT TALKING-HULK
HAD TO SAY ABOUT MOVIES, GOT WHAT HULK WAS DOING, LUCKILY STUCK AROUND,
AND HELPED MAKE HULK BETTER AT THIS THING. YOU HAVE NO IDEA BUT YOU, DEAR
READER, HAVE QUITE LITERALLY CHANGED HULKS LIFE. AND FOR THAT YOU HAVE
HULKS ENDLESS THANKS AND FRIENDSHIP.
<3 HULK
Screenwriting 101
Film Crit Hulk was created in a chaotic lab experiment involving gamma radiation, the ghost of
Pauline Kael, and telepods for some reason. Now Hulk has a deep and abiding love of cinema
wherein Hulk recognizes the inherent values of popular, narrative, or experimental styles!
Through a unique journey, Hulk has ended up working in Hollywood for over a decade and now
writes about cinema and storytelling in thoroughly Hulk-sized fashion.
And now you hold in your hands / have on your screen / whatever in your whatever, the first ebook
by Film Crit Hulk.
The only thing it means to be is helpful.
For Mama-Hulk
Because she was the Giving Tree.
Introduction.
HULK MUSE. HULK PONDER. HULK BEAUTIFULLY ARTICULATE THE JOY OF CINEMA.
You won't like him when he's angry, but you will love him when he's passionate.
Film Crit Hulk makes all other cinematic commentary look very puny indeed. Marvel as he pounds
the CAPS LOCK button to properly expound his love for cinema. Imagine Pauline Kael caught in a
gamma bomb blast and you will realise that in the desert of cinematic connoisseurs, Film Crit Hulk is
the strongest one there is!
In 1962, there once was a puny scientist with no love of the movie or regard for critical theory of
cinematic arts. Then one fateful day, this non-cineaste was hit with massive amounts of radiation and
transformed into a lumbering beast with superhuman strength, great invulnerability, but also with a
newfound appreciation for classic storytelling, spatial awareness and genres of all form.
This writer of this book may only transform into the brutish green goliath in the dark of the movie
theatre. His change into a passionate mass of movie loving can only be triggered by the release of
adrenaline when intensely engaged or enraged by the images before him. The green goliath of the
movie theatre possesses none of his human counterparts snobbiness, making him the ideal creature
to appreciate the highs and lows of cinema. Hulk will feast on the studio popcorn and arthouse carrot
cake with the same voracious appetite. Just do not talk during the feature presentation or dare check
your iPhone at any point, for you may be swatted into the parking lot.
Film Crit Hulk bats away other movie buffs with their endless lists they think constitute as articles,
and brings the essay back to roaring life. Why would you want to read other literature about cinema
with its simple use of uppercase and lowercase characters? Film Crit Hulk knows that a true love of
cinema CAN ONLY BE FULLY EXPRESSED WHEN USING THE CAPS LOCK BUTTON.
WHY READ SMALL-MINDED FILM CRITICISM WHEN YOU CAN STAND IN AWE OF HULK'S
GARGANTUAN LOVE OF THE MOVIES.
I give this book two Hulk Hands up. WAY UP.
Edgar Wright, 2013
- PREFACE
So you want to write a screenplay?
Before you do, know this: it requires a great deal of effort and dedication. A lot of these
screenwriting books like to fill your head with false promises and easy tricks. But its so damn far
from the obvious truth: becoming a talented writer takes a long time and a lot of hard work.
They also conveniently forget to mention that the odds are against you. There are over a million
scripts already floating around Hollywood. Hulk has read, oh... a couple thousand of them. And nearly
every single person Hulk meets in the film industry already has a script of some sort. Not only does
the sheer volume of scripts make it difficult to distinguish oneself in this climate, but so does the fact
that there are already a vast number of talented, professional writers in need of work.
So given all these crippling odds, we should all just give up, right? Well, no. Youre not here reading
this because that reality bothers you. And thats the thing about the movies: theyre wonderful. Theyre
the imagination of storytelling made tangible. Theyre our dreams made real. Who wouldnt want to
be a part of all that?
But with cinema being so popular and with the omnipresence of talented writers, you would think
Hollywood would be knee-deep in great scripts, right? Well, the obvious problem is they most
definitely are not. Thus, Hulk will augment the phrasing of that problem and ask a different question
of you:
Why do most movies have major script problems?
Quite frankly, the answer lies in a lot of industry bullshit. Now, Hulk isnt here to parse out an
understanding of the studio system, but just understand that there is a good deal of putting the cart
before the horse so to speak. So many movies press on before they even really have a story, just
hoping theyll figure it out later... But like Hulk said, this book is not actually about sussing out
industry problems. Nor is this book about writing screenplays that sell, or pop, or tell you how to
pitch to a studio. Hulk would never falsely advertise to you in such a manner. While these elements
are certainly important to being a success in Hollywood, they are not an important part of
becoming a good writer, so they will only be a tangential part of what we shall discuss here. In fact,
Hulk would argue that if you only possess the ability to sell, pop and pitch, then you can only have the
kind of success that does not last.
Meanwhile, knowing how to write lasts.
So the following gargantuan seven-part book is Hulk's humble attempt to try and shed some light on
how to become a better writer and storyteller. The first half of the book deals with important
conceptual issues and takes a great deal of (needed) time to wax philosophical on the state of mind
and purpose one needs to approach storytelling. Theres just too many concepts to both learn and
unlearn before you are ready to really start. But the last half of the book is (thankfully) rather
practical in terms of how to apply those concepts to create a methodology for yourself and hone the
craft.
Still, Hulk has tried to make the structure of this book as easily digestible and simple to navigate as
possible. Most of the subjects are listed by chapter number, with either letter or Roman numeral subheadings. It may all seem like a lot. It may even seem to dive headlong into nuance at the cost of direct
clarity, but that is very much the point: too many screenwriting books parse out over-simplicities that
do nothing but make your work feel more restricted and more like everyone elses. This book is
about learning the ways to create any kind of story you want by using story mechanisms and
conceptual understanding.
And whatever shortcomings this approach has in terms of pontification, the book will certainly not
have suffered from a lack of effort. And like most Hulk pieces, the book's Hulk-sized-ness is
informed by the sheer mass of the subject itself; for the art of storytelling, whether we distill it in
terms of the ideas, the know-how, or its effect on the audience, is an art that is as varied as our own
lives, and as expansive as our own universe.
But please know this book is not meant to be some authoritarian rant on Hulk's part. Hulk is not an
ideologue and this is not about how things should be done. It is meant to be helpful to you. Nothing
more. Nothing less. The motives for writing it are born from a genuine sense of camaraderie, from
knowing the same struggle that all writers go through. And if you've been through that struggle, then
you know that it is a sham for any writer to represent themselves as an authority. There is only the
same lonesome struggle to execute one's ideas.
It is true of all of us. And it is constant, pervasive, and ever-lasting. Hulk believes this struggle is
tough on writers because it makes for a solitary life and trying battles with ones own mind. It fosters
a solipsistic sense of independence, which can also breed a sense of contempt. So as much as
anything, Hulk writes a book like this in an attempt to connect. To share. To not feel like we are so
alone in the pursuit.
As such, this book is meant for writers for every single level: introductory, intermediate, and
working pros who perhaps know most of these things already in either a conscious or unconscious
manner, but could always benefit from seeing the ideas made plain. Even certified geniuses can
sometimes overlook some missing element a script may need in order to fully elevate their story. And
yes, this book is also meant for those who have no interest in screenwriting whatsoever, but are just
curious about the writing process and how it affects what they see onscreen.
Because ultimately this isn't about the path to success, or industry secrets, or some ethereal concept of
import...
This is about learning how to write screenplays that work.
<3 Hulk
- Table Of Contents
Part One What Is A Story?
Part Two Where To Find Inspiration
Part Three 6 Things Hulk Wishes Hulk Knew A Decade Ago
1 Get Your Learn On!
2 No, Seriously. Get Your Learn On
3 What Your Experience Means For The State Of Your Own Work
4 The Script Matters
5 Why You Still Need To Be Able To Tell An Original Story
6 But Remember, Its Still Not About Getting Things Made
Part Four How To Approach A Screenplay - Conceptually
7.1 The Law Of Cause And Effect
7.2 Empathy Is Your New Best Friend
8 Beware The Lure Of Indulgence!
9 Value The Consistency Of Character Motive
10 Character Trees
11 Dont Base Your Characters On One Person; Combine Them
12 How To Filter Your Real Life Into Storytelling
13 Do Not Just Write The Story Of Your Life With The Lines You Wish You Said!
14 Do Not Write Yourself As The Main Character
15 The Biopic/Reality Complication
16 Research!
17 Drama vs. Story
18 The JJ Abrams Question: Mystery? vs. Urgency!
19 Dont Over-Mythologize
20 Everything You Write Is Inherently Saying Something
21 Dont Write Women Just In The Context Of Men
22 The Value Of Preexisting Conflict
23 The Ending Is The Conceit
Part Five How To Tell The Story - Structurally
24 Economy Is Your Second New Best Friend
25 The Myth Of The 3 Act Structure
26 Why We Have To Quit It With The Hero Journey Shit
X) Dont Make People Heroes Simply Because They Are The Main Characters And They Are
IV) Dialogue
V) Character Parenthetical
VI) Dialogue Parenthetical
VII) Transition
VIII) Over Black
IX) Scene Numbers
50 Submission Scripts Vs. Shooting Scripts (And How It Affects Absolutely Everything)
51 Know It Is Being Read By Every Kind Of Person
52 The Golden Rule Of Description
53 Oh By The Way, You Are Not The Director
54 The Poetic Art Of Action Lines
55 Writing Action Scenes!
56 Dont Waste Opportunities To Say Something
57 And If You Want To Be Colloquial
58 Voice-Over Perhaps Try Not Using It
59 The Practical Art Of Dialogue
I) Eliminate The Following In Dialogue: Ums, Likes, And You Knows
II) You Want Characters Dialogue To Be More Clear And On Point Than Youd Assume
III) Your Characters Cant All Talk The Same Way
60 Read Your Entire Screenplay Out Loud Many Times.
61 Feedback Get A Thick Skin And Expect Others To Have None
62 Letting Go
Part Seven Now Here Comes The Hard Part
Acknowledgments
Endnotes & Bibliography
That is crafted without extraneous excess? That gets you to learn something you never knew before?
Or is it something that speaks to some basic truth that you now recognize in yourself?
The correct answer is "yes."
Why yes, good friend, a good story does all of those things. There is, of course, some amount of
wiggle room when it comes to how successful each of these elements needs to be in relation to each
other. For instance, if your story is really concerned with the thematic meaning of a given scene it can
indulge in some aspects that are not wholly crucial for story economy. Theres a negotiation to all of
this. You can't lose sight of all the things a good story needs, but when you do go out of bounds it has
to be for a really good reason. Sure that good reason mostly depends on what matters to you, the
proverbial author, or you, the proverbial audience member, but Hulk thinks it's safe to say that every
great film does capture all of these elements in some way.
So let's just go for it! Here Hulk presents a working definition of ideal storytelling: a good narrative
is compelling to the audience, economically told, feels real either in terms of emotion, detail, or
texture, and speaks to some thematic truth that you recognize in yourself or the world at large.
Ta-da! And all Hulk had to do was cheat with a long, silly sentence that was just a list of the stuff Hulk
said earlier.
Yes, this definition sets a high standard for execution, but please remember it is not meant to be
exclusive or limiting or inflexible. Its instead an ideal model for how to tell the best possible stories.
Meaning the definition is meant to be both practical and an inspiration, not restrictive. Hulk wont
inherently exclude anything for lacking a component. Its just that Hulk tends to recognize that all the
best stories are multifaceted, complex, interesting, and resonant. No matter how technically "untrue" a
story may be, a well-told, compelling one will still feel real. And the best stories speak to your mind
(thematically), body (viscerally), and soul (with resonance). So why wouldnt you want your own
stories to do the same?
Hulk is all about embracing the high standard, regardless of our ability to actually live up to it. Just sit
down and look at that definition again, then look at your own stories. Ask yourself, are you trying to
be cool instead of compelling? Are you trying to be disaffected and edgy instead of authentic? Are
you being disingenuous to the world you've created in the name of a quick fix? Heck, are you even
thinking about what your story says on a larger thematic level at all? In total, are you at least trying to
do all the things you need to fit our working definition of a good narrative?
And the answers to these questions will tell you everything you need to know.
Okay, gee. Thanks Hulk for the big definition there, but I dont even know where to begin I mean
what kind of stories do I even tell?
Well, proverbial reader who lives in Hulks book, Hulk would like to suggest that you implicitly know
stories. You know them in your bones. You've seen / read / heard thousands of them. You, no matter
who you are, instinctively know what makes stories good and how they work.
The key is simply to become aware of what you already know.
TV and say that its not saying anything because its clearly full of false and manufactured storylines,
all of which is likely true, but as a culture who watches it, we still assign socialization and narrative to
reality TV all the same. People talk of the motives of the Kardashians the same way we do the motives
of the highest fiction. The Kardashian show may not be intentionally trying to say anything, and
there may be an intellectual chasm between the subtleties of that kind of show and the pinnacle of art,
but it is rather easy to forget that were effectively doing the same thing with both properties. Both are
narratives that serve the same purpose of informing life. Meaning both low-fiction and high-fiction
say something. Of course, Hulk imagines there are those of you out there who think that a film trying
to say something is annoying, who feel it is didactic. Pretentious. Esoteric... Hulk also rejects this
notion, for saying something, anything is the very purpose of art. And narrative is the best vehicle in
the world for conveying meaning. Its so good it can do it incidentally.
So what do you want to say? What is it that you want to tell the world? Thats what inspiration is. It is
something that is inspirational to you.
So Hulk will now ask you a better question: what compels you?
There are a lot of different avenues you can go down while trying to answer that question, but lets try
the most literal and concrete first. First let us try to answer it on a macro, issue-based level: are you
concerned with problems facing our nations youth? The conditions of farm animals? Crooked
politicians? The unsung plight of nurses and other people trying to do good in a bureaucracy?
Corrupt practices of corporate business? Mundane heroisms? Gender inequality? Sexual politics?
Really, you are just asking yourself, what do I have a strong opinion about?
The funny thing is that people use these topics in making documentaries all the time, but Hulk wants
to convey to you that this is also a great way to find inspiration for fiction. Of course, the prime
worry of doing so is that youll just end up making a political essay in the form of a movie. Or that
you will retroactively create a narrative that only fits what you want to say, and thus it will feel like a
mouthpiece and not an organic story. But the point of embracing these kinds of broad issues from the
get-go is that they always seem to have some sort of personal relevance, one that will help drive the
creative voice of your work. Plus it speaks to the old adage "write what you know." The one problem
with that old adage, however, is that the phrasing stinks because it tends to breed a lack of courageous
thinking and research. It breeds the idea that we can only tell the uber-personal. Thus, Hulk thinks
write what compels you is a much more functional way to discover your own ideas.
The main reason this issue-centric approach works is that it tends to naturally imbue your film with
the thematic backbone a strong narrative requires. And because, come on, you should freaking care
about the story you are telling. Otherwise, why even do it? When a writer/ filmmaker genuinely cares,
it radiates off the page or screen. The audience really can tell. And if you don't care? That comes
across plain as day, too (look at the career arc of Brett Ratner, for instance. Aesthetically everything
is pleasing enough - or at least a carbon copy of what he intends to mimic, but the films are soulless.
And the one film of his he was excited about was Rush Hour, which actually connected with people in
a valid popcorn way.) Most writers and filmmakers care for something within the films identity,
whether it is the genre, audience effect, or craft implementation. Are you telling a scary story? You
should delight in scaring your audience. Going back to our definition of what is a story?, you
should treat the screen the same way you would if you were telling the story at the proverbial
campfire. You should engage the audience. And in order to do that:
You have to have something to say, even if that something is ambivalent or esoteric.
But remember, this large-scale, issue-first approach is just one half of the deal. Even if you have a
strong, interesting opinion on a subject, the idea still has to be explored through the context of
storytelling, which is 100% more important to the effectiveness of your message.
So you essentially need a second inspiration to go along with your issue. You need to craft a story that
is achingly human as a partner to your themes. And that means you have to craft organic characters,
characters that are not mere props to larger ideas, making the story reek of being hollow and
manufactured. You can't just reverse engineer some characters that fit your ideal situation and have
them act out what you want to say and do. Everything is grounded in character. They make it all feel
human. Hulk will explain in the upcoming sections on empathy, but its just how the best stories
resonate with us. So for the same question of making a human film
What compels you?
This time let us answer it on a micro level and think of specific life details that reveal larger ideas.
For instance: "My friend so-and-so is amazing. She volunteers at a hospital and", or, "I read this
great article about so-and-so. Heck, it doesn't even have to be people-centric. You can be like "I
thought of this great scenario where or "Heres this really neat sci-fi world where so-and-so is
possible. Or heck, you can just have a single line or image that you find compelling. These microlevel details are a much more common form of inspiration. They are wonderful, tiny little nuggets of
inspiration that invite you and excite you to larger possibilities of storytelling.
But they alone are not narratives.
That is so important to understand. In fact, it is the reason Hulk put the two halves of inspiration in
that order. So often people think to start with the tiny nuggets and then figure out what you want to say
later, but it is Hulks experience that people dont really know how to do that. Again, so many films
are voiceless. So many films simply say "I want to write about this textured, interesting person, and
think that it will somehow magically produce a textured, interesting story. A good narrative has to be
created. Crafted. Slaved over. Worked through time and time again before it is something so much
more. What this dynamic actually speaks to is the great lesson that singular details are not stand-ins
for characterization. For example, there have been a lot of recent movies that have gotten into trouble
for assuming texture and character detail somehow is the same thing as character motive. We dont
need details to tell us who characters are and what they like, we need details to show us what
characters want and need and what they will likely do. This is the heart of drama (well Hulk will
use this phrase a lot, so its one of them).
And thus allow Hulk to argue that the whole popular hatred for quirky indie movies has nothing to do
with their being quirky, or maudlin, or saccharine. It's because they're often empty. People latch onto
hating the quirk, insisting that it does not "feel real," but in Hulks opinion that is a misdiagnosis. It's
that so often these oblique characteristics try to hide a lack of narrative or thematic purpose.
Extravagant character details are welcome if theres purpose, in fact those quirky movies with real
meat to them tend to work like gangbusters, but so often we get character detail apropos of nothing.
We get heavy grit apropos of nothing. You have to go further than that. Everything needs a purpose.
And so with real life stories you have to also realize that sometimes the "facts" get in the way of good
storytelling. Hulk will get balls-deep into why that is so true later, but Hulk just wants you to
understand that when were dealing with the moment of inspiration we have to also understand how
that moment will translate into a good story from the get-go. And the more understanding of that
process we have, the more capable you will become in finding inspiration.
Because ultimately, a truly good narrative is born from the combining of the macro and micro into
one singular, coherent approach. Your characters and the story they inhabit should be in complete
alignment with the intention of your themes. It is the sublime combination of text and subtext, which
means your narrative too because thats what you are saying. And when you think all the way back to
that germ of an idea that compels you, whether it's a detail, a person, a concept, or a theme, you must
then zero in and figure out how that germ then becomes a story.
It would be easy for Hulk to sit here and talk about this on and on in the abstract, so lets get specific
with an example. When Alan Ball created Six Feet Under, he had a passing thought about a family
who worked as undertakers and how that must be a weird life wherein they are confronting mortality
every day of their lives. That was the germ of the idea. It wasn't just that it was "weird" or "different,"
but that the characters engaged an interesting idea so plainly and tangibly. They battle a concept that is
so damn pertinent to our culture, particularly one that largely avoids the topic of death altogether.
And with this idea he figured out a way to immediately blend text and subtext.
But that was just the conceit. He had so much further to go before it became a story filled with
purpose. He filled it out with rich, textured characters that also compelled him. Prim matriarchs, 35
year old granola transients, closeted gay adults, and disaffected teens. But again. That doesn't make a
story, either. So he then came up with two devices that helped propel everything. First, their father dies
in the opening moments of the show so that this show about confronting mortality didnt just do so
on the abstract or tangential level, but on a deeply personal level too. And the second device was that
every single episode would open with a different funeral client's death, which allowed him to color
the show with different meanings and themes time and time again. But more importantly both story
decisions helped reinforce the central theme of the show. Every detail helped confront mortality in
every possible way, dramatically and philosophically, helping to marry the text and subtext.
But more importantly to our subject at hand, do you see the role that the germ of the idea plays in the
story construction? We think about what compels us, and in this case it was the image of a family and
the idea of "confronting mortality," and he used that as the through-line for the entire series, right up
until the series final episode, "The End." The moment of inspiration can be your guide, your
proverbial North Star in the incredible journey of writing.
Notice how Hulk brought up a TV show as the prime example? Hulk did that on purpose. The first
reason is to understand that a germ of an idea can carry you across five years and countless hours of
story if youll let it. And the second reason is that it is important to understand from the get-go that
not every idea is a great fit for the medium of screenwriting. Some ides make the most sense for TV.
Some make sense for a novel. Some make sense for video games. Some make sense for a comedy
sketch. This is important to realize because Hulk reads things every day that would really best be
suited as other media. Its symptomatic of the fact that people like to box themselves in as a
screenwriter, TV writer, etc. And it only has the ending effect of limiting the best possible
articulation of your idea. And worse than that, the shape of each medium is rapidly changing into one
singular, identical form of media consumption. So get ready to embrace all of it. For we are
writers, no matter what the form.
But Hulk, how do I know what medium is best for my story?
... Okay it's actually pretty difficult to discern and usually takes a little bit of tinkering and trial &
error to see the problems, but the idea is to really zoom in on what makes the story work for its own
purposes. Thus Hulk's advice is to not think of what you are doing at first as a movie; just think of it
as a story. Little story, big story, whatever. But once you understand what the story is on its own
merits, you can play with it to figure out how that story best works as a movie, a TV show, comic, etc.
And maybe you can find a small piece of that story that works as a movie. Or maybe you find a way
to broaden that story into a running serialized TV show. The important part is to just be aware that
you are not cramming one into the other. Let your ideas go where they need to go. Dont worry about
shaping your inspiration into what you demand it to be. You will have plenty more inspiration, Hulk
assures you.
Hulk also realizes that all these pieces of advice may seem like we are getting ahead of ourselves, as
they apply more to the process of writing we will explore in later parts of the book, but Hulk thinks
they are vital little bits you need to understand from the onset of inspiration. After all, inspiration is
the most ethereal and least-explainable part of the process, so having some idea of the later
application is critical.
But what is most important to understand is that it takes both awareness and lots of practice to
effectively find inspiration. There are no people on this planet who are naturally gifted in doing so.
Nor is there anyone naturally ungifted in doing so. You have no excuse either way. It just takes
dedication and going through the process time and time again. Like all crafts, our expertise is a
function of time invested, so we must practice the process of seeking inspiration the same way we
would build any muscle.
So start now. Come up with two story ideas this week. Who cares if you use them. Just flesh them out.
Pretend some Hollywood bigwig said, Hey! Stop by the office on Friday and pitch us a couple
things! Practice the process. The next week come up with three ideas. Again, it doesnt matter if you
use them. It doesnt matter if they are even good. The idea is to simply build the muscle. Build your
ability to look for inspiration and form a story around it. Keep doing it. Get better.
Luckily, the place to start is always the same. Ask yourself:
What compels you?
Part Three - 6 Things Hulk Wishes Hulk Knew Over A Decade Ago
Ugh. More definitions and treading water before the actual advice?!?! Come on, Hulk! Get to the good
stuff!!!
Hulk sorry, but this is important.
1. Get Your Learn On!
Yes, screenplays are just stories and all storytelling has a commonality.
But as Hulk mentioned in the inspiration section, there is a way that form and intent really matters.
And not just in the sense that a story can make for a good movie or a good TV show, etc. But in that
there is always a way that your specific story will work best. And to understand how to best do that,
you really have to understand how movies, from big to small and high to low, actually work.
On the simplest level, were talking about cinematic effect, which is the process of understanding
how a specific action, moment, camera angle, or sound cue will make an audience member have a
very specific reaction. And the evolution of those actions over the course of a film combines into the
overall experience. It all sounds nice, but obviously its not simple at all.
In fact, the real problem with Hulk telling you this is that understanding how movies work is really a
whole lifetime of columns and experiences. Truly understanding film is a perceptive art that takes
years to get a good grasp on, but the good news for you is that this know-how is something that is
already locked inside your mind if youve seen enough of them. Instinctively, you just know movies.
You've been watching them your whole life. So you just need to watch as many as possible from here
on in and then it is just about opening up your brain to best understand the process. Its about making
the universal subconscious experience of watching a movie into a conscious one. You have to
understand how they affect your body and how your synapses respond while watching them. And its
not just about being able to articulate what you know in your bones, its about adopting a constantly
evolving process of learning. And from there you can come to critically understand the ongoing
process of cinematic effect.
So why is this process so important to writing?
Because if you intrinsically understand movies (even if you're totally unaware), then that means the
audience intrinsically understands movies too. Which means you can't do that thing that a lot of
people love to do in this town and thats just sling crap up onscreen and expect the lowest common
denominator to love it. Believe it or not, the general audience instinctively knows good stuff when
they see it. Ignoring obvious barriers such as a slower pace and artistic abstraction, movies can still
work viscerally for everyone in the theater. Even the most general audiences walked out of the first
Pirates film, Rise of the Planet of the Apes, and Bourne Supremacy and "got it," so to speak. And
while there will always be errant cases of someone acting outside the barometer, we must understand
that well-told, traditional narratives usually work very well on a general audience. Good movies
resonate through time.
Now you may point to the success of the Transformers series as evidence that shitty stuff succeeds
too, but Hulk would argue that that is a rare and special case of an audience knowing the brainless
fodder they are about to receive and going for it, based on a heap of preexisting factors. Plus, Hulk
would argue that the tiny bit of emotional connective tissue in the first film (no, don't torture
Bumblebee!) actually earned the series a great deal of public goodwill going forward. Double-plus,
just because a popcorn movie is light and fun doesnt mean that it doesnt take a heck of a lot of
know-how and craft to make that fun movie work. Triple-plus, you cannot confuse marketing and
economic success with something being successful because it was "a good story." Just because it gets
butts in seats does not make it a good movie. Hulk cannot impress this on you enough: Hulk really
believes that people know good traditional movies by instinct (again, for the most part) and that is
because every person on the planet is implicitly affected by the functions of narrative. Quite simply:
good stories can reach them.
So the question you have to ask when evaluating a film is simple: Did most people walk out of the
film feeling like it worked?
It really is a different question than Is it good or bad? It removes the opaque evaluation of worth
and instead gets closer to What was the film intending? and Did it work on its own merit? which
are questions that better get to the heart and purpose of storytelling.
Remember this books mission statement? Hulk has a condensed version for you here:
This book is not about screenplays that sell, or pop, or how to pitch. These are all elements of success,
but Hulk argues it is the kind of success that doesn't last. Meanwhile, knowing how to write lasts. So
this column is about becoming a better writer and storyteller. It is about writing screenplays that
work.
And that is so damn important because audiences instinctively know how they should work, even if
they cannot articulate it. They instinctively know if they felt connected, or interested, or if they
laughed or screamed. They know if they had fun. They know if they were compelled. So knowing how
an audience will respond to what is onscreen is everything. You have to understand cinema at every
level. You have to use that understanding to be effective. And while Hulk will delve into a whole
bunch of tools and suggestions on how to be effective, you just have to understand how much work it
takes. You need to watch a ton of movies. You need to read a ton of books and critics.
You need to get your learn on!
2. No, Seriously. Get Your Learn On...
Same point only a different manifestation! This time Hulk means it in the sense that Hulk wants you to
start becoming an armchair expert in stuff that has nothing to do with movies. Why? Because
otherwise you won't have anything to talk about.
Do you realize how smart most writers and filmmakers really are? They are very, very smart. Go
ahead. Sit down for any conversation. Your mind will be blown. Even the ones who make dumb
movies will strike you as being incredibly aware and articulate. All of these filmmakers will not
only be able to talk at length about the themes and characterization of their own films, or the absolute
intention of each scene, but they will show that they are completely aware of their film's relative
shortcomings and can evaluate why this or that occurred better than anyone else on the planet. But it
doesn't stop there. They will be able to talk about the entire landscape of film history. They will have
seen most everything. They will completely understand the audience psychology Hulk mentioned in
point #1.
But more than that, writers and filmmakers are at their best when they are interested in the world
outside of film. Stanley Kubrick was famously interested in so many fields of study: Mathematics.
Engineering. History. Literature. Great storytellers tend to be marked by an insatiable curiosity about
life itself. Yes, studying film as a medium is important because you have to understand the
filmmaking tools, editorial cadence, and writing process, but it is a worthless pursuit unless you can
convey something about the actual world.
So look to your life. Look to other people. To politics. To art. Culture. Psychology. Sociology. You
should have something interesting to say about the world around you, because the world around you
is what is actually compelling to an audience. You may think that playing around with film
conventions is neat, but it only works for a much smaller group of people. Because the world outside
doesn't live in cinemas like we do. They have their jobs, and experiences, and unique sets of
dispositions. So if you want to be a writer or filmmaker, then be prepared to be a part of that world
too. Be prepared to be an expert in something besides filmmaking.
Embrace the high standard!
Note: Hulk is not saying that you can't ever go meta with your story. Just understand that the meta-ness
needs to have a concurrent face-value narrative level if you still want to keep folks interested. That's
all. Work the layers!
Double note: some people say Tarantino only makes movies about movies. This is a falsehood. He
may have a host of references at any given moment, but his story-craft and commitment to his own
world-building are beyond solid.
3. What Your Experience Means For The State Of Your Own Work
Okay... So at this point you may be wondering why Hulk feels like Hulk can even talk about this
particular screenwriting subject with any kind of authority. In the introduction, Hulk briefly discussed
Hulk's humble feelings on the nature of advice and the needs to share in the struggle of writing. But
what is it about screenwriting specifically that makes Hulk able to contribute?
Know this: Hulk is more familiar with the craft of screenwriting than probably any other element of
filmmaking. Specifically, Hulk has a solid foot in all the needed worlds that combine to five elements
that make Hulk think that Hulk can help you.
I) On the writing side, Hulk has not only written a deluge of the screenplays, but yes, has gone down
the concrete path of selling them and knows how they manifest in this business and all that jazz. But
again, thats not what this book is about. Its about the writing process itself. It goes without saying,
however, that there are a litany of vastly more accomplished screenwriters out there whom Hulk
considers heroes, but a book like this isnt about Hulks abilities in professional life. Its about Hulks
ability to communicate what is vital to your learning. And thats important because there are
thousands of scripts out there that have no real understanding of storytelling.
II) What Hulk thinks is far more important to helping you is that Hulk has read a metric fuck ton of
scripts. Not for Hulks own casual learning either, but for real-deal professional purposes of
development and production centering around a plethora of A-grade material Hulk can pretty much
guarantee youve seen and probably liked, big budget material, independent material, television
material, you name it. And Hulk wasnt just there to read and evaluate, but hone into it and deep-tissue
analyze and then communicate about it. Meaning Hulk's ability to look at a screenplay and identify
why it works and why it doesn't is quite literally Hulks trade. Hulks done this for years and years.
And Hulk swears that this experience has given Hulk a unique window that many other screenwriters
may not have. After all, would you want to know what works for one person dealing with something
in a very limited set of personal circumstances? Or would you want to know what works from
someone ingrained with hundreds of experienced writers, overseeing thousands of hours of top tier
content, dealing with every possible kind of storytelling, and doing so at a tremendously frequent
rate? This is simply what Hulk can offer. And please know:
III) The intention of this book is well pure. Hulk is not using any of this experience as an excuse
to pose Hulk-self as some kind of authority (beyond simply qualifying Hulk-self), but merely using it
to offer up some help based on what Hulk has known and experienced. And that just may be of some
use to you. This is the joy of sharing. Not the joy of telling.
IV) Because the most important thing about any of this background is that Hulk believes Hulk can
offer you something so much more and that is clarity of expression. Which is important because Hulk
listens to so many truly great writers out there who try to explain their process and impart advice
and well Hulk finds that so much of their advice comes off as esoteric, vague, and utterly
unhelpful. They may be great writers. They may have all the qualifications in the world and some
deeply personal process of their own. But they have no idea how to teach. And that matters more than
anything. So please understand that Hulk effectively views this book as a practical teaching platform.
Sure, its from some Hulk with a really solid background, but it is also from some Hulk with an
understanding of the methodology of teaching and the will and determination to try and tell you
nothing but the truth.
V) And that means you will find no blindly reductive how-tos in this book. Heck, at this point you
probably noticed that Hulk is still talking about writing philosophy and background without a hint of
practicality yet. And while this book will get rather specific and practical, you must understand that
Hulk will never lie to you. Hulk is not willing to give you overly pat Syd Field-esque solutions.
Writing is something so much more expansive than that.
Still, you may be curious as to why would Hulk go on and on about qualifications and background in
the middle of the third part of this book? Surely, this would make more sense in an introduction?
Youre right, of course, but Hulk has done this for a reason
It may sound critical, but one of the best things you can do as a writer is come to an understanding
about where you are currently falling in the grand scheme of things.
This isnt about not having confidence in your ability. It is because there are thousands and thousands
of people in Los Angeles who have claimed to have written a screenplay and are now trying to sell it.
And in complete honesty, what they have written is more than likely not up-to-snuff. They may have a
good idea. They may have a good sense of movies. They may have good intentions. They may have
even done a decent job. But they have not even put in close to 1/100th the work that so many working
professionals in this industry actually have. And sorry, but Hulk respects those working professionals
too much to not acknowledge the stunning gap in quality and (much more importantly) hard work and
hours put into the work. You really have no idea how hard most of their paths were in getting to
where they are now. They work at the craft of writing the same way one works at any truly demanding
job. And they are really good at it.
So imagine if you suddenly hopped on a major league field and just went up to bat saying I can do
this too! Hulk realizes that may sound like a ridiculous analogy, but thats really what this is like.
Only this happens all the time in Los Angeles and nobody thinks twice about it. There is this weird
assumption that just because anyone can write a screenplay it means anyone can write a screenplay
deserving of consideration. Now, Hulk knows this is not like other fields and is instead more of a
democratic meritocracy and that is actually one of the great things about the industry. Anyone with the
right connection or the means to their own production can have a shot at being a screenwriter.
But Hulk's obvious problem is with the lack of awareness. The blind assumption that somebodys
literal first attempt to write a screenplay could somehow be wholly worthy is downright strange
(Note: it doesn't fully apply to writers of other narrative forms, but still might more than you'd think).
So many people just have no awareness of where they stand. Hence: delusion. And it's a kind of
delusion that suffocates the industry and makes it harder for folks who can actually write. The
delusion helps foster a culture where it's more difficult for qualified people to have confidence to sell
themselves because they don't want to be like the rest of the delusional, uber-pressuring jerks who are
unaware just how far away they really are.
Hulk doesnt want to sound like Hulk is stifling your ambition. But knowing where you really stand,
and how far you have to go, is actually a critical element to understanding how to proceed in your
writing development. This isn't accusatory. Hulk totally includes Hulk-self in this one too. Really,
Hulk totally sees how this entire section could reek of elitism, but that's not how it's meant. The
statement is meant to show you that you have to really work for it. You have to respect the craft and
the effort the same way the professionals do.
Hulk really wishes younger-Hulk understood this. Like many, Hulk emerged on the sunny shores of
Los Angeles certain that Hulks smarts and gumption would do most of the work. Hulk couldnt have
been further from being right. Despite having so many things go Hulks way and years of genuine
film school experience, Hulk simply did not realize the stunning gap between what Hulk could do at
the time and what Hulk would be able to do all these years later. Its just nothing compared to what a
true-blue working professional with a genuine adult disposition can offer. So youngins? You have to
be prepared for that. You have to be patient. You have to work on your craft.
Because the thing is that Hulk really, really wants you to be a better screenwriter. Hulk wouldnt write
any of this if that werent true. And the number one thing you can do to achieve that is to take the
enterprise truly seriously and approach it the way you would any other technical field that takes a
great deal of learning.
Even as an industry, we need to take it more seriously.
Because in the end
4. The Script Matters!
And dont let anyone ever tell you different.
Which may prove difficult because Hollywood has the pesky and unfortunately accurate reputation of
being rather unkind to screenwriters. And not just in the gossipy way where Studio Person A does
something sordid to Writer Person B, but unkind in the broader philosophical sense. Sure, some
studio folk will put the time in, but often they are working toward something they dont quite
understand in the way of process. Why, Hulk can count on hundreds of hands the many times that Hulk
has heard someone in that setting refer to a script as a "blueprint," and that phrase it just. It ...
Gaaaaaaaaaaaah... Okay. Listen to Hulk very, very carefully on this one...
Calling a script a blueprint is total balls.
Sure, a literal blueprint is exacting, but oftentimes the phrase is used in this way to indicate the lack of
need for being exacting. Meaning this is just the general guide and we will make it good later. Its
terrible. Ideally, you should be able to take the screenplay as constructed and make a solid movie.
Writing a good screenplay is effectively idiot-proofing. Or at least disaster-proofing.
More important is the fact that 95% of good movies have good screenplays. That is not an accident.
So if you ever call a script a blueprint chances are you are going to make a bad movie. Sorry, but
Hulk feels quite strongly about this. Almost every single bad movie can be traced back to a bad script.
Or maybe even no script at all. Do you have any idea how many summer tent-poles are green-lit and
sent into heavy pre-production with an incomplete to non-existent script? Loads of them. And it is all
built on the blind assumption that scripts aren't really that important and you can make due if you have
the bare bones of the story in place, then you can just flesh it out during production. And in reality,
accomplishing that is a miracle.
And thus Hulk would like to submit the idea that this is the single greatest fault of modern Hollywood
filmmaking.
The assumption that a film's story can be simply "fleshed out" in heavy pre-production, production,
or even the editing room is an increasingly laughable idea. Even in pre-production, you need to
understand what you need in order to even have it in place. Do you know how many times productions
get locked into a terrible scene, because they have already started building sets?! Hulk has seen so
much money wasted in pre-production as a bunch of relative overt-tinkerers rearrange the story on
the fly. Theyll even hire and fire writers without thinking about the consequence this has on their
production continuity. Again, Hulk does not mean to make this sound like a chastising accusation
against all of studio-dom, as there are so many great people who really do know their stuff. The
problem is systemic. And the script is a blueprint attitude tends to sweep up even the best of them.
Concerning script value you may say: But Hulk, improv is so hot right now and theres a bunch of
great actors who can make it happen!
First off, how often do you hear about improvised dramas?
[cricket cricket]
Yeah, Hulk thought so. There hasnt been a single good one because it proves you largely need the
written constructs to execute cinematically. But Hulks the script matters philosophy is even true for
all the popular improv comedies you see these days. Because guess what? All those heavily
improvised Adam McKay movies, for instance? Have you ever read those scripts? They're pretty
freaking good. And they're a lot closer to the final product than you may have realized. The character
arcs, the conflicts, the relative points, the tone. It's all there. So the real function of improv is not to
find the story or the world of the movie, its just to find the best possible jokes to punch it up. And the
only movies that manage to accomplish anything substantial with improv do so by getting some of the
best comedic minds in a room together and going at it. But it's just a dialogue re-write, not an
improvised narrative. So to all you budding improv-based writers, you need to write a script you're
proud of first. Improv truly is a great performance tool (and can even help train your mind for
constructing better written stories), but it is not a crutch for a missing story. You need the focus that
real narrative brings. The script has to be the soul of your project and something you'd be proud of,
then you can try to use improv to improve the surface level.
You know who agrees with this philosophy? Tina Fey. And she was wholly born from the Second City
improv model, yet she bases all of her writing on the work of golden age TV and The Simpsons.
To reiterate: when you're actually filming a movie you can indeed change a script in the right ways to
enhance, refine, and complement what is actually being filmed. You can see the way certain actors are
bringing the characters to life and call the necessary audibles. But really this is just the surface-level
execution stuff that comes far along in the process. It comes when everything is already set in place
and you have already made all your most critical decisions. You cannot redefine your narrative.
You're not even really re-constructing it. You're refining. And while you are in production you need to
understand what you're working on and how it fits with the context, intention, and logic of the rest of
the story, which automatically means the story is something that has to be carefully set and accounted
for on a script level. Meaning having a completely set script that you know frontwards and backwards
actually allows you to make more informed decisions on how to change it during production. This
fact should be obvious. Especially because it's how people made movies for nearly 80 years.
But quite honestly the development process of screenwriting dramatically shifted the moment the
corporations moved in. This isnt a knee-jerk opinion about big business being bad or anything as
silly as that. This is about that systemic problem Hulk mentioned before: it was just a fundamental
shift in the kinds of people who had oversight. The corporations approached the story the way...
well the way any corporate business would. It was all about the process of safe choices and
minimizing risk and focusing on factors that had nothing to do with drama, universal truths, or the
importance of stories. It became big business, where the bottom line is getting butts in seats at any
cost. And while exploring how to accomplish that, the studios discovered that through marketing, tone
appeal, star power, and property recognition they could still get butts in the seats for opening
weekend. It was a surefire way to get over bad storytelling, which is super-great for them and stuff
because most didn't understand how scripts worked in the first place.
To be fair, Hulk is being harsh here. But Hulk isnt admonishing a system from the writer s
perspective; no, this comes from Hulks perspective of being on the studio side.
And a lot of those executives truly loved movies, but the marketing-based system they created was
crippling to the import of story. Even with the good deal of executives who are stunningly brilliant, it
is the system and the set of pressures that are the problem. On the studio side, keeping ones job isnt
dependent on your capability to understand storytelling and its purpose. Its based on the financial
success of the packages you put together. And when they have to justify their failures they have to
back up their decisions with I attached this star! And used this recent successful formula! and when
their backs are against the wall they cant go to their bosses with my script expressed the heart of
drama! Theyre just trying to keep their jobs.
The biggest problem with this is that making a film that gets to the heart of drama would actually be
the best way to make a film a financial success.
Raise an eyebrow or two, but its true. Heck, in the golden age of Hollywood everyone used to
understand that storytelling mattered financially to your film. The business of movies was actually
based on a long-play sell for weeks and weeks where word of mouth was what managed to get
audiences in theaters over time as movies spread around the country. And it didn't have much to do
with opening weekend box office. Writing a good story, well told, was your freaking business model.
Now? It's a neat little bonus.
Which is yet another idea that Hulk would like to suggest is short-sighted balls.
Consider the following three arguments:
First, that the real-deal financial gain of a film is not actually based on opening weekend, but still the
really long play. While the opening weekend is certainly a great starting point, the real hits (aka good
movies with good scripts) are the ones that have staying power in the weeks that follow. Look at the
number one and two films of all time in Titanic and Avatar. Both had solid but not jaw-dropping
openings and yet both eventually went on to have incredible long plays. James Cameron gets a lot of
flak for his storytelling simplicity and yet, to Hulk, he is someone who understands the value of story
simplicity better than anyone. He is just doing the basics, but those basics resonate so deeply with
people. Anachronistic? Maybe. But look at the way his films resonate across the board. Hes showing
us the value of basics and traditional storytelling.
Second, the business model doesnt just end with theatrical runs. In Hulks working adventures, Hulks
gotten to take a few peeks at the studio books from time to time and movies make a huge deal if not
most of their money on ancillary incomes. Not just in Blu/DVD sales, but TV airings, rentals, VOD
windows, Netflix. And the great thing about these models is that they financially reward the very best
stories we have to offer. Jaws isnt just a great movie that we can enjoy to this very day, its still
financially rewarding the studio. With a lot of money too, folks. The mega-hits last!
Third, if the most valuable thing a movie studio can get their hands on this day and age is a franchise,
then doesnt that mean your central interest should be getting your audience to come back a second
time? What would be the key to doing such a thing? Oh yeah, you make a good first movie. And that
means you need, like, a good story. Not to get too smashy, but seriously people, how is this not
obvious? After all, there is the common business knowledge that the box office of sequels has little to
do with the quality of the actual sequel, but instead is a direct reaction to the last one. How often do
we hear " _____ was so good that I can't wait for ____2!" apropos of not having a single other detail?
So isn't this simple idea of getting people to love the story the way you build the franchise model?
Look. The thing about these three arguments is that Hulk understands the human element at play. Hulk
knows that everyone is really trying to make a good movie and all that, but Hulks entire point is that
the errors of development are not coming from a lack of effort, but lack of understanding of what is
most important. We set release dates before we even have films on the page. And the problem is that
whatever the advantage of a good release date is, Hulk can guarantee its nothing compared to the
boon you get from locking down a great script. If the long play, ancillary incomes, and franchising is
the best way to make long-term money, then a good story told well is secretly still the business model
- we're just not seeing it.
And because we dont see it, because were looking at all the wrong things, we have one of the guys
running Disney telling the press that audiences dont care about story and that "only set-pieces
matter." And then he can't figure out why nobody really liked Tron. Hulk would like to suggest that
this is the very pinnacle of "not getting it."
The script matters.
And dont let anyone tell you different.
5. Why You Still Need To Be Able To Tell An Original Story
With all this "franchise" talk, you may have also noticed that original scripts and stories aren't being
made by Hollywood all that much anymore. Drew McWeeny even wrote a great piece about how we
are now in the age of fan-fic. He delves into how we no longer have to look at our influences and
appropriate them into our own original story, but actually get to work with those very properties that
inspired us in the first place. As such, it seems like every single thing we produce is either a sequel, a
remake, or based on another thing.
The main reason this happens is more industry B.S. They do it for valid marketing reasons (meaning
it spikes the awareness numbers because people are already familiar with the thing itself). The other
aspect goes back to that insidious reason of how the system creates a condition where executives need
to justify their failures and decision by saying I picked something popular I swear! Economically it
made sense! And again, the human angle on that is understandable. No one wants to be fired for crap
reasons. But the complete system-wide misunderstanding of deciding what kinds of storytelling to
embrace is not understandable. Storytelling needs room to embrace narrative. It cannot be a checklist
of marketing points. And doing so will likely extinguish the very thing you need for your film to
succeed. But alas, working with existing properties is the new reality of corporate filmmaking
culture.
And here's the thing about that... You still need to know how to tell an original story.
Because if you want to be a working screenwriter this day and age, then that cool original script you
wrote is not necessarily about trying to get it made (though that would obviously be awesome), it's
about proving that you are a good writer. And in order to prove that you are a good writer you need
to prove that you can write an original, compelling story. It matters more than anything.
Even with the films that are based on other properties or characters, the question then becomes: can
you make it interesting? Can you make it engaging to an audience? Can you make the world come to
life in a fully realized way? Can you make it come alive even for the people who dont know the
property? Can you make it universal? And you just don't appropriate story by way of point-by-point
adaptation. You have to understand exactly how an original story works and how to integrate film
structure into your work. And you learn how to do that by learning to write an original story first.
So believe it or not, it goes back to the inspiration angle all the same: what is it about the property that
draws you? And from there you tell the story that interests you with the details and iconography of the
known property. You make it your own. It is your job to make the unoriginal seem original and fresh.
And your success utterly depends on it.
After all, Nolan didn't make Batman for adults because it was merely "gritty." He made it for adults by
making a Batman movie that was about interesting adult-minded concepts. City politics. Symbols.
Anarchism. He took the Batman iconography and married it to ideas and characterizations that
interested him. And by doing that he transcended the property through the power and know-how of
original storytelling.
6. But Remember, Its Still Not About "Getting Things Made"
Hulks talked a lot about the industry in this section and that was largely to get it out of the way. Hulk
wishes Hulk could promise you all the fruits of success, all the accolades your creative soul deserves,
but there are so many things that go into getting something made that have nothing to do with writing.
It's a separate topic. So this book is really just about what you can control. And from the very start,
Hulk said that this book was about writing itself and trying to become a better writer.
So all Hulk can promise you is this: if you understand stories and screenplays, and if you want to
pursue screenwriting or some kind of career in film, television, novelization, or media, then no
matter what path you end up following the information contained within this piece will still be of
value to you. And if you can come to a place of expertise, it will be tremendously valuable to
everyone around you, too.
... Or at least it can't hurt.
So those are 6 things Hulk wishes Hulk knew over a decade ago.
Now, what the hell do you do when youre trying to write the damn thing?
Part Four - - How To Approach A Screenplay - Conceptually
So lets get away from the broadest possible ideology one needs to write and zero in on some more
specific ideas / guidelines / rules / whatevers that will help you develop your story/screenplay.
After part four, Hulk will follow up with structural advice, then screenplay formatting advice, and
finally Hulk will give the key to putting it all together.
The only thing that Hulk can impress upon you at this time is that while these are largely guidelines of
narrative convention they matter. Hulk just talked about James Camerons last two films and Hulk
isnt sure how you might feel about them, but Hulk can assure you that the relative success of both
Titanic and Avatar is a testament to the power of conventional narrative. He blazes right past nuance
and utilizes every single valid archetype, trope, and device, but not in a hollow way, instead with the
nakedly precise way of how they are meant to be used. And what they lack in subtlety, they make up
for in 100% functionality. Meaning James Cameron essentially prints you a guide for making entirely
functional movies. And while they do not reach the highs of our best cinematic art, its no surprise
they are rousing successes. And better yet, they are anything but cynically made. The man is a
testament to functionality.
Your instinct will either be to adhere to this functionality or to shake it off. But Hulk argues that you
must understand it either way. Too many screenwriting books give you a set way on how to do
things and say all good scripts do this! Hulk is going to give you more power than that. A story can
be so much more than a list of set plot points. But Hulk assures you the key to transcending mere
functionality is understanding how to turn that simplicity into something far more nuanced.
You cant just reject conventional narrative. You have to transcend it. And that means knowing it
inside and out.
And so while Hulk will discuss each of the following concepts in depth, please understand there is
very much a purpose to all of this. Its about understanding the function of each of these ideas so that
you can best apply them to their full potential. Sometimes they are large-scale ideas, sometimes they
are small devices, sometimes they are background work needed to get you in the right place. But
every time, Hulk wants you think of these ideas as mechanisms, because the word implies a certain
purposeful function. So Hulk wants you to understand the mechanisms of writing so that you can best
apply them in any way you wish.
This is not about Hulk telling you how a story must be. This is about unlocking your own storytelling
power.
So lets get started!
7.1 The Law Of Cause And Effect
When we think about a story its amazing how much we dont think about how it functions.
Hulk would argue that a lot of our conceptual understanding of stories deals more with what
they look like, but finds that to be a misguided approach. Believe it or not, stories dont function in
terms of beginnings, middles and ends, they simply have beginnings, middles, and ends. Nor are they
about hitting familiar beats and doing certain things by certain page counts and filling in certain
commonalities.
In fact, Hulk would argue that most problems in movies come from the fact that people mistake form
for function.
They think if it looks like the thing, if it acts like the thing, if it feels like the thing, then it must be the
thing they are wrong. And its why we get so many movies that try to put their value in the texture
of the film without understanding the purpose or effect of any of it. Its why we get plot turns that
dont fit the kind of movie the filmmakers want to make. Its why studios manufacture excitement in
filmmaking style instead of manufacturing it from story. Heck, its why we get so many movies that
are nothing more than blind copycats of another. People assume these surface things are the reason
these films work, the kind of thinking akin to Vampires are so hot right now! when thats so not the
mechanism that is making any of those films work. They are simply mistaking form for function.
And it means they dont actually understand storytelling.
Other screenwriting books will tell you where to put act breaks, or give you methods on writing
endearing characters, or tell you how to wow a potential buyer, but almost none of them gives you
any insight to how those things actually work or why. No one asks: how does an act break affect an
audience? What is an act break anyway? What is the reader experiencing on a dramatic level? Why
can some movies break established rules whereas others cant? These questions are not concerned
with texture, they are concerned with how the mechanisms function. This is critical.
Because its time to take function back from form.
Stories are driven by certain core mechanisms that cause perceptible changes, which directly affect
us, the proverbial viewer. That is cinematic function and no single concept is more important than the
following statement.
Stories are defined by cause and effect.
Perpetually. Constantly. Vividly. Stories are built on that simplest of mechanisms. This causes that and
that causes this and so on and so forth. Its about set-ups and pay-offs. Its about action and reaction.
Its about information followed by dramatic consequence. Cause and effect lend meaning to events.
They link scenes together. They give wholeness to seemingly separated ideas. Cause and effect are the
linking of your chain. They make a story a story.
7.2 Empathy Is Your New Best Friend.
When you start crafting a story and characters, there is something so crazy important that you must
always keep it in the back of your mind: there is no single force on this planet more powerful than
that of empathy...
Hulk knows your likely counter already: Oh yeah, Hulk? Well what about Galactus! Galactus is
totally the most powerful!!!!
Pssssh. How does Galactus get defeated? Its because Alicia Masters appeals to the Silver Surfer's
sense of empathy, which causes him to join the Fantastic Four and defeat his former master!
Empathy, bitches. Empathy.
But way more seriously, empathy is the most single powerful tool at a writer's disposal. Even this
silly Galactus example illustrates that pretty damn well (its no accident that its one of the great comic
book sagas). And that is because the far-reaching value of human empathy is what Hulk considers not
just a great universal truth, but the single universal truth of humanity's survival.
... Whoa.
That statement may reek of hyperbole, but give Hulk a chance to explain here. Youll have to excuse
the naive-sounding loftiness of the following statement, but here goes:
In an effort to be attuned and grounded human beings, we sometimes dig so deeply into the minutiae
and relativity of the human experience that we sometimes miss or forget the simple, lofty,
kindergarten-level truths that stare us right in the face. And part of that grouping is what Hulk would
like to suggest is the obvious yet critical truth that empathy is what allows human beings to bind
together in any meaningful way. Not just with strangers, but with the important people in our lives.
It's what allows us to love our partners, families, and friends. And unless we're dipping into some
schadenfreude or something, it is even what gives us our capacity for joy and laughter. Meaning
empathy isn't just a nice thing to have in life, but a wholly necessary function. To paraphrase David
Foster Wallace: The basic existence of empathy is why most of us don't spend every second of the day
clubbing each other over the head and stealing each other's groceries. Even in a world containing
crime, depravity, and war, it is empathy that allows us to sometimes refrain from those very things.
Which means it's why we survive as a species.
Seriously, do you ever think about the fact that with all the madness in the world, that it is downright
remarkable we havent blown ourselves up in nuclear war? It cant just be some simple matter of
logic. To Hulk, it is the intrinsic reality of empathy. Its our true nature, as is the fact that we realized it
was easier to kill a mammoth as group, farm as a group, irrigate as a group, and build great big
things as a group. It is our empathy that allowed our society to best survive and declaring anything
else is a complete obfuscation of truth.
And yet it's stunning how often this realization passes us by. Empathy is the foundation of culture and
it is wholly embodied by the notion of storytelling itself.
So it should be no surprise that when it comes to our movies, empathy is also the very thing that
involves an audience and keeps their attention. It hooks into their bones on a visceral level. It gives
the audience rooting interest and perspective. It is the reason a movie is experienced instead of
watched. Movies are unique in that they allow a person to actually participate in the old clich of
walking a mile in another man's shoes. We take it for granted, but isn't that kind of amazing? A great
filmmaker uses empathy as their fuel. They use it to engage the audience. And Hulk truly loves that
the thing that enables humanity to function is the same exact thing that enables movies to work!
Nothing could be more appropriate for Hulk's favorite medium.
But now that we know empathy is important, the question then becomes: how the heck do we use it?
For that, Hulk is going to turn your attention to an old adage that you can make an audience care just
by threatening to "kill the kitten."
Note: this is just a saying. You don't actually need to threaten to kill a kitten in the film (unless you
wrote The Girl with the Dragon Tattoo or something).
The funny thing is this old saying was turned into a popular screenwriting book called Save the Cat
in which the author created a philosophy of saving the cat followed by creating a story around 15
central beats amidst about 40 smaller beats. The issue is that it actually butchered what the kill the
kitten adage was actually about. All it meant was that you take some obvious thing for your audience
to empathize with (cute kitten!) and you put it in some kind of horrible danger and instantly the
audience is involved in your movie. Its a momentary dramatic tactic. Thats it.
But the author used the danger created by the philosophy and translated it into a way to introduce the
main character. Meaning you have the main character save the cat - simply do something nice - and
instantly the audience is on their side. This is wrong-headed. Worse, the book goes on to imply all
movies work on this same structural level. Its such a massive, even-handed reduction of story that
Hulk Hulk just cant even. At this point, Hulk should admit that Hulk clearly doesnt think a whole
lot of the book. Which isnt to say there arent useful ideas to be gleaned, but as an across-the-board
approach it misunderstands some core concepts of narrative and dramatic function and then is
hopelessly reductive with others.
So lets start this discussion off on the right foot: empathy is not about having your characters do nice
things.
It is not about sympathy or likeability, either. Empathy is about the translation of feeling. And empathy
can actually be established through struggle more than anything else. Which is done through any of
these rather human, oft-experienced sorts of things: like spilling coffee on yourself, or having
parents that "just don't understand!" or, the foil of that issue, trying to raise bratty kids. Basically, you
want to engage on an emotional, conflict-based level. You dont necessarily want to put a character on
a pedestal. You dont want them to be flawless. You dont want them to be unflinchingly cool. Instead,
you want them to have this very relatable texture or context which lets the audience say "I totally
recognize and sympathize with that inclination!
Notice Hulk said inclination and not "situation," because people make that mistake too. It's the
emotions we identify with, not the specifics of the predicament. We identify with Luke Skywalker
because he dreams of something bigger and his guardians wont let him do what he wants to do, not
because we all grew up as moisture farmers on Tatooine (feel free to use this example any time
someone tells you they cant get into a movie or television show because the characters come from an
economic or regional situation that is different than theirs. Especially because finding emotional
bonds from differing cultural situations is the purpose of storytelling and shit). But this empathetic
connection is the heart of crafting characters that we call the audience surrogate, which doesnt
have to be as ready-made and simple as it would seem.
Notice that none of these predicaments are quite as extreme as killing a kitten even if the sentiment
and intention is the exact same. And thats because a device as extreme as killing a kitten can come off
as totally manipulative to an audience. The device may still work, but a lot of audiences will feel like
the narrative is boxing them in, telling them how to feel and think. It can be insincere. It can be
cloying. And thus some people will resent it when a movie does that. In his review of Steven
Spielbergs Warhorse, Devin Faraci wrote:
Manipulation is the essential center of cinematic art. Every choice made in a good film - from story
to casting to music to editing - is based on eliciting some sort of reaction or feeling from the
audience. Every good filmmaker is aware of what they are trying to express through the
manipulations of editing or score or performance.
Manipulation becomes a problem when it becomes too obvious, when the fingers pulling your strings
become too insistent. Everyone has a different threshold for this; some recoil at the slightest hint of
overt manipulation, while others openly get emotional about Volkswagon commercials featuring
children. Its a wide spectrum.
And given that our collective audience has a huge range of responses to manipulation, the main
takeaway for you, the writer, should be to find the right balance of how to use it. And Hulk feels like
the biggest key in doing that is to be sure that there are real character motivations behind the
manipulative devices. What does that mean, exactly? Well, Hulk will get into it more specifically in
the sections to come, but basically you should try to create conflicts and dire situations that directly
impact or comment on the character and story at hand and are not conflicts shoved in cheaply there
just to get the audience on the heros side.
There will be obstacles in trying to do so. Sadly, there are a lot of people in the filmmaking industry
who confuse "empathy" with the aforementioned "likeability." This mistake is certainly
understandable (even Save The Cat endorses this kind of thinking), but please understand that the two
ideas are not the same thing in the slightest. Empathy is about relation and understanding. And
meanwhile they think likeability amounts to not having your characters do bad things. This
assumption is counterproductive because without having a character ever do a wrong or fallible
thing, you will end up creating some real shitty drama. In fact, this grave misunderstanding about
empathy and likeability is responsible for the legions of doormat main characters that movie
audiences are treated to time and time again.
Seriously! Fallibility is sympathetic.
Dont believe Hulk? Well, then lets talk about Indiana Jones.
Indiana Jones is one of Hulks favorite topics of discussion because both the character and the movies
highlight so many great things that modern films forget to do. We don't love Indiana Jones because
he's perfect or an unstoppable heroic badass, we love him because he's constantly fucking up and
barely making his way out of a crisis. He's afraid of things! He has false confidence! He frequently
shows fear! As a result, we dont just watch Indiana Jones; we empathize with Indiana Jones. And its
that achingly human fallibility that makes him the perfect action hero. Hulk will say it now and say it
forever, look to Indy for inspiration!
The other main obstacle you may find is that there is a peculiar modern tendency to go the other way
with empathy and test the audience by seeing how much of a dick a character can be. These sort of
jerk-ass antiheroes litter the screen nowadays (particularly on TV). Admittedly, for comedy and dark
comedy purposes these characters can indeed work pretty well. But there's a whole art and nuance to
it. Like the fact that the rudeness is actually meant to distance the audience from the character in order
to illuminate some kind of larger point or truth about human behavior. A truth the character may
learn, or they may not. And this point can be black-as-night funny and darkly poetic (think the Coen
Brothers), or it can be grating as all hell (the sometimes unsuccessful work of Neil LaBute). But the
key is just to have an understanding of that approach and what it is accomplishing in terms of
narrative and thematic intent.
Hulk believes you have to understand the why of your approach because there is a real contrarian
tendency these days to go the aforementioned jerk-ass direction just because it seems different or
rebellious. The rebellious inclination is fine if its what drives you, but Hulk urges you to be sure
there is a point to it. Don't just make the jerk-ass main character a shortcut to being funny or edgy
without any sort of real thematic exploration. Do it because youre trying to expose something real
with it. Go back to that inspiration of what compels you. How does this edge and rebelliousness fit in?
What is the point to it? How does it work as a dramatic mechanism? Asking these questions will point
you in the right direction.
Whether you go empathetic in the traditional way or take the jerk-ass distancing route, a good deal of
what you have to do is make it engaging by exploring the human condition.
Ask yourself bold questions: What is it that makes this character good? What is it that makes them
troubled? Wait, better yet, let's get specific with an example! Ask yourself: why do we like Tony
Soprano? Why do we not like Tony Soprano? What details about this character's life make him so
interesting? And doing this will set you up to understand the kinds of dilemmas, situations, conflicts,
and dramatic ideas that will breed the empathy or dissonance you seek.
Now, Hulk has sat here and waxed philosophical about empathy for quite some time, but that's because
there is no basic, truthful shortcut Hulk can say to make you understand the nuances of the concept.
Hulk truly believes that empathy is the most powerful weapon at your disposal and how you use it is
up to you. You can threaten to kill the kitten and be quite successful at it, or you can bite your thumb at
the very concept of empathy all together. There is a wide spectrum of approach and all Hulk wants
you to do is have a real concrete reason for why you are going in either direction. Think about it.
Ground yourself in it.
Whatever you do, just dont let it be because its easy.
And with that...
8. Beware The Lure Of Indulgence
From the onset of creating your story, Hulk wants you to ask yourself one simple question:
Am I making art? Or am I making pornography?
This may sound extreme, but Hulk is talking about the great spectrum of media experience. On one
end there is pure art, which represents the values of giving people the ideas they need or confronting
them with inalienable truths. On the other end is pornography, which represents the individuals
indulgence of strictly base needs, regardless of import.
While the idea is to always strike some kind of balance, one of the biggest mistakes in all of writing
is to give into the most indulgent aspects of storytelling through the vicarious power of cinema. Since
empathy is what connects us and stories are the most powerful way of achieving that, sometimes the
empathetic effect is so transportive that it effectively allows us to escape. In fact, Hulk is positive that
if you ask most people why they like any form of entertainment its because of that escape. They work
long, hard hours and they need something that makes them happy or elated or scared or thrilled. And
there is real value to providing that for people. But as a creator, you have to be cautious and
thoughtful with that power.
And thats because there is a serious masturbatory element to that escapism. You can easily get an
audience member to think "Im a hero saving the world! Or Yay! I get the girl!" and thats
wonderful and elative, but this is the sort of indulgence that can lead to some really unsavory stuff
too. The kind of stuff that has nothing to do with larger truths, or mutual understanding, or the human
condition, or why we tell stories in the first place. It's just about massaging the id. It is about blindly
rewarding. Its about reinforcing stereotypes and feelings that are underserved. Its about placating
and not communicating. And at that point, your storytelling is basically the facilitation of mental
masturbation.
Some people dont get why thats such a big deal. They think that as long as it makes people happy,
then it's all well and good. Entertainments purpose has been served. Even if they dont care if the
media is doing them any favors, the problem is that it might not be doing humanity any favors, either.
If storytelling is really the best way to pass on truths that help people, then what does it say if were
passing on unhelpful, ego-massaging garbage?
This is not to overly criticize the desire to entertain. In fact, its one of your chief responsibilities as a
storyteller. But when you are engaging the indulgent aspects of storytelling, it is also important to
understand what is really happening with the audience and to take responsibility of your message. If
youre being indulgent then you have to contextualize it. You have to display some elements that go
beyond that and confirm the artistic purpose and human condition. Otherwise you end up writing
lifestyle-porn like Entourage.
Actually, lets talk about Entourage in detail because it sort of highlights these problems perfectly. If
you like the show, then Hulk is sorry if Hulk is coming off as mean or something, as it is not the
intention. Hulk readily admits that it can be really funny at times and has a few good performances
and all that stuff that makes for good TV shows. Thats not the problem. The problems with the series
are about the deep-tissue purpose (which happens to be the subject at hand). And the show is perhaps
the most indulgent yet well-made piece of entertainment that Hulk has ever seen. Every moment is
about living vicariously through people. Which is not only a lazy approach to indulgence, but
supported through a lazy approach to storytelling and conflict. The dramas are non-dramas and they
readily resolve plots with purposeless deus ex machina instead of active decisions. It is a show that
actively rewards and enforces indulgence and ego-massaging at every step.
As an audience, we empathetically place ourselves into Entourage, lie back, and let it feel good
hence: lifestyle porn.
Look. Hulk is not implying that all movies have to have some Hallmark message tied into them
because that would be super lame. Hulk just believes that good entertainment takes indulgence and
appropriates it into some larger purpose. In fact, some really good films just go balls out and make
the most obviously indulgent decisions. Not to get too specific too soon, but some movies embrace
wholly unreal narratives (think of something like Crank), but the way these hyper-stories work is that
the absurdity and un-reality of the presentation actually creates a sense of distance. Its looking to the
audience and saying This is ridiculous, isnt it?
And with that distance, the audience can implicitly understand that the authors are criticizing or
laughing at it. It enables cinematic satire and irony. You have to think of the presentation like taking
on the view of the omniscient observer. Even if Salinger technically wrote in Holden Caulfields
voice, we understand what Salinger thinks about everything that Holden is saying and doing. It's just a
lens. And Hulks problem is that the lens of something like Entourage is not trying to provide any
distance. In fact, it aids in the indulgence. It advocates the mental masturbation.
This is all getting a bit complicated, Hulk understands, but its important for Hulk to be honest about
all the ways that empathy can manifest onscreen. Because ultimately, awareness of what empathy
actually is and how it works will be the key to making all of your creative decisions. It is the
fundamental building block of storytelling, and will inform everything about how you want to tell
your story. You just have to beware how it can be indulgent.
So ask yourself a more specific question: Is this scene accomplishing an artistic purpose? Or a
pornographic purpose? And just be sure the answer is wherever you want it to be on the spectrum of
media experience.
9. Value The Consistency Of Character Motive
The one thing Hulk hopes to impress on you over the course of this book is that, contrary to a great
deal of screenwriting books that give you set formulas, you actually have a great deal of flexibility
depending on the kind of film you are making. But that leaves a rather obvious question:
With the litany of story options available, what makes a story choice a good one or a bad one for
your particular narrative?
Hulk would argue that the best way to decide if those story choices are worth it is to first start with
another obvious question: "Would the character actually do that?"
This question matters so damn much because when a character onscreen does something they totally
wouldn't do, it becomes the action that most alienates the audience. They make a subconscious
decision to say Im no longer with you buddy! Im just watching you do the wrong thing! Notice
Hulk didnt say what the audience would do because Hulk is not talking about literal right or wrong
here or personal disposition. Hulk is talking about what the character would and wouldn't do.
Contrary to popular belief, thats the only thing that matters.
Think about it like this: we would "follow" Tony Soprano as he killed one of his rival mobsters in a
gruesome fashion. It may not be something we would do ourselves, but we understand this is
something that fits within Tony's psychology and we accept it. But then we would definitely not be
happy with Tony if he killed some random teenager in a gruesome fashion. While both killings are
morally wrong to us, the audience, only one of them is inconsistent in terms of what the character
would do. And that would make us angry with the storytelling, specifically the inconsistency of
character motive.
Now, its a good thing Hulk brought up Tony Soprano because it also highlights how these decisions
are not so cut and dried. The shows creator, David Chase, was a master of playing with this moral
line and had all these amazing ways of bringing Tony to the edge of that acceptance of what he would
do. But the reason it worked was because he was always willing to deal with the consequences of
doing so. He always looked for meaning to erupt from Tony's choices. He always brought that
question of the character s morality being skewed to the forefront. Hulk actually feels that Chase was
one of the most thematically responsible storytellers to grace our televisions. That responsibility
never had anything to do with simple moralizing, but the fact that everything about his characters had
weight and meaning. It was just incredible. But the lesson for you should be the same (Hulk is going
to underline for effect):
If youre having a character commit an inconsistency, you should be bringing that inconsistency to
the forefront of the conflict. It has to add fuel to your drama and make your character motives clear.
The inconsistency cant be a minor occurrence; it has to be the point! And as the point it has to be
built to and dealt with extensively.
Whats kind of funny (and rather telling) is how this question of "character inconsistency" even
applies to how we regard our real-life figures as well. For example, Tiger Woods was someone who
was popularly thought of as the paragon of hard work, success, and generic nice-guy-ness. Then he
was caught cheating with multitudes of women and the public was collectively appalled. We saw him
as a sham and it made us furious. But as a counterpoint, when Charles Barkley was caught doing the
same exact thing (and super-drunk driving to boot!) we just shook it off and said "That's just Charles
being Charles!" The takeaway cant be clearer: we basically accept people as long as they are who we
think they are. Character consistency matters so much to our culture and thus it has to matter to our
storytelling too. The narrative we give life is not far away from the narrative we give stories.
So when a character does something in your story, it has to make sense. And when they are suddenly
pushing their boundaries (because all main characters should push their boundaries) it has to feel like
that growth is earned. We want these characters to expand, change, and have arcs, but the story needs
to give them wholly valid reasons to do so. It could be the kind of plot-based reasons that would
awake something already in the character's soul. And if you don't give the characters good reasons to
change, then you are essentially making your characters appear insincere. You are lying. And the
audience will think of them the same way they think of Tiger Woods. The manipulation will show. We
will look at the storyteller like they just wanted the character to fit some point of the story they wanted
to tell... And the audience can smell that manipulation from a mile away.
Hulk knows that Hulk is making this sincere character thing sound like it's an easy thing to do, but its
obviously pretty tricky. Particularly for a writer to see in his or her own work. Not just because it is
difficult to balance all the conflicting elements, but because, as the creator, it is often hard to separate
oneself from the power and control over what you are writing. You instinctively think "Of course the
character would do that! Thats what Im making them do and I want to do it! I have it all in my head!
But to the audience, who only gets to learn about the character through the very different lens of
experiencing the film, it doesn't work like that. They don't know what is inside your head. They only
see what comes out from the story. As such, they are actually much better at reading who the
characters are and their capacities for good and bad, because they are the ones who have the objective
information.
Hulk knows a few of you might find that idea to be silly, but think about it through the analogy of
language. You can teach yourself French and think you have a mastery, but you wont know if you can
actually communicate until a bunch of native French speakers can understand what you are saying.
Cinema is an effort to communicate. And just because the perfect idea of the movie and its intentions
exist in your head does not mean that is what comes through on the page or screen.
As such, when writing its important to ground yourself in the capacities of what the audience will
perceive. Remind yourself of them constantly. Remove yourself. Ask how is the audience seeing this
moment? What do they know by this point? Ask what would the characters really do? What are their
motivations? What do they want? What do they need? Are they smart enough to do that? Are they kind
enough to do that? Are they mean enough to do that? You may like the effect of a decision, but it has
to be sincere.
In the end, Hulk understands that we all want to explore storytelling in as adventurous a way as
possible. We want to surprise the audience and be unconventional. But when you do that you have to
do it responsibly. You still have to do what makes sense for your character. You have to account for
changes with real, tangible reasons to do them. Go where the characters have to go, not where the
obliquely related grand story wants them to go.
But to do that... How do you decide what your characters will do? Better yet, how do you even decide
who your characters really are?
10. Character Trees!
Sweet! Actual methods of implementation! It only took Hulk 10,000 words to get there! Hurray!
Character trees are basically a handy way to organize the details of your characters and give you the
right ideas on how to make them dynamic. They really can be an invaluable tool for helping you
create fully-realized characters, especially in television and novels where the depths and histories of
your characters can be explored in a coherent way. But even for truncated screenplays, the value of
pre-thought out character details can do so much for you.
Hulk was once introduced to a smart way of keeping track of character trees by using human body
parts. You start at the bottom of the feet and go all the way up to the mind, thus building a complete
person.
To wit:
A) Feet What does the person look like? What are the facts of their family history? Where have they
lived? Where did they go to school? Were they poor? Do they have tattoos? Who is their best friend?
What is their occupation? There are a million pertinent questions. The feet are essentially all wholly
palpable details to draw on, like physical details and facts.
B) Groin What does the person want? How does their sexuality manifest itself? What about them is
base and puerile? Greed? Approval? Esteem? Gluttony? You can basically run toward their approach
to the seven deadly sins here. The groin covers all the things about the character that are born out of
impulse and desire.
C) Heart - What does the person need? What will make them a more functional person? Do they need
to find self-confidence? Do they need to provide for their family? Do they need to find their humility?
The heart is essentially all the things they secretly need in their life to make them a better person.
Note: notice that the heart is extremely different from the groin and what the character wants, which
are often misguided. And so when it comes to your dramatic structure, notice how often the groin
with its wants and impulses leads to conflict whereas the heart leads to resolution. So when
developing the heart of your character you should understand that you are likely developing it around
your ending catharsis (or tragedy or lack of catharsis, depending on the story youre telling). Simply
put: since character motivation is so important, your heart and groin will really help with your
plotting and character objectives!
D) Throat How does the person sound? Not just the literal voice, but how does the person project
themselves? How do they try to come off to other people? How do they actually come off to other
people? What is their "surface vibe" as they say? The throat is basically their posture, attempt at
presentation, and affectation.
E) Left cheek What is their intelligence? How does it manifest itself? What is their practicality?
How do they solve problems? Basically, the left cheek is their methodology, exposing the "leftbrained" abilities.
F) Right cheek - What is their idealistic / artistic capacity? What is their conscience and morality?
What is their un-practicality? What is their spirituality? The right cheek is their ethics and soul and
exposes their "right-brained" abilities.
G) Crown Now, this one is the most important because this is where we look at all the body parts
listed and piece them together to see how they work as an actual psychology. And thats when you
know youre creating a complex person with a conscious mind and a subconscious id. Its also where
you can start to piece together what really matters about this character to your story. What are their
defining memories? What is their pathology? The crown essentially allows you to answer the
question:
Who is this character?
Ta-da! Thats it! Thats how you do a character tree. Its so simple and to the point. You start factual,
then get emotional, then ideological, and then amalgamate those details into an actual character
psychology. It is a great way to build fully textured people with whole lives unto themselves. Better
yet, character trees work so well in making all your characters truly different from one another.
One great possible homework exercise for the more studious among you is to take a richly textured
character in existing media and try retroactively filling out the character tree for them. For example,
Hulk will bring you back to Tony Soprano because its such a great example of how a popular
character s psychology was brought to the forefront of the shows storytelling. It examined all the
ways his wants, needs, posture, methodology, soul, and history were shown through both his
conscious and subconscious existence. Try to work it out on your own!
All that being said, Hulk is going to give an honest warning: beware the dangers of character trees
too! And that is because creating such an abundance of information before youve actually figured
out your story can also lead to a lot of extraneous bullshit. For instance, the writer can feel like they
are locked in to those details after creating the fully-textured trees. Know that you can always
change it to enhance the psychology or find something more appropriate to your story!
A more common problem, however, is that a writer will feel like they need to cram in all the details
of the tree in order to make the character seem fully-realized. This is also not the case! For one, it is
more there for you as a comfort and support feature. Whereas other forces (that Hulk will soon get
into) should be driving your story! For two, it makes the assumption that the details themselves do the
heavy lifting of characterization. That is also not true! Instead characterization is more about the
texture of how characters behave in dramatic context. So don't go overboard with your trees!
You will notice a running theme in this book is that of achieving balance with all these devices and
helpful guides. Every benefit of a method will have a downside. And getting locked into any one form
of character methodology will make you lose the organic qualities a script needs to feel natural. But
completely ignoring character backgrounds will make your story seem paper thin. Like all things, it
is about balance.
So even if the sanctity of character trees are not the be-all-end-all of your writing process, they really
are a great technique for developing your characters and the worlds they inhabit. And they make a
great continual resource to fall back on during your writing process!
11. Don't Base Your Characters On One Person; Combine Them!
Points 11 through 15 concern the effect of real-life inspiration on our writing process. Because let's
face it, our friends and loved ones are a huge influence on our thoughts and experiences. There's no
real way not to incorporate them into our writing in some form or other, but you have to be careful
with it. Being extremely singular with your influences can be deeply problematic for well a
variety of reasons.
Like did you know that its surprisingly easy to tell when a young writer is basing a character on
someone they know? Hulk sees this all the time in scripts and the reason it sucks is that the writer
makes the assumption that the character's "reality" will do all the heavy lifting and provide the needed
texture.
Know this: just because a character is real doesn't make them feel real.
An audience cannot implicitly sense what you know about this real person. They can only sense the
information and characterization that is given, and unless that information actually conveys
something with meaning, it is hence meaningless. And if you've ever been in or taught creative
writing students, you will absolutely encounter the same problem every single semester:
Hulk: "Listen Jimmy, Hulks not sure the character choice there really works for what youre trying
to set up later-"
Jimmy: "But this is a real person!"
Hulk: Okay, but-
Jimmy: But this really happened!
Its a very easy thing do as a young writer. In fact, Hulk did it back in the day too. If anything its
something we all need to get over. Because the sooner you can come to the realization that the
persons reality doesn't matter for your narrative, the better off you will be. And what actually matters
is whether or not the action makes sense for the character as presented.
So what to do when real-life people are inspiring you anyway? What to do if you recognize a truth in
this real-life person that you want to explore it? How do you approximate the influence of real people
into your script in a more organic fashion? How do you make them into something far more organic
and unique?
Hulk has a surefire trick to make your characters more interesting: combine them.
You have that one friend who is really interesting? And that other friend who is really interesting,
too? If you try to write them individually they always have a tendency to come off as flat and wooden.
But if you combine the two of them? And you create a shared wealth of history and wants and needs
and backgrounds to draw on? Well, suddenly the character has a brand new psychology! Seriously,
you'd be shocked how quickly the character is brimming with depth and possibilities.
A long, long time ago Hulk stumbled into this dynamic (which Hulk assures you is not new). Hulk
was once working on a script in film school in which two of the side-characters Hulk kind of based
on real life folks were coming off flat and one-dimensional. The first was a gregarious, funny kid
who loved partying and was wasting away his parents college money. The other was an Indian
student with an interesting family story who was trying to approximate some kind of fun experience
in college. (Note: this movie was not Van Wilder.) And then it just dawned on Hulk: combine them!
Wouldn't you know it? But suddenly the character was leaping off the page. His "Indian-ness" no
longer defined him, and vice-versa - the party-guy suddenly felt so much more interesting and
atypical of the alpha-male figure of Americana. It removed the stereotype of both characters. And the
gregarious party-going behavior became an interesting way for the Indian character to manifest his
assimilation into American social culture. It became a fascinating over-compensation. It also made the
problems with his traditional Indian parents feel much more textured instead of obligatory.
Combining them completely revolutionized this character's story.
So Hulk started to do this with pretty much every single real life inspiration, and it worked like
gangbusters. You force them to be filtered through a prism of other characteristics and suddenly it
removes their singularity. Suddenly youre not searching for whats there, but instead what makes
sense. And of course, this device is not some one-size-fits-all thing you can do with any two
characters, but it becomes so much fun trying to find the neat combinations of people that actually fit
together. Better yet, it creates new meaning to all those details. And heck, combine three characters if
it makes sense!
Part of the reason this seems so counterintuitive is that we like to think that we see the people in our
lives as complex, and they very much are, but believe it or not we have a tendency to still reduce them
in our minds to their own kind of stereotypes of individuality. We look at them and rarely think of
their totality, but just go "Oh that's just so and so!" and so often we cant help but define them in terms
of how they affect us. So what Hulk loves about this method is that it forces you to remove the singular
way in which you think about the people around you. It gets you to make choices. It makes you think
about what is appropriate. And it absolutely breeds three-dimensional characterization.
And the great thing about this methodology is that it is not just true of characters
12. How To Filter Your Real Life Into Storytelling
Story inspiration doesn't just come from the characters we create, it comes from our own lives,
experiences, and stories whether they be hilarious, horrifying, or mundane. But again, the same
lesson as point 11 applies:
Just because it happened, doesn't make it feel real to an audience.
Thus we must take these inspirations and events and filter them into real storytelling models and beats
that make sense for dramatic purposes (we'll explore this in greater detail later in the structure
section). But the same idea applies: you cant be lazy and assume the reader knows the event in
question is true just because the author does.
In fact, movies can often experience something Hulk calls the true story complex.
You ever notice how real life can have this strange way of feeling distinctly "unreal"? After all,
nonfiction stories are usually filled with the grandest elements and extremes of human behavior.
Rarely do you see normalcies contained within them, like the mundane heroism of getting up and
going to work every day, or doing what you need to do in order to feed your family. No, our
nonfiction is often immense and towering because we are naturally attracted to our extremes and
grandest possibilities. And if youre trying to tell a story where youre interested in our most
fact that protagonists are always dudes, that they have the kinds of faults that arent really faults (so
and so never had any time for love!), writers turning the issues of the film and story into their own
personal soapbox, video game designers automatically programming their likenesses as the heroes.
Hulk could go on and on. Its all a weird form of insincere, self-aggrandizing story purposed through
the justification of sincere experience.
Actually, all of this is hinting at a pretty damn good rule that we can just use as extension:
14. Do Not Write Yourself As The Main Character
We always want to do it. Its human nature. But Hulk swears to you if youre a young writer it wont
be a helpful tool. It just naturally skews toward all the indulgent, masturbatory stuff Hulk alluded to
above. Youll assume your protagonist is likeable, because you think you are inherently likeable. You
will shade experiences that make them seem bad to come out better. You will naturally be predisposed
to cheat empathy and embrace posture. You will be assumptive. Its not that the storytelling cant be
done well this way. Its just that its a terrible learning tool, especially when you need to learn how to
write other people first.
Hulk argues that picking a main character that feels distance to you in terms of experience or ethos
can actually be a great learning tool. It will teach you how to use empathy. It will place you in the
mind of the audience who doesnt know this person, either. Thus you will relate to them the way the
audience does, and you wont be living vicariously through them in your made-up universe. You will
be eschewing indulgence. You will be best serving the purpose of storytelling.
But like every rule Hulk presents in this book, its not to say you can't make the story of your life
work, nor is writing a version of yourself as the main character impossible to do well its just that
its extremely difficult to do so. Trust Hulk on this one. It takes a special kind of self-dissonance and
the desire and will to eviscerate yourself in dramatic function. Even the most lauded masturbatory
works call direct attention to the callousness of writing a masturbatory work. Like with the best films
in the oeuvre of Woody Allen, he weaves the problems and hang-ups of his own masturbatory writing
directly into the narrative. Heck, at times he outright explains how insignificant it is and how it only
helps the artist (this is the entire theme of Deconstructing Harry). There always has to be a purpose
and reason for the inclusion.
Hulk keeps saying it (because its true), but achieving balance is always the right instinct. Its about
understanding the mechanism and reason we do something. And this time it is the understanding that
both reality and self-story do not automatically make for good fiction. Go back and watch Kaufman
and Jonze's Adaptation, which is 100% about this entire concept. It's all about how one cannot simply
rely on the facets of truth and must search for beauty and truth and themes, and must ultimately
embrace storytelling conventions to make those ideas resonate (even if one does so somewhat
cheaply). And that film explains it better than Hulk ever could.
So sure, you can tell the story of your life and present yourself as the main character, but Hulk
implores you to consider the reasons you are doing so. And to further consider the import of what
you are giving an audience. Be sure its not just for you to work out your drama. Instead, give us the
tools to help work out our own. Give us an experience of empathy. Bridge gaps. Tell a story.
Because getting too close to real life is pretty complicated, especially when you start selling your
story as real
15. The Biopic / Reality Complication
If what Hulk just said is true for your fictional stories, then, believe it or not, it goes double for
biopics and true story inspired films.
So lets just be upfront: Hulk has a great deal of reservations when it comes to the biopic as a film
form, as they tend to have a really high degree of difficulty and that always leads to several
reoccurring problems with the form.
Why is the form so difficult? Because recounting a life story tends to have nothing to do with how
narratives actually work. Sure, every human has events that change them and natural act breaks, and
sure writers do their best to try and make it a story, but it doesn't ever end up feeling like one, does it?
Often it just feels like stuff happening. The writers will recount all the "greatest hits" in a person's life.
And often attempts to cram clear narrative devices or scene purpose or recurring themes into the
story feel completely disingenuous, shoehorned, and inconsistent with the otherwise realistic tone
of the film. Its actually a helluva problem.
So as a writer / filmmaker, you have two real options.
The first is to heavily layer on the conventions of narrative over the story, so that the traditional
storytelling elements do not feel half-assed. So they do not feel inconsistent with the overall tone of
the piece. You make it feel just as tight as any fictional piece; you just have to be super confident that
those narrative conventions actually fit the truth of the person too (otherwise you might just be
making propaganda).
The best example of heavy narrative layering done right is Spike Lee's incredible Malcolm X. The
stories in the film all have very specific narrative conventions. He expresses Malcolm's life through
tried and true story tropes. He approaches each of Malcolms life events like little mini-movies, all
adding up to a much larger story. He makes the film episodic. At first there was Malcolms hustling
days. Then his jail days. Then his period of learning (education montage!). Then his rising up into
power days. And ultimately, his meditative final days. There are way more sections than these, too, but
each of them feels like its own specific little movie. There's so much propulsion and economy to each
mini-story. Lee fully embraced the principals of narrative at every turn so that the supposedly
restricting "facts" became incredibly compelling. He doesn't change the facts. He amplifies the facts
cinematically. And in doing so he creates a biopic that isn't just true, it feels true.
The second option is to pretty much dismiss the concept of narrative all together and commit solely to
the concept of accuracy. This means you tell the story through the evolution of relevant details. This
works less well with a person's life, and much better with a specific event or time-frame. Hulk calls
this the journo-cinematic route. You be like All the Presidents Men. You be like Zodiac. You be like
Zero Dark Thirty. Even with made-up stories that still want to capture the texture of reality you can
do this. You be like The French Connection. You be like Contagion. In all these films you eschew or
downplay the principals of narrative and character arcs to tell the story of "an event" through the
fixation of detail. The actual human characters come in and out and should be entertaining and fullyrealized, but the film should be focusing on narrative propulsion, usually through the character s
fixation on the event itself!
The first time Hulk realized that little nugget suddenly the entire plot-based film concept made so
much sense. The character s drive help's fuel the film's drive. In all these real event films Hulk lists
above, whether fiction or nonfiction, they are filled with characters that push through discovering the
narrative itself. To unlock Nixon's Watergate. To find the Zodiac Killer. To find Osama Bin Laden. To
find Charnier. To understand and cure the disease. Their unbending fixation is there to serve the
propulsion of the narrative. So where is the arc? Where is the character change we truly need in
movies?
The event becomes the character.
It absolutely blew Hulk's mind when Hulk first heard this idea. It seems to fly in the face of all the
character-centric stuff Hulk said earlier, but this detail is revelatory. Even though these kinds of films
are some of Hulk's favorites (and maybe yours as well), there are still a lot of people in the traditional
audience that can't relate to them. Theres often no central character journey, other than little subtle
stuff. It is harder for the audience to empathize, but you just always have to hope they stay engaged.
Always hope they could see it like Hulk does and see the event as the character, but Hulk understands
why its hard. Sure, they might be missing out, but the filmmaker just has to reconcile the fact that
kind of plot-driven reality story is not for everyone.
Now, you may say to all this: B-but Hulk! That cant be right! Just two options?!? With nothing in
the middle?!? Theres gotta be a way to split the difference, Hulk, theres gotta be!!
Fine... There's one option. And that is you have to perfectly capture the sanctity of realistic detail and
combine it with the ethos of character-driven story in complete and total harmony.
The problem is that option is so difficult to do that Hulk has only really seen one narrative perfectly
capture it in the entirety of TV and film (novels are much better at it, but they have the space and
clarity of intention).
That narrative is The Wire.
People often mistake The Wire for only having the journo-cinematic route and that's not accurate.
Yes, the show was written by former journalists, who drew on their real lives and experiences. And
they used those details in such a responsible way that it just seemed like the journalistic element was
dominant. Everyone was like "The Wire is totally, like, real man." ... But that's only half the story.
Because the show also sticks so beautifully to the elements of narrative, particularly Greek drama
structures. They were just so damn good at grounding those narratives in the journalistic influences
and blending all of it with a kind of muted un-cinematic texture. It resisted all forms of stylization
(there's a great anecdote where David Simon talks about a choice not to have the camera pan down to
show an important detail because "The camera wouldn't know to do that." Point being it was an
unstylized, neutral universe). Even with all the show's fixation on detail, they still used perfect story
economy. They only used the level of journalistic detail they needed and the rest is traditional
character arc and catharsis. And in terms of theme it may be the single most socially-conscious,
thematically loaded television show that has ever existed.
Hyperbole much, Hulk?
Whatever. It's The Wire. And if you're going to try to replicate it, if youre going to try and split the
difference between the influence of real, true story-ism and character-centric intention, just
understand how hard it is to do cinematically... We may never see anything like this show again. But
even then, perhaps there are some lessons to take away from it.
Like this one:
16. Research!
Hulk could give you a simple note here of do your research! and be done with that, but that would
ignore what Hulk sees as a rather complex issue.
Given #1: Whatever the subject you are writing about, you should be fully researched on the topic so
that you are a mini-expert and will be ready to represent it as truthfully as possible in your story.
Given #2: Dont ever let anyone tell you that you dont have a little flexibility.
The problem with talking about movies is that so often people are coming from different places when
it comes to not just the effectiveness of your film but the accuracy of it too. There is just such a
wide range to how the audience treats verisimilitude.
And Hulk will go into the following idea at great length later in the structure section, but writing a
compelling narrative often doesnt have that much to do with scientific accuracy and plot holes, but
far more to do with the ideas Hulk has already mentioned regarding character consistency and
thematic resonance. But just because those things are more important to making a good narrative
doesn't mean that we shouldn't bother putting the effort in to make our films as accurate as possible
(within reason). That would just be lazy.
And if Hulk is being honest, then a lot of writers in this industry are guilty of being lazy. Hollywood
movies and glitzy televisions shows are filled with all sorts of nonsense. Like how often has it seemed
that the writers have never used a computer and don't understand what the term "hacking" actually
means? The 90s are an utter graveyard of techno-babble, but thankfully our research departments
have gotten pretty damn good at this.
What Hulk would actually argue is a far more valid topic when it comes to your research is
upholding the spirit of accuracy.
What does that mean? Well, for instance with Lost (which was an amazing show all things
considered), it had a scientific element that was often lauded by casual viewers. And it got people
excited about those concepts. Suddenly fans of the show were reading about electromagnetism and
Minkowski space and how those concepts fit into the larger themes the problem was that when you
examined the science up close, it was pretty much gibberish. Hulk has a bunch of non-armchair,
seriously hardcore science friends and it was really, really hard for them to watch the show. Mostly
because they would reference these cool advanced concepts and then not actually understand their
function. Again, Hulk doesnt think this got in the way of making Lost a great show, and Hulk would
argue that it actually did a very good job upholding the interest and value of science. But to the
hardcore, they couldnt abide. There is quite simply a rift in audience needs with these things, so
understand that anything less than expertise will be viewed as such by certain people.
Perhaps the real boon of true research is how it can go on to inform so many great ideas and really
flesh out your story. You just have to put the work in. And it may sound crazy, but Hulk honestly
thinks that audiences subconsciously respond to characters when they really know what to call things.
A lot of Hollywood producers fear having their characters talk over the heads of the audience, but in
truth, the use of specific, esoteric details can actually give the air of veracity. And sometimes great
truths are arrived at when you work backward from that veracity.
Going back to David Simon, Generation Kill is compelling because all they tried to do with the
narrative was create the most accurate depiction of life as a soldier in Iraq imaginable - and that was
it. And they did so in a way that was only meant to make those soldiers agree. But by pleasing those
soldiers, they created a kind of detail-oriented truth that helped strike a chord with those of us looking
in on the situation. Its what allowed us to access them.
Simply put: audiences like to watch smart, talented people do their professional thing.
And it is responsible for most of the good cop, lawyer and doctor shows we see on TV. The problem
is that some of them have taken to lying right through their freaking teeth when it comes to the
spirit of the work. And Hulk thinks that this dishonest approach to portraying real-world
professionalism has really bad societal consequences.
Look at CSI. The science may be sound and it may have a team of experts to show off real techniques,
but the show is the most dishonest look at solving crime imaginable. Its an inauthentic narrative
about how those sciences are actually used in the field, how those people really do their jobs. It is
even utterly dishonest about the success rate of the techniques and, most importantly, the kinds of
resources police actually have. And as such it creates a seriously damaging portrait of how policing
actually works.
Don't believe Hulk? A lot of courts have stopped taking jurors if they are CSI fans... Hulks not
kidding. The show lies so badly when it comes to the reality of police procedural abilities that
potential jurors expect every single case to have the kind of resources they need for high-tech on-site
forensic evidence. In truth, CSI experts are three scientists in a little lab nowhere near the action and
there is usually a six-month waiting list for only the most high profile cases. An infinitesimally small
portion of cases get a whiff of that kind of science aptitude and weve turned it into B-movie pulp.
And sure, narratively speaking, CSI is fun, silly television with big reveals (theyve patented the Act 4
to Act 5 double twist) and a hyper-stylized flare, but the real problem is that they are doing so under
the guise of realism and scientific accuracy. It brings up a really difficult argument about the pursuit
of narrative vs. the pursuit of real-life logic (and again, there is some wiggle room here), but Hulk
thinks you can often push those creative liberties into the realm of creative dishonesty. They are lying
about the most important thing possible.
They are lying about the purpose.
So what to do? On one hand, Hulk is arguing that accuracy doesnt matter for your story. On the other
hand Hulk is arguing that accuracy can matter more than anything. How do you know when is when?
Its an insanely tough question, but its actually one you have to answer for yourself. What kind of
story are you telling? Does the accuracy matter to your story? Would it be dishonest to represent it as
anything but accurate? Is it okay to be pulpy and use pseudo-science here? Your ultimate takeaway
should be to utilize a manner of storytelling that accurately reflects the intention of your storytelling.
17. Drama vs. Story
The following would likely make more sense after Hulk has finished the structure section, but its just
so important to understand before going into the writing process that it needs to be mentioned now.
Thus far, Hulk has prepared you for a lot of story concepts in narrative. Like how characters should
have motivations and psychologies. Like how there should be thematic backbones and meaning to
what you unveil. But Hulk has prepared you very little for the realities of drama. And yes story and
drama are two different things when it comes to our own particular working definition.
Think of story as the logical side of your narrative.
As an example, pretend one character goes and murders another. Lets say they have a reason for
doing it. And the thing is that we can find out what their motivations were either before they commit
the murder, during, or after. And in terms of story sense, each option would be just as logical,
right? Finding out wouldnt affect the character s psychology or logic for anything. The problem is
that just because a story may make sense, doesnt mean its necessarily engaging or the best way to
experience it. And where you put information reveals very much affects the experience.
Thus it is drama that is about the experience.
And this is how traditional drama works: a character explains why they care about something. We put
those cares into jeopardy. And then we fret and worry about the state and well-being of those cares.
Thats it. Thats drama. Its like threatening to kill the kitten. You take a compelling character and
suddenly theyre hanging on a rooftop. But its not just danger. It has to be active danger felt by the
audience. We have to connect to it and have empathy. And so the idea of drama is to engage the most
active part of the audiences brain and turn up the urgency and viscera.
And you do that by understanding the stakes.
Let's go with a hypothetical: pretend you are... well... you. This is not a movie. This is totally real life
and you are on your way to work or something. Now pretend someone suddenly showed up and said
"Hi, I'm your long-lost brother. Quick, there's someone after me! Help!" ... What would your reaction
be?
Answer honestly. Mostly you would be confused as all hell. You wouldn't know if you wanted to trust
this person. You might go on instinct in either direction. The only thing that would draw you in to
doing this is a sense of mystery. You would want to know the truth, right? And Hulk imagines it would
be a rushed and crazy scenario! Would it be exciting? Sure! Would it be the craziest thing that could
happen to you that morning? Probably! But as far as you go, meaning the person you are, complete
with your own motivations and interests, wouldn't you mostly just be like "What the fuck!?!?!?"
Well guess what, folks? That's exactly how audiences react to new information too. We like to think
the sudden reveal of information and Lets go off and deal with it! is the most exciting and interestdrawing approach in the universe, but its not; its just chaos and curiosity.
Hulk swears to you that reveals of new information just don't have the same dramatic effect as a
previously established level of investment. And how could they? We may like someone and be
intrigued, but if we're not empathizing with someone, then we're not so willing to go off on a crazy
journey with them. Which, guess what, is exactly what we do when we watch movies with traditional
narratives.
To back up what Hulk is saying here, imagine if you had a long-standing, great relationship with your
hypothetical brother. Again, this is real life. And then all of a sudden he showed up and said someone
was trying to kill him. What would your reaction be then? When it was someone with whom you had
a whole history with and had built trust and genuinely loved? Why, then you'd have motivation to
help. You'd even have understanding and clarity about your motives. You'd want to help him and
youd care what happened to him, because your response is based on something that has been built
and earned.
Well guess what? That's exactly how audiences react when they have built a relationship with a
character in whom they are invested.
And its true of all drama. We need the information and defined relationships and then we need the
stakes. You may have heard the phrase dramatic irony before and its meaning is simple. Dramatic
irony is when the audience is privy to some piece of information that the characters onscreen are not
privy to yet, and thus it creates tension in the audience. The most obvious example is like something
out of a horror movie when we know the killer is standing in a room and the lead character walks in,
unsuspecting. We may even see the killer start stalking them. And thus, we fret! But this is the clearest
example of dramatic irony; you can achieve it almost any way you see fit for various models of
tension and release. A character walking into a trap. A character not knowing someone is about to turn
on them. It builds tension and effect. But the important thing to note is that dramatic irony is derived
from the audience knowing the information. When you know what is going on, when you know what
is at stake, it is amazing how much you can accomplish in engaging your audience.
And yet, Hulk looks around at the landscape of narrative storytelling these days and sees a complete
lack of understanding when it comes to drama, both traditional and ironic. Seriously, Hulk thinks it is
the number one bad habit of our good writers. Its like the entirety of Hollywood needs to take a
playwriting class.
Last year, John Carter was released and it was concocted by a handful of certified storytelling
geniuses (Stanton, Andrews, and Chabon). Every bit of storytelling in the film is logical. Every bit of
plotting eventually makes sense. All the actors were compelling and filled with personality. But why
was the movie inert? Why did it fail to capture our collective interest? Hulk knows it has its fans, but
on the popular level it didnt quite engage the audience at large. Why?
Its because almost every bit of story information and character motivation was saved for later
reveals, often given right as the dramatic action was actually happening. Meaning the entire movie
was essentially the brother appearing out of nowhere and then explaining to us the how hours later,
long after we really needed to care.
People just dont watch movies with rapt dramatic interest when clarity is delayed. They may be
curious, but curiosity is not a long-term plan. People would much rather watch films actively, with
subconscious understanding. They follow the actor s body language and feelings. We need to
understand what they care about. We need to see the world through them, not at them. Thus we need
drama, plain and simple. Empathy is based on clarity. We need to understand.
We need stories that give us reasons to care and then just step back and let us care.
Whats rather ironic about this point is that nothing makes the case more than one of Stantons
previous films, Finding Nemo. That film opens with a short scene in which two fish, Marlon and his
wife, are deciding what to name their big batch of children who rest below them in egg form. But
suddenly there is a horrific barracuda attack - Marlons wife is killed and their eggs are eaten, save
one (who will become our titular Nemo). Its a deeply compelling scene, one that engages the
audience and makes Marlon extremely empathetic (notice hes not just doing a nice thing - instead,
the movie killed the cat). But the real import of the scene is that we then understand why Marlon
spends the next two hours of the film being overprotective. He was so haunted by that experience that
his over-parenting is kicking in. And even if we dont agree with his behavior, we, the audience,
completely understand why hes doing it. We can empathize. And we will follow him through the
depths of hell to get Nemo back. Its all a genius bit of dramatic storytelling.
And Stanton didnt want to do it.
He wanted to put the opening scene two-thirds of the way into the movie so that it was a reveal. So that
we would understand everything in this late moment and go Aha! There was a reason! The
filmmaker knew what he was doing all along! But the filmmaker also did not realize this aha
moment might not be worth sitting through an hour and a half of your main character being an overparenting, non-relatable asshole. It is just such a complete misunderstanding of how drama works. Its
late information for no functional reason. The movie works a thousand times better playing the
information straight ahead at the very beginning. And the Pixar story team knew this and adamantly
insisted Stanton put the scene at the beginning. They were right.
But Hulk guesses that Stanton wanted to prove he was right all these years later and so John Carter
uses the same exact device of a dead family, only Stanton reveals this two-thirds of the way into the
movie in the middle of a big fight. The scene itself is rousing and pretty and completely ineffectual
when it comes to the films overall drama. Worse, the damage is already done. We just spent most of
the film trying to be empathetic to our main character who just seemed to be a withdrawn jerk to
everyone he met. There is no understanding. There are no stakes. And this poor decision is
symptomatic of everything in the film. Its all logical story information with no real dramatic
experience. Theres no stakes or motivation. The film has three prologues of nothing but information.
None of which are character-based or reveal motivation (like a certain dead family one would allow
for), but instead are just moving bits of plot that will only make sense by the end. But they wont be
compelling.
Hulk does not mean to single out Stanton by any means. The frustrating thing is he is so damn talented
with almost everything else that its frustrating he cant get this basic concept of story experience. And
he is far from alone in this tendency, as so many writers and directors do it too these days. Why does
this happen? Hulks not too sure. Often the storyteller wants it to be different, maybe? The method
of traditional drama and how it just lays out all the information might just be seen as too
straightforward. Instead, they want the allure of mystery and delighting in the reveal, like performing
a cinematic magic trick or something. Honestly, Hulk thinks this tends to be a show-offy way of
displaying an understanding of narrative. A way of saying look how smart my writing is! Like they
want to show that they understood this confusing thing all along and you should have trusted them.
But as one of Hulks favorite old adages of this business goes:
Dont impress me, convince me.
And drama convinces the audience every time.
But Hulk isnt there a place for mystery, too? Cant curiosity work? Cant a reveal be an awesome
thing?
Sure thing you just gotta understand the mechanisms.
18. The JJ Abrams Question - Mystery? vs. Urgency!
JJ Abrams has built a career off the power of mystery.
Hulk feels pretty comfortable saying that. He knows that a well-built mystery can engage an audience,
propel further discussion, create a beautiful atmosphere, and lock into your sense of curiosity. What
obviously helps is that his work has tremendous energy, but far more importantly, all of his projects
absolutely commit to the power of mystery. He outlines the whole theory in his now-famous
(infamous?) TED speech about how mystery can command a story all the way through the storytelling and especially the marketing presence. Even his frequent co-writer and collaborator Damon
Lindelof often talks about his writing strategy where every character he writes has a secret, which
informs and guides their depth.
Make no mistake, these tactics have great value. Hulk has even used the secret tip a number of times
too... But both these guys tend to use the power of mystery and secrecy to a fault.
Like first and foremost, how sometimes mystery is just not the required tone or choice for
narrative propulsion and yet they use it anyway. Yes, when used correctly mystery can hang over a
scene to wonderful effect, but it can also hang over a scene to an incredibly muting effect too. Like
the heart of drama, sometimes scenes just need to be functional. Sometimes they just need to be clear.
Sometimes they need to have urgency.
Urgency is simple. Urgency is born from clarity. We have to stop that thing or the bomb goes off and
we both die! The thing Hulk really likes about this kind of storytelling is that it is a visceral
engagement. Mystery makes an audience member go "Oooh, what the heck is going on here?" and
brings people into their minds to ponder. This is admittedly a vital engagement that doesn't happen
often enough in cinema. But it is often just a cerebral engagement. And urgency, with all its dull
simplicity, allows the audience to skip the use of their brain and just experience the film in the most
primal and exciting way. That may sound like Hulk is advocating being a philistine, but not it all.
Different scenes and films just call for different things. And Hulk thinks urgency is geared to how
best use filmmaking's natural power.
And don't think that urgency only applies to action and world-ending circumstances. It works just as
well for two characters talking about something that is important to each of them. It is wholly
functional. Think back to how many conversations on Lost had two people waxing philosophical
about something we never actually understood the specifics of. Sure, we wondered what the heck they
were talking about as they tip-toed around vague concepts, but we were not necessarily engaged on a
character or story level. And the moving shell game of mystery! became more and more tiresome
with every passing season. It wasn't that we wanted "answers," it was that we wanted clear stakes and
something that felt like it mattered. Mystery is great, but it truly has a short-term lifespan. If you try to
sustain it for too long, you're sunk.
So if Lindelof needs to give every character a secret, do we then lose the power of two characters
arguing with all their information out in the open? When there are stakes we understand? Hulk
understands that Lost was often interested on a thematic level in subverting the very idea of what one
can actually know (focusing on the need to place ones energy into faith), but so often this wishywashy mysteriousness overpowered the mechanics of basic conventional narrative. What's funny is
that the first season really did understand how to balance (theres that word again) that mystery with
the power of clear stakes and perceptible character motivation. But the deeper down the well they
went, the more they lost sight of that balance, so much so that it even ruined some of the power of the
central mystery... And please keep in mind this is coming from a Hulk that really, really, really loved
the show. Its just a good example because so many people are familiar with it.
Ultimately, there are clear reasons to use both mystery and urgency, but Hulk just wants you to be
aware of, you know, how to use them and why. Again, its the mechanisms. So ask yourself, what
would make this scene work better? Not understanding the urgency and engaging the audience on a
cerebral level, or totally understanding it and engaging the audience viscerally? That is the central
question.
Believe it or not, the best example Hulk can think of when it comes to late character reveals is Planes,
Trains, and Automobiles. You see, the films central conflict is driven by the fact that this crazy guy
(John Candy) seems one-dimensional and annoying. And this provides comedic conflict for the main
character (our audience surrogate, Steve Martin) as we tag along with him on his journey. And then
when the movie calls for catharsis, we are given the information that the annoying travel companions
wife recently died and all this behavior is symptomatic of the fact that he is lonely. Why does this late
reveal pay off here and not in John Carter? Because the conflict we get from not knowing is what
drives the movie. If we knew his wife was dead at the beginning it would be hard for us to laugh at
him while empathizing with our main character s situation. And when its time for that conflict to be
resolved? The information is revealed, and it works.
The following will sound confusing, but for your own work: you have to gauge the validity of the
conflicts that are given to the audience from characters not knowing that information and you
compare them to the kinds of conflicts that are created by the audience knowing that information.
Does that make sense? And Hulk wholly argues that if we knew from the beginning that John Carter s
wife had died, we would have understood why he was pushing others away from him, felt awful for
him, and followed him happily on his journey to Mars where he would find a new lease on life, and
ultimately would have relished in the depths of conflict the moment he was put in harms way. The
films narrative didnt require mystery.
It required empathy.
And going back to Abrams, perhaps nothing highlights the differences of the two approaches like the
stark difference between Abrams Mission Impossible III and Brad Birds Mission Impossible IV:
Ghost Protocol. The first steeps every single character and even the film's central nameless
MacGuffin in the total shroud of secrecy. The second example eschews mystery altogether and
explains absolutely everything involved, gives you all the tangible stakes, and takes you on one hell
of a compelling ride.
19. Dont Over-Mythologize
Hulk is always deeply reluctant to give vague personal anecdotes, but sometimes a situation speaks
directly to a great point and thus it is necessary. So Hulk once sat in on a big development meeting.
It was going to be for this giant popular thing, too. We sat down and the writer starting pitching their
version of the project and they immediately started talking about the mythology of the world they
were creating. They went on and on and on and on and on until someone Hulk will just call one of
the smartest people in Hollywood stopped him dead in his tracks and said:
Look. This is all good and neat. But whats the story?
Writer: Oh yeah, well theres this main character and his parents die, and....
Then they went on to tell a very formulaic, uninspired story about their characters that they didnt put
half as much thought into as they did the world in which they were setting those characters.
The anecdote is symptomatic of the fact that we now live in the age of mythology. Weve become
fascinated with building worlds. Not stories. And yes mythologies can be very cool things, but like the
background information in character trees, having a fully realized world is merely a great thing to
fall back on with which to texture your world, but never forget that narrative and character are the
driving forces of your film.
Hulk knows weve all come to love the Star Wars universe and mythology, but we fell in love with it
because the original film was a good story, well told. It wasnt just the revolutionary effects, but that
the films narrative had a revolutionary sense of propulsion for its time (see the anecdote in Biskinds
Easy Riders, Raging Bulls about Marcia Lucas making the call to edit for pace and not the actor s
rhythms). You always have to remember that stories and drama are what bring us into a universe, not
the other way around.
And for anecdotal evidence of such, that big popular thing was never made.
20. Everything You Write Is Inherently Saying Something
The following are valid arguments based on the text of each movie:
-Transformers 3 argues for not trusting our government and advocates military autonomy.
-Shrek argues you can only date within your race.
-Life of Pi presents a story that isnt real as example of the power of religious faith, thus arguing
religion is false.
-Top Gun argues well actually, Quentin Tarantino argued that one best.
All these examples are silly extremes, but proof positive that whether or not we mean to put messages
in our films and media, they are still there.
This is an inescapable fact of authorship and the anchor behind the entire field of semiotics.
Everything your characters do and say automatically implies something about the way those
characters view life, other people, and conflict. And the way the narrative regards those characters
cant help but show how you, the proverbial author, equally view life, other people, and conflict. Even
if you wrote those characters subconsciously as part of a pure automated attempt to execute your
narrative, and did so only in an attempt to be entertaining, it is still true: your writing is inherently
arguing for something.
But lets get this out of the way immediately: please do not assume this means that characters are
automatically a stand-in for the author's beliefs or some silly notion like that. Often it is quite the
opposite. The art of narrative is instead dependent on contextualization. Its about the way the entire
portrayal of each entity adds up together through the action themselves, through the reasoning,
through the tone, through the subtext, and ultimately within our ability to process it. And even if that
may seem like an obfuscation of intent, the totality of everything in a narrative has consequences and
supplies context. From there, the messages of a film erupt outward no matter what.
A good storyteller, however, knows how to harness those messages.
They use the story's context to create their own meaning. Sure, the nuances of semiotics are best left
for the realm of criticism, but the one core thing that you, the proverbial writer, need to have is a
simple awareness of what your work is saying. You dont need to understand every part of it, but there
has to be an anchor. It can be some grand on-the-nose political statement, it can be a specific thought
about a character's behavior, it can be a simple justification of heroism and kindness. But your work
is saying something. And the sheer awareness of whatever that idea is, your theme, your purpose,
often does half the job of sorting that context for you. Hulk will say it again: The mere act of having a
viewpoint and theme in your head while writing will do half the job for you.
Hulk knows that sounds like an over-simplification, but Hulk says it all the damn time: awareness
matters. Everything you write in your screenplay means something, so harness away! This is actually
where we get into the "soul" concept of that popular mind, body, soul approach to movies Hulk
mentioned in the inspiration section, but Hulk argues the intent was to provide themes that can be used
to compel both your characters and then the audience. Meaning it is the intent of what youre arguing
which is your best chance to connect to a person's soul.
And that means that thematic messages are not a burden or a responsibility, but a damn opportunity.
When looking through the lens of our most dutiful sensibility, theme allows the author to say
something important. It doesn't need to be oppressive and dominate the story or sense of fun in your
film. Even in the most silly of comedies like The Other Guys, McKay finds a way to comment on the
things he finds important and he makes them work with the context of a send-up of action movies. For
instance, he finds it interesting that action films often feature these crazy ethnic bad guys who operate
drug cartels and murder and stuff, but whose exploits are almost nothing compared to the pervasive
shame of white-collar crime (which often funds them). Sure, the film makes fun of over-the-top car
chases and clichd super-police officers, but it is also serious criticism about the simplistic way
action films paint good and bad.
And in a less preachy way, its really just saying something about human nature. So many of our films
are about love, loss, hope, and heartbreak. They are universal soul-connectors, but dont forget you
are inherently arguing something about those ideas, whether you mean to or not. So harness! And
even if you just want your movie to be fun and not overwhelm your audience with messages, then its
just a matter of tact. Or heck, you can post-modernly thumb your nose at the idea of "saying
something," and avoid what you think is trite or didactic, but isnt that just the formalization of your
own message? Hulk means, if that's what you actually think, isn't the script just an opportunity to
harness that message in a coherent way?
Reward behavior you think should be rewarded. Punish behavior you think should be punished.
Expose the shame of how behavior that should be punished is in fact rewarded, or vice versa. Show
what you think.
Theme is always an opportunity, not a burden.
Speaking of opportunities
21. Don't Write Women Just In The Context Of Men
Okay...
Hulk is not going to get big into this, because anything that dips into the arena of sexism becomes
such a difficult topic to discuss on a larger canvas. So Hulk wants to cut through all that and just say
that all writers have to do a better job with how they portray women. They just do. We should all at
least be able to admit that the culture of women in film is in a bad, bad way right now.
There are a lot of levels to it. There's the obvious, active sexism of a male audience that doesnt care
and just argues that women only need to be in a movie so men have something to look at (this actually
happens. A lot). And then there is the casual sexism of "Let's only define women through the gaze and
context of the male characters!" Or even the subconscious sexism of "The girl in this movie is the
way more interesting, driving force of the narrative and theme, but guys are default main characters!"
Of course, getting into the how or why these tropes develop would be the subject of their own book,
but suffice to say they are a problem.
And so much of it is just lack of awareness. So much of it is a failure to admit a problem.
And heres the reason it matters most of all: it is important to create interesting, vivid women for the
sake of your narrative altogether.
It has nothing to do with politics or any -ism. It has to do with good storytelling. You want all your
characters to have their own stuff going on. You want your characters to be textured and seem human
and have purpose. Notice Hulk didn't say Hulk wants you to "write strong role models!" because thats
not the same thing as writing vivid characters. And the biggest problem is how often female
characters are missing basic human traits. And any attempts to fix the problem are often met with a
phrase Hulk hears all the time from screenwriting students (and even professional writers):
"But I dont know how to write women!"
On the most basic level that's just bullpoop because it is a simple misunderstanding of
characterization that assumes a woman has to be defined by being female and not simply being a
female who has her own character worth. 99% of the plotting you can do has absolutely nothing to do
with gender itself. Its about people, relationships, external conflicts, or even saving the world. Yes
there are a bunch of ways to talk about gender issues with your writing, but you really dont have to
feel like writing an interesting woman automatically implies tackling gender politics. We have to
start on the most basic level of improvement and that means Hulk just wants you to give female
characters stuff to do! Stuff that doesnt have to do with men or passive sexuality! If you can write a
man, you can write a woman. To suggest anything other than that is ridiculous and lazy.
Hulk just wants us to get the basic idea of not always writing women as vacant or damsels or passive
characters. And its not like this is some conversation reserved just for macho male-aimed films,
either: a lot of romantic comedies starring women are particularly guilty of this. Actually, the best
thing Hulk saw on the topic was from the popular blogger Bitter Gertrude who is the artistic director
of Impact Theater in Berkeley. Here she addressed the strange and problematic similarity of narrative
approach from young women playwrights:
Im seeing a significant amount of plays by women with female characters structurally positioned as
the central character. However, that female character isnt driving the narrative she is, instead, just
reactive to whatever the male characters are doing. Its a woman sitting around wondering what to do
about some man in her life, talking to her friends about some man, interacting with some man about
his decisions or actions. Its still a story with a central male character, just told from the womans
point of view. If its a lesbian play, just change that male character to a female character. The
structurally central female character is just as reactive.
Heres the weird part: I ALMOST NEVER SEE PLAYS LIKE THIS FROM MEN. When I get a play by
a man, the central character, male or female, almost always drives the narrative and has an active arc.
Ensemble pieces dont change anything they work the same way, just in the plural.
So what the effing eff is going on here? I rarely see this from the more experienced, accomplished
women playwrights, but its shockingly common from early career women writers.
Hulk likes her use of caps! But the piece received a good amount of fallout wherein a lot of women
argued that it was representative of what a lot of womens lives are like, but within the piece itself she
nails why that thinking is problematic:
Being empathetic and reactive arent necessarily bad things, but these received narratives of how to
correctly perform our genders are having an impact on the way some playwrights are writing, and
that impact is working against some women playwrights ability to tell their stories.
Its not that passivity cant be part of the character s operational method, but good storytelling
requires that the author be conscious that passivity is the subject, either by transcending that passivity
with character growth (one of Hulks favorite movies ever, Juliet of the Spirits, is about traversing
passiveness and the same goes for Ibsens A Dolls House) or succumbing to the tragedy of passivity.
Either version displays an authorial intent to say something about the reality. Its just like Hulk argued
in the context section: what happens in your narrative provides a viewpoint.
And the problem Hulk sees is that the plays in question, as well as a whole host of romantic comedies
and TV sitcoms about marriage, are often rewarding that passivity. And while that contributes
horribly to the overall double standard and conditions of patriarchy and all that awful stuff, Hulks
problem for you is a bit different:
It makes for bad drama.
For you, the writer, it really is that simple. Hulk just explained to you why good drama is about the
experience and understanding of stakes and motivation. But how can you do that when you skimp on
the characterization and participation of 50% of the people on this planet? It is instinctually felt. Good
drama is built on the foundation of character growth. It is about characters making decisions and
being compelling and having active interest in their own lives. And when they dont, the audience
needs to understand why that is limiting them. Context has to rule. In essence, the striving for good
drama backs up the purpose of storytelling, whether through the gaining of knowledge, which is often
rife with sorrow, or by how it feels for humanity, or maybe even speaks to integrity. And the great
thing about drama is it can do those things even when people are being the opposite of those things.
And we are simply dropping the ball when it comes to doing any of this with our female characters.
You may think this issue is not all that important to the story you are telling, but every film on the
planet can be made better by making the female characters three-dimensional. Seriously. Its not a
revolutionary concept. Every film can benefit. Think of all the rare films that actually manage to do it.
Think about how even the most basic example of a not-embarrassing character like Princess Leia has
gone on to have such cultural resonance. Think thats an accident? Shes a smart, capable leader with
her own opinions, her own stuff going on, displays a whole range of kindness and anger and lust and
frustration and nuance. And wouldn't you know it, but it just so happens every audience member
comes to love her. Even the most sexist dudes on earth, who insist they don't "need" interesting
portrayals of women in their films, all adore Leia. Its not an accident. We can't help but enjoy when
fully-ranged and interesting people are onscreen, no matter what gender they are. Its not magic,
folks.
We are simply moved by interesting, human characters.
* * *
Note: we are finally winding down the conceptual section (hurray), so the last two points will cover
the ideas behind beginnings and endings.
22. The Value of Preexisting Conflict
"Everything was just fine! And then it wasn't!"
While this description suits a number of wonderful movies, Hulk is here to tell you that it is also the
first act of a whole shit load of bad movies. We get a look at some world that is built up with nonvital, non-compelling character work and then at a certain point, it's like the movie actually decides to
start. And while there is totally a way to build up normalcy and then take a spectacular right turn with
your narrative, that sort of writing takes a lot of deft understanding of rhythms and some serious
craft. So instead, Hulk is addressing the problems of a lot of our more traditional Hollywood
narratives, like action films and romantic comedies.
So many of those films dont use that time for anything important or critical to the story. This has
become our modus operandi. Even with scripts that try to start off with some big action scene or
attention-grabbing device, it is often an empty gesture. It is often energy without purpose. It is often
not even part of the real story. They assume just because were watching our characters that were
building relationships with them and it takes so much more than that to ingrain story purpose.
And thus so many movies pass up on the opportunity to ingrain their films from the very onset with a
sense of weight. All they have to do is start people in the midst of a world already in conflict. Doing
this gives your story immediacy, importance, stakes, meaning.
Think about how many great movies start right in the middle of a larger conflict. There's big, bold
examples like Star Wars, which famously starts in the middle of a space battle (with that epic shot
too) and there are hugely underrated movies like Manns Miami Vice (its a super plotty, lessaccessible movie that was using digital too early, but its still great). It doesn't even need to be some
grand scale thing. We can start in the middle of intimate human problems too. A parent's death. A
relationship at odds. A past psychological trauma. Starting off with these problems gives your script
immediacy.
This isnt some rule that inherently works better, its just that Hulk thinks people treat the opposite as
the rule. So dont be afraid to jump right into it. Its no accident that the greatest writer of all time,
William Shakespeare, loved dropping us right down in the middle of a larger conflict. That way one
enters a world that already feels lived-in and rife with history. It creates a world that we already know
has consequences and importance.
This isn't to say preexisting conflict should be required for every movie, not for a second! Just that so
many stories seem to miss out on an opportunity to use it. And that's a shame.
So keep it in mind!
23. The Ending Is The Conceit
If all the ideas in our films mean something, then your ending should say everything.
We often look at endings as those things that just wrap up the story and make us feel better after the
conflict is over, but a better way to think of an ending is for it to hammer in everything you ever
meant. All the story, all those themes, all those ideas, all that work, it should resonate as the audience
leaves the theater. It should not be extinguished in a merciful, placating whimper.
Sometimes it doesnt even need to be a big thing, but a small human moment. For instance, Hulk
adores the endings of Paul Thomas Anderson, which always seem to end on a slight gesture of sorts.
With Sydney (Hard Eight) our titular character covers the blood on his cuff, as he is a man who has
always kept his violence under a surface of shine and propriety. With Boogie Nights we have Eddie
Adams from Torrance staring at a mirror with his junk out, but he has completely lost himself: hes
delivering a monologue not even as Dirk Diggler, but his character s character Brock Landers,
finally pumping his ego / id / weiner up with Youre a star! Youre a star! Or with Magnolia, where
the saddest, most tragic character finally earns the ability to smile. Or with There Will Be Blood,
wherein Plainviews megalomania is finally sated when he has completely ruined and ultimately
killed an insignificant, yet ethically bothersome figure from his past, citing Im finished. And most
recently with The Master, in which our sincerely damaged and psychologically-played-with
protagonist of Freddie Quell has finally made a tangible (if puerile) connection with a lady in the bar,
the figurative sand castle figure made real. All these movies end with truly striking moments that
dont fit in a lot of conventional resolution models, but they connect with us because they hammer
home the entire theme of their respective movies with great character moments.
One film Hulk loves to use as an example of the ending being the conceit is James Gunn's excellent
Super, wherein he didn't just use the ending to ram home all his ideas, but used it to reveal what the
thematic idea of what the film was really about the whole time. And it wasn't some cheap plot trick or
a twist or anything as trite as that. The film just took on a bigger, more human and emotional scope.
The film, often hard-edged and satirical, was transformed by a real emotional sensitivity to what had
transpired and then was driven home by the thematic hammer. It was downright resonant and reshaped the entire film you saw. And the movie could have so easily placated us and alleviated our
worries after the climax, but Gunn really understood how much you could say with an ending.
Endings always matter and they matter thematically, dammit. Why else would Shakespeare (the
aforementioned greatest writer of all time) always end his plays with some haunting or beautiful
monologue? One which was delivered by an actor right to the audience? One in which they would
ruminate on the events that have transpired, what it meant, and how they should resonate going
forward?... Hulk mean... He is basically saying the conceit right at the end!!!
Like Hulk keeps saying with most of these points, do not look at the ending of your piece as a burden,
but as an opportunity. An opportunity to say everything you want to say in your movie. It is an
opportunity to be poetic, resonant, and interesting. It is an opportunity to be soulful and underline the
purpose of storytelling.
And if you skirt on that opportunity? And just wrap a few things up without living up to the rest of
your film? Then that might be a bit of a problem because that's what the audience leaves with. Hulk
swears this is why so many people forget movies so quickly. They may have a smile on their face as
the credits roll, but they need something to stay with them. So give them a reason to remember it all
on their way out of the theater.
The ending is the conceit.
So hammer home your points. End strong. Say something.
Now let's quit this conceptual shit and get into part five and how to use structure!
Part Five - - How To Tell The Story Structurally
Note: The corresponding picture of screenplay management, shown above, can die in a fire.
Most screenplay books are obsessed with telling you exactly how to structure your screenplay. They
give you charts and graphs and tell you all stories work in the same way and give you paint-bynumbers guides to doing the same.
Hulk rejects that crap.
Because the sad truth is, that approach doesnt actually teach you how a story works at all. It just tells
you what a story sometimes looks like and how to copy it. And that wont help you understand how to
write one bit. Its like using a single recipe without actually understanding how to cook.
So Hulk is going to dive headlong into structure too (because, yeah, its super important), but its
going to be focused on understanding how it works! This is going to be about giving you the
mechanisms you need to craft and tell the stories you want to tell and say what you want to say.
Understand the why of how all these tactics work and suddenly you will be able to cook, so to
speak. And Hulk assures you that Hulks approach is not going to feel restrictive.
Its hopefully going to free you.
* * *
So the parsing out of a screenplays structure (aka deciding how to tell your story) is commonly
referred to as "breaking a story." Hulk likes that phrase better than "constructing a story" because that
word reminds Hulk of the idea of logistical assemblage, whereas breaking a story is about taking the
idea itself, almost as if it was a raw chunk of marble, and carving it down to your immaculate
sculpture. Its like you are taking your inclination and the story already locked in your mind, and
breaking it down so you understand it on a structural level. It's like you are manipulating what you
already know on an instinctual level. Heck, maybe its like working with Play-Doh or something.
Whatever your metaphor, Hulk likes this kind of thinking much, much better than the notion of
construction.
Anycrap, let's look at the best ways to break a story!
24. Economy Is Your New Second Best Friend
A friend of Hulk's said something fascinating recently. He made the comment that there's not a
single summer tent-pole released in the last ten years that couldn't stand to lose at least 15-20 minutes.
This is a truth.
It is stunning how many movies today tell their stories with a ton of fat. And no, Hulk not talking
about mere "pacing" which is built in the edit and direction (and something that is actually executed
faster than ever these days). Hulk is talking about script-level fat. Hulk is talking about whole scenes
that have no purpose other than to be funny or cool. Hulk will get into the inclinations that create this
story fat in the next few chapters, but the point is that you really, really need to embrace the concept of
economy. It should be the huge thought in the back of your head. Repeat it again and again: tell only
as much story as you need... And if you're telling more than you need, if youre delving into chewing
on the proverbial fat, well, then there better be a damn good reason for it.
Look, Hulk already knows that you might be suspicions of writing without that kind of loose
freedom, as there are exceptions to every rule. Some movies excel in how they are able to revel in the
fat. Quentin Tarantino and the Coens have long-running tangents and jokes, but Hulk wants you to
keep one very important fact in mind: they are some of the best writers on the planet and can do what
Hulk is arguing for here in their sleep. And by comparison, Hulk reads four scripts a week of people
indulging the fat for no other purpose than 1) padding stuff out or 2) because they dont know how to
get whatever is funny or interesting about that fat into more purposeful methods of storytelling.
But the real value of keeping economy in mind as you write is that its a perfect learning tool. By
focusing on economy as a developing writer, you will force yourself into moments where you learn
how to combine thematic ideas with character. How to link a fun scene directly into the plot. And
Hulk guarantees you that by valuing economy from the onset, it will help you create a tighter, more
focused, exciting script.
Better yet, if you do manage to write a crackling, economical narrative, then Hulk is here to tell you
that it will be far easier to integrate characterization, texture and theme than it would be to go in the
other direction. Trust when Hulk says it is far more difficult to take a lumbering story, full of
thorough characterization and thematic exploration, and then somehow parse it down into a tight
story. So why not go the other direction?
In every kind of story, even the most casual character pieces, even films with a leisurely editing pace,
you still want the character's evolution to secretly be propulsive. Even with the most intimate, human
stories, you always want to enter each scene with a new sense of purpose and interest. And then you
want to do it over and over and over again. You want the film to feel like it should never end.
Okay, Hulk! I should write a propulsive story. But whats the best way of doing that?!?
Well in order to do that you are first going to have to unlearn two of the most popular storytelling
models in screenwriting. Why? Because they are just totally bogus.
Luckily, Hulk is here to help you do that.
25. The Myth Of The 3 Act Structure
Hulk hears it all the time when people complain about movies: Its the problems in the films second
act!
All the fucking time.
Now, Hulk understands what the complainers mean by the statement. It is usually used to imply when a
film is treading water, or losing track of characters, or running out of steam, or cramming stuff in, or
whatever story-fault you can think of. Oh, Hulk gets how the comment is intended. But the problem
with this generic second act designation is that it can imply a problem with virtually anything in the
middle part of storytelling. Meaning it is a beyond vague way to talk about story structure.
So what creates such wishy-washy storytelling? And the even wishy-washier way of explaining it?
It is because of the ever-popular notion of The 3 Act Structure, which Hulk personally finds to be
the most abominable way to both explain and instruct storytelling. So false in what it describes, so
false in what it achieves, that even though the phrase is used to near ubiquity, and even though there
are thousands of writers using the 3 act model as their guide at this very moment
Hulk argues it is still, essentially, a myth.
* * *
Question: what is an act?
People use the word all the time without really bothering to think about what it actually means. Isnt
that a little fucking weird? Any time Hulk hears people complaining about problems in a films act
structure or talking about their own, Hulk will just ask them that same question: what is an act? Hulk
will ask young students, film journalists, even working writers and most dont have an answer.
Sometimes theyll fall over their words. Sometimes theyll be hit by a bolt of speechlessness. But
their answers basically amount to an act being a term thats a general placeholder for chunks of story
that usually separate beginning, middle, and end. And well that doesnt actually mean anything,
does it?
No. No, it doesnt.
So Hulks got another of Hulks famous working definitions for you. And its not out of Hulks butt
here. Its one used by many great screenwriters, professors, and other way-smart people. And the best
way to put it is to define an act by its point of separation from the next. Thus:
The end of an act is a point in the story where a character(s) makes a choice and can no longer go
back.
The first thing to understand is that the use of the word point is purposely vague. After all, there
are many different kinds of stories, all with many different kinds goals, and that means it can sort of
be any kind of moment.
But Hulk! Couldnt that point really be anything? Like a character just leaving his house and
grabbing coffee or something?!?!
Okay it has to be slightly more valid than a simple change in action or the environment. The act break
can be a new and interesting plot development, a poignant character realization, a personality reveal,
two previously un-met characters becoming friends, or even, if handled correctly, something as
insipid as No! The bad guys are here! Run! an act break can be anything as long as it has a
significant changing effect on the narrative resulting in the character choosing an action defined by
that change; one that causes them to move forward in this new reality with understanding.
More importantly, an act break creates propulsion.
What has Hulk said about character and empathy and all this good amazing stuff so far? How much
has Hulk talked about characters being our gateways into experience? The more we ground the story
changes into those reasons for connecting, the more we involve the audience. Its not just killing the
cat, its bringing the audience into a character, which brings them into the story. Its giving the
audience the stakes and meaning. Its not just stuff happening. It is storytelling with purpose.
Better yet, with this working definition, it means a film can have any number of acts depending on
what its trying to say and do. Hulk talked about it before, but a movie like Malcolm X has about 9
distinguishable acts in Hulks estimation, each focusing on a time in his life where Malcolm could go
through periods of focus and come to a new kind of enlightenment or character reality. It is a truly
epic film that takes the standard biopic and separates those events into very obvious sections of
character development. And at the end of each of those acts he makes a choice and goes forth into a
vastly different situation, full of change and new conflicts. Hulk seriously cannot advise you enough
to go back and watch this and sort out all the act breaks. Write down the choices being made and how
it helps the character grow and go on their journey. It will be such a useful learning tool in
understanding the mechanism of acts and act breaks. Plus, its just an amazing film!
Heck, some movies have upwards of 20 acts. Its all a question of what story you want to tell and the
better you understand this definition of propulsive, character decision-centric act breaks, the better
your screenplay will be at propelling the narrative in meaningful ways.
Look. Its not like the action movie staple of Oh no, its the bad guys! Run! cant work in terms of
changing the situation and making things interesting for a moment. After all, Raymond Chandler had
the funniest quote ever when he said: In writing a novel, when in doubt, have two guys come through
the door with guns, but that statement was purposefully a little bit flip. Hes literally talking about a
quick story inversion that gives energy when youve got nothing else going on. And the real reason
you have to be careful with that stuff is that it becomes so dull and repetitive that we get tired of the
chase after only two instances or so.
Thats why character is the fundamental and ideal driving force of act breaks. You need more
interesting things to be going on than surface-level conflicts and external threats. By the way, this is
probably the chief reason Michael Bay movies dont actually work. He fills them with all this hooplah
and mayhem, but hes only interested in the chase. Sure, hell sometimes be able to mask this
MacGuffin / set-piece-jumping with distracting visuals (or attempts at quasi-racist comedy), but the
chase is always his focus and it will always become boring without actual character propulsion. In
promoting Transformers 2 he touted the epicness of the 45 minute end battle, but it might have been
one of the most boring things Hulk has ever seen because it so lacked in purpose and character
decision. It was chaos. Meanwhile go back and look at the hour-long battle of Helms Deep in The
Lord of the Rings: The Two Towers and count how many choices were character-centric. Look
how the moments of the battle were given pauses and consideration, punctuation marks in the longer
rhythms of story and character. It was anything but the chase.
Its strange when you look at certain not-so-good movies with this definition of an act and you realize
how many of our big summer tent-poles just do nothing like that. And Hulk honestly feels like this
tiny bit of advice, this tiny rethinking of a popular convention, this way of finally ignoring 3 act
structure in favor of constant character development, could save hundreds of movies. Hulk really
does.
For example, the recent debacle with The Green Lantern was entirely due to the fact that the film has
one real, genuine act break. Repeat. One.
Oh sure, theres lots of stuff that happens, but in terms of main character propulsion and decisionmaking? Nope. The main character makes one decision in the entire film. In fact, no other film quite
highlights the failure to create purposeful story changes quite like this one. And no other film quite
highlights how our traditional, purposeless understanding of three act structure results in a story that
is. So. Damn. Boring.
But let Hulk reiterate the films plot for you in an effort to make it clear: Hal Jordan starts as a pissyass fighter pilot who is then given a lantern ring by a dying alien cause, like, destinyorwhatever, and
is then zapped to planet Oa (neither of which is his decision). He then trains for all of two seconds
only to then quit and not embrace his new situation (with no discernible consequences and gets to
keep his ring) wherein he goes back to being a pissy-ass fighter pilot who doesnt even fly planes
anymore and instead needs about 10 pep talks in his apartment. And it is not until 90 different scenes
of relative moping, futzing around in his suit, and fucking rejecting Blake Livelys advances that he
finally embraces being a lantern or whatever and makes an actual fucking decision to change things
and go back to Oa. Then he just fights a giant face-cloud in the entire third act. A few times.
Repetitively.
Now Hulk brought this one act break thing up to everyone in a group after we saw the movie and
they said No, the second act starts when he gets the ring and goes to Oa! but after everything
Hulk has just told you, do not tell Hulk that Hal Jordan getting the ring is equal to an act break. Even
though its the shift that comes one-third of the way into the movie and thus feels like an act break,
theres no real point to it, nor character urgency of change. There definitely should be in that moment,
but there isnt. And thats because the filmmakers defined an act break as lazily as this group that was
evaluating it. They just figured a change in environment and some obligatory hero journey nonsense
would do all the story work. And thats why the filmmakers let their main character spend literally the
entire middle of the movie going back on that action. They never understood what the act transition
meant in the first place.
Hulk cant remember the last time a film had one real act break. Everything else, outside of Hector
Hammond (who was lucky enough to get an actual mini-story arc), is just stuff happening. There is no
clear character motivation at play in any one other character. Meaning the film, along with hundreds
of other movies like it, simply does not realize what an act actually requires. They dont realize that
characters have to make decisions.
And Hulk blames this stringent, ubiquitous Hollywood belief in the existence of the 3 act structure for
crap like this. Hulk really does. By indoctrinating what might seem logical, we have endorsed that
which makes for terrible movies.
And its not just the fact that they cant define what act breaks mean whatsoever. Its actually the entire
array of language we use in talking about story structure. Its this whole dull focus on beginning,
middle, and end, which makes some basic sense in terms of summarizing a plot, but it gives zero
indication of how to actually write that story.
And shouldnt that be the most important part?
Think about it. Think about Hulks example from the beginning, the complaint about second acts
being purposeless. If we were using the traditional model of 3 act structure, then the first act is all
introduction and set up and the third act is the climax. These terms are both vague but still selfexplanatory, and when you look at that pesky second act, which is often just defined as rising action
or a rise in conflict, you begin to see why so much middle storytelling has a lack of real
purpose seriously, what the fuck does rise even mean on an instructional level?
vague on the broadest of levels. Worse, it is not instructing you how to actually write. It provides none
of the good stuff that is critical to understanding narrative. Stuff like character arcs, personal
motivation, relationships, conflicts, turns, reveals, and propulsion. None of it is in there!
But, Hulk doesnt that exist separately from structure? Cant you just ldo all that stuff within the 3 act
guide?
No! You cant!
Because thats exactly what structure secretly is. Story structure is inherently dependent on
understanding purpose and all that good narrative stuff listed above. Good structure is about taking
those qualities and applying them in the most economical, functional, and dramatic way possible. And
for that you need real specificity when it comes to understanding the purpose.
90% of 3 act models lack that specificity. And every single other highly-detailed 3 act model
automatically creates so much dead air and purposeless space-filling that it makes for terrible
propulsion. Those models focus on page counts and tricks and things that are supposedly universal
applications of what should be happening to a character that may have absolutely nothing to do with
how to make a movie. Hulk can always tell when Hulk is reading a Syd Field devotee screenplay and
they all fail in the exact same ways.
And thats because a 3 act structure leads writers to just try to make connecting points between the
beginning and ending of their story. Thats really about all it does. Which means your characters are
not moving forward in any discernible way. Theyre just waiting around for the 80 minute mark so
that they can begin that whole ending thingy. It descends into a shell game of unmotivated events and
its all because the definition of the 3 act structure is complete ass.
As a result, we hear it all the time: The problems in the films second act.
Sorry if Hulk has been coming off as too smashy here. Its just such a personal issue. Hulk has never
seen something so unhelpful become so widely accepted. Sure, it makes sense and is a simple way to
see stories from afar, but its also so simple that its taught to elementary school kids when theyre
first grasping the concept of narrative. And while Hulk argues that the simple truths are oft times the
most important ones, the expression of those truths should be far more complicated. And the 3 act
structure is not even a truth. Its a writing model attempting to help you get at one. So Hulk thinks
that Hollywood could maybe stand to do a little better than a third grade grasp of story.
So lets get serious.
If 1) the 3 act model sucks. 2) We define acts as something where the characters cant go back. And 3)
A film can have any number of acts it wants - how do we actually approach structure? Well, Hulks
gonna tell you for the whole rest of part five!
But the first step in doing so is comparing the traditional 3 act model with the storytelling model that
erupted out of the legacy of the greatest storytelling genius of all time
William Shakespeare.
Fact: while Shakespeares plays were not officially written with act designations, he did talk a great
deal about his view of essential storytelling. And when his works were later preserved they were all
broken up into 5 acts and studied extensively as to the purpose of how his stories worked. And in
doing that, we identified all the brilliant ways that Shakespeare (again, the greatest storytelling genius
of all time) used structure to make it work.
For sake of explanation, Hulk will use most Shakespeares most popular play, Romeo and Juliet as
an example
audible grooooooooan!
Hey, its a sneaky good play thats way more satirical than people realize! And far more importantly,
it is his best known play so it helps vastly when trying to explain something.
So Shakespeares 1st acts were always comprised of introductions and the establishing of a
preexisting central main conflict (i.e. two families are at odds, Romeo is a lovesick pup over
Rosaline, Juliet is a naive and lovelorn girl). Now, Hulk talked about it before, but this preexisting
conflict in the background is so important because it creates a conditional world for the audience who
is entering it. Shakespeare didnt have cinemas neat tricks of landscape shots and voiceover
prologues. So he started us immediately in the story and it was an amazing way of creating a sense of
space, history, and believability. And its a big surprise to Hulk how often this practice is ignored in
blockbuster filmmaking. And heck, even if it is some intricate human drama or something, a
preexisting conflict could do so much. Mostly because it gives you a great situation to spur the main
conflict into effect!
And thats because the 2nd act is usually comprised of some kind of central event that challenges or
deeply worsens the main conflict. Its usually in the form of relationship development, a fight, a
reveal, or a surprise (i.e. star-crossed teenagers Romeo and Juliet meet and go ga-ga over one
another, which is a huge problem given the nature of the preexisting conflict of their families feud).
Basically this act features the main surface plot of the story coming into effect. Meaning if you had to
explain what the movie was about, the conflict being created in the 2nd act could easily describe the
main conflict of the entire film, i.e. two star crossed lovers fall in love while their families are at war
with each other. And however this conflict is revealed, it should be done in whichever way would
benefit the story most.
Then the 3rd act comprises a turning point. Now, Hulk reminds you that this need not be a twist per
se, but more of a spurring incident or action that makes the conflict infinitely more complicated (i.e.
Mercutio getting killed by Tybalt then Romeo killing Tybalt). Often these moments are surprising.
They deeply affect not only the level of seriousness of main conflict, but dramatically alter the actual
direction of it. This is the sort of thing alluded to in the rise in conflict statement, but you know,
way more specific. It requires that you think intensely about the nature of your conflict: why does it
exist? What is perpetrating it? What would make it worse? And have the story respond accordingly.
And the Shakespearean 3rd act is such a great opportunity in storytelling because:
Its a way to hit the audience with climax-like drama before theyre ready for it. Before they expect it.
And its not mere gotcha tactics. If done right, you can create the kind of emotion to carry you right
Men ends with the Shakespearean soliloquy to the audience, so you should be less afraid of it too. No
matter what, your ending should be the summation of everything you have written so far. It should not
be a freakin afterthought.
No matter what the story - tragedy, comedy, or history - Shakespeares plays were imbued with this
specific 5 act structure every time. The intro, the establishing of the conceit, the turn, the spiral, and
the climax (which hammers home the conceit). Sure, he gets heaped with praise over his mastery of
language and the deep resonance of themes, some justifiably credit him as the father of psychology,
but Hulk wants to make it clear to you that he was just so fucking brilliant at story structure to boot
its sort of unfair. And Hulk knows it may seem lame bring up such an obvious choice as best writer
ever but, well, he was.
But while Hulk clearly adores the way that Shakespeares 5 act structure can help you unlearn 3 act
structure, chiefly in how it gives import and meaning to the middle of storytelling, it is important to
remember that this Shakespearean 5 act model is just another possible example and not the rule. You
can honestly do whatever you think best in terms of number of act breaks. Its whatever works for
your story, like the use of 9 acts in Malcolm X. But hey, if youre looking for a tool to help better
structure your story, or if you are a student looking to get better and learn how to write with purpose
and intent well one could do a lot worse than that Shakespeare guy.
So now then.
After reviewing all this, Hulk wants you to go back to the traditional 3 act structure model for a
second. You may notice something very important when comparing it to Shakespeares model. You
may notice the way the second act described in the 3 act structure is the exact same way act 4 is
defined in Shakespeares model, minus the whole important decisions part. Shakespeares spiral
with its increasing of intensity and positioning of details before the climax is really similar to the 2nd
acts rise in conflict.
Hulk argues that this is so telling that its not even funny. It means that this little, short moment that
Shakespeare used for escalating the final stakes and positioning the endgame is the same exact way
Hollywood screenwriters handle the entire central section of their goddamn movies. No wonder so
many are aimless and boring.
After all, its no accident thats Shakespeares 4th acts are always the shortest, least interesting, and
least compelling part of every single one of his plays. Name a memorable moment from any of them!
Hulks sure theres something, but Hulk can tell you the major event of every act 3 in every single one
of his plays. He kept this 4th act stuff short for a reason.
So imagine a whole Hollywood full of writers trying to expand that same tiny amount of story and
purpose into the 30-60 sum odd pages that make up entire second acts how terrible is that? It means
that characters cant help but just wait around. It means the writers are simply trying come up with
distractions and B.S. conflicts that dont have anything to do with the point or truly affect or alter the
arc of the story. It means that writers end up cramming too much good stuff in the first act to try and
establish all needed details when really they are missing great opportunity for developing a story at
an organic pace.
The lessons of Shakespeare can translate to anything. You may ask: Hulk! How does this 5 act thing
work with popular movie-going? Big budget movies arent exactly Shakespeare!
First off, Shakespeare would totally write the best summer blockbusters ever and thats actually sort
of what he was doing for his time and age!
Second off, while there are a host of great examples, lets look at Hulks old buddy / great movie:
Iron Man, which has an exceptional story structure. It may not have been written with this five act
Shakespearean intent, but Hulk swears to you it fits and is worth talking about. After all, the one thing
everyone seemed to love about that film is that it spent so long before Tony actually became Iron
Man, and thus the audience got to experience all the great character development along the way. More
telling, everyone lauded the fun sense of adventure that came from out of the conflicts of his trying to
build the suit. It avoided so many modern pratfalls. It never rushed getting to the action that so many
big budget movies require, because the film instinctively knew that it could take a movie about the
process of invention and make it work great. The storytelling was the action. And guess how many
acts the movie has, in Hulks humble estimation?
Yup. Five.
Act one intro + state of preexisting conflict we get to know Tony as a playboy and even see him
deal with the external moral conflict of supplying weapons and brush off the concerns of the fact that
his weapons are falling into the wrong hands.
Act two the conceit and being at odds with the preexisting conflict Tony is captured and put to
work in the terrorist camp. He discovers the reality about his weapons going to the bad guys and he is
already at his lowest point and on the brink of survival. He decides to build the prototype suit and
escape. He becomes Iron Man; conceit established!
Act three the turning point Tony is now back at home, and he makes a moral decision, shuts down
weapons ops, and changes the direction of his life. Tony decides to continue on this path and starts
building a new suit (which has a hilarious set of trials). Obadiah is revealed as the bad guy behind
Tonys kidnapping. Tony goes live with his suit and helps others, not just himself.
Act four the spiral/escalation of conflict Tony continues to use the suit out in real war conflict,
admits the truth to Rhodes, gets sidelined by Obadiah, and now faces a grim circumstance. Notice that
these developments feel more of the action-y wheel-spinning activities that reek of standard act 2
developments that one sees in typical 3 act structure. But in this movie? Because it all comes after the
awesome suit-building transformation of act 3? It feels so fresh and exciting to the viewer who has
had to wait. The movie held out beautifully before tipping its hand. And it all goes on for a perfectly
shorter length of time, before moving to the inevitable finale
Act five - climax/conclusion/resolution Tonys conflict with Obadiah comes to a conclusion both
personally and as big-ass Iron Men fighting in death suits. The important part of this act is how all the
plots come together (even though the action felt a little underwhelming). Hulk actually finds that detail
to be neat, to be honest. It meant that the action was the least interesting part of a big summer
blockbuster for once. And thats a serious achievement. Score one for charisma and characterization!
But Hulk understands that some of you may argue there are lots other possible act breaks in Iron
Man. Some of you may contend that the film was not written with five acts in mind.
Both are absolutely true.
For one, writing is filled with micro-acts which help propel every scene forward and have different
acts for all the different stories and characters (well get into this later), but Tonys arc with Pepper
has its own act breaks. Tonys relationship with Obadiah has its own breaks. It all comes together to
make the story feel propulsive + organic. After all, every scene should have a real goal and objective
to it. And going back to the point at hand, labeling all that great character development and decisionmaking in the middle of the movie as just the rise in conflict is just downright asinine.
For two, Hulk keeps saying it, but you can decide the act breaks are wherever you want and youd be
right. Its just about what seems the most reasonable and makes the most sense. Better yet, it is about
what makes the most sense for giving your act breaks purpose and meaning. And call it a naturally
occurring number, but Hulk sees movies with the 5 act structure turn up in good stories again and
again. And its not just Shakespeare and Iron Man, folks.
Ever notice that all one hour TV dramas are all segmented into 5 acts? Yes, its done for commercial
breaks, but that magic number is no accident. Its a tried and true system that helps make those TV
shows propulsive instead of languishing. Again, like anything, you are more than allowed to break
away from this model and make good television, but youd be surprised how many non-traditional
narratives utilize 5-6 acts too.
People loooooooove to talk about Quentin Tarantinos non-linear storytelling as a counter example
to traditional act-based storytelling, particularly with Pulp Fiction. But guess what everyone? That
movie has exactly 5 acts, which are all distinctly separated with title cards. Oh, and Reservoir Dogs? 5
acts separated with title cards. Both Kill Bills? Each one has 5 acts separated with title cards.
Inglourious Basterds? 5 acts separated with title cards. Django Unchained? 5 acts with superimposed signifiers. You sense a theme here?
Hulk just cannot emphasize this enough.
A story is a multifaceted thing. If you want to structure your story, remember to have both act
structure for the main plot and act structure for each of your characters personality developments. By
having all these varying structures, each with their own beats, with each character making active
decisions, it creates a constant sense of moving forward for your movie. Thats why they call it
development, as it is the key to bringing your audience along for the journey.
But perhaps you think Hulk is being too hard on the 3 act structure. Perhaps you think Hulk is
simplifying it in an effort to tear it down.
Thats fine.
But Hulk would argue that the heavy advocates of 3 act structure do a good enough job of that on
their own. In researching this topic Hulk came across so many websites that Hulk just cant even
quote them... Its too soul-crushing. Its just full of blind reductions and over-simplifications and
gross amounts of lying. Entire charts where they say No, Shakespeare was totally writing in the 3 act
structure! And then they reduce act 2-4 of his plays and just slap the act 2 designation on it, which
is not only hilarious in its over-simplification but it actually ignores 3 act structure rules because he
introduced his main conceits in the second act, not the first. The whole thing is basically laughable.
Theyll toss out entire act structures of 4 act modern dramas, because they think it is only there to
account for set changes. Theyll look at entire acts that last half the running time and say Well, you
probably shouldnt do that. Its upholding a model that is not only wrong, but deeply uninformative.
Seriously, does the following image make you feel confident about your writing?
Hulk sees models like this shown to young writers all the time. So if you are writing a screenplay.
Hulk is telling you. The 3 act structure is garbage.
Stop citing it in articles.
Stop talking about it with friends.
It will not help you.
It can only hurt you.
Start the dialogue. Insist that it is a myth propagated by a need for simplicity. Say of course stories
have a beginning, middle, and end, you insufferable turd! Then throw a drink in their face and run
away okay, maybe Hulk is getting carried away here. But Hulk seriously worries that unless we
really, truly change the culture of how we talk about the 3 act structure and act breaks, then all this
advice may be useless.
Chances are you will find yourself in a Hollywood meeting someday, and theyll start talking about 3
acts and to try and argue with them would be fruitless. Say what you need to, Hulk guess, but stick to a
more propulsive method of narrative in your own work. Tell em its 3, but really make it 5. Do
everything you can, because in this Hulks opinion the strict adherence to 3 act structure is killing
Hollywood.
Heck, if this book were to have any sort of real-life, substantial change, Hulk would adore if it got
studios to start thinking outside of the 3 act box. Its certainly something Hulk has tried to share every
place Hulk has worked but who knows if getting the message across is possible given its level of
acceptance.
And the very worst thing is that this same Hollywood often fails at the 3 act structure theyre trying to
uphold. And thats because so many movies are green-lit on just a pitch and possibly having stars
attached, so you basically have movies being made that have only figured out the conceit so far.
Meaning they only know the first act or so and thats fucking it. The endings of these films are so
barely established and uniformly tend be terrible. So many scripts seem to start with a straight line
from their starting point and pursue the fallout until they just run out of steam. It really is
inconceivable to Hulk that folks can start making a movie without truly knowing the ending. So if you
want be a writer, always know your ending. Always uphold your purpose.
So, to summarize this rant of unlearning:
The amount of acts in a movie should be dependent on the story you want to tell. Each act should
reach this moving forward point in an organic, earned way. And the total number of acts you use is
dependent on how much you are trying to accomplish with the story. More importantly, they should
all tie together in a coherent way. And then, it should ultimately be done with the best possible
economy without losing anything critical or affecting the organic quality of the telling. Its a lot to
handle, but thats the ideal. And if youre starting out, try Shakespeares 5 act on for size. Hulk thinks
its a wonderful learning structure.
After all, no matter who you are, storytelling is largely about problem solving. One can always come
up with great ideas that motivate and excite them, but the other half of that equation is figuring out
how to make it translate to a fully-formed reality on the page. How do we make this scene
entertaining and yet propulsive? How do we make a movie that is true to our conceit? One that works
on every character level? You need to constantly ask yourself these questions.
Which means that writing is problem-solving.
And take Hulks advice: the 3 act structure wont help you solve a problem. If anything, it will create
more problems. And thus, theres nothing more important for you to unlearn in your quest to become
a better writer
except maybe this next thing:
26. Why We Have To Quit It With The Hero Journey Shit
Ahhh, the monomyth.
It is a fascinating academic pursuit, a journey into our cultural history, to the ties of communication
that bonded our early civilizations. It even explains how our storytelling roots are directly born from
that shared history. And the lessons at the core of the monomyth are manifold, rich, and textured; a
thousand versions of a heros journey, all bound by the human condition, all crucial to our
understanding of why we tell stories in the first place. Simply put, the heros journey is vital to our
humanity.
Yay!
Now, is most of that stuff above in Gilgamesh? Absolutely.
Is that what makes it a story worth telling? Eh, maybe when it comes to thematic purpose.
Is that what makes it a good story? No.
Is that what makes it a well-told, well-structured story? Fuck no. But many assume it does.
And this misunderstanding speaks directly to what Hulk believes is the great fundamental error of
how we interpret academia. Chiefly, that when you boil down storytelling to its most basic elements,
you are therefore boiling down storytelling to its most basic elements! Hulk mean gaaahhh.
Thats what you are actually doing! The intention of this breakdown is to find similarities and make
deductions about our cultural and psychological inclinations! Which means this breakdown is not the
key to unlocking universal storytelling, but a key to making your story as similar as possible to
everything else out there.
To reiterate: there is great value to the Campbellian hero breakdown, specifically concerning the
formative nature of culture and why we value and tell these stories, but it is actually the furthest thing
away from a how-to guide for story structure. Whoever are the folks responsible for the oral
traditions behind stuff like Beowulf and Gilgamesh, they werent sitting down saying okay, okay,
now he has to refuse the call and then by tablet 2 the next beat should gaaaah. Hulk smashy! It was
all primal and constructed from a completely different sense. Whats so interesting about the heros
journey is the way these themes and dynamics seeped naturally out of these different stories, not that
everyone felt obligated to uphold the model or were purposely trying to do it. The heros journey
secretly has nothing to do whatsoever with good story structure! Just thematic content and
iconography!
If there is anything that Hulk so desperately wants to convey to all of you in this screenwriting book it
is that there is a stark difference between the language we should use in the broad strokes of
description and analysis versus the language we should use in terms of creation and practical
application.
Its like the myth of the 3 act structure. Just because you can break a story down easily into a
beginning, middle, and end does not mean that it is the best way to approach structuring a story. You
dont want to start from those broad, reductive elements and work backwards. We will get to Hulks
preferred method of structure called multi-act flow structure soon, by the way, but its a
complicated methodology that is meant to account for all the most important aspects of practical
application.
For example, you cant sit down and structure your new novel saying Im going to base it all off
being post-modern and everything will fall into place! Thats not how you build the thing. Similarly,
you cant sit there and go Im going to make cool action scenes when you dont know the
mechanisms and function of how to do that. Action scenes work best when they construct a-to-b cause
and effect visual stories, but because we think theyre cool we just build our action around posture,
disconnect, and slick imagery; which looks alluring but does not actually work dramatically. All of
these problems are about the confusion of language. The way we break things down and describe
them is not necessarily helpful to understanding how to best construct them or what we construct them
for. Yet we constantly mistake these models of description for how-tos and thus we keep running
into the same basic storytelling problems again and again.
As Hulk has alluded to, storytelling should be geared around the construction and evolution of drama
and character, not the lame obligation to hitting tired, ever-present beats. We have to gear our
moments around function and purpose, not obligatory servitude. We have to reform and broaden our
models. We have to revise our language.
Let Hulk put this argument of categorization vs. practical application into a metaphor: knowing that a
house is made from wood with plastered walls and a roof does not allow one to simply build a house.
You have to understand how to literally build it and shape those things, not just know that they exist
and where they should more or less go. You cant look at blueprints and just copy them to make the
house feel like the real thing. Meaning, the hero stories that worked structurally worked for
completely different reasons than you think.
And yet every year we see movies that desperately cling to the hero journey model, as if it is the only
thing that matters.
Seriously, how many movies have we seen that are beat-for-beat the same story as Star Wars? It
doesnt help that there are a multitude of writers who simply equate Star Wars with the only existing
model of the heros journey (hint: its not at all) and then just regurgitate it as if they were
photocopying the script and changing the names (Eragon takes the proverbial cake on that one,
though to be fair, Star Wars takes a stunning amount of its dynamics from Dune. But since it is so
seeped into our consciousness, we see it all the time).
There are also the now ubiquitous comic book origin stories, which have become universal in their
construction (except for Hulks origin! Hulks is truly unique! in that its a blatant usage of Dr.
Jekll & Mr. Hyde). There is rarely a super hero origin these days that feels interesting or different.
The one exception? Hulk goes back to Iron Man! The reason that movie works so well is that it
knows when to completely avoid the beats of the hero journey that dont matter to the story it wants to
tell. Think of how many beats in the hero journey would not be called for with that character. Their
solution? They just dont use them! Instead, each step of Tonys journey to becoming Shellhead is an
articulated, character-based micro-step; a singular decision that deals with the moment and is directly
related to the situation at hand. Which makes it real fucking writing and not paint-by-numbers.
Lastly, theres Hulks favorite example of the formulaic version of the heros journey video games.
Forgive the following non-movie digression, but its important. Hulk loves video games. They are
challenging, immersive, and a ton of fun. The medium is really burgeoning now and there are a lot of
companies like Valve, Bethesda, Rockstar, etc. that are producing incredible, thoughtful work. But
honestly, there is nothing that showcases backward thinking quite like the oblivious writing of the
video game industry taken on the whole. People like to make fun of Hollywoods poor understanding
of storytelling, but this is really a whole different level of bad. And thats because most video game
writing is wholly imitative, assembled without actually understanding narrative craft on any level. It
wouldnt even be fit for even the worst Hollywood movies. Does this sound harsh? Hulk is sorry, but
this broad characterization has merit. And thats because movies dont actually work if the
characterization or plot isnt compelling in some way. Meanwhile, video games can work just fine
without those things as long as it has compelling gameplay. And that difference is everything.
But Hulk wants to talk about the story of one game company in particular, for it is wholly resonant to
our discussion. The company of BioWare has been lauded for a long time, but it also took them ages
to escape the clutches of the heros journey. For a long time, every single game they released had the
same stories, with the same exact characters (just with slightly different proper nouns). Again, its not
a matter of things merely being similar, but that they are all so similar in the most rote, soul-crushing
way possible. The problem of why it got so bad was that they thought this was the correct way to do
things. They nakedly thought the monomyth Campbell model was their how-to guide. They thought
similarity was the point.
The situation came to light for most people when a popular meme showed up in the form of a
BioWare Game Chart that identified just how similar all the storytelling and characterization was.
And that led to very funny situation where one of the writers at BioWare who was in part responsible
for these hero-journey regurgitations came out to defend themselves in well, lets just be honest, it
was in a rather pissy way, using a level of smugness one can only get from faux-intellectualism. Hulk
isnt trying to accuse the writer of perpetually being like that, just that in this instance thats how it
came off. Here is exactly how the BioWare writer responded [via message board, at that]:
So Im supposed to believe someone is smart enough to do a big excel spreadsheet with color
coding and stuff but not smart enough to know about Campbellian archetypes? Yeah, guys, every
Bioware game has the same plot! See, things are kind of normal, and then things change and you have
to go out and do stuff, and you go to crazy weird places! Aaaaaand so yeah, totally the same story.
Thats asinine.
If Hulk were to be a big fat jerk about all this, Hulk would simply reply: Yes. Hulk too is familiar
with this book you speak of. Thats because we all read it in, like, 9th grade. And thats really not what
the book is saying, but thanks for calling everyone an idiot for not blindly accepting its universal
application and dismissing the concerns of someone who was actually making a great point.
Particularly fun was the point when you start arguing for the sameness of Campbellian archetypes and
then proceed to sarcastically argue the critics are over-typifying said sameness.
And here are the same writer s other comments, which followed the dust-up and were summarized in
an article in Eurogamer:
[The writer] said the intro, four planets, finale structure familiar to BioWare games is picked for a
number of good reasons.
Firstly, its easy in the sense of QA, as areas can be culled if theyre not ready in time for launch
with minimal impact on the final product.
Secondly, Players understand it. Weekes explained that four is a golden number of objectives for an
area that may confuse, overwhelm and frustrate once exceeded.
Thirdly, Theres nothing wrong with it.
Its a structure, like any other, he wrote. Humorously snarking that our games have a beginning
part that is streamlined and introduces you to the game, a middle that allows you the freedom to go to
several places and have adventures, and then a tightly focused ending is like riffing on how romance
novels generally start out with two people being attracted to each other but having emotional issues,
then gradually building trust, then having a complication that splits them up, and then in the end they
get together and are happy.
People who create fiction in any form use a structure appropriate to that form. They do it because
their audience understands and responds on an emotional level to that structure, he concluded.
When Hulk first responded to these comments a long time ago Hulk got angry. Hulk smashed things.
But Hulk has since calmed down. Because there is actually a way that his comments make perfect
sense and seem reasonable, but there is a really relevant point that Hulk wants you to understand: 1.
Easy is a never a good reason to do anything. 2. Assuming its easy to understand and would
frustrate your simpleton audience is not the way to relate to them, let alone build a challenging game.
Plus thats an outright falsehood. Gamers adore a lot more objectives, depending on the context and
execution. 3. Hulk has thus far articulated that there is plenty wrong with it (and more to come).
Especially given the fact you have 30-80 hours worth of story to tell and youre using a model built
for short myths or 2 hour movies. But even all that isnt that big a point of contention. Its what he
says after that completely misses the point. The problem is not that their stories were doing all the
general stuff most common stories were doing
Its that it was all they were doing.
They were grounding the mechanics of the story in those basic functions. There was no tact. No other
purpose. They were clinging to the similarity as if the similarity was the important part.
And in the time since, something else has happened with BioWare games that makes Hulks argument
for Hulk
BioWares Mass Effect 2 hugely abandoned the heros model and took a much more broad approach
to storytelling. They crafted new personalities outside the archetypes. They brought a ton more
objectives beyond the golden number and players ate it up. They expanded the scope far beyond the 4
world dynamic and crafted long-form storylines for the characters that were seriously more in line
with well-crafted TV dramas and group dynamics instead of rote Campbellian typicality. Stories that
seemed to directly comment on human ethics and get to the heart of nuanced politics. And as a result
of all this hard work and model-breaking?
Mass Effect 2 was widely hailed as one of the best games of all time.
And what was stopping them was the mere belief that the rigorous, limited model they were using
before was correct. Instead, they freed themselves up to do so much more. And then with Mass
Effect 3 they went even further and crafted a game with such a stunning thematic narrative device for
the ending that Hulk thought they finally brought mainstream triple A gaming into the realm of art
the problem is Hulk int sure how well that part translated or how much people were even ready for it.
But the fact that they largely abandoned that heros model and suddenly started crafting not just good
games, but the best damn games around says everything.
Hulk brought all this BioWare/video game stuff in because it was just the best possible example of the
heros journey gone horribly, horribly wrong and then how the abandoning of it allowed things to go
wonderfully, wonderfully right. But maybe you think Hulk is being too hard on the heros journey.
That Hulk is seeing too many problems with movies striving for similarity. Well, Hulk argues most
movies fall victim to the same exact thinking that BioWare did. Soooooo many movies.
To wit, let Hulk focus on popular movie tropes and explain the seven fun ways people use the heros
journey to ruin stories:
I) Dont Make People Heroes Simply Because They Are The Main Characters And They Are
Getting Called To An Adventure! Or Something.
What makes someone worthy of being a hero? There seems to be some confusion over the matter. We
know one of the great things about heroism is that a hero could literally be anyone, even you! Its a
nice thought and has significant narrative and thematic value, but the problem is that we mistake the
nature of this assessment and say therefore that any old human qualities will do for our heroic
character even none. Its the falsehood of what an everyman means. We do this apparently to
ensure that the main character is a conduit that the audience desires, but as a result we are creating
main characters who are just vacuous, blank slates. Sometimes its far lazier than that and these
characters are picked to be heroes for no other reason than well, thats what has to happen in order
to tell a hero story. Again, the obligatory nature of having to hit these beats and tropes rears its ugly
head.
Do you remember the end of Ratatouille where the critic character Anton Ego surmises that he was
mistaken about something of grave importance: its not that anyone can cook but that a great cook can
truly come from anywhere? It directly speaks to this issue. Its not that anyone can be a hero, but that a
hero can come from anywhere. But the key is that they have to have something inside them. A spark. A
sense of morality. A yearning. Remy the rat was someone with an innate ability (smell), an interest
(appreciation of the taste of food), and a desire to go far beyond himself. He never had a sense of
belonging. The point is that Remy was truly dynamic.
Everyone likes to point to Luke Skywalker as why the vanilla hero is what works best because of
the success of Star Wars, but remember correlation does not mean cause. He just seems vanilla
because hes often standing next to one of the greatest scoundrels of all time in Han Solo. Meanwhile,
Luke was still a strong, forceful personality with the same human yearning for adventure beyond his
farm. He was also human, frustrated, and flawed. He soon came to know tragedy and trauma. And yet
we constantly misapply this anyone can be a hero trope to mean that anyone with a vacuous
personality can become a hero/main character simply because some old man shows up and hands
them a magic thingamajig. As a result, we are treated to hero after hero you could basically rename
Milquetoast McBlanderson.
So now Hulk is going to do one of Hulks favorite things and bring it back to Indiana fucking Jones!
The great thing about Indy is that hes a hero and yet the dudes a fucking character. Funny, smart,
flawed, goofy, troublesome, and awesome. Yes, you want your main character to work as a conduit,
but that doesnt mean they have to be an empty shell - it means they are a flesh and blood person who
we can be human with, not human for. Do you see the crucial difference? If the projection of our
desire to be in the same situation as the hero is our only means of identification with them, then the
character is a complete failure. There has to be a reason we want to be like them or empathize with
them other than context. Therefore, they should have a damn personality. So dont be afraid to throw
in some drama into that conduit! Dont waste your personality on secondary characters just because
you think you should (though they should obviously have good stuff going on too). Dont use your
main character as someone who is only functional in terms of plotting. And ooh, ooh, and dont
forget! When writing heroic characters always remember: exasperated = good! But whining = bad!
So toe the line!
II) Dont Have The Characters Refuse The Call For The Entire Duration Of The Movie
cough Green Lantern cough. So how many movies, in an effort to slavishly stick to the heros
journey model, throw in an obligatory and wholly unnecessary scene(s) where the character denies
answering the call for no good reason whatsoever? It is this Hulks opinion that there is no more a
hollow exercise in writing.
So why does this happen so much? Either because (a) they are following the heros journey and think
they are supposed to, or (b) because the writer thinks it will manufacture drama, when really they are
giving us no set up for this behavior whatsoever. Cue imaginary Green Lantern discussion:
Guy: We need a new lantern! Cmon ring, pick the most fearless guy on this planet!
Other guy: But this guy is secretly afraid of everything and kind of moany and shit!
Guy: Right, we cant just have him kick ass immediately because he has to fit in the hero model and
deny the call! So have him deny what he can obviously do, because um, some reason that
doesnt make sense, but who cares! We need the character to have the illusion of growth!
Other guy: Oh okay, but does this seriously have to be the plot of the entire movie?
Guy: Yes!
Audience: shit.
Okay, okay, this isnt how it works for every movie. Occasionally, a movie can handle the refusal in
an okay way and give legitimate reasons why the main character wouldnt want to just abandon their
life and go to this crazy adventure, but those occasions are far rarer than youd think. Because usually
the reasons expressed are: I cant go with you, its crazy! This is weird! Or something. Hint: its not
weird. In fact, your audience will already know that this is exactly where it is going so embrace
economy and get it on with it
Remember, one of the delightful things that no one seems to realize is that in Star Wars, Luke
Skywalker refuses the call for approximately 38 seconds of total screen time. Seriously. Watch the
fucking movie. He says no to Ben Kenobi, and then in their next scene he immediately realizes his
aunt and uncle are in danger, so he runs home and sees their charred corpses and says, There is
nothing for me here now. And he makes the decision to go with Ben to Alderaan to become a Jedi
like his father. Its like, 38 seconds of logical A, B, C storytelling, done with economy. And it does
wonders, folks.
So why are we turning that little bit of needed doubt and tiny conflict into entire act twos wherein
nothing happens but a character s inaction? It is so misguided. And so many people try to develop
their main character with one singular refusal too, as if answering the call is the solution to all their
problems. Develop their character evolution incrementally and based on other issues, whether
personal, moral, or relationship bound instead! There should be so much more going on than just the
willingness to be a hero!
III) Dont Over-Rely On The Wise Old Crone
Obi-Wan Kenobi and Yoda. Wonderful characters. And now every movie has their not-nearly-as-good
version of them. Worse, the things they are really good at have now become their sole, grating duty in
movies: theyve basically become exposition machines. Being a movies Yoda has actually become
shorthand for audiences. Of course anytime this is too painfully obvious, we do the equally obvious
thing and try to brush off this lazy writing with a dumb joke: Do this thing. Its your destiny. / Hey,
easy, Yoda! Seriously, that was an actual interaction from Spawn.
You know, that actually brings up a good little tangent: how many times have you said to yourself Ill
forgive this blatant aping of [insert popular movie] because at least it is self-aware blatant aping!
Hulks gonna wager not a lot. Of course, this does not include films that directly use these touchstones
to invert the meanings for comedy purposes and yet still inform their own stories. Think of Emperor
Zergs I am your father moment from Toy Story 2 or the Point Break scream-and-fire-your-guninto-the-air reference in Hot Fuzz. Those have a great deal of grounding and purpose. But so often, it
feels like a cheap shortcut. There are ways to do everything, but guile and intention are key. Your use
of these devices and figures need either tact or invisibility.
Hulk can usually tell the exact moment each one these crone mentors will be killed off to send the
main hero on his way alone (just because theyre supposed to and thats what Star Wars did). Look,
Hulk doesnt mean to imply that using a crone figure in your story isnt super-useful, but for Petes
sake, try to hide what youre doing. Try to understand the function of that action and what it did for
the characters. Do not just use a Yoda for Yodas sake.
In case Hulk has to keep reminding you, those characters in Star Wars werent solely exposition
machines, either. Remember that Yoda was first introduced to us not as Yoda but as a batshit insane
little animal, and the evolution to our understanding worked beautifully. So in your own stories give
them interesting and unique stuff to do. Go far beyond exposition and an occasional joke. Dont be
meta, either. Give them a role in the storys function besides being the crone. Ask yourself, How can
I make this crone unique? Or even further, How can I make them not feel like a crone at all?
IV) Dont Mistake The Notion Of The Trials For The Hero Fighting A Bunch Of Things
Hulk hopes this one is pretty self-evident, but here goes: the trials are just not a series of fights.
This is not to imply that the trials cannot contain a series of fights. In fact, a series of fights is usually
a pretty sweet thing, cinematically speaking. But what each fight should do is have some sort of
thematic resonance and reflect on a personality development of the main character. For example, one
fight could address his pride. One fight could address his lust (in general, the seven deadly sins work
well for these personality-made-physical brand of obstacles). One could address his acceptance of
defeat, teach him/her loss, humility, or whatever they may need to go forward as a better, more
complete person.
The point is that the trials cannot be empty exercises in neat-o action. This is a story and stories
develop. Going back to Star Wars, remember how fucking psychological Lukes trials were during
his time on Dagobah? Theres, like, no actual fighting. And thats when it hits you: hes battling his
personality and his mind. Hes trying to move rocks and gain self-control. Its character development
made literal and its all so incredibly fantastic. So really each trial should be treated as its own ministory addressing the character components of the larger journey and yes you can use action to do
that, but integrate them together.
V) Dont Just Fall Back On Meeting The Goddess / Woman As Temptress For Your Female
Roles
Hulk, you got your feminism in my heros journey chapter! Darn tootin Hulk did. Deal with it cause its
important.
While writing their stories so many people look at the hero journey model and go: Well, when it
comes to our women figures we can just write them as the goddess/temptress! (read:
Madonna/whore), because thats how weve been doing it forever. Sweet! Thanks monomyth!
Seriously, thats the sum total of female approximation when looking at the chart (Campbells book
actually has a lot of good maternal and sacred feminine stuff in the back once you get past the model
thing. What? No one reads that far? Oh, okay.)
Ugh. Honestly, these tropes are as old as the dawn of time because a lot of men have not been able to
get over this dynamic since the dawn of time. And please know Hulk is not deriding this bad habit out
of some modern, revisionist P.C. inclination. As Hulk said in point #20, the truth is that writing
dynamic women just makes for better plots and better movies.
Plus, the other truth is that there have been interesting, human depictions of women since just about
forever, too (proof? Atalanta for one, not a misspelled city but that figure of Greek myth. Also
Semiramis, and as far as actual goddess conduits go Hathor was pretty cool). Hulk argues that the
goddess/temptress model has always been outdated. Its always been a male-centric, archaic view of
gender and its all about what women can do to men and not what women can do. So if youre
still writing women with only these basic Madonna / whore archetypes in mind, just stop it already. It
wont make your writing better.
Again, going back to Star Wars, that movie actually did a fine job of avoiding that shit. Wellokay,
theres only Leia and its not like shes the perfect example of feminism, but as Hulk talked about
before shes at least pretty damn good. Shes a fully-formed and interesting character who has her
own stuff going on and a whole range of personality. And best of all, she wasnt interested in being
either goddess or temptress, but she still had the innate capacity to be strong, maternal, and sexual.
Which made her, you know, a human being. And she just so happened to transcend the entire awful
dynamic. Again, shes not perfect, but compared to what the Campbell model dictates, Hulk would go
so far to say that Leia stands as a direct attack on the values of the heros journey and is symbolic of
so many attributes that the womens movement valued in the seventies.
And despite Leias near unanimous popularity, the Madonna/whore dynamic is still everywhere these
days. Yes, a lot of times its because the male writer cant help but view women with this inhuman
dynamic, but Hulks huge problem is that most of the time its unintentional! Why does that happen?
Because either thats what the heros journey says to do or because writers just have no idea how to
do anything else. So whenever Hulk reads this unintentional Madonna / whore stuff, Hulk always
gives people the same advice: Fuck it, just write her like Leia. It sound so stupid and simple, but the
person who claims to have no idea how to write women will then instantly get it every time. Leia is
that much a central and positive figure in our era. This trick isnt some magic cure-all or anything,
but youd be shocked how much it instantly makes a lot of young mens female characters, like, 50%
better.
You may have noticed that Hulk keeps bringing up Star Wars and Hulk is doing so for a reason. Its
our main cultural touchstone for the heros journey, the one that wholly popularized it, and yet we
cant even seem to imitate it properly. Were looking at the most basic content and motifs and copying
those elements. But were not copying the mechanisms and engines that really drove its success.
Structurally, were not copying its sense of economy, its understanding of drama, the power of its
characterization, the humor of its crones, the psychology at play in the trials, and its strong female
lead. Were literally missing the best stuff about Star Wars because were too busy looking at how it
fits the heros journey along with everything else we digest.
Well, guess what folks? The Seeker: The Dark is Rising fits the heros journey even better than Star
Wars does, but does that films structure and sense of drama and excitement resonate with us? No.
Because the film is not very good at all, which means no one is interested in copying that.
What makes the original Star Wars trilogy so awesome after all these years is not how its the same
as every classic hero story, but how its still truly different.
VI) Dont Blatantly Use The Elixir Remedy / Deus Ex Machina
This one sort of deals with the return with elixir component, but basically Hulk just wants to point
out that way too many storylines resolve with deus ex machina. Let Hulk put it like this: anytime your
big hero story solves problems the way Entourage does, you should probably just stop doing that.
Look. Deus ex machina is fucking hard. No two bones about it. Hulk recommends that even most
intermediate writers should stay away (Hulk includes Hulk-self in this). That is because chances are
you will do it in mediocre fashion and will thus fail. But thats okay. Do something else. Almost every
other kind of plotting is a better way to solve story problems.
But is there a way to do deus ex machina? Of course! But you have to either directly engage the theme
(which Hulk will illustrate later) or you have to disguise the device in a way that totally makes sense:
their character growth. Theyre just in a different geographic place. Even when Padme showed up in
the Senate and pleads her case, the Senate is basically like What!? No! Of course not. You came all
the way here to ask that? What the hell is wrong with you? Which oddly enough is something that
could be made into an interesting political statement about democracy, but they ignore that context
too, shrug their shoulders, and go home to really start dealing with the issue at hand. Again.
Downright bizarre.
The last thing Hulk wants to do is turn this into a fan-fic session, but since this is a screenwriting book
Hulk feels it is okay to talk about different story options and what they could have done better in the
prequels. There are a million things they could have done to fix it, but heres one small change that
could have improved so much: Padme should have stayed on Naboo and dealt with the fact her planet
was under fucking attack. Qui-Gon should have left Obi-Wan there to protect her and thus Padme and
Obi-Wan could have developed a friendship and she could have had a schoolgirl crush. Meanwhile,
Qui-Gon would have been the only one to go back to the Senate and get stranded along the way on
Tatooine. There he finds a new, better Padawan in young Anakin. He could have freed him the same
way and their stupid mission to Coruscant still could have failed. But heres the real key, when they
returned it could have all come together in a way that actually made sense. Anakin enters as the dark
stranger who instantly loves Padme, the Obi-Wan crush evaporates, Obi-Wan is pissed theres a new
Padawan and everyone would have real motivations and emotions. This return would have real,
serious consequence. But instead they all got to travel together in a big, useless group where
everyone stands around while other people get to have actual stories. Also Hulk would have gotten rid
of Jar Jar. Also they should have done a million other things. Wait, why the hell is Hulk even doing
this? You cant polish a turd. Assuming there is a singular fix to the problems of the prequels is like
swatting a mosquito and assuming they are extinct. Hulk just wanted to show a way that there could
have been an actual point and consequence to the return.
Which is important because we see the empty, literal return all the time. So at this point Hulk urges
you to not even bother with it. It doesnt fit with most stories anyway, even for some big epics. Not to
get too literal, but it makes way more sense in classic myth or an intergalactic community or
something, where going on any kind of journey is some giant undertaking. But we now live in a
transient, nomadic, and wholly interconnected society so Hulk argues that the effect of spatial
separation is less resonant (even though it still works damn well cinematically). But modern society is
interconnected all the time. So that means the thematic point of the return, to have a character stuck in
two worlds so to speak, is actually our modern constant. Its all sort of conflicting and we dont
exactly know what it means.
So in the meantime, when it comes to your ending, just hammer home your damn themes. It doesnt
matter where the characters are actually located. Just be sure all your characters have hit the beats they
need to hit for their stories to work, and be sure that has been executed in the name of drama.
Economy and focus, folks. The return is a thematic one. Coming home should mean coming to
catharsis.
VIII) Dont Use Cuz Destiny!
This one isnt necessarily something Campbell talked about a lot, but we have absolutely adopted it
into the hero mythos. In fact, weve adopted it into a shit load of mythoses. Destiny has gotten all up
in, not just our hero stories, but storytelling in general.
Ugh. The worst part is so many writers dont think about the purpose of these mechanisms. People
just do it because they have no idea what drama is and they inject these tropes into storytelling
because thats what movies do. Again, its obligatory. There was a recent announcement of a
young Han Solo movie (oof) and Badass Digests own Devin Faraci wrote a great little satirical
piece on why a) this was likely a terrible idea and b) the way these terrible tropes we see more and
more in movies overtly explain interconnections without making them dramatic. This part was great:
We will see the origins of the Millenium Falcon. No, not just the thrilling card game where Han
won the ship from Lando (although that will be in the movie and will be included in some wacky,
unexpected way, like Han and Lando are playing cards in Jabba's dungeon or something). We will
actually see the Falcon being built. A young Han - four or five years old - will be transfixed by the
ship under construction.... Almost as if it's his destiny.
Yup. Thats the ethos of our whole approach to storytelling right there. Its mistaking the notion of
set-up and delivery for having obligatory destinations. Its making connections between points of a
timeline without understanding all the concepts weve been talking about in this entire book. Theres
no propulsion and no character choices. Han had to make a choice to come back to rescue Luke. And
this kind of destiny thinking? Its a hollow imitation of storytelling and its become such a crutch. Its:
Heres the thing you were meant to do! Go do it by the end of the movie and it will seem like a
journey! But its not a journey... Its a nothing.
So heres some advice to every screenwriter out there. Remove "destiny" from your plotting of
anything you ever do. Ever. Not because its impossible to do well. Heck The Wire turned the notion
of challenging the fates (read: modern institutions) into the best television ever offered to us. No, its
because youre using it for traditional dramatic storytelling without realizing youre using the
dramatic equivalent of:
Why? / Because!
So just avoid the trap until you can learn to navigate the other arenas of story.
IX) - Wrapping It All Up
You know perhaps a better title for this chapter would have been a better way of approaching the
heros journey but again, Hulk really wanted you to unlearn the story model. We just have to loosen
up the way we deal with these structural matters because this weird sense of formalism is crippling
our ability to focus on more productive mechanisms of storytelling.
Still, keeping with Hulks theme of balance: adopting less rigid models does not give us carte blanche
to devolve our movies into a story-less, Bay-esque malaise of action, but are instead there to help us
craft tight and dramatic stories that fit what we are trying to do. Remember, theres no refusing the
call in Indiana Jones and hes still a damn hero. Hes simply like The ark of the covenant? Fuck
yeah, Im in. And everyone was totally cool with that.
Beyond that, it is important as a culture to constantly evaluate our tried and true systems. This is not
an invitation to disappear up our own assholes with reflexive academic talk, but we have to be more
perceptive to what actually helps us do things. And the popularization of the heros journey is
significant to our cultural understanding, but now our over-reliance on it for pragmatic storytelling
Chances are it will create a run-on, purposeless story. It will show a lack of forethought. Ideas will be
lost and the story will simply meander to places where it doesnt belong. Hulk sees scripts that were
clearly written this way time and time again, where the story just plain runs out of steam with no real
sense of how to resolve it.
But the value of the sequential approach becomes startlingly apparent later on in your development.
Once you've already had a good deal of experience with structure and heavy outlining, the sequential
approach can re-introduce the most basic form of logical writing:
Cause and effect storytelling.
This happens so this happens. Cause and effect. Theres nothing more propulsive to a story in the
world. And yet you see so many intermediate writers get caught up in the game of beats and structure
and character points and arranging all their little chunks that they'll end up writing these disconnected
scenes. The story is just this scene and then it's that scene, etc. And they'll each work like their own
little plays. And it may ultimately fit together in a logical way, but it can be problematic.
The problem is that it works in terms of making your outline look good and well-realized, but overrelying on those methods also hurts the overall flow. Because no matter what, most overtly structural
outlines create flow problems. They just do. And in comparison, the logical process of writing
sequentially can be so helpful when you finish a scene and say "Well now I go here of course!"
Its all about dramatic transitions, yall!
Thats what creates propulsion in a script. Every time you have to enter a new scene where you have
no idea whats going on, the audiences brain will have to reset for a moment. And so when you
give information in one scene about where its going next and then a transition makes it clear that its
happening and then you let the drama play out, the audience will be rapt with attention. Its A, B, C
storytelling and it works. And with it, you can make a 3 hour movie feel like it passes by in minutes.
Still, sometimes its impossible. Sometimes you need to interrupt to bring up important information
or a viable tangent, but never forget that transitional storytelling with clear beats is the heart of
structural propulsion. And if you can tie those transitions in with the evolution of your character? The
sky is the limit.
So how do you combine the sequential approach with a more rigid form of outlining? The sequential
approach is best used as a kind of intermittent tool. Start with heavily planned arcs, but don't be afraid
to momentarily lose yourself in the flow of the writing (particularly if its the first draft). Then just
always take pit stops to refocus. Be sure that where you're going fits in with the spirit of the outline,
but its not the letter of the law. Go back and forth. Negotiate with yourself. See what really works. But
never be afraid to give into what the scene itself dictates might happen next.
And once you're done, you still keep going back working it into your beats. The whole process of
writing is a difficult balancing act (and once Hulk explains the next few beats, achieving this balance
will make much more sense), but the really important thing is to realize that story flow and transitions
are always critical to creating an organic sense of propulsion.
But a good question remains: how do you know which transitions and beats actually make sense for
that flow?
28. Trey Parker + Matt Stones "Therefore / Buts" Not "Ands"
Trey Parker and Matt Stone are perhaps best known as the South Park guys. A few years ago, they
unexpectedly showed up in an NYU screenwriting class and dropped some knowledge bombs. There
was a little two minute video of the highlights, but heres the best section:
TREY: [WE SAY] well this would be a funny scene if we had this. Each individual scene has to
work as a funny sketch. You dont want to have one scene and go well, what was the point of that
scene? So we found out this rule that maybe you guys have all heard before, but it took us a long
time to learn it. But we can take these beats, which are basically the beats of your outline. And if the
words and then belong between those beats youre fucked. Basically. You got something pretty
boring. What should happen between every beat that youve written down is either the word
therefore or but, right? So what Im saying is that you come up with an idea and its like okay,
this happens and then THIS happens. No no no. It should be this happens and THEREFORE this
happens. BUT this happens THEREFORE this happens. And sometimes we will literally write it
out to make sure were doing it. Well have our beats and well say okay this happens but then this
happens and that affects this and that does to that and thats why you get a show that feels okay and
theres so many scripts we read from new writers and things that we see-
MATT: FUCK that, we see movies that do it! Its just like this happened and then this happened and
thats when youre the fuck Im watching this movie for??? Thats not a movie. Therefore/buts give
you the causation. And thats a story.
Okay it comes across much more clearly in video form, but this is effectively one of the most
succinct and helpful things that Hulk has ever come across in explaining the process of structural
writing. Since finding it, Hulk has not only spread the gospel of its message, but used the concept time
and time again in Hulks own writing. It was something Hulk instinctually understood for a long time,
but this newfound clarity just gave it such better focus. And Hulk really doesnt even need to expand
on it because it is just so freaking clear. It even addresses the single most relevant problem in today's
writing and that is a lack of narrative purpose to the action one is seeing onscreen.
Simply put: "therefores" and "buts" create the sense of propulsion.
The "and thens" stop the narrative cold.
It's no accident that the South Park guys have become better writers with every passing season of the
show. They have always been funny and smart, but after a decade and a half they have finally learned
to shape their storytelling. Meaning the show has gone from being flippant and funny, to becoming
something downright resonant. Its a show from a punk-rock mentality that can now tell stories for
the mind, body, and soul. And thats really something. It doesnt seem to be an accident that The Book
of Mormon has gone on to win every award imaginable and it is without a doubt their best pure story
work to date. The guys are on to something there.
So look at your own stories. Look at every scene. If the only way to line up the beats is with "and
then" then you're in trouble. So find your "therefores" and "buts and start reshaping your purpose!
29. Dan Harmon's Circles
There are, of course, far more complex models to create a sense of propulsion. It doesnt have to
only be causality. Earlier Hulk talked about the value of having your characters evolve and grow, and
nowhere is that more clear than with Dan Harmons circles.
There was a recent Wired article where the incredible Mr. Harmon, creator of Community, delved
into his structural approach for writing the show. The funny thing is that his structural model is
actually very much inspired by the heros journey, which is something that you may think sets off
alarm bells given what Hulk said earlier, but instead it is wonderful. And thats because it inspired his
own methodology. He took what he liked about the hero journey and augmented and applied it to a
different situation that was not only better for the kinds of stories he was telling, but incorporated the
triggers of plotting and conflict, not just the iconography and tropes. He made it his own. And thats
exactly how it should work!
Now this model has a very specific purpose to the episodic-yet-somewhat-serialized nature of TV
sitcoms, but it does some truly neat things that can be applied to many other forms of storytelling.
The short version of his character-conflict-circles look like this:
1. A character is in a zone of comfort
2. But they want something
3. They enter an unfamiliar situation
4. Adapt to it
5. Get what they want
6. Pay a heavy price for it
7. Then return to their familiar situation
8. Having changed
It is a wonderful way to look at storytelling because it is a direct model for showing how a character
changes and learns, based on their wants and needs. Thats right! Were going back to Hulks
character trees, wherein we built psychology and catharsis. So by approaching story structure from
this character-centric angle, Harmon is actually giving you a perfect model for how to achieve
catharsis.
Isnt that really cool?
The other great thing about this model is it not only fosters good characterization, not only gets into
great dynamics of human nature, but also helps produce traditional narrative propulsion and purpose
to each scene. Notice how all those 8 beats can be linked with therefores and buts? Isnt that also
cool? Meaning you now have 8 little characters beats that can be manifested over a whole movie, an
episode of television, 8 scenes in a novel, 8 scenes outside of that context, 8 little moments, or even, if
you're really good, you can get those 8 beats out in a single brief interaction (Tarantino and the Coens
are the masters of going through this full cycle in a single series of exchanges).
Still, Harmon talks a lot about how difficult it is to always make the circles work or come off
organically. But when it does work? Its responsible for some of the best episodes of television ever
produced (in this Hulks humble opinion).
See, the complexity of Harmons system is that it requires a lot of plotting built outward from
character instead of ever allowing for vice-versa. Which is probably good for your writing overall,
but Hulk assures you that you will run into plenty of times where its hard to engineer these character
beats into the plot that youre trying to execute, which may need to be a certain way for a host of other
reasons. This is where flexibility comes in. Dan Harmon took the heros journey and found a way to
apply it to his sitcom writing, wherein characters have to change and yet establish reconciliation time
and time again for an episodic format. So you can take Dans circles and find a way to apply them to
other structural models. Particularly regarding character catharsis, it may just help you solve a whole
bunch of problems in your scripts.
But perhaps the real lesson to take from Dan Harmon's circles is how much work and thought he puts
into his character arcs, and how hard he works at getting his stories to break to them. Whichever
structural methods you end up incorporating, you should be working just as hard.
Moving on!
30. Vladimir Proppisms!
Lets talk about fairy tales, yall! So Vladimir Propp is probably Hulks favorite story analyst. He was
a Russian guy who did a lot of Russian things, but he also took a look at Russian folk tales and
labeled 31 possible functions. Now, it should be mentioned that once again everyone took Propps
functions and applied them in the wrong way, assuming this was a freaking how-to for story structure,
instead of just all the possible angles for thematic analysis, but our understanding of this should be
well-versed at this point.
Case in point: modes of deduction are not the same as modes of construction. In fact, Propp always
said he was trying to get to their irreducible elements, which is a great way of putting it because
when crafting your story you want it to be the opposite of irreducible. You want it be thick and
sumptuous and complicated and organic.
But still, this can be uber-helpful not in terms of creating cut and paste dynamics, but for giving you
31 ideas on the kinds of conflicts you can create! So much more plot-dynamic specific than the heros
journey.
1. ABSENTATION: a member of a family leaves the security of the home environment. This may be
the hero or some other member of the family that the hero will later need to rescue. This division of
the cohesive family injects initial tension into the storyline. The hero may also be introduced here,
often being shown as an ordinary person.
2. INTERDICTION: an interdiction is addressed to the hero ('don't go there', 'don't do this'). The hero
is warned against some action (given an 'interdiction').
3. VIOLATION OF INTERDICTION: the interdiction is violated (villain enters the tale). This
generally proves to be a bad move and the villain enters the story, although not necessarily
confronting the hero. Perhaps they are just a lurking presence or perhaps they attack the family whilst
the hero is away.
4. RECONNAISSANCE: the villain makes an attempt at reconnaissance (either villain tries to find the
children/jewels etc.; or intended victim questions the villain). The villain (often in disguise) makes an
active attempt at seeking information, for example searching for something valuable or trying to
actively capture someone. They may speak with a member of the family who innocently divulges
information. They may also seek to meet the hero, perhaps knowing already the hero is special in
some way.
5. DELIVERY : the villain gains information about the victim. The villain's seeking now pays off and
he or she now acquires some form of information, often about the hero or victim. Other information
can be gained, for example about a map or treasure location.
6. TRICKERY: the villain attempts to deceive the victim to take possession of victim or victim's
belongings (trickery; villain disguised, tries to win confidence of victim). The villain now presses
further, often using the information gained in seeking to deceive the hero or victim in some way,
perhaps appearing in disguise. This may include capture of the victim, getting the hero to give the
villain something or persuading them that the villain is actually a friend and thereby gaining
collaboration.
7. COMPLICITY: victim taken in by deception, unwittingly helping the enemy. The trickery of the
villain now works and the hero or victim naively acts in a way that helps the villain. This may range
from providing the villain with something (perhaps a map or magical weapon) to actively working
against good people (perhaps the villain has persuaded the hero that these other people are actually
bad).
8. VILLAINY OR LACK: villain causes harm/injury to family member (by abduction, theft of magical
agent, spoiling crops, plunders in other forms, causes a disappearance, expels someone, casts spell on
someone, substitutes child etc., commits murder, imprisons/detains someone, threatens forced
marriage, provides nightly torments); alternatively, a member of family lacks something or desires
something (magical potion etc.). There are two options for this function, either or both of which may
appear in the story. In the first option, the villain causes some kind of harm, for example carrying
away a victim or the desired magical object (which must be then be retrieved). In the second option, a
sense of lack is identified, for example in the hero's family or within a community, whereby
something is identified as lost or something becomes desirable for some reason, for example a
magical object that will save people in some way.
9. MEDITATION: misfortune or lack is made known, (hero is dispatched, hears call for help etc./
alternative is that victimized hero is sent away, freed from imprisonment). The hero now discovers
the act of villainy or lack, perhaps finding their family or community devastated or caught up in a
state of anguish and woe.
10. BEGINNING ACTION SEEKER: seeker agrees to, or decides upon counter-action. The hero now
decides to act in a way that will resolve the lack, for example finding a needed magical item, rescuing
those who are captured or otherwise defeating the villain. This is a defining moment for the hero as
this is the decision that sets the course of future actions and by which a previously ordinary person
takes on the mantle of heroism.
11. DEPARTURE: hero leaves home;
12. FIRST FUNCTION OF THE DONOR: hero is tested, interrogated, attacked etc., preparing the way
for his/her receiving magical agent or helper (donor);
13. HEROS REACTION: hero reacts to actions of future donor (withstands/fails the test, frees
captive, reconciles disputants, performs service, uses adversary's powers against him);
14. RECEIPT OF MAGICAL AGENT: hero acquires use of a magical agent (directly transferred,
located, purchased, prepared, spontaneously appears, eaten/drunk, help offered by other characters);
15. GUIDANCE: hero is transferred, delivered or led to whereabouts of an object of the search;
16. STRUGGLE: hero and villain join in direct combat;
17. BRANDING: hero is branded (wounded/marked, receives ring or scarf);
18. VICTORY: villain is defeated (killed in combat, defeated in contest, killed while asleep, banished);
19. LIQUIDATION: initial misfortune or lack is resolved (object of search distributed, spell broken,
slain person revived, captive freed);
20. RETURN: hero returns;
21. PURSUIT: hero is pursued (pursuer tries to kill, eat, undermine the hero);
22. RESCUE: hero is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero
transforms unrecognizably, hero saved from attempt on his/her life);
23. UNRECOGNIZED ARRIVAL: hero unrecognized, arrives home or in another country;
24. UNFOUNDED CLAIMS: false hero presents unfounded claims;
25. DIFFICULT TASK: difficult task proposed to the hero (trial by ordeal, riddles, test of
strength/endurance, other tasks);
26. SOLUTION: task is resolved;
27. RECOGNITION: hero is recognized (by mark, brand, or thing given to him/her);
28. EXPOSURE: false hero or villain is exposed;
29. TRANSFIGURATION: hero is given a new appearance (is made whole, handsome, new garments
etc.);
30. PUNISHMENT: villain is punished;
31. WEDDING: hero marries and ascends the throne (is rewarded/promoted).
Occasionally, some of these functions are inverted, as when the hero receives something whilst still at
home, the function of a donor occurring early. More often, a function is negated twice, so that it must
be repeated three times in western cultures.
To restate: this list is not a how-to on story structure. In fact, you do not need to have these beats in
your story whatsoever. What Hulk simply wants you to do is look at the kinds of cause and effect that
these actions have on the story. Meaning what Hulk wants you to actually understand is the mechanism
of these story devices, not just the surface description. For the value of these devices lies in the fact
that they create certain dramatic reactions in the audience and create certain meanings toward the
themes, not in their mere presence. And thus the expression of the notions themselves, here
represented in their irreducible elements, are meant for something else entirely.
Now, you may be curious: why fairy and folk tales?
Why are they so important? After all, when we think fairy tale we think of something like
Cinderella, with handsome princes and dreams coming true. The truth is that were really talking
about is an even simpler version of storytelling than that: fables. Remember when Hulk talked about
them way back in 7.1? Fables are so important.
Look at how many of those Proppisms hold up the basic value of fables. Look at how many of these
story functions link together off cause and effect. Look at how many function in terms of therefore /
buts. Isnt it amazing?
So if you want to uphold that same purpose you should take those 31 mechanisms from Mr. Propp and
use them to suit your own purposes. Make them feel modern. Invert the genders. Apply it to a situation
outside of good and evil. Address topical concerns. Make them nuanced. Every story needs mediation.
Or complicity. Use your ingenuity to make them apply to something completely different. David
Simon used Greek drama (challenging the fates, etc) as the conflict methodology of his uber-modern
television show The Wire, and ended up revolutionizing the way those constructs felt.
So why cant you do the same with the 31 Proppisms?
Be bold. Be purposeful.
Also looking over that list is Hulk crazy, or was Vladimir Propp the main inspiration behind the
Scooby Doo cartoons?
sorry, lets move on.
31. The snowflake method
A lot of times, particularly when approaching longer stories like season-long TV arcs or novels,
people will have trouble finding ways to enrich the story with detail while still remaining relevant to
the initial or central conceit. Sure, we have point #10's character trees to help us flesh things out, but
that's doesn't solve a lot of long-form structure problems.
That's when Hulk finds the snowflake method helpful.
The terminology comes from the idea that snowflake starts dense in the center of condensation and
continues to crystallize outward forming new, more detailed shapes. Thus, the story is developed the
same way. Heres an excerpt from advancedfictionwriting.com that Hulk has truncated to make more
palatable for this book:
Step 1) Take an hour and write a one-sentence summary of your novel
Step 2) Take another hour and expand that sentence to a full paragraph describing the story setup,
major disasters, and ending of the novel
Step 3) The above gives you a high-level view of your novel. Now you need something similar for
the storylines of each of your characters. Characters are the most important part of any novel, and the
time you invest in designing them up front will pay off ten-fold when you start writing. For each of
your major characters, take an hour and write a one-page summary sheet that tells:
The character's name
A one-sentence summary of the character's storyline
The character's motivation (what does he/she want abstractly?)
The character's goal (what does he/she want concretely?)
The character's conflict (what prevents him/her from reaching this goal?)
The character's epiphany (what will he/she learn, how will he/she change?
A one-paragraph summary of the character's storyline
Step 4) By this stage, you should have a good idea of the large-scale structure of your novel, and you
have only spent a day or two. Well, truthfully, you may have spent as much as a week, but it doesn't
matter. If the story is broken, you know it now, rather than after investing 500 hours in a rambling
first draft. So now just keep growing the story. Take several hours and expand each sentence of your
summary paragraph into a full paragraph. All but the last paragraph should end in a disaster. The final
paragraph should tell how the book ends
Step 5) Take a day or two and write up a one-page description of each major character and a halfpage description of the other important characters. These "character synopses" should tell the story
from the point of view of each character. As always, feel free to cycle back to the earlier steps and
make revisions as you learn cool stuff about your characters
Step 6) By now, you have a solid story and several story-threads, one for each character. Now take a
week and expand the one-page plot synopsis of the novel to a four-page synopsis. Basically, you will
again be expanding each paragraph from step (4) into a full page
Step 7) Take another week and expand your character descriptions into full-fledged character charts
detailing everything there is to know about each character. The standard stuff such as birthdate,
description, history, motivation, goal, etc. Most importantly, how will this character change by the end
of the novel?...
Step 8) You may or may not take a hiatus here, waiting for the book to sell. At some point, you've got
to actually write the novel. Before you do that, there are a couple of things you can do to make that
traumatic first draft easier. The first thing to do is to take that four-page synopsis and make a list of
all the scenes that you'll need to turn the story into a novel. And the easiest way to make that list is . . .
With a spreadsheet.
Step 9) (Optional. I don't do this step anymore.) Switch back to your word processor and begin
writing a narrative description of the story. Take each line of the spreadsheet and expand it to a multiparagraph description of the scene. Put in any cool lines of dialogue you think of, and sketch out the
essential conflict of that scene. If there's no conflict, you'll know it here and you should either add
conflict or scrub the scene
Step 10) At this point, just sit down and start pounding out the real first draft of the novel
Now if this rigorous methodology seems like your sort of thing then Hulk recommends you do more
research on the snowflake method. The thing Hulk likes about this approach is that it really helps you
flesh out the ideas in through-lines for every single facet of the story construction. It really can be a
fascinating exercise in taking your core idea (the one sentence of what your novel is about) and
extrapolating it into the singular details that make up the story. You basically ask yourself:
"What are the scenarios in which my core idea would best manifest itself?"
Its all coming back to you, isnt it? The core idea. The idea that compels you. The source of
inspiration. All this time later, were looking at the most detailed structural model to date and it brings
us right back to the beginning of the book. It brings us to why we wanted to tell the story in the first
place!
Let's also go back to our awesome Six Feet Under example, as it really seems to hammer home the
cool, practical use of the snowflake method. We established that Alan Ball asked himself: in what
scenarios would confronting mortality best manifest itself? And he found answers: working in a
funeral home, father dying, constantly taking in dead bodies, dealing with grieving loved ones, even
having imaginary conversations with the dead. Of course, Hulk has no idea if Ball is a snowflakemethod guy or what, but when Hulk looks at his work it sure seems like it. All of his central themes
are directly extrapolated into plotting, character, and singular details.
Even if you dont use the methodology, the idea at the center of the snowflake method is gold, folks!
32. Individuality and Hulks multi-act flow structure
Okay time to get serious.
At this juncture, you may have realized that Hulk has brought up a whole bunch of different possible
structural takes. The whole point of doing so is to have as many different ways of attacking different
kinds of story problems, which is perfect because writing is largely about problem solving.
First we unlearned 3 act structure and the heros journey, because they tend to lead to more bad habits
than good writing. Then we built our own definition of what constitutes an act. Then we turned to the
sequential approach to help us understand logical A, B, C storytelling. Then we learned how to
understand the way to connect those As Bs and Cs by turning to Trey Parker and Matt Stone for the
therefores and buts they use in transitional plotting. We then turned to Dan Harmon to understand
how plotting should center around character motive and catharsis. We then turned to Vladimir Propp
to best understand the different kinds of story mechanisms that best express those conflicts. We then
turned to the sequential approach to fully flesh out our details, while still keeping them grounded in
the conceit of story, the original nugget of inspiration.
It makes sense, but they all seem so different dont they? How would you ever condense all that?
Once you hit a certain level of expertise, when youve really worked out a lot of this stuff and used
the methodology many times over (and you really have to have done this: no cheating), then you need
to evolve into something different. After all, the process of actually writing is rather different. Often
times, you just write. It just springs forth from your brain and everything seems great. Then you hit a
snag. And you try and figure it out. Its problem solving.
So what kind of method best accounts for that process? What kind of method best accounts for all the
structural models weve seen so far?
For that, we turn to Hulk's favorite method of story-breaking because well, Hulk kind of invented it.
The term inventing it sounds really official, doesnt it? We could also just go with Hulk made it
up!
Anycrap, its called multi act flow structure (Hulk will use M.A.F.S. for short) and Hulk finds it to
be the best way to keep things propulsive while still trying to juggle all the respective arcs of plot,
character, and theme.
At its core: multi-act flow structure is predicated on the idea that each scene works best as sort of its
own mini-act, complete with a mini-act break. Earlier, we defined the end of a true act as being a
moment where characters can no longer go back. And this is a slightly more lenient version of that.
The idea is that each scene should really accomplish something that changes the narrative, either on a
character, plot, or thematic level. It doesnt always have to be a major thing, but each scene should
feel like the world of your film is now somewhat different.
Does it have to be 100% true for every scene? Of course not, but the more central it is to your
operation the more propulsive and meaningful a film you will create.
As to how to execute it? It's really a two part process...
33. M.A.F.S. Part 1 - Breaking Into Concurrent Arcs
One of the best places to start really organizing your structure is to look at all the arcs in your story
-The doctor meets boss and notices their different life approaches.
-The doctor feels alienated.
-The doctor then sees the boss's pragmatic uncompassionate style in action and it gives him ethical
concern
-So they come into a conflict over it.
-The doctor sticks to his guns on a different case and saves a patient who is a danger to others.
-It is a success and everyone else is fine, much to the dismay of the boss.
-The main doctor feels emboldened by this success, so the next time the doctor does this same thing, it
is less successful.
-His emboldened attitude was misplaced so he then sees negative consequences of this decision.
-The decision causes others to get sick, the doctor sees how his emboldened attitude has undermined
the bosss ability to run the hospital.
-The negative consequences spiral, the problems are righted by the two appreciating one other and
coming to work together.
Now this example isn't that good or focused, and in fact it is the kind of hospital plot line we've seen a
million times before, but thats just makes it perfect for our purposes. Since they are all familiar story
beats you implicitly "get" the bare bones of the story and the mechanisms, and we can now talk about
where it can properly go.
The first step would be that these beats need to be fleshed out in an organic and accurate manner. The
story, like any story, could easily feel forced. But the beats could feel natural as anything too. Either
way, we have what we need. We don't need any more scenes than what is conveyed in that description
of the arc. So we have economy. Notice Hulk does not double up on conflicts which say the same
thing. There is an incident that shows a good reaction. And incident that shows a bad reaction. We
don't need any more than that. Those two cases alone will propel the story where it needs to go.
Next. Hulk would do this for the other arc with the coworker relationship and the arc with his past /
self. Again, we do this to be sure each element is a singular, complete story.
... But these are not three separate stories, are they? Not at all. This is a movie, or a TV show, or a
novel, or whatever. And as such it is one thing. Which means the arcs need to be ingrained into a
singular story.
This is where you do the second part of the breaking process:
34. M.A.F.S. Part 2 - Merge Into Conflicting Arcs
Hulk could just launch right into the example we just used, but Hulk actually wants to use a real-movie
example to show what conflicting arcs actually means. Whats funny is that Hulk uses the following
movie all the time when talking about screenwriting, not because it's a stunning example of
innovation and lyrical prose, but because it only tries to do the most basic things right. And boy it
gets them so, so right.
The movie is Kung Fu Panda.
Really? Yes.
The thing Hulk loves about the film is how it balances the relationships and plot mechanics to keep
them all very unified. There is Po, the dim-witted panda chosen to be the Dragon Warrior by Master
Oogway and meant to unlock the power of the Dragon Scroll. There is Tigress, the one who was in
line to be the Dragon Warrior and is now deeply disappointed at not being chosen. There is Tai Lung,
the villainous former pupil who wants to unlock the power of the Dragon Scroll for himself. And all
three are linked to Master Shifu who failed in training Tai Lung because he loved him too much and
gave into all of Tai Lung's indulgent behaviors. To correct his mistakes, Shifu was then far too hard
on his next pupil, Tigress, from whom he is detached, which in turn imbues her with far too much
desire to please him. And then Shifu is faced with training the idiotic but well-meaning Po, a task he
does not want or understand, especially because the Dragon Scroll was meant for Tigress. And then
guiding over all of them, particularly Shifu's frustrations, is Master Oogway, the one who chose Po
as Dragon Warrior and guides all five of these characters with a quiet sense of zen and destiny.
5 main characters. 5 different sets of relationships. They all have motives to relate to each other. They
all have reasons to dislike each other and provide conflict. But best of all they are all "interested
parties" in the main plot of obtaining the Dragon scroll. Meaning they all have real stakes in the story
and action. They are not characters simply made to be foils for each other. They are all real
characters with their own wants and needs. The film does not waste any of these great dynamics either.
When the Dragon Scroll is unlocked, in a singular moment of converging plot, it really allows each
character to come to a real catharsis about the understanding of themselves and their relationship to
one another, whether its Po's embracing of his own zen-like abilities, Tigress's will to accept Po as
Dragon Warrior, Shifu's realization of his blinding pre-judgment of Po, and even in the case of
revealing Tai Lung's own pride and vanity as his core weakness. The movie comes together for every
character arc and every relationship, all in a singular narrative moment.
Hulk just has to say it: on the surface, Kung Fu Panda is a somewhat funny movie with some really
good Kung fu animation but in terms of the basic mechanics of how this film integrates plotting
and character its fucking perfect.
You hear that? Perfect.
So go and watch it again with all those things mind! Constantly be aware of the relationships and how
the wants and needs of each character adjust with every turn of plot. Notice the way everything is in
conflict with each other, often at once. Its a spectacular learning tool!
So now that weve established a great example of what merging into conflicting arcs actually
means lets return to Hulk's silly African doctor movie that we just made up and is nowhere near as
good. We don't want it feel like three separate movies, we want to go all Kung Fu Panda on this shit.
We want it to converge.
So we essentially "start over" with the multiple arcs. That's right, we don't just augment what is
already there to make it work. That would be half-assed and ultimately make things still feel
disconnected. We need to start over. We need to converge the relationships. We need interested parties.
We need stakes and different wants all centering around the central setting and narrative. We need to
find our unifying concept of a "Dragon Scroll," even though it probably won't be a tangible object
and instead some concept or theme that is far more ethereal.
We need to make it one story.
Which means all those arcs we just made in point #33? They don't matter. They were a rough draft to
help us be sure we didn't skirt anyone's relationships. Now is the time to completely assimilate them
together by starting over.
For instance, the Tai Lung example above made Hulk think about adding another character to the mix
who would complicate the whole thing and add another layer of conflict. They could be another coworker in the hospital. They could create a love triangle and have a radically different, inhumane idea
of how the hospital should be run, one that would surely sink the hospitals direction. The inclusion of
this character would be productive. It would make for a clear foil in the scenario. It would provide the
audience with empathy for the other main characters and hate for this jerk-face. It would basically set
up the default rooting scenarios we want in the film. It would be totally effective and worthwhile.
... It is also not the kind of human story Hulks interested in telling.
For one, it's just too damn manipulative. Hulk knows this melodramatic story likely can't be turned
into high art or anything, but Hulk's particular inclination would be to make this script more quiet,
nuanced, and well-observed. And that means no abject villains. But since we still want the sense of
conflict and drama that the villain provides, it would then make sense to take some of those same 3rd
party clashing motives, and give it to a non-evil character. Like how about the love interest coworker?
This would be good because before this Hulk hadn't really a strong idea of the character's faults.
Sadly, she was just one of those foils who could make the doctor realize he needs love or something
stupid like that (thus violating Hulks rule about not writing women in the context of men), but instead
we should give her a contention and differing view point on what direction the hospital should go in.
Doing this will provide stakes and conflict. It would make her relevant to the story and not just
relevant to the main doctor s catharsis. It would help make her textured and real. We would get the
same conflict the villain would have provided, but in this version her humanity would make her view
seem more human.
But what could this third direction for the hospital actually be? Well, Hulks very interested in the
politics of Africa as well, so maybe the 3rd character should want to reach out to the local army or
despot who, despite their atrocities, have resources that could help. Both the boss and the main
character should want to stick to the hospital's crucial independence. It would make for a story in
which all 3 main characters had significant interest in the direction of the hospital (i.e. the plot, which
is a direct commentary on U.S. involvement in African politics), but also the main theme of idealism
vs. practicality. It would give all three characters different relationships with one another. Plus by
adding this army/despot character we would then have an outside force, which helps us automatically
empathize with everyone within the hospital's team. But again, none of this would be so cut and dried
by the end. They would all come to understand each other s' view of idealism vs. practicality.
It is the merging of conflicting arcs. And it is how one writes one singular story.
But guess what? Hulk's African doctor movie is still not done talking about the treatment of women in
film. Hulk is stopping for a moment to ask questions of the state of the story. For instance, you'll
notice Hulk immediately went to the "default male protagonist" and also the default "female support
figure." Neither of these options makes a good first inclination. You may even realize that this story,
with all its capacity for melodrama and by total admission a somewhat Greys Anatomy-like plot,
really makes more sense if the main character was female, right? Hulk totally agrees... That's even a
good sell for this movie... But heres where it gets reflexive! Because the tone of the story could feel
so much like fodder for a kind of exploitative female story (something almost Lifetime-esque), Hulk
could also try to push it in a different direction and embrace an atraditional tonal approach. It would
be a male doctor in touch with his emotions and a simple relatable story.
Hulk wouldn't want it to be aimed at an audience but something aimed at everyone. It could be a case
where Hulk would go the opposite of his intuition for the main character's gender, but all for a very
specific effect of thematic gender commentary. Still, there are ways that what happens could play as
positive and ways it could play negative. Hulk really has to think carefully about what Hulk wants to
say about gender in this scenario and its altering Hulks entire sense of plot and character.
This is what Hulk means when talking about the responsibility of the author and taking responsibility
for what your films say. Hulk wants you to think about these kinds of interpretative matters and
thematic effects constantly. Doing so will totally inform your stories and implications in the best
possible way. Again, its not about having your characters avoid anything haphazard. Its not about
upholding the paragon of gender identities. Its about awareness. And with that awareness you have
room to make a million decisions. Just like how Hulk would easily be open to switching back the
sexes of the two coworkers, so that the female was the protagonist. Hulk wouldn't worry about doing
that in the slightest. Do you know why?
Because they're people. Not genders. And writing them as people makes for better characterization.
You can switch genders in scripts all the time and unless you're making penis and vagina jokes or
something (which is something Hulk would totally do), the effects aren't that big a deal. Gender
matters, but it often doesn't matter in the way you think it does. It doesnt matter when it comes to who
should be doing what or who would reach out to the dictator or how men are like this and women
are like that. So don't worry so much about writing them as a typified gender. Because in the end,
they will either be played by an actor or an actress so the audience will be able to tell what sex they
are. You don't have to write it to tell them.
But even as Hulk eschews gender lines and espouses on the principals of melodrama here, the
important thing Hulk wants you take from multi-act flow structure is that it really, truly has the ability
to be augmented.
Because it is concerned with functionality and conflicting purpose, it does not hold you to rigid ideals
of doing certain things by certain pages. It doesnt say your character has to be like this, or they have
to do that.
It takes a look at the whole of storytelling and focuses on the main five tenets: purpose, character,
conflict, drama, and theme and makes you break a story in a way that values economy, propulsion,
and audience investment.
Multi-act flow structure gives you the tools you need to do what you want to do, and gives you the
But what are all the procedural conventions? What are all the conventions of mystery?
The truth is that to even begin trying to discuss all the rules of genre conventions would entail writing
a giant book about each genre separately. Which doesnt mean that its an insurmountable amount of
knowledge for you to acquire. Heck, you already have a lifetimes worth of movies youve watched.
You instinctually understand it. But instead of copying the iconography, you really should ask
yourself a different set of questions: how is this affecting me? Why is it working? What is this plot
saying? What does that mean for me? What am I getting out of this?
If youre writing a western, it should seem like you understand the effect of westerns. Hulk doesnt
mean to take a cheap shot at Cowboys and Aliens, but it really didn't seem like it knew the first thing
about how the genre actually worked on a dramatic level. Which might seem odd, given that it was
made by a bunch of smart people who apparently watched a lot of westerns as research (and you can
see all the references on the screen), but instead of understanding the function of the genre
conventions, they instead just aped tropes and iconography. Then it took those tropes and assembled
them in a way that didnt understand how they would relate together on the plotting level, nor the
effect on the audience!
For instance, Daniel Craigs character is clearly influenced by The Man with No Name archetype
that made Clint Eastwood famous. That character had no past and was a total mystery, but heres the
thing thats not what the films were about. His history didnt matter. The convention allowed The
Man with No Name to roll into town as a disconnected entity and then the plot would connect him,
usually based on morality and ethos. But Cowboys and Aliens took Daniel Craigs character history
and turned it into the big driving mystery at the center of the plot.
Worse, it had no idea how to actually do that. Hes essentially an investigator, but he has no actual
memory which means hes just wandering around doing stuff as more stuff happens. By combining
The Man with No Name with The Man with No Memory and then also characterizing him as a silent,
unstoppable badass with no agency and whose core details (that would make you empathize with him)
dont come around until two-thirds of the way through the movie, well, they inadvertently created one
of the most detached characters ever written, and by grounding the film in that character they wrote
one of the least effective storylines ever written. Theres no empathy. Theres nothing to follow.
Were just watching. Sadly, everyone started calling it Craigs worst performance, but of course it
was his worst performance! He had absolutely nothing to do and was given no personality!
All the lessons weve talked about apply: the film has no agency. We dont understand anything until
later. Each scene transitions poorly. The entire movie is one big and then! The entire movie is hellbent on using reveals and not drama. The entire film even misunderstands the purpose of storytelling.
Take Harrison Fords character. They know all the tropes hes supposed to be, but they mash them
together ineffectively and without the needed transitions. At first, hes the nasty villain. Then when the
aliens show up he just instantly starts acting like an anti-hero. Then hes treated to a scoundrels
evolution and is suddenly just a decent guy for reasons that dont expressly work. Mostly because the
way Ford eventually came around was not fit for who the character was in the beginning. And there
werent significant enough events to make him change. Remember earlier when we talked about Han
Solos great redeeming moment at the end of Star Wars? It was about the way that moment was set up
and used for perfect dramatic purpose and this film didnt know the purpose.
Even with every other character in the film, it knew it wanted to use the Stagecoach model of giving
secondary characters a lot of background and screen-time but the thing about Stagecoach is all the
action was centralized together into the same ongoing plot of their journey. It was like Kung Fu
Panda, where everyones action or inaction was contributing to the main plot. It knew how to merge
all those arcs into a conflicting singularity. In Cowboys and Aliens? Every plot is effectively its own
movie. None of it ever seems to affect anything else and barely even intersects!
Sorry, Hulk will stop talking about that movie. Its just such a great learning example of a film that
did all its research, knew its iconography, had smart people and good actors behind it, but so clearly
didnt understand the mechanisms or the purpose behind the kinds of stories it was trying to use. And
thats everything.
While Hulk isnt a diehard fan of the genre or anything, one of the reasons Hulk really appreciates
horror films is that most of the filmmakers really do understand the conventions and purpose of the
genre. They understand the mechanics of a scare and how to lay the mechanics on thick or light,
depending on the tone and rhythm. They understand how to unnerve and build distrust. They play
right into your visceral experience and they do so with an impeccable sense of craft. Theres a reason
a lot of horror filmmakers are suspicious when an outsider filmmaker tries their hand at the genre
and so often its because they dont do it all that well. The outsider may like the effect of horror, but
they often dont understand the mechanics and the craft. They would rather be esoteric and moody.
But there's an entire rhythm to horror films and you'd be shocked how often the outsiders misuse and
abuse it or dont even understand it.
Hulks lookin' at you, Wicker Man remake!
But the real reason you need to know your genre conventions isn't just for these tonal reasons, but
because they each have a psychology to how they work. Most of the time it is about the psychology of
release. For example, all genres and films use similar cause + effect models to achieve some form of
anticipation and release. Each genre then lines up with a different emotion: horror films use this two
ways. When you are excited for the kill, it utilizes anticipation and then uses a moment of shock to
send you into elation. The other way is fright, which wants to you fear the kill so it tries to establish
tension followed by a moment of releasing the audience from tension, which then makes it "okay" to
watch the film again. The two psychologies completely inform how one should write and stage the
action of the horror in any given moment. You have to ask the question, does the audience want this
particular character to die? Or not want this particular character to die? And go from there. Thats
mechanics.
Or if you look at action films you will notice that cause and effect needs to manifest itself by creating
tension followed by a moment of elation and impact (Are they going to do it?!?! Yes!! They did it!!!)
Even though you know that in most action films, the heroes will succeed, that doesn't actually matter.
The film's success is in tricking the audience's brain, through wholly visceral filmmaking techniques,
to feel that, just for a split second, the action hero maybe won't survive because that fall is too high!
Or that gun is pointed right at them! Again, it shouldnt be about the hero being an unstoppable
badass, but about all the ways the hero is in danger. All our lessons apply. It goes back to urgency and
drama. There is a reason that action films work well with clear stakes and completely obvious
plotting. It's always, always, always, about the visceral effect on the audience.
These cause + effect models are part of every kind of genre. Even melodrama. And to understand
them is paramount to your ability to write. It even applies to thematic motifs, like understanding how
good westerns are often about the end of things. Or that romantic comedies depend on the audiences
falling in love with the characters before the characters do with each other. There's a reason that so
many romantic comedies fail when the characters sleep with each other and now they have to figure it
out. It doesn't play into the basic sense of how the cause + effect works (Knocked Up notwithstanding
because that movie actually goes for other avenues of narrative resonance and succeeds brilliantly).
Understanding the psychology of how a genre works will give you precisely what you need to make
your own individual, creative, and original film work.... And yes, Hulk believes that every film is, in
some way, technically a genre film.
***
So guess what, folks? We've covered the "breaking stories section of this book! Hurray! But now its
time to address a little troubleshooting, and take a look at a few, small structural problems and odd
devices that show up in writing...
36. "Page 17"
The term "Page 17" is a strange phenomenon revealed to Hulk by an old mentor.
He said that if you look through most good screenplays, for some reason the movie's main plot or
action kicks into place on exactly page 17... He spent a career looking into it... And since then, Hulk
checked into it too... He's pretty much right.
It's almost bizarre, but if your read a ton of scripts then "page 17" of these 90-120+ page screenplays
seems to be this naturally occurring point in the main plot where the story really gets going. Even
something as non-traditional as the first chapter of Inglourious Basterds is 17.5 pages. It's like the
screenwriting pi or something. Its this naturally occurring page number where it feels right to really
start embarking down the main narrative path. Its like in the Shakespearean second act where the
main conflict kicks into gear.
Perhaps this is apropos of nothing, but Hulk sees it as yet another tool at your disposal. Have you
started your main plot too fast? Have you delayed it for too long? If it's page 33 and the main plot of
your story hasn't gotten going yet, all because you're still "setting things up," then chances are that it
is a bad thing.
It's not as if you absolutely have to get your main story cooking by page 17, but Hulk would like to
suggest if you're going much earlier or much later than that page number, then perhaps you should
probably have a really good reason to do so, that's all. Its simply a question you can ask yourself in
trying to decide what it is you want to do.
37. If You Use Characters, They Should Likely Be Reused
Again, these are guidelines. But so often we are introduced to certain characters in a story who
achieve some temporary goal in a scene. Comic relief. Exposition. Spurring forth a new plot.
Whatever. And often they will then disappear... It doesn't work that well for your story arcs, mostly
because it fails to meet our inherent standards for set-up / delivery and cause + effect.
Hulk knows Hulk keeps picking on the movie (perhaps fairly so), but in Green Lantern we are
introduced to Hal Jordan's family in an opening scene. They clearly do it to make him seem all
human and caring and stuff. Even then, it feels so immediately, blatantly manipulative. But then... We
promptly never hear from the family ever again...
Sorry, but it was one of the most laughable things Hulk's ever seen in a giant film. Not just for inmovie logic terms, but in terms of character consistency too. You figure he'd care about his family
when all of a sudden shit started going down with the city getting eaten by parallax, but hey whatever,
he can spend that time moping. Hulk guesses there's far more boring things to do when your family is
in trouble. But hey, it's just one offense from a terrible script (who knows though, maybe something
ended up in the cutting room floor and it was cut by the studio and Hulk is just being mean. Still, all
we can go off of is the finished result).
Not only does abandoning the family feel like we lose a bond we might be interested in, but the real
reason it sucks is that it feels like wasted narrative time. The audience can inherently sense messy and
scattered storytelling. They subconsciously sense when things don't feel important or necessary. Like
in Hulk's example with how the characters in Kung Fu Panda converge and have stakes in each other
because it makes for a relevant story. Simply put, there should be reasons characters are part of the
story. They should serve purposes beyond "I like what they do for the hero in this one particular
scene."
The stories we weave always have connections. Even something as silly as Animal House, doesn't just
bring in Otis Day and the Knights for a good times sequence, but later returns to them to make a very
different impression (complete with criticism of white-assumption, but also some old-school racist
overtones!... Okay, really it's the "primitive cultures" joke that is truly dated, but it's fucking awful.
Meanwhile, the rest of the movie is still pretty amazing. Sorry for the tangent, but Hulk cant talk
about that movie without bringing up that mean-as-hell line). Anycrap, the point is you should always
try to look for opportunities to make all the characters have as much relevancy to the story as
possible.
And that means finding fun and interesting ways to bring them back. As a great example, think about
the way Curb Your Enthusiasm plots are constructed where everything always seems to come back
and be relevant. Whether comedy, drama, short or long-form narrative, find ways to do that. It doesn't
have to be so perfect and have little neat bows on it, but there is surely an organic way to not waste
characters.
Because the more characters feel like tangents, the more they'll feel like tangents.
38. How To Actually Use Deus Ex Machina!
express some idea of the themes at play or possibly to create a sense of dramatic irony. You have to
be sure theres a reason. It cant just be an and then. You have to be sure you are not wasting the
audiences time, nor robbing your climax of important urgency.
Because sometimes the unintended effect of the flash-forward is that you're subconsciously making
the audience feel like they're just sitting there waiting to get to the climax again. It can become a
strangely hollow exercise. Even Breaking Bad, who used the device well for two whole years, ended
up phasing it out. It can be a real preventative burden. So be wary.
Honestly, a lot of time Hulk feels like writers use the opening flash-foward because that's what
movies do." How many times can we talk about movies that use devices, or imagery, or style that are
devoid of tact and understanding?
How often can Hulk argue in this book that the biggest problem is the common misapplication of a
story mechanism and not the mechanism itself?
Understand the thing you are doing. Understand the mechanism and what its accomplishing. Dont
assume. Ask yourself the right questions.
Ask: What is this really accomplishing?
40. Dont Try To Be Cool
The following is Hulk's general piece of advice about life: if you start any sentence with "Wouldn't it
be cool if... ", don't do it. Just don't do it.
The word cool is so troublesome and Hulk finds it really problematic in storytelling. A lot of
people dont understand why Hulk makes such a big fuss about it. Its just a word that is synonymous
with good to them. But Hulk doesnt see it that way at all. So lets try a little experiment.
Define cool.
Again, we think of it as being synonymous with good, but thats not really the case, is it? The things
we think are cool usually relate to our understanding of early social dynamics. Cool people and
cool things are often detached, flippant, and rebellious. And while those traits are certainly alluring,
the problem is that its not all that emotional or empathetic. Heck, the reason we try to be like that is
that emotional connections scare us. We dont want to get hurt. We dont want to be vulnerable. And
thats why we project coolness. Thats why we want to seem like we dont give a fuck. We think its
alluring, and hey, sometimes it is.
But Hulks problem is not that being cool is alluring, its that it isnt emotional. It isnt dramatic. And
it isnt empathetic. Meaning: it isnt good cinema. Think about those words: flippant and detached. Is
that how you want your movie to come across? Is that what youre interested in making? Sometimes
people are interested in making movies like that and theyre often terrible. Theyre aloof bits of slick
cinema, completely distant and unemotional, and altogether shitty. And the only way they tend to be
successful is by indulging the audience and making them want to be like those cool things through
wish-fulfillment.
The other problem with cool is that its often an evaluative concept, not a visceral one, which also
makes for bad cinema. We just sit there with our brains and we decide oh thats cool and even then
its not all that helpful because we regularly disagree on what is cool or what makes things cool. Its
so damn ephemeral and that makes it impossible to construct! Its like trying to bottle lightning.
Isnt that such an important thing to realize? That coolness is so transitive that it changes constantly
and cant ever be constant? And soon after it is effective it will be considered pass? And if we cant
define such a nebulous concept, then we can only rely on how we know it when we see it. Which
brings Hulk to another important point, when you are still writing and constructing the idea, the idea
doesnt exist yet.
Youre just trying to be cool.
And you ever see a guy trying too hard to be cool? Oof. Do you want your movie to be like that guy?
Its the parents who try to keep up with their kids music, not in an effort to connect with their
children, but to adopt their tastes as their own and to stay relevant, trying to be cool. Its the guy at the
party still wearing the scorpion jacket from Drive. Trying to be cool results in taking benevolent,
good-guy, zen leader Optimus Prime and turning him into a government-hating badass hell-bent on
executing motherfuckers. Trying to be cool is how we got pretty much all of the early 90s with
cartoon characters in sunglasses.
It is the Poochie-fication of cinema.
It just always reeks of blatant and false intention. It seems desperate and unearned. More importantly,
it never has anything to do with being a valid option for the story. It will be like a marketing executive
trying to identify what the hip kids are into. It's true. Even if you really are a cool, forward-thinking,
progressive person, it will feel calculated and cold. It will be disingenuous.
So Hulk swears to you: the second you are trying to be cool, youre in trouble.
People think that Tarantino is always trying to be cool or that he makes cool films, but if you ask
Hulk this is a spectacular misdiagnosis. Yes, Quentin wants his films to be cool, but thats not how he
actually constructs them! Seriously! Oftentimes, his characters are grounded in a kind of regularity
and focus on the mundane. He obsesses in the obscure and the uncool. More than that, he constructs
his films in terms of function: his long-form dialogues are just as much about classic innovations of
drama and build up and tension. Hes a guy who knows his craft and knows the purpose of every
single cinematic mechanism hes employing. The real truth is that Tarantino is actually super dorky.
Hes referencing the most obscure nerdy things, favors flights of dialogue fancy over action. He
much prefers careful characterization and intelligence over posture. He understands that no matter
how much you dress stuff up in awesomeness
Cinema is secretly about being dorky and earnest.
And that is what makes his films so damn cool.
What!??!?!?!? Like seriously?!?!!??!?!?!?!
Okay please understand something right now. Hulk wants to run out into the streets and start smashing
cars and punching Chitauri but instead of Hulk smashing things, Hulk will do the more civilized
thing and analyze why that comment might be the worst thing ever said by a filmmaker.
The first problem is that hes making it clear he's just fucking with the audience to get a reaction.
Second, it gets people talking is the chief phrase people use in marketing. Not storytelling. And if
thats your approach to storytelling you can just get the hell out of here and work in marketing.
Which is fine, by the way. Hulks worked in marketing. Its a super-valid business, but it works in a
completely different way from storytelling.
Third, what the hell does getting people talking and cutting a story short so they can go to a website
have to do with realism? Nothing, that's what. In fact, all you did was get people to talk about how
awful that story decision was.
Fourth, hes misunderstanding what Not every situation ends perfectly or the way you want it to end"
actually means in how it should affect your narrative. His words imply that we're just mad at the
ending because the film didn't end how we wanted it to, thus implying we're just a bunch of hapless
dumb-farts who need to be placated.
Gahhhhhhh theres so much to say here.
Lets start with the fact he's obviously not trying to tell a story but just do "the opposite" of
storytelling as if that both made sense and was somehow enough. He seems to think that by doing so,
he is being attractive or cool or badass or worse, artistic (go back to Hulks comments on art to see
how untrue that one is). And in the end, it is just contrarianism in service of nothing. It showcases
exactly what Hulk is talking about with the false pursuits of fucking with your audience and doing the
opposite for opposites sake.
But the bigger problem with all these statements is that there is clearly no understanding of what
narrative even means. None. His "Hollywood ending" comment shows that he actually perceives
nothing about how endings work. He seems to think that anything with resolution is akin to having the
characters ride off into the sunset hand-in-hand. It's asinine. Remember what Hulk said earlier about
how the ending is a chance to ram home themes? Well most found footage films tend to end abruptly,
but at least most of them have an ending gesture like that manages to, like, do something. This one
just ends on another action beat indistinguishable from other action beats before. Both the film and
his ensuing comments are enough evidence to showcase that this person could not possibly
understand less of what a story is, how it works, or why it matters.
If "the ending is the conceit" then this films conceit was total ineptitude.
So to all of you writers out there, Hulk wants you to know that storytelling is not some game where
you mess with the audience. Storytelling is an art that is dependent on your sense of craft and audience
response. So if you are going to throw an audience off-kilter or if you are going to do something
rebellious you have to do it for a good reason. And you have to know how to pull it off.
Hulk has a question for you: when Alfred Hitchcock made Psycho, was he just fucking with the
audience?
Its an important question. The filmmakers may have had a desire to shake things up, but that great,
rebellious moment in Psycho works because the entire film is constructed around it. We get a total
creepy-as-shit build up. The film gives us every reason to believe it can happen. The only thing that
stops us in our tracks is that, well, Marion was the main character. And then the film delivers a pure a
Shakespearean third act turn that is worthy of climax. But the way the moment works does not stop
with the deed itself. The event has a tremendous fall-out and consequences to the new characters. It
spreads out far beyond what we see.
Hitchcock and his team didnt fuck with the audience just to fuck with the audience, they constructed
an entire film around their inventive, unconventional decision. They played with expectation and then
looked at what that playing-with-expectation actually meant.
The lesson is simple: if you want to go in bold narrative directions, you do it smart. You start with the
familiar tropes and you carefully bring the audience on a journey, often to places that are
uncomfortable, but you do so with a guiding hand. You can always bring an audience to an
antagonistic place, but you can't do it in antagonistic way. And if you do? You better be damn sure that
audience's angered reaction is the exact result you want (which is why in its most basic sense, Human
Centipede 2 "works" for its filmmaker). And then you have to follow it through to the end. You have
to show the consequences. You have to show the audience that you made this unconventional choice
for a reason. You have to prove that you arent just fucking with them. That your decision had
meaning and theme and import.
Anytime you branch away you have to have a reason. Quentin Tarantino gets away with scenes of
long-running dialogue because he writes some of the best dialogue on the planet. And more
importantly, his dialogue is full of its own narratives and stories and dispositions and all that good
cinematic stuff. His conversations take you on a narrative journey. And then he understands
instinctively when to dip right back into pure visceral cinema.
Essentially, you have to negotiate. The absence of one element of good narrative means you should
fully embrace one of the other elements from our working definition listed in Part One. Dropping
theme? It better make perfect sense for the texture, character, or reality. Dropping narrative economy
and propulsion? Better make perfect sense for your theme or an important character point. And you
cant just do that in every scene. You have to know when youre pushing it. You have to know what
your effect will be.
One of the best movies to talk about in terms of innovation and embracing of unconventional story is
the ending of No Country for Old Men. The film before the ending qualifies as a remarkably
suspenseful revenge film. Its palpable. Visceral. Tight. And contains what is quite probably the bestfilmed action that Hulk has ever seen. But with the ending it becomes something so much more. It
subverts its genre needs and expectations and achieves this stunning thematic resonance. By removing
the shackles of narrative restriction, the film is free to explore something more abstract, even
downright poetic. It gets right to the heart of what the film means. And as a result, what could have
just been a tight, well-realized action film, instead becomes on one of the best films of all time.
And it doesnt do this willy-nilly. It doesnt just decide to become artistic for artistics sake. The entire
movie was secretly full of this same kind of commentary. Heck, the entire opening secretly sets us up
for ending. The only real problem is that the connections it was making and the place they were going
works better for people who embrace subtlety and thematic storytelling. And for all the people who
either weren't perceptive to thematic stuff or just were not that into it, the ending of No Country
really rubbed them the wrong way. And it's because it eschewed the most basic expectations of
narrative. But sometimes thats the price you pay for working in subtlety (notice the stark difference
though, where The Devil Inside is anything but subtle and just rubs it in our face).
But the Coens understand and expect the limitations of their choices. They also understand their
responsibility to deftly weave in and out narrative in order to create new thematic meanings. And they
did a good enough job of it to make one of the best-acclaimed movies of all time.
The point Hulk wants you to take away is simple: the Coen Brothers may defy expectations of
storytelling conventions constantly, but they do so only to engage deeper questions in life. They do so
to create new vivid meanings and make truly interesting statements. Even their most bizarre comedic
moments in films like The Big Lebowski are laced with topicality and subtext. They are making art.
And their art is not based on getting a mere reaction, but crafting statements.
Or look to the greatest American filmmaker ever in Stanley Kubrick, who eschewed every
convention ever, but did so in the name of pure art. Every inverting gesture had a meaning. Every bit
of oddly staged production design had a semiotical construct. Every way his characters shied away
from empathy and connection was a purposeful way of getting you to disconnect so you could engage
in an idea. You may think he was thumbing his nose at conventional storytelling and emotion, but on
the flip-side he was essentially being the most thematically responsible filmmaker of all time.
And whatever you think of the tactics of the Coen Brothers or Stanley Kubrick, Hulk can assure you
they didnt sit around and go "wouldn't it be cool if?"
42. The Modern Difficulty Of Relativism
So for an entire book Hulk has talked a lot about having a purpose with your writing and the
importance of saying something with each gesture, and all the while Hulk has kept adding the caveat,
unless not saying something is your point, or something to that effect. Hulk didnt want to seem
authoritarian or like a moralist. After all, a lot of times people dont want to attack an audience with
some after-school special tactics or archaic lessons or make a big artistic statement or do anything
like that.
Theres a reason folks are averse to doing so this day and age, and thats because it seems reductive to
the great universal truth that nothing is really true. Most of the films that counter these conventional
values of narrative are independent and / or valid art films and trying to reflect a certain
understanding of post-modernism, wherein there is an emphasis on not being didactic. And to that
purpose Hulk understands why they tell their stories in such a way. But it really goes beyond that.
Sometimes it feels like there is this unspoken value among artists that, regardless of tact, trying to be
didactic is the worst thing you can do.
Its just look. Hulk isnt here to tell you what compels you. If that kind of statement compels you,
then by all means you must follow your hearts and minds, but Hulks going to take a few seconds to
try and explain why Hulk isnt crazy about the idea or, at least, why you want to be careful with it.
The first reason is simple: look at everything weve talked about in this book. Act breaks are
character choices. Character psychologies are based on wants and needs and projection. Inspiration
comes from having something to say. Dramatic action. Dramatic function. The ending being the
conceit. Good narratives have purpose to every moment in them, which all just means that good
narratives have purpose. And the problem of so many movies with the traditional post-modern bent is
that in trying to uphold the reflexive value of all actions they are thereby robbing those dramatic
functions of their importance.
In other words, purposefully making a film seem like it doesnt have a point at the end just makes for
bad narrative. Say nothing of ambiguity, say nothing of trying to say a nuanced thing, its instead
coming from that place of not trying to say anything. And thinking that others shouldnt say anything
either is, well, its trivializing.
The truth is that most people criticizing things as being didactic not because the story has the will to
convey meaning and ideas, but because some people can say really broad, stupid things with that
didacticism. Once again, lets go back to The Wire as a great example with the problems of this
thinking. Every single scene in that show is 100% trying to say something and convey a very specific
lesson about sociology. Only the what of that lesson is extraordinarily complex. Its often nuanced
and humane. And it bounces off dozens of other messages and creates an accurate picture of a society
in conflict. But its anything but ambivalent. In fact, its hyper-specific about everything it wants to say.
So once again we have a crisis of language. Hulk thinks being didactic is one of the core tenets of
storytelling going back to fables, and yet weve bred a generation who is afraid to do it because they
confuse the will to say something with after-school-specialism.
And as a result, Hulk reads scripts all the time where people are just so damn afraid of having
something strong to say. Maybe they think they are reflecting truthfulness? Maybe they find anything
else to be placating? Whatever their intentions Hulk just thinks that they dont realize how much they
are narrowing their own narrative effect. Deliberate pointlessness makes a story really, really
inaccessible.
And the other reason Hulk isnt a fan of this kind of relativism is because well, its kind of
personal and feel free to disagree, but Hulk finds relativism to be really boring.
Not just dramatically, but, like, conceptually. Heres a nuts and bolts version: post-modernism is
largely grounded in the dissolution of truth. We are essentially talking about relativism, meaning
Hulks view cant be true and your view cant be true, so therefore nothing is true, there is only what
we believe. Thats a pretty crude way of putting it, but the important thing is that we use postmodernism to dissolve the certainty of absolutist thought.
On one hand, the practical application of post-modern thinking is pretty fucking important. Its
probably the best weapon humanity has against totalitarianism and extremism. But there is a caveat to
that and Hulk hopes the following makes sense: the problem with post-modern relativism is that it was
also humanitys first problem.
what?
Okay how to put it... At the dawn of culture we didnt have language. We pointed at things. We grunted.
We ate things. We instinctively knew how to do things. But how did we survive? We were in the
figurative Tower of Babel and we couldnt communicate. Everything was relative. And the fact that we
had no objective truths to agree on was a threat to our very survival. And then our little protoversions of us created language. We pointed at rocks, aka those things we all saw every day, and
agreed that they should be called rocks. And from those rocks we made spear heads. We would
point at those big food things and we called them mammoths and hunted them with our spear heads.
We used our languages and definitions to start planting things like corn. To best relay these ideas we
created a sequence of meanings, which are effectively just stories. Those stories became channels
to our understanding of the stars and universe. A calendar of celestial bodies stirring above us. We
grew and survived because we could communicate. Because we could define things. Because we
looked at a mammoth and simply agreed to call it a mammoth so that we could understand each other
and come together. An agreement on language and stories was how we survived.
It was how we came out of the dark.
And thus, an attempt to define things, or an attempt to tell a truth, or an attempt to bare your soul and
say something is not an instinctual attempt to undermine relativism. Of course we cant undermine it.
It is the constant battle we wage every single day of our lives. We dont like to think about it, but we
live in the dark. There isnt a single person on this planet who can know what happens to us after we
die. Or if we have souls. This reality is crushing. And thus Hulk would like to submit the idea that
trying to define things is not inherently a lie. Its a survival mechanism. It is the pursuit of knowledge
and the foundation of science. It is the goal to pursue as much truth as we can possibly know.
And as much as post-modern relativism is here to save us from the crushing certainty of absolutism,
we as human beings must also be here to save each other from abandoning definition all together. To
do so would be to abandon the value of language. From a philosophy that often seems like its trying
to dig us right back down into the dark. Just as we pointed at the mammoth so we could give a word to
it as food, we point at those unknowable concepts like love, anger, happiness, jealousy, and lust and
give them names. We tell stories so that we can know these concepts and grow and pass on an
understanding. We dont throw up our arms and say its all relative! So whatever! What would
happen to the scientific process if we ever gave up on finding the better answer?
We tell stories so they might be of some fucking use.
but maybe thats just the working definition.
Okay, okay lets bring this back to a little less grandiose place: Hulk knows that a lot of postmodernism is geared around a less stringent version of the relativism Hulk talked about earlier, or
that it embraces the new myth, but Hulk can count on Hulks fingers and toes the number of films
Hulks seen that are interested in creating the new myth. Meanwhile, Hulk can count by the barrelful
the number of student films that Hulk has seen in which relativism, reflexivism, and the impossibility
of single perspective have been hurled onscreen with the same kind of ineffectual shrug befitting its
lack of forethought. For every brilliant dalliance of post-modern reflexivism, for every truly great
film Hulk has seen in which post-modern thought led its hero to shying away from absolutism of
politics or something equally dangerous, Hulk has seen 50 times the amount of juvenile B.S. from
someone who is just afraid to say something.
Do with this sentiment what you may. If you look at this and think Hulk is super-duper wrong, then by
all means go for it. Do what compels you. Prove Hulk wrong. Find the great cinematic reflection of
relativism or flippantly pointlessness. This is just a Hulk being honest about what Hulk doesnt find
compelling
The thing Hulk wants you to keep in mind is that most audiences, whether mainstream, independent,
or artistic, instinctively tend to agree with Hulk on this one.
43. Adaptation
So if you ever find yourself in the position of writing in Hollywood, chances are youll find yourself
dealing with the art of adaptation. For many years, the main focus was the adapting of popular books.
The practice had its own peculiarities (full-on novel-adaptation screenwriting classes would be taught
and everything), but then the industry really started shying away from that focus. Now, its all about
adapting properties. It started with old TV shows and then switched to comics, cartoons, famous
characters, Twitter accounts, and even theme park rides. It wasnt about known stories, it was all about
known iconographies.
The reason why this happened isnt some big mystery. Its all about marketing a known value so you
can get your awareness numbers up and that somehow becomes your justification for green-lighting
a movie. Which is pretty damn meaningless in terms of making a good movie, so well just leave that
one alone. The important thing to realize is that even while the particular talents for adapting a novel
are slowly becoming less relevant, the core idea at play in adaptation is something you need to
understand.
There are no set rules in adaptation, but instead there is a very specific set of conditions best
expressed by a simple dichotomy.
The first part of the dichotomy is that you have to accept that there are people in the theater who want
a staged, line by line re-creation of the source material and dont actually care about the experience
other than that.
The second part of the dichotomy is to accept there are people there who have never read the book
and could care less about faithfulness.
And even if most people are some lessened version of each side, you still have to try and please
everyone, because neither gives you a sizable enough audience to be successful. Dont please the
hardcore fans? They dont help you market the long play to the masses. Dont please the simple
movie-goers? You wont have a successful film on any level then. Which means the art of adaptation
just falls to our reliable old concept of balance to save us.
Basically, that just means you have to write a good movie.
The key to doing that in adaptation is understanding what you have to keep and what you dont have to
keep. People always talk about how a good adaptation captures the spirit of the property, but what
does that actually mean? Its kind of vague, right? Really, it means what Hulk been saying since the
beginning of this whole damn book: character is king. You want the people of the property to be the
same people in the film. Thats everything, really. Audiences just want to recognize the characters
they have come to love or be fascinated by. And if empathy truly is everything for getting your
audience to invest, then getting the characters right is your primary concern. And hey, if the original
property was able to resonate then thats a pretty damn good indicator that capturing the same things
will cause your adaptation to resonate too!
So remember: capturing the spirit = nailing the characters.
As for the plotting? Its a negotiation. Sometimes youre fine if you go just make your own
adventure, but for true adaptation you really just need to decide on the central plot-points (meaning
mechanisms) that allow the functioning of the plot in the original property and incorporate them into
the central structure of yours. Just remember, its not the what of the plot point but the why. Think
about the purpose and everything weve been talking about.
What are the character decisions? What are the themes? How do the plot mechanisms accelerate at a
certain point? And from there: streamline! Do everything weve talked about with economy, therefore
/ buts, taking written info and making it showing info, and merging into conflicting arcs. All the
same lessons apply. Its writing all the same. The only difference being that your ability to analyze
and breakdown why a story works in its original form will absolutely allow you to build a better
adaptation.
Still, people worry about cramming everything into an adaptation, which Hulk readily admits can be
difficult. If you need a good working example of the tactics you can use in your approach, then Hulk
heartily recommends first reading John le Carres Tinker Tailor Soldier Spy and then seeing the
recent Tomas Alfredson film adaptation with Gary Oldman. And thats because the film is a master
class in adaptation. Not because of any tonal choices (the film is remarkably subtle and quiet), but
because of the expressions of plot through pure cinema. Look at the choices they make in condensing
information. Entire monologues in the book are cut off and feed what we assume they must have
talked about based on the next scene. Its all transitional filmmaking. A knock on the door, a file
dropped on a desk, a smile, an extended gaze. Each action forwards the story. Each action reveals
character. And before you know it theyve taken a book that was a 5 hour miniseries adaptation and
turned into a 2 hour film without missing a beat.
A master class.
44. Spec Scriptin!
Okay, so technically a spec script is anything that is written on spec, meaning anything that is
unsolicited material, but a production company is still reading to check out a writer. Most of the time
when youre first trying to get an agent or manager you will be writing original scripts and they will
be read by these people on spec.
But there is a curious overlap in terminology that specifically applies to television. Because television
so readily involves hiring writers for an existing show (90% of writers are working on a show that
isnt theirs), the industry also uses the same phrase of spec scripts to mean un-commissioned TV
scripts for shows that already exist.
Say you want to be a TV writer. Say you want to write on a smart, dramatic TV show. So you write a
fake episode of Mad Men and the idea is to establish that you could totally write an episode of that
show to prove your mettle. But really you want to show that you can look at another persons show
and understand the characters and get the tone right. You are proving that you can take that world and
craft your own unique and interesting story within it. The idea is to both impress the hell out of
everyone and signify that you can play with someone elses toys.
Which means just doing all the good writing stuff weve talked about here. With the caveat of a few
pieces of advice Hulk will give you now on how to thread the needle of what people will be looking
for
I) Often times its not good to write a spec script for the exact show youre trying to get a job on. Its
sort of a weird circumstance. You would imagine it was the most logical thing in the universe. But the
people approving you and hiring you are often too close to the show to truly be able to separate
themselves from what you are writing. They know the entire universe so well that they will take it
personally. They are guarded with it. And in those circumstances its just so easy to go off the
reservation from their specific way of writing the show.
II) So that means you pick a show thats like the show you would want to work for. Look for overlaps!
Look for the kinds of shows that those people like! Be smart about it! But at the same time
III) Dont pick a show that you do not know well. It happens more than you would think and its
something that you cant fake. Either you know the history and tone of a show and thats clear or you
dont. At the same time
IV) Dont go nuts trying to show off how much you know! A lot of spec scripts will try and cram in
every history or reference ever. Unless youre Arrested Development or something where callbacks
are woven into the fabric of the show, dont go nuts! Heck even then.
V) Also, dont go nuts with your fan-fic-ing inclination for the show. What does that mean? Well, put
it this way. When Friends was first on the air the writers would always get spec scripts where it was
clear the writer just wanted to make two of their favorite characters hook up dont do that. Quite
bluntly, its amateur hour because youre instantly proving youre a masturbatory and indulgent
writer. So try to avoid new hook-ups between the characters. It just always, always plays bad.
VI) Or less offensively, a lot of times spec script writers include some major event that dramatically
changes a character or the plot. Its an understandable inclination, because you want to write a big,
impressive, dramatic script but really your job is to show that you can uphold the rules and norms
of the universe you are trying to write for. You want to prove you can uphold the status quo not
change it. It can even be a little thing. Some years ago Hulk wrote a spec that Hulk thought was sharp
and upheld the universe, but it used a narrative device (centralizing around a previously unknown
character) that many felt was too radical a departure for that show perhaps Hulk was just too
realms of a movie world, like melodramas and comedies. For instance, it can be that this character
can talk to the camera or people behave absurdist in this world. Sometimes those rules can be
about character consistency and established feelings, like "Dad hates Mom" or "our main character is
unpopular." These behaviors and dynamics are givens for the world we are entering, and then we
operate within the context of the movie from there.
Because as movies go on, we get more and more information (whether for plotting, character, or
theme), and this creates more and more understanding of the world. But a plot hole occurs when the
new information given is fundamentally countering the old information with no eventual accounting
for why. Do you see the distinction? A lot of times we can have a character suddenly switch
motivations, but this has to be explained for us to accept it. And the more the switch makes sense
based on other information presented before or after, the better we feel about it.
But the thing to understand here is that the kinds of plot holes that actually matter are the plot holes
that hurt the functioning of the movie, meaning the plot holes that derail the in-moment experience and
actively prevent you from enjoying the film right there as you are in the theater.
So in that spirit, let's be clear - a plot hole is not any of the following:
I) A blatant movie-stopper
II) Something that only seems confusing in retrospect
III) An event that simply occurs off-screen
IV) A loose end (though it can be)
V) A real-life inaccuracy
So let's talk about each in order
I) It is not a blatant movie stopper.
A friendly and kind acquaintance of Hulk's was once discussing the problems he saw in Looper and
he asked the logical question: "why doesn't the future mob just drop their targets in the middle of the
ocean?"
The simplest answer?
Because then there would be no movie.
Glibness aside, it really is the only answer that matters. You can stop virtually any single movie on the
planet (invented sci-fi world or not) with a simple solution that nullifies the core conflict. But we
dont go to theaters to watch people come up with the best solutions. We go because we want to watch
a damn movie. And we watch movies to experience drama, laughter, dizzying highs, sadness, tears,
and sympathy. And in order to experience these things we must have situations in which the simplest
and most logical solution isn't present. In fact, we have to watch people do the wrong thing. We have
to watch people fuck up. We have to see their wants and desires become entangled in a situation where
they have to make a bad choice... We call these sorts of situations "conflict" and they happen to be the
entire basis of good storytelling and drama.
On top of that the frequent problem with going down the logic rabbit hole is that Hulk has a million
good reasons the ocean solution isn't even a logical fix to begin with, but none of them have to do
with actual storytelling, just logic itself. For instance, Hulk would argue there's a pretty damn good
reason for the future mobs use of looper hitmen - because mob killings are all about "kill
confirmation, having someone responsible who can attest to the relative success of the hit and be
responsible if it fails (it's actually the same reason people laugh at Bond villains who leave our hero
in an easily escapable situation and just presume he'll die with no one watching. Theres no kill
confirmation). And the ocean solution ignores this rather logical policy of the mob. When he was
presented with this logical counterpoint, said acquaintance then cited that the ocean solution was still
preferable because with the looper system, we see the hitmen fuck up a lot. Which is not only
inaccurate, but another misunderstanding of the very purpose of conflict. In fact, we actually see the
looper hitman system as a wholly functional enterprise and the only two unsuccessful incidents are
actually the sole driving force of the conflict in the movie. Again what is being missed here is that the
disturbance of natural, logical order to things is actually the fundamental approach to creating
conflict in movies. Its all "everything was okay, and then this inciting incident happened so it wasn't
anymore!"
Far more importantly, the ocean solution has absolutely nothing to do with making it a "better
movie. It would in fact make the movie infinitely worse. It would create a non-story. It is the failure to
realize that every single conflict scenario you have ever seen onscreen probably had a more logical
solution than the one that plays out in the narrative, but that truly doesn't matter.
That sentiment should be blindingly obvious to all of us, and yet we still keep reverting to the place
where we ask those logical questions. Especially with horror movies. Now, this is largely because we
place ourselves in the stalkee's shoes a great deal in those kinds of movies and actively look for
solutions on our own, but the real answer to "why didn't they just do _____" in a horror movie is
always to make the most effective, dramatic scare, which, lest we forget, is the entire reason we are in
the theater. Of course, there are a million other things that have to do with making an effective scare
or an emotionally effective scene, but Hulk assures you they often don't have all that much to do with
plot logic either.
So in Hulk's mind, these overt logic questions that are "movie-stoppers" or scare stoppers or
drama stoppers are really not even worth getting into that much, because they undermine the
experience we are there for and fundamentally misunderstand the goal of a dramatic, compelling
experience.
II) It is not something that only seems confusing in retrospect.
This one is actually the most complicated, but it is also important because it gets at the heart of the
movie function" part of Hulks definition. And the best way to address this part is to have a little talk
about Christopher Nolan.
Christopher Nolan is pretty damn well respected for the most part, right? We can at least agree with
that. Most people think he makes proficient and reasonably effective movies. Still, he is often the
subject of a lot of plot hole talk. For instance, a number of people have spent the last several years
laughing about how The Dark Knight doesn't make a lick of logical sense when you look at the plot
as a whole. And when you look at it in a rigid plot-based way, yes, that is very true. The Joker's plan
for much of the movie is ridiculously implausible and dependent on incredible amounts of
convenience and luck. But here's the thing about all of that... It really doesn't end up mattering.
Why? Because Nolan isn't that interested in having it all make sense. He's interested in entertaining us
in as dramatic a way as possible, while keeping everything thematically interesting. And he did a
pretty darn good job of it if you ask Hulk (and the legions of people who first walked out of the
theaters proclaiming it a masterpiece). The plotting mechanism at play was fairly obvious: Nolan was
just building a cat and mouse game of increasing escalation where we follow new pieces of
information from scene to scene in an ultra-enthralling and propulsive fashion. But it worked. Boy
howdy did it work. Scenes move along with not just fantastic pacing, but fantastic purpose. There is a
sense of intrigue and character motive that showcases what a master filmmaker can do. Sure, the
movie's overall logic doesn't quite work, but it still flows beautifully and engages us on other levels
which are far more important.
What are those other levels? Hulk argues that what saves The Dark Knight from having a thread of
ill-conceived logic undo everything is the fact that the ideology and theme are so damn logical,
resonant, and focused that they utterly carry us through the movie in terms of our understanding and
comprehension. Yes, The Joker's plan is chaotic, but his crystalline approach to the ideas behind that
chaos, the pure anarchy and his goals of breaking down Batman, Harvey Dent and the rest of Gotham
are so absolutely clear (and terrifying) that we can completely hang our "attention and interest on
them for every second. Hell, we're downright fascinated by it. And please take special care to note that
almost all of The Joker's games are built around ethical choices that directly engage both the
characters and the audience too; the movie practically feels like a tightrope walk for our moral souls.
Its because of the moment-to-moment energy and the clarity of a mental connection that The Dark
Knight gets hailed as a masterpiece.
But youll notice that Hulk talked about a situation being only "confusing in retrospect." everyone
who tended to complain about the logical problems of The Dark Knight only seemed to do so long
after the first time they saw it (and generally loved it). In fact, it didnt really pop up a lot until most
people had experienced multiple re-watches at home or on hbo. With plot hole hunters, this is very
common. It means they've had time to process the logic and now they can suddenly see the seams. And
that's when (because they think movies have to be defined by logic) they begin to think that great
movie they loved was perhaps not so great.
Not only is that a shame, but it is so, so, so missing the point of what a movie is supposed to do. If a
story didn't need the logic to function like that the first time, then it really doesnt need it at all.
Because so often the eschewing of logic is done in the name of giving you a dramatic and
thematically resonant experience (that probably made you fall in love with the movie in the first
place). And that's everything. That's what pulls you in. That's what brings you satisfaction. Drama is
by far the most effective tool in connecting with people. To fulfill the purpose of storytelling and
translate life's narrative... So why do we judge the logic of a movie differently in retrospect? Why do
we say shit, this movie makes less sense the ninth time we watched it! Drama is simply the gateway
to everything we need from a movie. And even though there is a plethora of films that reward
multiple watches for either cerebral, detail-oriented, or humorous purposes, it's that first watch that
counts for everything in terms of whether or not the dramatic function works.
III) It is not an event that simply occurs off-screen.
Something that happens off-screen and is later alluded to is not a plot hole.
To reiterate: movies are things that are edited. Therefore movies create inherent, intentional gaps of
information that are omitted because the viewer doesn't need to see them. Heck, movies bring us into
fully realized worlds with their own histories. And the thing about these histories and mythologies is
that we don't necessarily need to know them, but simply feel them.
All of this should be obvious, but you would not believe the number of times Hulk has been asked
about a plot hole that involved something that was explained but not shown yeah those are not
plot holes. Hulk just had to acknowledge this and move on.
IV) It is not a loose end (though it can be).
Somewhat confusing matters is the subject of a loose end, or an unresolved plot-line or character arc
at the end of the film.
So let's qualify it like this: the mere existence of a loose end is not necessarily a plot hole, but there
are indeed loose ends that can be plot holes. The problem is that there's a huge range of what qualifies
as a loose end. Because of this gray nature, Hulk could just sit back and argue that it's all a "case by
case" basis, which is certainly true... But that's not really all that helpful, so the following is Hulks
puny attempt to argue that the kinds of loose ends that actually qualify as plot holes have nothing to do
with want, but instead with function (are you sensing a theme here?)
What does Hulk mean by want? Well, for instance, you may have wanted a likable comic relief
character to get a proper send-off, but if they serve their function earlier then they may not be
necessary for the films ending, especially if their resolution would be tonally disparate. Or perhaps
you may have wanted two characters to hook up, but instead the film is interested in telling a different
kind of story and left that love unexplored on purpose (or has them committing to other life needs).
And the thing about loose ends is that they tend to bother us not because we want what we want, but
because as an audience we like everything to have a reason. And quite honestly, we're kind of right to
want everything to have a reason. Hulk even argues that everything having a grand, plot-based
purpose is actually a surefire sign of good storytelling, but the truth is that you simply cannot wrap
everything up in a film without letting all the air out of your emotional conlusion and poignancy.
Ultimately, it becomes a question of function and balance.
As a writer you will struggle with this constantly. What is worth wrapping up? What is not? Hulk
advises you to look to existing, effective art to find a balance. J.K. Rowling could have attempted to
detail what happened to every single character in the Harry Potter universe, but you can't do that
without really undermining the emotional end for Harry. Which means the question of "what gets
resolved" (particularly in a big saga) is largely a question of negotiation. And in the end the author is
choosing what gets wrapped up and what doesn't and we have to understand that. The things we want
to happen must often be left aside for what the story needs to happen (and note that Rowling explained
most of her extended epilogue outside of book form to give that added resolution for the minor
characters later).
Naturally, this all becomes an even more nuanced subject of loose ends when we get into the topic of
purposeful ambiguity. Look. A lot of audiences hate ambiguity (specifically regarding endings)
almost on principle. In fact, it makes them downright angry. And on one hand, Hulk gets it. Hulk talks
about the purpose of storytelling and Hulk has seen a lot of ambiguous endings that have no other
bigger idea behind them than "it's ambiguous!" or "you guess what happened!" Oftentimes, the
creators think that ambiguity itself works because it gets to that inherent post-modern truth or
relativity. And quite honestly, Hulk finds a lot of ambiguity to be kind of sophomoric (as one very,
very smart person once said to Hulk regarding a terrible ambiguous ending Hulk wrote: "Cmon.
You're a big boy. Have your character make decisions.") But that doesn't mean ambiguity can't be
completely profound, either.
Hulk has talked about the end of No Country for Old Men ad nauseum, but that movie made so many
beautiful statements about how things can't always end the way we want, and it shows the damage we
will do if we chase those "ends." Call 'em what you will: money, justice, power - men will pursue
them to the ends of the earth. And the movie is really about making peace with ambiguity and all the
loose ends of life in a truly meaningful way. But that's just a stellar example of its use.
And honestly, Hulk kind of adored most of Lost's use of ambiguity for much of the series' run. It was
often buried into the themes and characterization in a way that felt largely natural and compelling
(including the few rare cases of great use of deus ex machina). But the ambiguity thing became
slightly problematic when they went in a purposefully didactic direction in the finale. Hulk won't get
into all that (phew), but while they were trying to clearly adhere to their central theme, their didactic
explanation of it came off rather curt and cruelly withholding. Hulk understands this wasnt the
intention, but they didnt realize that ambiguity is something best experienced and not told.
But perhaps the best example on the subject of loose ends is The Sopranos. No show was ever more
content with pushing the limits of audience indulgence and withholding want more than that particular
show. People like violence? You get an episode like "University" where it becomes so cruel and ugly
that you cannot abide it. People want more drama? You get the entire slow burn of Season 4. David
Chase wasn't being a dick about it either, folks. He was pointing at us and trying to get us to look
inward. He was always questioning our morals and getting to the heart of life's narrative. He was
asking why we indulged in the killings and the nudity and what we got out of it. He didn't try our
patience with slower episodes to be a jerk, but instead to get us to explore bigger forms of
storytelling and the amazing nuances of all the characters at play. He wanted us to fucking care. He
wanted us to be better viewers. He wanted us to get outside ourselves, like so much of the psychology
that had become fundamental to the show's text. And when it all came to an end and everyone was
expecting all the stories to get wrapped up, he instead went outward. He got esoteric. He went with the
most open-ended, symbolically driven, brilliant cinematic experience that brought us right into the
head of tony soprano. Hulk says it all the time, "the ending is the conceit," and the ending of that show
fully expressed what it was really about: bringing you into the mind of a man who is emotionally
connected, rather unbalanced and morally askew.
And yet, there were some people pissed off with the ending of The Sopranos 'cause they never came
back to the random crazy Russian guy who was running around in the woods somewhere... And oh
yeah, that whole cut to black thing drove most of America crazy. And truth be told, Hulk gets it. That
was a really provoking move (especially without the title card). The Sopranos was cerebrally
brilliant and often very involving emotionally, but Hulk gets why some found it dramatically
unsatisfactory. But to Hulk's point; David Chase wasn't interested in just giving a dramatically
satisfactory ending. He could have done that in his sleep. He wanted to push us into an area we weren't
comfortable with. He wanted us to explore new boundaries of storytelling. He wanted us to embrace
the ideas behind Tony Soprano and why we were even watching in the first place.
When you are dealing with these loose end questions in your own writing, Hulk wants you to really
dig in and ask "Why did the filmmaker do this?" These things are rarely unintentional, so ask
yourself: "Why was it not addressed? Was it really all that important? What are they saying by that?"
And these questions may give you the answers and possibly the dramatic catharsis you need, if you
are open to them.
V) It is not a real-life inaccuracy.
You.
Yes, you sitting there reading this book. Guess what? You are probably an expert in something. Maybe
you are a molecular biologist. Maybe you are an electrical engineer. Maybe you like muscle cars.
Maybe you've seen every Bergman film. Maybe you know every word to The Replacements' oeuvre.
Maybe you know the ins and outs of every episode of Avatar: The Last Airbender. Whatever it is,
you probably know more about something than most other people. And when you see someone
talking about that subject or dramatizing it in some way, you have to understand that the person may
not be an expert in the same way you are. And that means you have to be willing to give a little
leeway. Especially in how you watch movies.
Because writing and making movies well is really, really, really fucking hard. Like harder than
anything you can ever imagine. And chances are that writer or director has thrown themselves into
whole worlds and done countless amounts of research (again, cinema is the lens of exploring
everything about the human experience) and beyond the individual effort, we have the entire
aforementioned departments devoted to getting things right.
But in the community process of filmmaking things can get missed. Or things can be ignored in the
face of some other artistic choice. So when you're dealing with someone who is not an expert like
you, who is just trying to make the best choice for the experience of the movie, then there has to be a
sense of understanding with all of it. This does not mean accepting it if they spit in the entire face of
what the subject means, but it does mean sometimes accepting it if they fudge details in the name of
effective drama. Remember, why are you in the theater? Chances are it's not to watch seamless
historical or factual integration.
And as a writer you are going to have problems with this dilemma. Because some people arent going
to know what youre putting on screen is wrong. And some people are very much going to know that
what youre putting on screen is wrong. And its hard to please them both. So while Hulk told you to
research your heart out, and in an ideal scenario all that is factually accurate will feed itself into the
correct dramatic choice, but often it will not. So at a certain point you are going to have to make a
choice: do the dramatic thing or do the logical, factual thing.
Look to an example. Take Alfonso Cuarons Gravity. Its a great film that very much captures some
realistic aspects of science (the lack of sound in space, the dangers of space debris) but fudges on
others (the relative distances between spaces stations arent manageable distances to travel in the way
they are shown). Why did he follow some logical rules and not others? Because he took the things
that mattered in terms of conveying a realistic, terrifying experience and he ignored the ones that
would greatly impair his ability to tell a dramatic story. He had to make a choice, and to resolve it he
asked himself, Why is my audience in the theater? What am I trying to convey?
* * *
Perhaps the most important argument for why you should not overly focus on plot holes is that we
only seem to be enraged over them when a movie is bad. Funny, isnt it?
We walk out of a movie like Transformers: Revenge of the Fallen with this feeling of relative
horror in our guts over the nonsensical thing that we have just witnessed. And when its time to
explain why we have that feeling, we use our logical brains to find the apparent faults. And because
our brains are logical, we look for logic. We talk about the fact theres no way a Transformer could
take a real-life lady form and how thats never addressed. We talk about characters being in places
they shouldnt. We talk about nonsensical geography. All those things are valid observations and
some are true blue plot holes. But Transformers ROTF(L) sucks because it is a terribly told story
with endless bloat, no momentum, paper thin characterization, no character consistency, no actual
relationships, poorly articulated conflicts, zero sense of drama, a weird-as-hell tone, and a whole lot
of sexism and racism to boot. But to articulate all that to someone, you need to be pretty well-versed
in the language of drama and character and all the other stuff Hulk talks about in this book. Just know
that movies dont suck because of some logical hiccup.
Meanwhile, we walk out The Dark Knight and we proclaim it to be a masterpiece. Sure, that movie
doesnt make a whole lot of sense, but that doesnt matter because the movie is 100% grounded in
character purpose and theme. We adore it. And unlike ROTF(L), it is written with an assured hand,
carefully building to all its points and moments of dramatic emphasis. The logic and goal will more
or less makes sense from moment to moment, and thats why we dont care if it doesnt make sense in
retrospect.
The dynamic between these two movies illustrates everything Hulk is trying to convey to you in this
chapter. As a writer, you will be brandishing a double-edged sword. You will want your story to
make sense. To be well-researched. To be factual. And hey, if you are making a film like Primer
(which is largely about the cerebral component of the story and makes the science front and center),
then these elements will matter more than usual. But the kind of truth that will always need to resonate
more is an emotional and visceral one, not a factual one. For all of the much deserved credit for
accurate science, Primer is a great movie because it articulates desire, fear, want, the will to control,
and the complete loss of that control. It all works toward the purpose of storytelling. We dont go to
the movies to watch a logical exercise play out in front of us. We go to be enthralled. To see
something speak to our souls and emotions.
But as a writer, how do you know when to do which and how?
There is no great answer. All Hulk can say is that writing is about making choices. Most
screenwriting books will tell you Do this! or Do that! As if there was one magic answer, but its
not the case. Some choices fix one problem and inadvertently hurt another aim you may have. So its
all about making that choice of what you want to accomplish, why, and how you think it helps your
story. Still, given everything Hulk has learned about movies, heres Hulks advice on which way you
should be leaning:
Worry more about character holes. Worry about emotional holes. Worry about motivation holes.
Worry about inspiration holes. Worry about drama holes. Worry about theme holes. Worry about
momentum holes. Worry about pacing holes.
And worry less about plot holes.
46. Writing Is Re-writing
One of the big problems people have in writing is paralysis.
There are two forms. The paralysis that comes from a blank white sheet of paper where a scene
should be. The other paralysis comes from the words actually being on the page and having no idea
what to do with them.
In both cases, theres just something so daunting about the prospect of their being unfinished or
unformed. Our brains want the words to be perfect; we want them to convey exactly what we intend.
But they wont ever be perfect, will they? So what is the point of being paralyzed? So heres Hulks
advice for both forms of paralysis:
Just write the first draft no matter what.
Dont care if its good. Dont care if it even works. Dont care even if its gobbledygook. Just get it
done. It doesnt matter. Get it all up on the page because no one ever has to see it. Remove the
paralysis. Get in a place so you can see it all before you. So you can see what needs to be done and
how it needs to be changed.
And then? Do, like, 7 rewrites... at least.
Because the simplest truth is that a first draft is nothing. It is not proof you have written a story, but
proof you have written a certain number of pages. Hulk has never really read a good first draft of
anything. So the way Hulk always likes to write is to just get a first draft over and done with so that
Hulk can then be on Hulk's way with all the fun editing process.
And editing is fun.
Really, it is! There is the old adage that "writing is re-writing." Hulk feels it is true because that is
when you get to shape the actual story. When it's a bad script (and they are all bad at first) you can
reshape it through sheer commitment to making it a good script. And the best part about refining your
script is, you know, you can still make great changes with zero negative consequences (unlike when
you start filming). Hulk loves editing scripts. It's when the story actually feels alive.
Paul Thomas Anderson talked about writing once and said, to paraphrase, that writing is like ironing.
You have this rumpled mess that's still a shirt and everything, but you keep going over it again and
again until it's smooth. Each pass straightens the shirt, accomplishing its job until you have exactly
Animal House essentially stops the movies forward motion in any conventional sense in order to
have a full-on dance number to "Shout." It halts the narrative, but it still succeeds only because the
sequence is pure joy from start to finish.
Do what makes sense for your story.
The ending of No Country for Old Men tosses aside all narrative propulsion to wax philosophical
on the nature of life and resolution itself. It pokes inward at each of the characters, cutting to the bone
of their essence, even if it lets the big cathartic story gestures happen off-screen. It gets away with
doing this because the storytellers knew how to take that audience disappointment and directly address
it. They knew they could make us understand with a resonant final monologue about two dreams.
Do what makes sense for your story.
Shane Carruth's Primer gleefully breaks every single rule about narrative, concept, and coherence.
As such, there are some people who cant even watch it. But for some folks, he manages to create one
of the most brazen, interesting films ever made. It so concentrates on the concepts of scientific
veracity that it captures its resonant thematic truths through the subject itself (much like the Zodiac
and Contagion examples), only his subject is one of the most complex theoretical concepts on the
planet. This completely unapologetic treatment of scientific accuracy-via-plotting results in a
stunning, distinct, and completely original film. The filmmaker pursued an uncommon view that
compelled him and thus revealed a new view that compelled us.
Do what makes sense for your story.
But just know this... Every single rule or guideline that is being broken in the examples listed has
damn good reasons for why. It's never "just because it would be neat." They weren't making some
totally pedestrian movie and then broke a rule because "it's more real!" Even if going with their gut
was the thing that brought them to this creative decision, they all eventually had a logic and sense of
how to make it work.
These examples of successful exceptions worked because the exceptions make complete sense for
those stories and are handled responsibly. It's almost as if the story had to go to these creative places
in order to see their conceits through to the end.
But the biggest problem with how everyone is breaking the rules nowadays is not because it's robbing
us of traditional narrative power (though that sucks), it's because no one seems to even understand
why the rules are even there. If they don't know what the rule says and how it works, they therefore
can't understand what breaking the rule says either. They're just trying to be different. Hulks already
explained why thats so problematic but worse, there are a lot of filmmakers who really don't even
know what the rules are anymore.
There's got to be a reason for all of this, right? Why don't we know the rules anymore? What
happened? And why do we just slam forward with this faux-understanding of filmmaking?
It all speaks to an evolution of cinema. If you forgive Hulk for indulging in this bit of a history
lesson, but back in the golden age of Hollywood everyone pretty much knew the narrative rules.
Movies had a very set craft. They knew all the beats. Writers were all stabled in the studio system and
they would even have different roles. There would be a structure guy. A dialogue guy. The director
had a role. Movies and storytelling were, essentially, on an assembly line. Yes, this produced a lot of
films that were similar, but it also produced movie after movie that just worked, dammit, and showed
off top-notch quality craft. And besides, all the best writers / filmmakers of that era knew exactly how
to sneak subversion into their work. Even their artistic inclinations could flourish.
But the 60s and 70s changed the paradigm. The system had been "working" so well for so long, but
a good deal of storytellers and studio folks got lazy within those constructs. Which means movies in
general got lazy too. When this fact was coupled with serious changes in the counter-culture, it
resulted in the audience genuinely tiring of the Hollywood system. New audiences wanted an
alternative and something that felt resonant to them. So the movies turned to new filmmakers. They
didn't have resources so the construction was messy. Natural. Outdoors. Thus, the style of movies
broke the mold, too. The textures, stories, ideas all resonated in a perfect way for the time and place.
Of course, the huge success of some of these rag-tag blockbusters in the 70s suddenly put dollar
signs in the eyes of big business and paved the way for another round of studio dominance, all done
through the homogenized, Wall Street-centric 1980s. But again, things changed. We had another
reaction to "The Man" with the 90s independent film boom. Again the films went messy. Natural.
Outdoors. But alas, the independent movement was homogenized again as corporations are now
running "indie studios" too.
The purpose of all this history is to highlight the fact there have been ebbs and flows to the nature of
the business for... pretty much always. There is always a dichotomy: to work within the system, or to
work outside the system. Depending on the direction of the trend it makes it easier to do one or the
other, but storytellers always seem to have an implicit desire to snub the dominant culture or popular
models and embrace the most artistic constructs and forms. It is an idolization of perpetual rebellion.
The 1990s independent filmmakers rebelled against the homogenized 80s model, but they were also
in love with the 60s and 70s poets of their day, and sought to emulate them.
It's all very romantic-sounding... But the problem with this, and why no one seems to give a shit about
the rules anymore, is that we have fallen in love with the cadence of this rebellious work.
Think about the 90s boom. Tarantino has had hundreds of emulators, but the reason no one comes
close to being as good as him is they only take the tangible stuff from his films. The cool suits. The
swears. The out-of-order storytelling. The ironic sense of music and bloody gunfights. They get the
idea that people talk, but not how they talk. They miss the very simple elements of narrative
propulsion, objectives, and clear stakes. His storytelling isn't out of order for no good reason, but
instead to reveal the story in a fascinating thematic evolution. People obsesses over his cadence,
which is totally neat and stuff, but it's not why his films work.
This has always been true. People rip off Altman, Scorsese, Spielberg, Lucas, etc. But the reason
those rip-offs feel so false is not because they are derivative, but because they fail to recognize the
most basic dynamics of good narrative storytelling. Let's look at super-recent examples of both:
Super 8 usurps all the language and cadence of Spielberg's films, but it fails because it doesn't know
how to make the monster elements connect thematically to the story (unlike Jaws and ET). Really, it
doesn't get two central components of our good narrative definition.
Attack the Block succeeds because it takes the inspiration of Carpenter and Dante and filters those
motifs and approach into its own personal story and texture. Plus it has deep thematic ideas. It gets all
four components of Hulk's good narrative definition.
Story rules. Cadence is overrated.
And because Hulk has to acknowledge the exception for just about everything, yes the cadence/style
of your script and film are great tools for speaking to certain audiences. But stylization is not nearly
as critical as the intention and honesty of your well-meaning story. It doesn't matter where you come
from and who you're working for, you can be operating subversively within the system, or you can
be chucking rocks from the outside with an independent bent. You can be telling a traditional story or
you can be using a wildly inventive meta form. It really makes no difference to Hulk.
The meaning of the story, and its ability to resonate for the audience, is what makes the narrative
work. Hulk doesn't care what kind of conceptual story you are telling, or what structure you are
using... Just think about what you are saying. Approach your stories in terms of mind, body, and soul.
Ask yourself questions. What does this action mean? What am I implying with this character's
behavior?
Know when you're following the rules and know when you're breaking them.
Know who you are reaching and why.
Be conscious.
Be smart.
And be you
Part Six - How To Write A Screenplay Script-Specific Instruction
Of course, there is also the format of the screenplay itself!
Holy hell! Can you believe were finally here? Hulk apologizes that Hulk waited all the way until part
six to talk about this, but it is because the fundamentals of good storytelling are way, waaaaaaaay
more important than what basically amounts to a matter of proper formatting. And the things you are
about to learn in this section are really simple and easily applied.
But please do not take this statement to mean that Hulk thinks formatting and screenplay etiquette are
unimportant, as they can actually help you write the most functional, readable screenplay possible, its
just the solutions to achieving this are much more clear and direct. Basically, theres much less
nuance. But it is still incredibly important.
Because while most of Hulks previous advice was stuff that helped you write compelling stories,
Hulk promises you that this section will help you the most when it comes to actually selling your
scripts!
So lets get started:
48. You Need To Understand Grammar And Sentence Structure
That may seem obvious, but do you realize how many scripts Hulk reads where it is clear that the
person does not have a lot of experience actually writing and composing sentences?
If thats the case then it doesnt matter how good a story you tell, you will not be hired. Seriously. It
doesnt matter if you understand a lot about cinema, screenwriting is writing. It is your trade and
chosen profession. You cannot just be a screenwriter and think cinematically. You have to have
mastery over the written word.
After all, when you sell a screenplay you are really being hired for your ability to write. Its not just
for the script itself, especially because from then on in there will probably be a lot of re-writes during
pre-production. If you cannot compose a sentence on the fly, if you cannot work quickly, then you
will be in big trouble and probably left in the dust immediately so they can bring someone in who can
actually do these things. Trust Hulk on this one. So many young writers will sell something and not
understand why they are immediately dismissed. Sometimes it is genuine bad luck, but many other
times it is because the writers have a good idea, but do not know how to write. So please, please
understand that you are not being hired for what you have already written. You are being hired for
your ability to write.
And that means you need to understand grammar and usage.
So get out there. Read books. Like actual books. They will reinforce your understanding of language
better than anything else. Soak them up. Keep your grammar guides and usage dictionaries right
beside your computer. Dont be lazy. Look stuff up. Consult usage. Hulks done it about 275 times in
the process of writing this book. Thats totally allowed! But also dont think of the ability to look
things up as a cure-all. Use it repeatedly over the course of your life so you get better. Learn how to
master our language. And like everything, then you can know how to break rules for effect (our
running theme). Do that and you will be able to make up fun words and do all that inventive linguistic
stuff we want to do from the very beginning. But you have to know grammar and sentence structure to
do so.
And beyond the basics of language, there are other basic things you need to know, like what scene
headings are, how to number scenes, etc. So lets get to that stuff:
49. Screenplay Format Basics!
Please note: if you are writing a script and have any intention of doing something with it you should
absolutely, positively use screenwriting software. No question. Suck it up and buy your own copy, too.
Hulk uses Final Draft and Hulk loves it. The last thing you want to do while writing is waste time on
formatting. And screenwriting software will do all the formatting for you. Please. Absolutely buy the
software. Dont download it either because Hulk swears you can get in trouble with the W.G.A. over
that. Its complicated to explain, but just know its not worth it. If you dont have a lot of money, save
up and buy it. If you want to be a writer, this is part of the sacrifice. Strive for it.
But just so you know what youre doing without that software, heres Hulks no-bullshit quick guide
to formatting a screenplay. To start, the following are the only (needed) line designations:
-Header
-Action Line
-Character
-Dialogue
-Character Parenthetical
-Dialogue Parenthetical
-Transition
-Over Black;
-Scene Numbers
Thats seriously it. Theres nothing else necessary for writing a screenplay.
So lets go one by one.
I) Header
Its an all caps line (yay!) At the top of your scene. The first part tells you whether the scene is an
exterior (EXT.) Or interior (INT.) Followed by the location, followed by a dash and then the time of
day. It looks like this:
INT. HULKS HOUSE NIGHT
Things to consider: when a scene transitions from interior to exterior or vice versa without a break
you can write INT. / EXT. Also, some people get into discussions about how detailed you want to be
when talking about the location. Hulk tries to keep it as simple as possible (as its easier for someone
to read), but sometimes if theres a lot of location hopping in your scripts, you should put the city of
the location first to help and then a comma followed by the destination. Whatever you do, keep it
organized and simple.
II) Action Line
The action line is a line of description underneath the header that describes in more detail what is
happening in the scene. It looks like this:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired.
Things to consider: this action line should be strictly visual information, as cinema is dependent on
what we can see. Also the character s name should be in all caps. Theres some disagreement about
how often you should capitalize: either the first time a character is introduced or for the entire
duration of the script. Hulk likes capitalizing the name for the entire duration. It just singles it out so
the reader can always know who the characters are in the scene and wont lose track of them.
III) Character
A character designation goes below an action scene and lets you know who is talking. It looks like
this:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
Its all pretty self-explanatory.
IV) Dialogue
You can see it briefly in the example above, but a character talks with a little condensed blurb. And
then another person talks. It looks like this:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
V) Character Parenthetical
Everything else youve seen before, but character parentheticals you may have not. Basically they are
parentheses next to the character name that indicate if the character talking is doing something besides
the standard talking to another person onscreen. There is voice-over (V.O.), off-screen dialogue
(O.S.) and special designations like talking on the phone (INTO PHONE). It looks like this.
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULKS phone rings.
HULK (INTO PHONE)
Yello? What up, Tony!
BETTY rolls her eyes and exits the room.
BETTY (O.S.)
Come to bed when youre done!
HULK
Okay!
HULK puts the phone back to his ear.
HULK (INTO PHONE)
Go on.
NARRATOR (V.O.)
And so Hulk sat there on the phone and listened to Tony Stark ramble
on about science or something. Meanwhile
Hulk should mention one thing that drives Hulk nuts is phone rule inconsistency. In your cinematic
universe, can we hear the person on the other end of the phone line or can we not hear them? Youd
be shocked how many films mix and match. It may not seem like a big deal, but its just one of those
things no one ever thinks about. And hey, if you really need to do both for dramatic purposes, do so.
But otherwise just try to be consistent.
VI) Dialogue Parenthetical
So this is different from the character parenthetical and is placed instead right before the dialogue. Its
purpose is to illustrate how the person is talking or what their tone is. It can also indicate when
another language is being used. It looks like this.
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. He seems tired. BETTY walks in.
HULK
(angrily)
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
(concerned)
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULK
(sheepishly)
Hulk know, Hulk know. You right.
BETTY walks over and puts her arms around him.
BETTY
(whispering)
Its okay, Hulky. Its okay.
THE WHITE TIGER suddenly bursts in and stars yelling in Spanish.
WHITE TIGER
(subtitle)
Hey you two! Its me, The White Tiger! The short-lived Puerto Rican
superhero that Marvel created in the 70s! Im sadly the only
character you could think of who speaks Spanish!
Things to consider: so um try never to use dialogue parentheticals. Especially for describing the
emotional state of the character. Seriously. You may want to, but your ability to write will depend on
your ability not to use them. You want to have the ability to make it clear exactly what you mean
through the dialogue itself. When youre starting off that can be hard, but youll get there. Have
confidence in your words. Only use dialogue parentheticals when the character s tone is truly
counterintuitive. Otherwise youre just trying to be the acting coach and the actors will resent what
you try to tell them anyway.
Hulk once read a screenplay where 50% of the dialogue had descriptions of how it should sound and
how the characters were feeling. It was showcasing a writer who didnt have confidence in their
words
The rest of the script backed that up.
VII) Transitions
So a transition comes at the end of the scene and goes all the way over to the right of the page and
says what happens in the transition. Now its not specifically an editing note (fade, star wipe! etc), but
more just a way to let you know that a scene is over. Meaning it should mostly be a CUT TO: Sure
you have your possible FADE TO BLACK which is obvious. But you also have your SMASH
CUT TO: (any time you want a cut to land really hard and not seem seamless) or MATCH CUT
TO: (in which the action onscreen matches the action starting at the next cut in some visual or audio
way). Heres what it looks like.
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. HULK seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULK
Hulk supposes youre right.
CUT TO:
INT. READERS HOUSE NIGHT
A DEVOTED READER sits there, refreshing the homepage for an update over and over, whilst
crying.
FADE TO BLACK.
Awww. Look at Hulk. Pretending those people exist! Anyway, Hulk hopes you look at this transition
not just for the format, but also as example of how to use a pretty standard joke known as a cutaway.
Remember, give your transitions purpose! Link them in a way that creates new meanings!
Things to consider: most of the time you dont actually need to include transitions whatsoever.
Seriously you can just start a new scene heading and we will know. And of course you will be cutting
to it. So really the only things you might need are smash cut or match designations. Also if youre
cutting back and forth between two locations and your characters are on the phone or something, try
just introducing the new scene with the transition of INTERCUT WITH: and that will imply filming
the scene in both locations, no problem.
VIII) Over Black;
Youd be amazed how many people dont know what to call it when the screen is black and youre
doing a title card or just audio or whatever, chiefly because theres no interior or exterior or location.
So all you do is write OVER BLACK; in the header screen. It looks like this:
INT. HULKS HOUSE NIGHT
A big giant green monster by the name of HULK is sitting at his computer and writing a book about
screenwriting. He seems tired. BETTY walks in.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
BETTY
Hulk! You know you have to get up early and go to Avengers HQ!
The world can wait another day for your movie thoughts!
HULK
Hulk supposes youre right.
BETTY
Come to bed, Hulky.
HULK
Oh yeah?
HULK smiles.
CUT TO:
OVER BLACK;
TITLE CARD: Nine Months Later.
The sound of screaming can be heard.
CUT TO:
INT. DELIVERY ROOM DAY
BETTY screams as a DOCTOR delivers her baby.
DOCTOR
Its a girl!
HULK lights a cigar with the rest of the Avengers.
The less said about this scene the better. Moving on!
VIII) Scene Numbers
And the only other thing you need to know is scene numbers. Screenwriting software adds them in the
margins any time you tell it to, but Hulk recommends you dont even do it until the end. It will just
clutter things otherwise. And all its really there for is to give your production a sense of how many
scenes theyll need to shoot. Anyway, it looks like this.
1. INT. HULKS HOUSE NIGHT 1
A big giant green monster by the name of HULK is sitting at his computer
and writing a book about screenwriting.
HULK
Hulk wants to go to sleep and stop writing about screenplay
formatting!
CUT TO:
2. INT. THE LEADERS HOUSE NIGHT 2
THE LEADER sits there deep in thought.
THE LEADER
I wonder what that big green asshole is plotting against me now?
And thats it! Thats everything you really need to know about formatting a screenplay! Easy peasy
lemon squeezy!
But what is both far more tricky and for more necessary to discuss are the unspoken rules of
anyway.
So Hulk wants you to think about the differences between the two kinds of scripts very carefully. Ask
yourself: Holy crap, who am I actually writing this for? And then you should try and make it as
readable as possible. The script should feel alive and vibrant, like theyre reading a play. It should feel
like it is happening in real time.
It should not feel like a novel.
So think about that. Because for every bit of screenwriting advice that is to follow, Hulk will be
gearing it around submission scripts. Because they are the ones that matter. They are the ones that sell
and make you a better writer. They are the ones to learn how to write honestly though, most of the
following can be applied to a shooting script too.
51. Know It Is Being Read By Every Kind Of Person
If Charlie Kaufman, an incredible writer who knows what really makes a great script, sat down to
read your script you would want him to think it's great. This goes without saying, right?
The same can be said for if your favorite actor sat down to read your script. And then if a studio exec
sat down to read your script, you would want them to think it's great too. And if a script reader, who
reads a million of them and whose time is short, sat down to read your script you would want them to
think it's great and not be able to put it down, wholly forgetting there's a next one on the pile. And if a
21 year old intern, who really doesn't have the breadth of experience or patience for this job, sat down
to read your script you would still want them to think it's great too.
Now guess in which order the script will be read?
Yup. The reverse of that. And thats why you have to make your scripts accessible to the 21 year old
intern. Sorry folks, but when you're starting in this game and dont have a reputation yet, it's
absolutely true. Now, this does not mean that you can't use big words or tell a complex story. That
would be nonsense. Because the 21 year old intern is actually pretty smart all things considered. But it
also means they are busy, easily distracted, and not entirely aware of the subtlety of nuance. Actually,
the same goes for most of those people, really. And the one unifying characteristic is that their time is
extremely valuable.
Which means you have to get to the point and not dilly-dally in the damn description.
That means no walls of black text. Really. Hulk is one of the most patient readers on the planet. And
Hulk can read fast. Heck, Hulk picks up Infinite Jest every year to revisit it. Hulk fucking loves to
read dense and intricate text. Hulk mean, have you ever seen a Hulk essay; how could Hulk not?
But those are essays. Those are novels. Those are something else entirely. When Hulk sees that big
wall of black text in a script, Hulk's heart just sinks a little. It has no real function in a screenplay. By
the end of Part Six you'll fully understand why that is, but for now just accept that it is true. And this
pertinent reality means it is never productive for you to over-write the action happening onscreen.
they want. So try to remember that a good script conveys only the information that can be seen. The
details like: age, clothing, posture, voice, and actions. Dont think of these details as being reductive
or limiting, but an opportunity to craft everything visually. Really try to say something with the
character s age, clothing, posture, voice, and actions. Use them to really say something about the
character.
More importantly than informing a director, you need do this in the script because, fuckin hell, it's
exactly what the movie needs to do too. Its not like a novel. A voice-over cant just start reading your
action lines and describing your characters. So they need to convey visual information!
Sorry if Hulk seems angry and smashy about this one, but you'd be amazed how many people don't
realize this very simple facet of screenwriting. A script should be informing the movie how to work.
If you need to establish that someone worked on a farm years ago? Don't write "She used to work on
a farm." There's nothing a filmmaker can do with that. Instead write about how she has pictures up of
her with her family on a farm or something visible like that. It may be lame, but it's at least something
that can be shown.
Hulk's old action scene column partner Tom Townend (cinematographer of Attack the Block!)
brought up the great example of handling exposition with Silkwood. Meryl Streep's character is on a
plane and she's about to be handed food. She goes to grab her wallet to pay, but attendant informs her
they're free. The meaning is clear: she's never been on a plane before. Also, please note that this was
long before the airlines went broke and you had to start paying for shit. But at the time, the attention to
detail spoke volumes about the character.
But since you can't just go into the description and write the history of the character, embrace these
opportunities to fit it in elsewhere. Going back to character trees (point #10) try to fit your "feet"
details into the story through other approaches: groin, throat, and crown.
If you write something we can't see, it is not just mere faux pas, its not just a completely wasted
opportunity, but it is a writing habit that will actively make the movie worse. You're putting an idea
into the filmmaker s head that will make total sense for your story, and it will help them get it and
inform their experience while reading, but it won't help the audience get it.
And guess who matters the most?
The golden rule of description fixes all: write only what we can see.
53. Oh By The Way, You Are Not The Director
Hulk stated this before, but we really have to ram it home.
Especially because this rule seems to go more and more by the wayside. But here's the thing: if you
are submitting a script, chances are you are not the director. Chances are the ones you are submitting
to will want to hire another person, which means if your script mentions camera moves or anything
that should be in the shooting script only, then you are totally overstepping your bounds. The director
might even be pissed off enough about it to disregard your advice and actively do the opposite of
what you wrote (even if your idea is good). This is not in rare cases either - this is what happens in
most cases. Hulk's seen it happen.
So as a writer, how do you, like, convey what should be seen? The answer is simple: you don't
actively try. Instead, you use a few tricks to convey what should be shown and how. Here's Hulk's best
example of how to imply movement with words. Say you want to show something up close then have
the camera pull out or cut further back to show the whole thing. To do that you say something like
this:
"A delicate hand glides over a 1952 Chevy Bel Air. The hand belongs to ANITA JONES (20s), freshfaced Midwestern smile, with a bad home-spun blonde dye job and a discount pink dress. She
proceeds to wave to the crowd.
Now. Hulk just made this up. But what does it tell you? It conveys a camera motion without an actual
note of camera motion. The "belongs to" bit is great trick for implying we should be up close and
then back out. Just like you want to do with action lines, you show don't tell.
But going back to point #52 just before this, the information also conveys a good deal about
character. It shows she's working a car show. The "Midwestern" term implies not only a look, but a
personality type that goes along with it, without just spelling out what her personality type should be.
You show her D.I.Y. approach to her appearance and cheap clothing and this implies she doesn't have
much money.
Writing these sorts of lines, which inherently convey character, meaning, setting, information, and
cinema, is exceptionally difficult and takes a lot of time. Hulk probably spent 20 minutes on that one
line and its just an example in a book and not an actual screenplay. This is the level of thought and
effort that you need to put into your brief descriptions.
This is all part of what Hulk likes to call:
54. The Poetic Art Of Action Lines
So this is just an opinion, but Hulk thinks Paul Attanasio probably writes the best screenplays in
Hollywood.
That is not to say he writes the best stories that will become the best movies (though he's obviously
done some amazing work). This is to say that he writes best for the medium of screenplays. His
scripts not only move fast with great economy, but his action lines are poetic and resonant. They
allow the directors to make the best possible movies. Even when his character descriptions get a little
too much in the way of things you can't see, they are still these beautiful concepts that can come
across in the performance of the character. But really it's his ability to convey information in lovely,
small bits of economy that makes it work. Besides, its all part of the great negotiation Hulk talks
about in regards to the choices you make to break guidelines. Like Tarantino, his writing is so good
and purposeful that you don't really mind his rule-breaking.
Check these fucking out:
"HERBIE STEMPEL, Herbert the great, early 40s and overweight. Marine haircut and shabby suit. A
Job for his generation - - exiled to the Boroughs, flayed by grey-flannel insults, scourged by lowly
status, grudge-laden before God.
"CHARLES VAN DOREN, 30s, handsome, well-born, debonair, self-deprecating, perfect. The lithe
build of a man who has never been made to run uphill. An endearing blankness -- the boy availability
of a man still in search of himself.
These are both from Quiz Show, one of the best scripts ever written, but the real reason it's
wonderful, particularly for this book, is that it shows you how to write scripts. Concise. To the point.
Dramatic. Gorgeous prose. Hilarious dialogue. Poignant themes. It's all there. If you want to know
how to write beautifully in the screenplay format, then go out and hunt down a copy of Quiz Show
and keep it forever.
55. Writing Action Scenes!
The following is an extension of what Hulk has been talking about with not wasting a reader s time,
but it goes for double here:
Reading action scenes is the most boring thing in the universe.
Sure, what were seeing is rapid on the screen, but the second you stop to describe the motion of
pretty much anything, then its just slow-as-hell on the page.
The answer? Craft it dramatically! Pretend youre telling a story of some big fight that happened at a
bar. Youre trying to entertain the people listening. Sure, you wouldnt regale with every punch and
blow, but thats not whats exciting. You would tell the big moments. You would tell how you reacted.
The emotional journey. The turning points. The bits where conflicts turn and then are ultimately
resolved doesnt this all sound a bit familiar?
Yup you would be telling a story.
And thats all that action scenes are: visual storytelling. Cause and effect. A to B. Action and reaction.
So have objectives. Create stakes. Threaten to kill the kitten. Entertain your audience and compel
them. Make the person reading your script feel like they are in danger just sitting there. Because
action scenes should not be big, tonal chaotic nightmares. They should not feel like choreography
description.
They should feel dramatic.
So all you have to do is just take every lesson weve learned about writing and reapply it to the arena
of action!
Okay, lets start going on a path that brings this sucker home.
56. Don't Waste Opportunities To Say Something
In Robert Towne's incredible script for Chinatown (though he isn't afraid to go on for big walls of
text... it was a different era), there is this really neat little detail that exemplifies something that doesn't
happen nearly enough in screenwriting today: in the film, Jake Gittes is a private detective who has
just informed one of his clients that, yes, his wife is cheating on him. To console the poor chap,
Towne writes that Jake does the following:
"Gittes reaches into his desk and pulls out a shot glass, quickly selects a cheaper bottle of bourbon
from several fifths of more expensive whiskeys."
The implication of this may seem obvious, that Gittes is "cheap" or something, but the fact that he has
them all lined up and ready to go in his office says something else. It implies that Jake knows the
client won't know the difference.
What may seem like a small detail in the script is actually a detail that can be sussed out to several
other implications. It's a brilliant little gesture of which Towne is a master. Really, Hulks read a shit
ton of scripts and these opportunities are rarely explored.
So all Hulk wants you to do is embrace the kind of high-degree storytelling evident in these tiny
details. Embrace the high standard. Always try to say something. Even try to say multiple things at
once. Every detail in your script can matter if you really want it to. Don't waste opportunities to say
something!
57. And If You Want To Be Colloquial...
So while Attanasio and Towne represent the formal end of the spectrum of screenwriting, on the other
side there are more colloquial writers.
For instance, there is Shane Black.
Shane Black was the first million dollar screenwriter. He wrote the Lethal Weapon movies and The
Last Boy Scout. He then sort of went to writer jail for The Last Action Hero and The Long Kiss
Goodnight, but he returned in a big, big way with Kiss Kiss, Bang Bang (it's a hilarious, great film
if you've never seen it) and soon again with Iron Man 3. But when he started out, one of the things he
became famous for was being very colloquial in the scripts. He directly engaged the reader and
would say things like: "This is the scene that's so fucking good, the audience will just whip out their
dicks and start jerking off right there in the theater!"
... It made an impression.
Which is to say a lot of people liked it and found it funny, and a lot of the old school thought he was
pissing on the craft. Both are fair reactions. But whatever you have to say about it, Hulk thinks the
scripts behind Blacks colloquial prose were usually pretty good and that was the important part (even
if the scenes usually weren't actually good enough that the audience would start jerking off). The
problem was that all the love and all the hate happened to spawn a lot of colloquial imitators, who
were much, much worse and did not understand when and how to do it. What can Hulk say? It all just
keeps coming back to people fixating on the tangible details and tone instead of the actual
functionality of the mechanism.
But all Hulk has to say on the matter is this: if you're going to go colloquial, then let's get something
straight... You have to be really fucking funny.
That's all there is to it. Because if you're not actively making the reader laugh, then there's no point to
doing it. Seriously. None. You're already pissing on the concept of economy. And by breaking the
fourth wall just say "I know you're a person / Hulk who is reading this. Let's just try and cheer you
up!" It better be good. But there isn't anything else the reader can do with it other than laugh. It
certainly won't make the movie any better. It certainly won't convey to the director how to make the
movie any funnier, because the audience sure can't see the funny action lines!
It adds nothing of value to the film. The only thing it can do is make the reader laugh, which
admittedly is something to be appreciated in the long slog of reading scripts.
But also remember that humor is subjective, all comedy has a victim, and if the reader of the script
identifies more with the victim then youre fucked. Do you know how many times Hulk has seen a
script where the writer has identified a band or a song or a TV show that should be made fun of, but
the executive in charge of reading the script actually likes that thing? Way more than you think. This
shit is tricky. And if it doesn't make Hulk laugh, then it is just a garbage line wasting a reader s time...
which means that reader might throw it in the garbage too.
Those are the stakes of being colloquial. Be warned.
58. Voice-Over... Perhaps, Try Not Using It
Voice-over is one of the most overused devices in the history of cinema. It is used to explain things
that don't need explaining and would best be left shown through visual cinema or natural dialogue,
issues that would be best left explored by dramatic means. Even the most unaware audiences find
voice-over to be pretty un-engaging. Why is that?
Because voice-over always tells, and never shows.
What perhaps speaks to the device's assured laziness is how fucking inconsistent it is too. If you're
going to use narration at the beginning of your film, then you have to use it at the end (cough The
Descendants cough). Otherwise you're just cheating. Then there's that hilarious time the voice-over
showed up in a couple scenes in the middle of We Don't Live Here Anymore and then promptly
disappeared for the rest of the film. These sorts of uses only confirm the laziness. Those films used it
just when they needed it to solve some weird, stupid problem of exposition. Then they promptly
dumped it.
The real problem here, and what every single person who uses it tends not to realize, is that when
voice-over goes in and out haphazardly, you are altering the rules of your "movie universe." You are
saying the story comes from this person's perspective and they are a kind of "god of perspective" in
this movie. That's what voice-over really means to your tone. And it has a huge impact on how your
audience subconsciously thinks about the film's reality.
So when the movie suddenly fucking ditches the voice-over and becomes a regular movie apropos of
nothing, then the audience can feel it. You are essentially saying you have made two different kinds of
universes in your film. And that's cheating. Worse, it's destructive to the intent of your storytelling.
There are of course, a ton of examples of great voice-over.
All the Malick films employ the device to stunning effect. But heck, the dude is basically writing
poetry, which goes along with the beauty of his imagery. And really, he's one of a kind. Another
example is in The Informant! Where the seriousness of the plot is intentionally undercut by going
into the head of Matt Damon's ridiculous main character, where he'll suddenly start ruminating on
panties in Japanese vending machines. There is no information or exposition, but pure
characterization and hilarity. This doesn't make it narrative nonsense though as it serves two obvious
functions: it helps balance the comedic tone with the seriousness of the story, and it helps explain just
what kind of batshit guy would go down this silly, extreme path. Hulk thinks it's great. And then there's
the voice-over in the Coen's Raising Arizona, which does the exact opposite. H.I. McDunnough, who
on the surface is a complete hick criminal, has this lofty, beautiful, eloquent narration that actually
counters the hilarity of the world of the film. So by giving it this deep poetic resonance the Coens turn
their film into a lofty, weird, wonderful fairy tale.
There's always a way to use a device well.
Just don't be lazy about it. Voice-over can lend a nice feeling of atmosphere, characterization, and
tone, but be careful with how it affects your universe. If you really need it and don't want to fuck with
your universe, then try a few simple tricks to use it more organically. Like have one character
literally telling a story that can overlap into the next scene and effectively be used like voice-over.
This way you get the informative effect you want without getting the tonal effect you don't want. But
again, you have to be consistent about it.
But really, always try not using it first... You'd be surprised how well plain old narrative works.
59. The Practical Art Of Dialogue
So Hulk talked in the introduction about knowing the struggle of writing. Well... Hulk knows this
struggle. For many years, dialogue was Hulk's biggest obstacle. Hulk thought Hulk just didnt have
the ear for it, especially while writing the first few drafts. To even get to a competent place with
dialogue, it took time, patience, trial and error, and a lot of lesson-learning. And eventually, after
years and years and years, Hulk finally got to a really good place.
But thats great news. You see, it taught Hulk to flatly reject the notion that natural talent is inherently
limiting. There is no accepting that there are just some things you arent good at. Sure, we have some
natural dispositions, but we can truly learn anything. It just takes a massive amount of work. It doesnt
matter if its structure, characterization, or cinematography.
If Hulk can get good at dialogue, you can get good at anything. So here are the following hard-earned
lessons about getting better at dialogue that Hulk learned along the way:
I) Eliminate The Following In Dialogue: "Ums", "Likes", And "You Knows."
There is a huge inclination among young writers to dress up dialogue in natural sounding cadence
this is bad. Because theres a huge difference between natural and inane. Really, if you want your
dialogue to be organic and sound like how real people talk, then that's for the actor to decide. If
you're trying to get an actor to time their ums, likes, and you knows to your exact specifications and
cadence, then you are going to get the most hollow-sounding, fake nonsense ever. It is impossible to
make these kind of natural pauses seem unforced. So take them out of your dialogue. Seriously.
They're not necessary anyway and will completely stall the reader from just trying to get the meaning
of your words. Its the same lesson of economy as before. Putting stalls makes for a horrible read and
terrible drama. So really, make them go bye bye.
II) You Want Your Character's Dialogue To Be More Clear And On Point Than You'd Assume.
Once again, this is sort of the desire to be like the Coens and Tarantino, who can do this sort of long
verbal qualification thing well, but thats not you. Chances are you are still learning, so Hulk advises
you not to layer the dialogue in a lot of qualifying and anticipation. For instance, Nancy Meyers
movies tend to do that horribly. Stuff like "Well, I was going to say...." and "I think I really just need to
come out, and let you know that." Ughhhhhhhh. Have you ever seen The Holiday? It's like 2 hours of
characters sputtering out stuff before the characters talk and have opinions. It doesn't come off like
"organic speech," it comes off like Hulk's ass. Adding these kind of qualifiers just slows down the
entire rhythm and import. It prevents the audience from following along and engaging and
responding because they're miles ahead of the characters themselves. Theres nothing more boring
than waiting for somebody to say something. So just say what you freakin' mean. Be terse and to the
point. You may worry that doing so will make your characters sound terse and to the point, but it
won't. The natural way we watch movie universes forgives a lot of brevity. It will be organic because
it won't sound like real life. It will make them sound like they're in a damn movie, which is good news
because they are in a movie! And that means audiences watch them like they are in a movie! And thats
the relationship that really matters. There's a reason characters talk like that in films and it's because
that's how the audience needs them to be for the most effective drama and story purpose.
III) Your Characters Can't All Talk The Same Way.
You should be able to hear one person in a scene and know who they are just by the dialogue.
Achieving this can be really difficult, but it's true. You can't just rely on the actors to do it for you.
When Hulk reads comedies, 1/4 of them have all their characters talk in the generic, witty-but-nottoo-witty voice, and 1/4 of the others have their characters all talk like the author. It sucks (FYI, the
other 1/4 of comedy scripts are really funny, and the last 1/4 are not funny whatsoever). So
concentrate on having your characters have different voices. If this is a big problem for you, Hulk has
a few practical solutions for you. For example, think of a bunch of different, pronounced actors in
your head, all with unique cadences. Throw in Steve Buscemi, with... um... Dennis Leary and, like,
Carol Kane or something. Or whoever you like! Hulk knows this sounds stupid, but it will honestly
help you differentiate them in your head. And when whatever actor comes in to play them, they will
bring the character a more organic center than the extremes you used in your head. It's just a way of
The lesson is clear folks: read your script out loud and Hulk will guarantee you will win an Oscar for
it.
... Okay, it won't do that but it will make your script way, way better in every sense.
61. Feedback - Get A Thick Skin And Expect Others To Have None
An old acting professor of Hulks had a great saying. He said ideas are babies, and he meant that as
a way to describe how much we cherish and personalize an idea of our own. They are so precious that
they figuratively become our babies.
And anytime someone brashly rejects your idea or calls it stupid, its like They took your baby and
smashed its head over a radiator.
Thats indeed what it feels like.
It is our natural, human inclination. That kind of vulnerability is so important to the creative instinct
but can also be really problematic to the creative process.
You have to spend a lifetime getting over the fact that your ideas are your babies. Really, you do. Your
art will not be able to function without criticism and input from others. You have to be able to
embrace the fact that your idea might be stupid. That something you thought was genius is actually
hackneyed and trite. You have to be willing to take your lumps and evolve. You have to get the
thickest possible skin imaginable. It is the only way you will learn and grow and get better.
It is the only way you will become a professional.
And that just takes time. Really, theres no other way. You need to write a lot. You need to share it a lot.
You need to get rejected a lot. You need to hear terrible things. And then you need to numb the pain.
But you want to know the interesting flip-side? You cant expect others to do the same.
You have to be the nicest person. That doesnt mean you have to lie. In fact you should be honest. But
theres a way to craft every bit of honesty in a constructive way. And while doing that you have to act
like other peoples ideas are babies and cradle them gently. Now you may not want to take that baby
home with you and adopt it, but you have to be able to handle that deftly. So be kind to the person you
are working with. Have empathy for them. They are putting their ideas out there so you need to extend
a kindness and understanding to them. Do that while being constructive and informative. Phrase things
in hypotheticals. Use if / then statements with their story options. Make it clear you are there to help
them unlock that which they want to do, not paint your thoughts over theirs. And when you do that?
They will forever be in your good graces. And those are the kind of working relationships you can
build a career on.
But most of all, despite getting a thick skin you have to keep the passion for your own work. James
Gunn said: The key to show business is to give 110% while simultaneously not giving a shit. That
may sound absurd, cynical, or even an impossible catch-22, but it is one of those absolute truisms of
Hollywood. Give 110% percent because you cant accomplish anything in this business without
enthusiasm and genuine intent. Be joyful and take pride when things go well. But dont give a shit in
the sense that you have to take rejection in stride. Dont let failure bother you. You may hear 17 yesses
in a row on a project and then suddenly be cut out at the knees by a no from the top of the pyramid.
Hulk guarantees you this will happen. But its okay.
Every single thing that you do in this business will fail until the one time it doesnt.
Isnt that amazing? Everyone thinks success will be instant, but it is rooted in failure followed by
persistence. And for those who do experience instant success, it is often followed by a spiral when
they cannot handle the low point that inevitably follows. So press on further. Dont get rattled. Do
better work next time. It is always about the process. It is always about growth. It is always about
learning to be better.
So lets talk about the final step
62. Letting Go
I just gotta finish this script!
Hulks heard that phrase a million times but theres no such thing.
No one ever finishes scripts. Its impossible. No script ever feels perfect. If youve ever felt like one
was perfect then Hulk hates to say it, but you might be a little nave. There is no finish there is only
the time to let it go.
But when do you let it go? Well, usually by the time the studio says Hey, your script is due, or by
the time the show goes on the air or whatever enterprise you are in. But for something youre doing
for submission?
Its time to let go when you feel like you're just treading water. When you are just tinkering with it,
making small incremental changes which, sure, might be well and good, but they are providing no
deeper overhaul or understanding to the piece itself. So Hulk thinks you should only get real one or
two rounds of tinkering and then it should be out of your hands and with other, trusted eyeballs. To
either be approved, or to tell you what it really needs.
No script ever feels perfect. There is only the time to let it go.
Its amazing how much no one ever writes about this part of the process, when in a lot of ways it is so
vital. Its not just about individual scripts either, but how long to stick with a script youve written in
terms of trying to sell it or get it made. Which really it gets to the heart of how we relate to our work
and what we want out of it. Hulk just talked to you about the giving 110% and simultaneously not
giving a shit philosophy, but it can sometimes be tricky knowing when to do what part of that
equation.
For instance, Hulk was having a conversation with a filmmaker friend the other night and Hulk was
talking about moving on from a recent failed project to get something new up and running, and Hulk
was taking this zen approach to it all. But Hulks filmmaker friend spoke up and said: Yeah, but
theres a flipside to that. I cant tell you how often my crazy passion for making something a reality is
what ended up saving it at the last moment, and actually making it a reality.
Obviously, its a great point and something Hulk obviously understands, but theres a duality that may
have more to do with your personality. Because both options can have real value. So once again Hulk
brings us to the precipice of a dichotomy:
I) There is the Soderbergh/del Toro route of embracing the chaos and having a lot of irons in the
fire, many of which will not come to fruition, but one good idea surely will. Work fast. Make them
and dont become paralyzed by fear or get tied down by megalomania. Move and evolve.
II) And then there is the singular path of many a great, American auteur, who work on a singular
project and labor over it intensely until it becomes a reality. The road of which is matched with higher
highs and sickening lows. You are living and dying by the project, but it may be that very commitment
that ultimately saves it.
In the end, it is a dichotomy. And like everything in this book, youll have a natural inclination, but
Hulk wants you to look at it in terms of a negotiation. One that is built on your values and the belief of
what you can justify.
But whatever you do, be ready to work harder than you ever have in your life.
And know when its time to let go.
production companies require act by act submission, which is just garbage if you ask this Hulk. Its
impossible to write a script when you cant see the whole of it (and it utterly doesnt help you confirm
the truism of the ending is the conceit). As far as the business goes, Hulks favorite methodology is
just pitch straight into full script. The problem is that usually means you have to negotiate for less
money.
If only the industry itself just had a little more respect for the process. But again, were not here to
talk about the industry. We are here to talk about the things you can do to become a better writer. The
things you can do to take this entire book full of concepts and ingrain them into your process like a
professional writer.
How the hell do you do that, anyway? How do you make all of these things become ingrained? It
seems like it is either magic or innate talent, right?
Nope!
It is hard work + time.
Hulk has regularly cited Malcolm Gladwell's theory from "Outliers" that it takes 10,000 hours to
become truly good at anything. It takes practice. Focus. Repetition. The same way a baseball player
practices hitting a ball over and over again until each reaction becomes simple muscle memory. A
writer must do the same. Identifying script problems, seeing narrative shifts, recognizing falsesounding dialogue. These are all things that must be ingrained and easily recognized though the
building of the same kind of muscle memory put on display by a great baseball player. And to get to
that point takes 10,000 hours of writing. 10,000 hours of solving your own script problems. 10,000
hours of thinking about things like character motive, story structure, and the art of cinema.
And if you write almost every day for a few hours, then 10,000 hours usually takes about... 10 years.
Gulp.
Hulk cannot help if this reality scares you. So often Hulk talks to people who have dreams of writing
scripts and so often they are not even close to that figure. Some of you are still young and in school
and in the perfect place to start. And some of you are... a bit behind. But if you really want it, then you
cannot let that reality stop you. You have to be ready to put in your 10 years. And Hulk can really
speak to the truth of that 10,000 hour figure. It wasn't until 10 years in that Hulk's writing became
good enough for real-deal interest. And suddenly, it felt like Hulk woke up one day and it all clicked.
Yes, the process itself was actually rather gradual, but all these things Hulk "knew" had become
something Hulk actually "understood." Going back to before, didnt Hulk mention that it took the
South Park guys about 10 years to really understand storytelling and how to approach their show?
That wasn't an accident. Things take time. Things take hard work.
So for all these pages and pages of guidelines and practical advice, even if its advice that Hulk truly
believes in, even if every single thing in this book is something Hulk thinks you should adopt with
every fiber of Hulks beingthere is still no quick fix.
You have to learn to incorporate those ideas into your deepest essence as a writer. You have to
practice with them like a baseball player would. And like a baseball player, you'll find your own
strengths over time. You'll find you already have a lot of the skills and training you need to be good at
structure. Or perhaps you've been training as a good listener so you have an ear for dialogue. Maybe
you have the focus to be economical. But no matter what your skills become and how they manifest
themselves, it will take unbelievable amounts of work. Ten years of it.
This is scary. And you have two possible reactions:
1) Damn I I dont think I have the time to do that. I want to, but thats so much and I just usually
dont have the work ethic to see it through. I think that seems daunting. I mean, I really would like to
be a writer, but I dont know about that.
2) Okay, fine. Whatever Hulk. Thats not going to stop me.
If you answered like #1, then you like the idea of writing. You like the things it makes you feel, or
perhaps the lifestyle or acclaim you think it will afford you.
And if you answered like #2, then you are a writer.
So it is time to start writing. Go do your first screenplay. Just write the damn thing. Do it. And once
you finish it, it's going to be terrible. But that's totally okay. Put it in a drawer. Sit down. Write another
one. Do it better. Then start one thats way outside your comfort zone. Do things you are not good at.
Put it in a drawer. Then do it all again. And again. Don't look at them as your be all end all, but as just
another step in the process. Learn how to craft stories. Then write another. And another. Get better.
Don't worry you're wasting good ideas because the value of the idea and the inspiration never goes
away, even if the script is crap. You can always come back and re-do the idea once you're better at
writing. Hulk's done that all the time. Just keep writing them.
Fact: Hulk got an early start and was super devoted to this process and Hulk wrote over 70
screenplays before even one working professional said "Hey this is pretty good!" and from there?
Getting something actually made is even harder. But when the luck and opportunity finally comes
around, you have to be sure you can deliver the goods. You have to back it up with real professional
know-how.
And yes, it will be scary as all hell, but you are not alone. You have friends. You have collaborators.
This is a team medium, so find your support. You have thousands of other writers with you...
and you have a Hulk.
Hulk knows that sounds cheesy as all hell, but Hulk means it: you have a Hulk on your side. Hulk
wants you to win. Hulk even hates that this oh-so-necessary 10,000 hour message is dominating the
last section of this book. Yes, Hulk needed to warn you of the difficulties, but Hulk would much rather
inspire you. So in that spirit, Hulk just wants to finish this sucker with a little explanation of one of
Hulk's heroes.
So there is this guy named Paddy Chayefsky. He is one of the greatest screenwriters of all time.
Chayefsky's success was due in large part to the fact that he was, first and foremost, a writer of all
forms. He wrote plays, novels, television, and even criticism (Hulk likes criticism too in case you
haven't noticed). Paddy Chayefsky approached his craft with a remarkable sense understanding. His
style always seemed to vary. You could always recognize his focus and intelligence, but never an
overpowering "style" that dominated his work. His voice could mutate at a moment's notice. He could
transcend genre, tone, comedy, drama, medium, form, and even language. He could explore the
simplest stories about decent human beings and ethos (Marty), the growing state of the NYC social
scene long before Capote even thought of Breakfast at Tiffany's (The Bachelor Party), the
incredible thematic realities of bureaucracy and personal will (The Hospital), the hardcore sci-fi and
horror concepts of trippy genetics (Altered States), the ahead-of-its-time views of sexuality and
becoming a forerunner to late 60s cinema (The Americanization of Emily), and in his magnum
opus, he managed to penetrate the deepest layers of satire to the point where he basically foretold the
future of television and American culture at large (Network).
If you need a comparison, then Chayefsky was sort of a porto-Charlie Kaufman and certainly every
bit as much of a genius.
But Chayefsky didn't just work on these lauded projects, which earned him the most lone
screenwriting Oscars of anyone in history; he spent his early career as a "working writer" during the
golden age of television (read: mass produced and not nearly on the same level as cinema). Back in
college Hulk hunted down most of his lesser-seen stuff and the one thing that always becomes so
amazingly clear about his work is that even with his this utilitarian TV work, he so completely
understood what he needs to do with the story and devices hes using. He always understands the
purpose!
As any genius would, Chayefsky famously hated the way Hollywood encroached on storytelling and
the author's duty, calling it "democracy at its ugliest," but he still never, ever let that impact the quality,
nor the effort that went into his work. He knew how to write big and small, broad and nuanced, for the
system or against it, and he knew when to follow rules and when to absolutely shatter them. He always
understood the purpose of what he was writing.
And thus, the range, totality, understanding, and humanity of Paddy Chayefsky inspires Hulk every
single day. He is everything we should ever want to be in a screenwriter.
And he is a large part of what inspired Hulk to write this book.
Yeah, why would you write something like this, Hulk? As you would say, what is the purpose?
On one level, Hulk was excited about the idea of trying to convey the sum total of almost all of Hulk's
knowledge about storytelling and screenwriting. Hulk wanted to try and make it a singular, complete
thought. A story of writing itself with a through-line that would maybe speak to you. And on one
level, this book feels complete, and yet... Hulk still feels like its barely scratching the surface. As
crazy as it sounds, Hulk looks over what is written and stills sees so much more that can be said. But
alas, it was time to let go.
Which means that the next step falls to you.
This book is only but the first step in a longer conversation. So many ideas within are part of the
great negotiation. You may have a different take on how something might work. You may recognize a
way to imply something new. After all, Hulk wants you to do what makes sense for your story. But
Hulk wants to talk about all of those ideas with you.
Hulk wants us to flesh them out and make them feel real and understood. Hulk hopes that maybe you
can help Hulk even refine those ideas too. To teach Hulk the many things that Hulk has yet to
understand about a subject that can only be tamed, but never mastered. Hulk wrote this book so we
both could become better writers. And if we really want to make it happen, then we can all be
something of a sounding board for one another. Hulk says this without a hint of cynicism or
disinterest. This modern world is so full of yelling and contention and ugliness, so that Hulk wants to
create a place where we can do way better than that.
Because secretly we are way better than that.
Hulk genuinely wants to change the culture of screenwriting. Hulk knows that sounds freakin' insane,
but it's true. The only way its going to happen is if we commit to the idea and have nothing but
mutual respect for one another.
Disagree with one of Hulk's working definitions? Need help breaking a story? Can't figure out a
character's path? Write. Ask. Help. And feel free to drop Hulk a line any time at
[email protected]. It can get a little backed up at times and submitting full scripts is actually
rather tricky depending on whats going on with all Hulks contracts at the moment, but if you have
questions then Hulk assures you that he reads every single thing Hulk is sent and will always try to get
to every single person. Right now Hulks about 500+ Hulk-mails behind (some going back awhile),
so please be patient because Hulk fully responds to each one.
But really, why do all this, Hulk?
The same reason Hulk explained at the beginning. Because Hulk knows the struggle of writing all too
well. It is an endless war with one's one brain. It is lonesome. It is difficult. And it is often infuriating.
... So who would want to go through that alone?
<3 Hulk
Acknowledgments
There are too many people to thank.
To Mama-Hulk for her sacrifice, love, and Jeopardy-rival-worthiness, and glorious taste in cinema.
To Papa-Hulk for his intelligence and patience.
To Brother-Hulk for his sense of humor.
To Betty for being the most loving, fun, and supportive person ever.
To all the remarkable friends who have not only been great fun, but for whom without their help and
support none of this would have been possible.
To the mentors.
To Hulks colleagues in Hollywood, Hulk thanks you for your daily inspiration.
To Hulks colleagues in criticism, Hulk thanks you for your daily inspiration.
To the Badass Digest crew who make up the most amazing coworkers on the planet. And even better
friends but probably even bestest drinking buddies?
To everyone who ever gave Hulk an opportunity.
And to everyone who thought it might be fun to see what talking-Hulk had to say about movies, got
what Hulk was doing, luckily stuck around, and helped make Hulk better at this thing. You have no
idea but you, dear reader, have quite literally changed Hulks life. And for that you have Hulks
endless thanks and friendship.
<3 Hulk