Showing posts with label dialogue. Show all posts
Showing posts with label dialogue. Show all posts

Monday, February 25, 2013

The Writing Week (Vol. 6) part 260 - The Weight of a Scene

It all comes down to one scene. The big reveal. The climax. The inciting incident. The heart-wrenching death of the protagonist's love. We've all written, giddy for the scene we know will sell our scripts and win us our Oscars. Anything can happen in a scene, and any scene has the potential to make - or break - a movie. 

Any scene can be a bull to write.

For me, that scene this week has come within the first 15 pages of the script and is charged with no small feat: it has to establish the protagonist, his goals, and his fears. In short, it has to prep him (and therefore, us) for his entire story arc. I know it might seem silly to boil such an important task down to one scene, but the anatomy of the first act of this new script is a little atypical. Many sci-fi scripts start off with a normal world, before the foreign/unknown/extraterrestrial/fictional invades Earth and kicks things into drive. That's no different with the collaboration I'm working on. However, this script also opens with a five-page prologue. The inciting incident still has to happen around page ten and is shortly followed by the aforementioned invasion, which turns normal on its head. In the script, that happens around page 13.

Page thirteen. With the first five pages setting future events up in a way that offer very little introduction of the protagonist. So, I'm down to eight pages to establish my protagonist, his world, his friends, and the current "normal" before all goes awry on page thirteen. It's a Sisyphean feat, especially when you consider that, in this particular scene, his character is being established mainly through dialogue with a confidante. Dialogue, as I'm sure you've experienced, can be a lot of fun or incredibly sticky. You don't want to be too on the nose. My protagonist isn't going to say, "this is my opinion of myself, and these are all the skeletons in my closet that are going to hold me back, which I need to overcome to grow as a person over the coming experience." But, of course, that's exactly what the subtext has to be, and it has to be subtle enough that it sounds natural, but not so esoteric that audiences won't follow it.

The dialogue has to be crisp, revealing, and deep. And right now, I have a three pages scene set up in which I can make it happen. The whole rest of the script will follow from there - and we have it, ready for this scene to be slotted in and the following dialogue tweaked to match - but the script can't go to our producer or representatives until this one scene is reworked. One little scene. What a bear. 

Wednesday, September 17, 2008

Tinkering with your script/draft -- what to look out for

Alex Epstein, over at screenwriting blog Complications Ensue, has a new post up today about revisions and what goals you should keep in mind when tinkering with your work, be it a beat sheet or the script itself:
Your first stab at a scene will often be functional. It gets information across. It gets information into the hands of the characters. It puts characters into conflict.

Then see if you can tweak it to make it more specific to who these characters are. Can you accomplish the same plot goals by having the characters react in ways that only people with their specific flaws would react?

As I've said elsewhere, good dialog is when the character only says stuff that character would say; great dialog is when the character says stuff only that character would say.

This is the same thing on the scene level. Good scene craft has the characters doing and saying only things those characters would do. Great scene craft has the characters doing things that only those characters would do.

It's a tough standard, but I'm told that Jack Nicholson will do a script if it has "three great scenes and no bad ones."
Epstein makes some great points -- if you're a decent writer, your first stab at a scene or chapter will at the very least be, well, decent. But you will gain much more if you go back and work at it. Making the dialogue and actions key to the characters is challenging, but in the long run will make the work more memorable and effective. If your characters sound and act like everyone or anyone, your work will be bland and forgettable.