What makes a good story?
Neat IdeaDeeply Moving
Timeless Questions
Personal Issues
Introspection
IdentificationWhat is NOT Needed
Public and Private Shtick and Anti-Schtick
Quotable Quotes
Memorable Shots
The Runaway Locomotive
The Double-Twist Surprise Ending
Multiple Plot ThreadsPutting it Together
Unsympathetic/Heartless Protagonists
"Down Time"
Subtext and Symbol
Gratutious Titillation
Structure
Goals
CharactersNeat IdeaElements
Timeless Questions
Introspection
Runaway Locomotive
Double-Twist Surprise EndingCreativityTo Avoid
Timing
Resonance
Plot Twists"Down Time"
Multiple Plot Threads
Subtext & Symbol
GoalsPersonal IssuesElements
Identification
Schticks
Quotable QuotesVerbiageTo Avoid
Imagery
Dialogue
MotivationHeartless/Unsympathetic Protagonists
Gratituous Titillation
Setting
GoalsNeat IdeaElements
Timeless Questions
Memorable ShotsImagery
Universe Development
After some contemplation, I think I've managed to pin down what makes the kind of story I really, really like. First, the story must be thought-provoking, but second and more importantly the story must have a truly strong emotional impact on the reader.
The story must be thought-provoking. A really good story makes you think about things in new ways, about new things, or forces you to re-evaluate the old and familiar.
The Neat Idea is the idee fixee of classic science
fiction. A Neat Idea makes you say,
"Hey! I never thought of that!" Naturally, Neat
Ideas are thought-provoking.
Timeless Questions are the staple of all true philosophy.
They can be boiled down to just
a few, with many variations on the theme:
Who am I?/Who are we?
Why are things the way they
are?
Where are we/am I going?
How should I live my life?/What
is right?
By their very nature, such questions make the reader think.
Personal Issues are themes that are emotionally resonant
with the reader. They make the
reader say, "I know just how that character feels."
By making themes personal, the
author ensures greater emotional impact and consequently,
more thought. Of course,
the whole trick is finding an issue the reader identifies
with, so good writers rely on
universal, tried-and-true themes.
Introspection is anything that illuminates the inner
life of the character. It can be as subtle
as a passing emotion on the face, to as involved
a twelve-page internal monologue. The
trick is to provoke the reader into thinking by
using one of the three other techniques.
The second and more important attribute of a really good story is that it be deeply moving. C'mon, nobody thought Titanic was a great movie because it was thought-provoking (although it was...after all 1500 people dead, all because of o'erweening hubris?) but because it made you cry. I went through three or four tissues, and I'm not given to crying.
Identification with the protagonists is a key to
deeply moving stories. After all, how can
you be moved by people you care nothing about? Identification
is usually done by giving
the protagonists familiar traits, like romantic
jealously, rebellion, a hunger for simple
happiness, etc.; and by making them do what the
reader would consider is the 'right' thing.
This is why inhuman, unsympathetic, or heartless
protagonists (cf. Morrison's
Sethe) generally make for poor stories. However,
such characters make for great
antagonists. Who can forget Dracula, or Moby
Dick?
Speculation: Is it good or
bad to have a protagonist be wholly sympathetic, or a
antagonist wholly unsympathetic? Even Dracula had his attraction, however
unsavory it was to a Victorian audience; even Moby Dick can not be faulted
deliberate antagonism towards Ahab (Moby's the one being chased, after
all);
even Jesus had that violent episode at the Temple with the money changers.
Classical Greek and Biblical literature teaches us that flawed heroes and
redeemable
villians make for more interesting reading...however a flaw does not necessarily
equal sympathy -- certainly not in the case of Oedipus, or Pharoh? (side
note:
why the Hell didn't Pharoh just order Moses beheaded and have done with
it?)
Public and Private Shtick and Anti-Schtick
A Schtick is the thing or idea most readily associated
with a character. A Schtick
makes a character feel familiar, and therefore increases
identificcation .A Schtick
isn't purely a role; it is all the things, mannerisms,
and quirks that go with the role too.
For example, Buffy the Vampire Slayer's Buffy has
the Schtick of the Slayer. So one,
associates supernatural combat along with hip fashion
sense and witty banter with her,
because these things comprise her Slayer Schtick.
Characters generally have at least
two schticks: one public for use in their plot-advancing
role; one private for
characterization and interaction. For Buffy, these
are the Slayer and the ordinary
girl.There's also the Anti-Schtick of each, the
exact opposite that comes into play
when the character is put under duress. So for Buffy
these would be the overwhelmed
whiner and the star-crossed lover. Schticks should
be able to be summarized in a two
or three word, descriptor-subject format.
Anything longer is too much, and really
another Schtick.
Speculation: It is good or
bad to have a really complex character with more than
two Schticks, and their Anti-Schticks? Such a character would feel more
'real',
but would require more development to show each Schtick, which would
have to arise naturally from plot pressures, which would in turn require
more
space and more plot twists. Not necessarily a bad thing, though. Hmm, one
could also use introspection to easily showcase new Schticks. Still, there
generally has to be a reason for such introspection. Although, the third
person
omniscient viewpoint would come in very handy here, as well as a multiple
first person viewpoint. And on the gripping hand, my favorite movie, Casablanca,
seems to at first glance use no more than the normal public/private, Schtick/
Anti-Schtick scheme, at least for Rick. So perhaps more than two Schticks
are unnecessary.
Quotable Quotes are those quotes you remember long
after you've finished the story.
Remember how The Princess Bride's Inigo Montoya
said, "Hello. My name is Inigo
Montoya. You killed-a my father. Prepare to die."
That's a quotable quote. Quotable
quotes go a long way towards making a story cool
and memorable, because they're so
pithy. And of course, cool and memorable stories
are more moving. I'm really not sure
what makes a Quotable Quote so quotable; however,
I like to write up dialogue in play
formant to get a better feel for a good quote. There
is a danger of making a quote too
quotable so that it seems contrived; the best quotes
involve good imagery, multiple levels
of meaning, emotional intensity to the character
speaking, and sparsely elegant word
choice. Quotes should come at natural peaks in plot
intensity to avoid contrivance. This
is not necessarily action, but rather the emotional
intensity intrinsic to a scene.
Speculation: How is non-quotable
dialogue well scripted? Should it be done at
all, or merely made into a memorable shot? One thinks that one could underplay
such dialogue, making it deliberately restrained and fumbly -- the necessity
of any
society that values politeness over honesty. Equally important, though,
is the use
of non-verbal gestures for character development -- a simple hand on the
shoulder,
a look, can speak pages. The keyword seems to be restraint, to create an
elegant
sparity of word and form.
Memorable shots are those scenes that burn themselves
indelibly into the reader's
psyche. They're like a panoramic view of the Grand
Canyon, striking and captivating
by sheer imagery. Ahab's insane attempt to kill
Moby Dick at the end of the book is
one; the end of Hamlet where nearly everbody
lies dead is another. The key is
imagery; the images must be few but intense, giving
only the most striking details.
Subtlety is also important; otherwise, it's just
the literary equivalent of trash TV. I like
to imagine that I'm shooting the scene through a
film camera with unlimited freedom of
movement and special effects tricks. I find it helps
emphasize the imagery.
The Runaway Locomotive principle is one of
the first things I identified about stories
I liked. Macbeth is a great example. Despite
all the vagaries of the plot, Macbeth is on
a course straight for hell, and there's not
a damn thing he can do about it. Any
obstacles are like cars in the path of a runaway
locamotive -- they are completely and
utterly smashed in the face of Macbeth's ride
to Hell. The Runaway Locomotive
works even better when it looks like it's
going to be derailed. Take George R. R.
Martin's Sandkings, for instance. You know
the protagonist is going to win; after all,
he pulls out all the stops to kill the Sandkings,
including flamethrowers...but he dies
anyway, and horribly. The Runaway Locomotive
is the essence of suspense and plot
tension, so it's only natural that it has
a strong emotional effect on the reader. Basic
techniques to create the Runaway Locomotive effect
are: foreshadowing, to point the
way to the end; character pressure, that
is, influence on the protagonist towards the
inevitable end by his own desires, other characters,
natural forces, and various
compulsions, imposed both within and without; plot
twists, preferably neither what the
reader expects to happen at the moment, nor that
thing's opposite, but rather the opposite
of both, to trick the reader into believing everything
will be fine; and identification
with the protagonist, so the reader feels
involved.
The Double-Twist Surprise Ending
The Double-Twist Surprise Ending is another one of
my old favorites. In it, the plot
takes an abrupt ninety-degree turn right in the
middle of the climax. The exact opposite
of both what you thought was going to happen and
what you were absolutely sure
wasn't going to happen, happens. Basically,
you stand up, and go "Whaaaaaaa...?"
Then, it happens again, your jaw drops to
the ground, and the plot is back on course
for the denouement. The really freaky thing is that
when you finish the story and look
back on the ending, it all makes perfect sense...only
you forgot about that one
insignificant detail and that one improbable exception
that made it all possible.
Macbeth is the classic example. In the end fight scene,
Macbeth taunts Macduff,
reminding us of the seemingly insignificant detail that
the witches have prophesied that
no man of woman born can kill Macbeth. Then Macduff reveals
that he's the
improbable exception...he was essentially delivered by
C-section. Afterwards, you
wonder why you didn't see it in the first place.
Surprisingly, I find that there are a few things that are unnecessary or detrimental to a good story.
Multiple Plot Threads are basically unnecessary,
unless you want to grab more familiarity
by involving more characters, or bring up more than
one theme in seperate development.
Witness the insane stylings of Beloved. If
convolution were awarded a prize, Beloved
would certainly win for Best Symphony Score Posing
as a Plot. Oh wait...that's the Nobel.
Unsympathetic/Heartless Protagonists
I find that it helps to have a sympathetic protagonist.
Why? Well, for one thing, you can
stand to read the story, and not throw it away in
disgust. More importantly, you never
identify with a character you're not sympathetic
towards, so such a character simply
cannot move you.
"Down Time" where the characters do things that are
of little value to either the plot or to
characterization, is to me, completely unnecessary.
Take Robert Jordan, for instance.
In my view, he's not that great a writer. Why? Too
much "Down Time" during his books
of the Wheel of Time, where the characters seem
solely to act as expositors to the boring
and quotidian life of his world. Much better, in
my view, to focus on the strange and
wondrous aspects of it; frankly I don't give a damn
whether Aviendha kills herself tighrope
walking or not -- how can a circus possibly be interesting
compared to Shayol Gul,
the machinations of the Forsaken, the complex society
of the Aiel, etc?
In my view, subtlety should be complex but direct.
That is, there should be no subtext; either
those apples falling on Grendel (in the epononymous
book) are just apples, or they're
the counter-attack of innocence, or both, but never
one hiding the other. The key, I think,
is to link the characters' emotions with the events,
a slight expression of the face, a
tremolo in the voice gently showing the true, complex
meaning of the events. This is
because I hate literary critics saying, for example,
Shakespeare meant such-and-such when
he left his wife his second best bed. In sum, reject
ambiguity, embrace complexity.
The best way to incite or convey emotion is to allude
to it by subtly exposing just a hint
of the emotion; a look, a touch, rather than Toni
Morrison's "And for a year, Sweet Home
men abused cows." Just for that, she should have
her Nobel taken from her. Don't believe
this is true? Think towards any suspense novel,
indeed any suspenseful scene, and ask:
what is scarier, what they did show, or what they
didn't
show?
Creativity is basically the ability to create with novelty. Brainstorming (starting from one idea and then writing down whatever comes to mind as you think of it) can be helpful here. Another technique is to find out whatever is the stereotype that's expected, and do the opposite. That is, if your typical bad guy dresses in black, is ruthless, and cruel, make the villian of your story dress in colors and be reluctant to harm. Another technique is to map out all the possible variations on your story (or characters, or setting.) Then mix and match variations for maximum effect.
Timing is the art of surprise. Several elements are involved with timing. First is complacency. Give your readers a long, slow development before hitting them with a plot twist. Convince them that the unrequited love will never be acknowledged...then acknowledge it. Another is defusement. By this, I mean using timing to turn a situation more or less serious. At the simplest level, this means breaking contemplation and drama with violence, or tragedy with comedy, or vice versa. Finally there's flow. The plot of a story should flow seamlessly from one shot to the next, from one topic to the next, from one climax to the next. Think of Star Wars. Did that movie ever let up? The only real exception to this is when you want to spring a plot twist.
Resonance is the art of the recurring. It's the running joke, the recurring character, the theme that's emphasize again and again. Resonance exists to bring home your point. The one key to good structural resonance in a story is to relate things as much as possible. The ultimate example of this on TV is Babylon 5. Tiny, seemingly insignificant details are developed into actual subplots; recurring characters travel across plot lines to link disparate events together.
The plot twist is one of the most maligned and least effectively used of all writing elements. Plot twists, in the majority of my experience, tend to be either too predictable, or occur too often. The keys to a good plot twist are: do the last thing the audience expects; twist the plot in exactly the worst way; twist the plot at exactly the wrong time. To do the last thing the audience expects, employ creativity techniques. To do things in the worst way, just ask yourself, "What is the worst thing that could happen, that would also be as unexpected as possible?" To do things at exactly the wrong time, you have to carefully use structure to deceive your reader and make her complacent. For example, the double-reverse surprise ending is a form of plot twist. You move the plot at right angles, doing neither the expected good thing, nor the expected bad thing, but the opposite of both; you screw up the plot by making the double-reverse a major obstacle; and you play the double-reverse at exactly the worst time, the end.
Verbiage is the creation of the bon mot, the quotable quote, the right
words and phrases. Some ways to improve verbiage:
Zen logic/Literal LogicTake an ordinary thing and develop it to its ridiculous, but logical end. This is the classic take of 90's standup comedy.
Juxtaposition
Take two things which normally don't belong together. (Like a camera and a toaster.) Connect them somehow. (Don't you wish cameras were all as easy as toasters to operate?) Present the resulting phrases.
Surrealism
Make your characters aware of the unnatualness of their situation. "Have you ever been in a play, and not know what to say next?" -- Oz, Amends (BtVs)
Falling in Love
Smack the characters upside their metaphorical heads. Give their current situation the same intensity as if they were falling in love that instant.
Recommended reading:
William Shakespeare (personal favorites, Macbeth and Hamlet)
The Bible
Imagery is the ability to create vivid pictures in your readers' minds
by using the right words. I find it interesting to pretend I'm in the story,
and the image is a scene I'm shooting through a movie camera. This lets
me visualize using various techniques from the Hong Kong style of moviemaking:
Light & ShadowThe more common, though harder way to improve imagery is to study poetry, usually imagistic poetry and haiku.Light can be used to spotlight an object or a person. Shadow can conceal the same, either by them melting into it, or by the shadow creeping across them. Light and dark, applied to a whole scene, can dramatically change the whole setting -- just turn the lights in your room on and off at night. The related strobe effect is very popular in Honk Kong cinema.
Reflections
Not only do reflections make a neat way to introduce introspection, they can also be used to suddenly bounce light to create the effect of a flash. Multiple or distorted reflections make for a very interesting setting for a scene, as well as setting the mood for some interesting introspection. The climax of Enter the Dragon is the classic use of this.
Obstructions
Putting some obstructions between the viewer and the rest of the scene, or the viewed character(s) make for very interesting shooting. The effect is much like that of going in and out of shadow.
Odd Angles
Viewing a scene from an especially low or high vantage, or with an odd zoom-in can change the whole emphasis of certain shots. In writing terms, this means emphasizing the details of height, or foosteps, or whatever you happen to be 'zooming-in' on.
Recommended reading:DialogueAny haikus.
Anything by Chinese poet Li Po.
Emily Dickinson.
Robert Frost.
Dialogue is what happens when your characters talk to each other. I've
tried for a while to get good at it, and managed to break down some important
facets. Still, I have a lot to learn.
Pouring Out Your HeartMotivationHaving characters pour out their hearts and plainly discuss their motivations in their own words always makes for good dialogue. Trouble is, you can't do it very often -- obviously, anyway -- or your writing becomes melodramatic. What you can do, is let the characters drop seemingly innocous phrases that are really big insights into their whole personalities. (From BtVS) Cordelia Chase's innocous use of "I'm good at hiding things" really shows how much she's had to cope with her less-than-socially-approved qualities like intelligence -- and depth.
Multiple Motivational Levels
I've said it elsewhere, but I'll say it again here. Human beings do things for more than one reason. This applies to dialogue as well as motivation. Often, people say one thing and mean another -- and actually carry on a conversation on both these levels! The amount of subtext in normal, everyday conversation truly surprised me when I took a close look at it. I hate subtext on principle, but having your characters employ it seems perfectly humanizing. Basically, this is accomplished through the use of code words, innuendo, body language, and innocently dropped phrases. (See above for that last one.) Characters do this so they can act according to all their levels of motivation, from their needs, to their complusions, to their emotions, to their thoughts, to their free will.
Awkwardness/Distance
There's a sense of awkwardness and distance in normal conversation. Words can't fully express what most people feel towards others, so we rely on body language, tone of voice, and generally, we choose our words poorly. I really don't have a good way to develop this; I suppose you could just pretend you're the characters in question, and as uncomfortable as they are, then just try and speak naturally.
See the More on Schticks Page
Universe development is the ability to create an interesting and cohesive setting. Tolkein's Middle Earth and Robert Jordan's Wheel of Time setting are the best-known examples of this I can immediately remember. You can settle a lot of what makes your setting unique with a few simple questions?
What's different about this setting from the ones
you're familiar with?
What makes this setting work, in the practical self-sustaining
sense?
What do the culture(s) in this setting need to survive?
What do they like/prize? What do they hate/discard?
What does this culture do as a routine? Love to
do? Do only under duress?
What does this culture usually never do? Hate to
do? Absolutely avoid?
Why, to all of the above questions?
Other writing resources:
Awards Page
Character Breakdowns & Analysis
Fun With Profiling:Buffy the Vampire Slayer
How to Write
Motivations by Age Type
More on Schticks Page
My Attempt to Figure Out Relationships
Page
Palaskar's Primer on Emoti