Friday, November 07, 2008

Being Part of Something

Keeping it real isn't just about adding real relationships; it's understanding how those relationships work. There's a reason anti-heroes are popular; they don't have any real relationships to slow things down and so they are easier to write about. However, by throwing some real relationships at a character, you add not only depth but can create hooks for when you are running out of steam later on. That is, while being part of something may slow the writing down a little, an organization can actually help a writer keep things going.



Consider James Bond. Not only does he gain his very license to kill from MI6, but the organization itself keeps things going. He not only gets some real cool toys, an expense account, and easy transport to any location in the world, he also has set goals to accomplish; all of that eliminates minor things you do not need to worry about later on. You can create foreshadowing with the items (exactly how does a watch that creates an EMP going to be useful in the field?). That expense account can be good thing when he needs a boost or specific funding, but it can be taken away as the situation warrants, either by the organization, by theft (especially if it's represented by credit cards), or by situation (he's far away from civilization). The transportation puts him wherever he needs to be.



Best yet, though, are those goals. They provide the initial hook, the push that gets things going. Bond gets an initial list of things to do, and reason that the bad guy needs to be defeated. The important thing to keep in mind is that these goals are not iron-clad; if the mission goes bust obviously those goals will change, or at least be modified a bit. But, they provide an original reason to get Bond into the field, and that's good enough.



And don't think that the organization is nothing but help. After all, Bond needs to follow certain regulations before he can kill someone, and there are certain protocols that need to be followed for him to do his job effectively. He also has to worry about jurisdiction (there are certain areas where he can't go and he can't kill people for everyday crimes). He's even been hindered or helped depending on MI6's reputation (and not only the bad guys have disliked MI6). And that's ignoring the various office politics and interdepartmental conflicts that have popped up from time to time, or when he's seriously screwed up and so MI6 has restricted what he can do, has forced him to do menial tasks, or assigns him to duties a rookie can do.



And this applies even to gangs. The equipment, amount of money, and transportation available may change, but there may be other perks available (reinforcements, living arrangements, even internet access). An organization can be a source of strength as well as (and this is important!) conflict.



And even gods aren't immune to this. Consider Thor; his friends (the elves and gods) and enemies (giants and evil gods) are defined by the group he belongs to, as are his duties (defend the gods and humanity). He gets access to some pretty weird stuff (a cart pulled by goats, a really special hammer), transportation (a rainbow bridge to anywhere), and some pretty interesting resources (an entire army of dead warriors) if he needs it. Not to mention sibling rivalries that are even weirder (his brother Loki can be good or evil, depending on the writer, and either way he gets Thor into trouble).



Of course, anything that's good for your heroes works for your villains. Can you seriously imagine a decent villain without mooks to send up against the heroes, a day-to-day group to make sure that his plots keep advancing, and the logistics to make all of this happen? It gets even better when the villain has a business to provide him money and fame or a government group to give him discretionary powers. A bad guy with a credit card is bad enough, but give him a group of loyal minions and he gets all sorts of scary; even a hacker with a group of friends is far scarier than a mere troll with an attitude.



The bottom line is that everybody belongs to an organization. And, for better or worse, there strengths and weaknesses belonging to one. As a writer, you need to learn how to mine those in order to maximize the conflict in your stories and to have a lot of fun with the characters.

Wednesday, October 22, 2008

Some Real Touches To Remember

It's interesting that those most obsessed with realism tend to forget what realism is. It's not crack whores, kids molested by authority figures, and people more interested in money than love. It can be, but usually not in the same group. The problem is that too many people think that noir is reality, and forget that there is something to actual real life.

When you write, you need to keep in mind that there is something to basic reality. It's interesting how many characters have tattoos, prison sentences of which they are completely innocent, and have been corrupted by their hard lives. After a while, it gets pretty boring when Rocky Road becomes vanilla.

The super-agents of the past are ironically more believable than today's rock-hard anti-heroes. The super-agents had more grounding, recognized the sacrifices that they were making, and were actually more rounded. They had friends that they could count on, acquaintances that they weren't sure of, and enemies that could ally with them if the situation warranted it. In a weird way, Doctor Doom is a far scarier villain simply because he can be more interested in pursuing his goals than the Fantastic Four; sometimes what the Fantastic Four does doesn't really matter in hi s plans, and they've been really miffed about that for some reason.

Today's anti-heroes can't trust the ground that they walk on; anyone can betray them and usually do. It's fine to shake things up every so often, but when you do it every other strip it loses its impact. You need some cement in your strip, something that can be counted on; the protagonist needs something that he can count on, something that won't change. If the only thing that can be counted on is that people can be bought or be petty, then there is no reason for him to act heroically; why should he risk life and limb for a few thousand dollars when what he does won't matter in the long run? Salvation sounds great as a motivation, but it's hard to believe in Heaven when you've only known Hell.

I hate using my own comic as an example, but the strips I'm most proud of are the ones where Detective Tate is with family, when he gives Simon a hard time about being his wife, or where people are just enjoying each other. I'm not afraid of the combats, but the familial scenes are important as well. It's not that those scenes are padding, my any means; those scenes are necessary to show that there is a reason why they fight so hard against what they fight.

The ties that bind can liberate you in the right circumstances...

Sunday, October 19, 2008

Should You Take An Art History Class?

When it comes to college majors, it's interesting to me that all art majors need to take Art History. This amuses me; after all, it's more often than not looking at the history of painting alone, as if painting encapsulated the whole of art. There are classes that delve into the history of other fields, don't get me wrong, but art majors aren't required to take those classes, and they're not even mandated for their respective majors.

Read: As a writing major, I'm not required to any writing history classes, but I am required to study paintings. And that just feels weird.

However, I am a big fan of taking advantage of bad situations, and finding ways to turn them around. So...what is the advantage of a writer taking a class that's delving into the visual arts?

Obviously, even for potential comic scripters, there really isn't a major advantage at looking at paintings; most paintings don't really tell a story so much as they are pre-camera photographs. The vast majority of paintings were created as markers and wall decorations, The vast majority of painters, then as now, are mostly self-taught, and tend to take classes not to learn the basics but to refine their abilities.

So what is the value for writers?

Writing is about details. On writer's forums, it not hard to find people asking the most interesting questions, from a turn of phrase in Ancient Latin to how to kill someone and get away with it. Writers want those details both because it helps them get characterization right but it also makes them look like experts. Consider how much fun armchair historians had with the Titanic movie, or any biopic, and you should be able to quickly surmise that being considered being an expert should be something worth being. And the more of an expert that you are considered being, the more respect people will have for you, and the more likely that they are to want to read what you have to say.

And that's a good thing. Honest!

An art history class gives you an interesting way to learn a lot of weird stuff, and quickly. It shows you social mores, fashions, weapon details, and basically what people considered important enough to jot down for several millennia. By exploring art history, you can explore the mind of man since he first painted aurachs on a cave wall, and explore how we have changed since that point in our deepest memory. Especially when you realize that they are more accurate than writing, and were vital for non-literate societies.

You learn to appreciate just how much any person is a product of their era, and what that person had to deal with. You get a better appreciation for what created that person, and what it took for a person to survive on a daily basis in that era. More to the point, it's fun when you realize that people that we know so well could not have been created in any era but the one in which they lived. Einstein, for example, is a Jew; not trying to be anti-semitic, just making the point that due to the way Jews were treated throughout history, Einstein would faced an uphill struggle in order to just be taken serious, much less have risen to the top of the heap and have been able to affect national policy.

So it may be annoying to deal with the obligatory art history, but try to see it as a way to explore the past through the cheap time machine of visual images, and enjoy the trip!

Wednesday, September 10, 2008

Rape, Swears, and Violence: Are they really necessary?

While I'm on a tear about reality, I figure I may as well as slam what some people figure are mandatory when it comes to "real" writing.

Swearing
For some reason, too many writers think that the more swearing is in their writing, the more "real" it is. However, even sailors and urban toughs don't swear as much as you see in realistic fiction, which would make it seem as if everyone used their favorite swear like a comma. The reality is that, even though there is swearing in real life, no one swears as much as they do in some movies or fiction.

The point is that swearing should be used when you need to make a point of some sort. It shouldn't be used for just creating an environment, but for actual shock value. If your characters use a constant stream of blue language, then it loses its value. It becomes just white noise, and is useless for any actual use. As such, you should limit its use as much as you can.

Violence
Far too many works use violence just for the sake of being violent. There is a lot of blood, a lot of broken bones, and far too many deaths. Now, I'm not saying I don't like to see violence (I like good horror movies, even lousy horror movies, too much). I would point out there is a reason that they are reported in incidents per THOUSAND. If they happened as often as they did in bad fiction, then we would dispense with police and just bring in the National Guard. Like swearing, violence is best used to effect, and not every two seconds. Limit it, and you may just see the quality of your writing improve.

Rape
If there is one reason I hate feminist fantasy and bad boy-love fiction, it's rape. It seems that far too many would-be heroines need to suffer being raped at some point, and some male writers have some seriously warped rape fantasies. And we're not even going to get into the sheer number of prison stories that involve dropping the soap as unintended invitation.

The problem is that the writer wants to either demonstrate how powerless the character is, either due to actuality or something in society. Although this can be fine if used once in a while, some writers tend to over-use it, or make it a point that they use it to show how realistic their writing is. You shouldn't use rape more than a handful of times in your career, and maybe once per character. Otherwise, you're using it far too much. If you honestly think that every sexual encounter is akin to rape, then use your writing to show a different way of how men and women should create kids without sex, or at least express affection in a different manner. Imagination is power; there is no reason that it should not be empowering as well.

Bottom Line
It should be noted that I'm coming down on the occasional use, or even when you want to make some sort of point. I even encourage beginning writers to do it and get it out of their system. Keep in mind that I am also a major horror fan (80's horror, not torture porn), so I'm not interested in seeing all violence disappearing, and definitely the same with nudity. All I'm saying is that moderation in all things should be key, and that definitely applies here.