Tagged: Comic Book Writing

Mindy Newell: Who Are You?

“Whooooooooo are you? Who? Who? Who, Who?”

WHO ARE YOU
Composed by Pete Townsend
The Who, 1978

Picking up from last week

All our super-powered mythic creations, whether hero or villain, man or woman, are avatars—whether we realize it or not.

Superman, of course, is the Big Kahuna avatar of comics. Every corrupt politician that Superman put in jail, each mobster who pulled a gun and watched the bullets bounce off Superman’s chest, every misogynistic wise-ass jerk who insulted a woman and was punished by Superman was really being punished by these two bookish, nebbishy, and schlemiel-y kids from Cleveland, Jerry Siegel and Joe Schuster, who weren’t able to fight the anti-Semites or win the gorgeous goyishe blonde.  I doubt very much either of them were consciously aware of the psycho-sociological underpinnings of their alien hero who would capture the world’s imagination, but it’s all there, as many critics and writers, including Danny Fingeroth, Jules Feiffer, Grant Morrison, Scott Bakutman of Stanford University, and A. C. Grayling of The Spectator have noted.  Grayling’s article, “The Philosophy of Superman: A Short Course”, discusses the need for a Superman over the decades since his creation in the 1930’s, including the early 21st century and events post-9/11, stating that:

…caught between the terrifying George W. Bush and the terrorist Osama bin Laden, America is in earnest need of a Saviour for everything from the minor inconveniences to the major horrors of world catastrophe. And here he is, the down-home clean-cut boy in the blue tights and red cape.

Others more erudite than I am may have used more polysyllabic pronouncements when analyzing the characterization of the Man of Steel, but I will say that he is a fugue, an escape, an exodus into a world in which, simply put, the good guys win.

Depending on your definition of “the good guys,” of course.

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John Ostrander: Writing Tids and Bits

Absent any overall topic occurring to me, maybe we’ll try the ol’ shotgun approach – a bunch of writing tips with the idea that, if there’s enough of them, some should work. (My friend William J. Norris used to describe my sense of humor that way – if I just kept talking, a certain percentage of it was bound to be funny.)

Da tips.

Cast your characters. This can be short-hand for a character and can help with dialogue. Who would play your character in TV or movies or who would provide their voice if the character was animated? It doesn’t have to be a living actor; heck, it doesn’t have to be an actor at all. It can be somebody you know or knew, friend or foe or relative (the last can be a combination of the first two). It can be a politician or your boss or a co-worker. Somebody you find distinctive and whose voice is inside your head.

Using a person as the template can help you with how the character acts, who they are, how they physically express themselves. Mannerisms, habits, nervous tics can all work into the character. The cadence of how the template speaks, verbal habits, and so on can help you as you write the dialogue. It’s sometimes easier to identify these traits in others than in yourself. That gives you perspective on them.

These traits are all shorthand – you still have to do all the basic hard work of who they are, their background, and what they want but this can help, especially if you get stuck.

You/Not You. All your characters are you; all your characters are not you. You have to find the point where you and your character intersect if you’re going to write the character honestly. Every character – the good, the bad, main characters, supporting character, one line wonders – lives inside you. However, you also have to detach from them a bit. You have to have some objectivity in portraying them. Give them their own life. It’s like parents with kids; at some point, the parent has to acknowledge their kid ain’t them. The dichotomy between you/not you can be tough to master.

Make Them Turn the Page. (more…)

Mindy Newell: Where is your next idea coming from?

This is a column for all you “I want to be a writer” writers out there.

The XXII Olympics officially opened on Friday, February 8th, 2014 in Sochi, Russia.

Thirty years ago the XIV Olympics took place in Sarajevo in what was Yugoslavia and is now Bosnia-Herzegovina, although the region is usually just called Bosnia.  Thirty years later the Olympic village, the ice rink, the bobsled and luge tracks, the ski jump, the other sports facilities and hotels are gone, destroyed during the Bosnian war and the 44-months-long Siege of Sarajevo which killed nearly twelve thousand of the city’s residents.

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JOHN OSTRANDER: Casablanca At 70 – Everyone Comes to Rick’s

WARNING: As I said last week, I’m assuming that people reading this have seen Casablanca and thus will be fine with my discussing elements of the plot. If you’re one of those who haven’t watched the movie, do yourself a favor and DO NOT READ THIS. See the movie instead and have your own experience with it. Trust me. You’ll be glad you did. If you need a plot synopsis, IMDB has a good one here.

This week, as we continue to focus on Casablanca’s 70th Anniversary, I want to set my sights on story elements. Robert McKee, in his classic book on writing Story: Substance, Structure, Style and The Principles of Screenwriting, uses Casablanca as one his teaching examples. (Side note: Story – while principally about screenwriting – is full of knowledge and wisdom about writing in general and is very applicable to comic book script writing. Highly recommended.)

In writing, you’ll hear the word MacGuffin used from time to time. It was possibly coined by Alfred Hitchcock and is something that the characters in a given story care about passionately but the audience? Not so much. We’re concerned about the characters. A classic Hitchcock MacGuffin is the microfilm in North By Northwest; it matters greatly to the characters but we’re concerned more about whether Cary Grant is going to survive and if he is going to wind up with Eva Marie Saint.

In Casablanca, the MacGuffin is the letters of transit which are a kind of Get Out Of Casablanca Free Card. They are signed by General DeGaulle and cannot be countermanded or even questioned … or so we’re told. In fact, no such things existed; they were wholly an invention of the screenwriters.

Before the movie has started, the letters have been stolen and the German couriers carrying them were killed. They are greatly desired by any numbers of characters in the film and wind up in the possession of Humphrey Bogart’s character, Rick. His former love, Ilsa (Ingrid Bergman) and her husband, Victor Lazlo (Paul Heinreid), a leader in the anti-Nazi resistance, desperately need the letters to escape the clutches of the Nazis and reach America, where Lazlo can continue his work.

What we care about is: who is Ilsa going to wind up with? Rick or Victor? So the letters become a brilliant MacGuffin driving the personal interaction of the three principle characters and, in so doing, decides the fate of all the characters involved. That makes it a great MacGuffin.

There’s another term used in dissecting writing and that’s inciting incident, which I first encountered with McKee. It’s the moment in the movie that changes the status quo. It’s the rock tossed into a still pond that creates ripples reaching outwards further and further. It’s the moment that the plot really starts. It sets everything into motion and causes the protagonist to act and/or react.

The Inciting Incident can occur at the start of the story or even take place before the story begins. It can happen later although usually it happens within roughly the first ten minutes. Not always.

I’ve talked with those who think the inciting incident in Casablanca is when the Letters of Transit are stolen. That act would appear to put the action of the story into motion. I disagree; for me, the inciting incident in Casablanca is when Ilsa walks in the door of Rick’s café and re-enters his life. This occurs at an incredible twenty-four minutes into the film. That’s right; the story doesn’t really start for almost twenty-five minutes.

So what are they doing all that time? Brilliantly establishing the characters (especially Rick), the status quo, and the setting. One of the great strengths of Casablanca are all the supporting characters, even minor ones, and they all have parts to play. We have an idea of who Rick is and what his life is before it all gets upended by Ilsa’s entrance. That gives the film much of its richness and texture and weight.

There’s lot more to talk about the structure of Casablanca and we’ll return to it next week.

MONDAY: Mindy Newell

 

JOHN OSTRANDER’s Rules of Engagement

Let’s talk about writing fight scenes. Nothing to it, right? In this corner we got character A, in that corner we got character B, the bell rings, and they proceed to beat the poo out of each other until someone falls down. Simple, right? You just point the artists in the general direction, tell them how many pages they got, and collect your check. What could be more simple?

I’ll admit, I’ve pretty much done that some times. If I know the artist real well, I’ll give plot points that are to be covered and let them work their magic. However, I only do that if I know that the artist and I are on the same page about how fight scenes should go.

The fact of the matter is, fight scenes need not only to be choreographed, they need to be plotted and written. They need to build. Above all, they should serve the story and not simply be there for some random violence. The purpose of the story is to reveal character and so also is a fight scene.

The real question in any story is what does the protagonist want and how badly does he want it? It reveals who he really are as opposed to who he thinks he is. My late wife Kim used to play scenarios for me and ask me how I would feel or what I would do in such and such situation. I always told her, “I don’t know. Ask me when we get there.” All I could have told her what was I thought I would feel or do or how I hoped I would react. The truth is, those are all bound up in your idea of who you are. You don’t know until you’ve been there. Past experience may be an indication but it’s not a guarantee. Circumstances are always a little different and there’s any number of contributing factors that can alter the outcome.

In any scene (and that includes a fight scene), what a character does is determined by what they want. What is their goal? Usually there is more than one objective and sometimes these objectives are contradictory – we’ll talk about all that some other time – but let’s say there’s one essential goal that drives the protagonist. It’s not something they would like or they sorta kinda maybe want, it’s something they want. It is something that defines them. It is something they must get, must achieve, must save, must protect.

The opponent – the antagonist – is what’s in the way. It could be a person, it could be an army, it could be a wall, it could be a hurricane, it could be anything. In a regular scene, the objective could be relatively small but, in a fight scene, it usually comes down to something pretty primal.

The goal also can’t be easy for the protagonist to get. If the goal is to get through the wall, you look for a door. If the door is locked, you look for a key. If you don’t have a key, you try and kick it down. If the door’s re-enforced, you try to blow it up – or you give up. If giving up is not an option, then the protagonist has to find a way.

Notice there was a progression in the wall sequence. We try what is easiest first – rule of human nature and what’s true in real life should be true in our stories. You want the scene – any scene but especially a fight scene – to build. It gets harder for the protagonist as it goes. You blow it all in the first punch then you have nowhere to go and neither does your story. The protagonist has to struggle; it’s the only way we get to see who they really are. No struggle, no revelation. No point to the story.

Take boxing as an example. You have the champ and in this fight he goes up against a palooka. The palooka goes down and out in the first round. The fight is over and who cares? Palooka keeps getting up and coming at the champ and, win or lose, you’ve got Rocky.

Violence isn’t necessarily about two characters beating the poo out of each other, either. There’s emotional violence as well. Read or watch Who’s Afraid Of Virginia Wolff for some first class emotional violence. It can be small scale, it can be Grand Guingol, but violence – emotional or physical – creates conflict, tension, and reveals character.

Fight scenes, if you have them, are part of the story and they have to tell the story or they’re a waste of time and space and the reader’s attention. A good fight scene is about something. That’s what we’re looking for – and that’s what we have a right to expect.

MONDAY: Mindy Newell

Labor Day and the Cost Of Doing Business in Comics

Monopoly Money - new design $500Five hundred dollars.

When people talk about putting regular, old-fashioned comic books online, keep that $500 in mind.

That’s about how much it costs for an average page of comic book art, in terms of labor. Figure $100 for the writer, $150 for the penciller, $130 for the inker, $90 for the colorist, and $30 for the letterer. Those numbers go up and
down depending on talent and publishers, but that’s a nice round number for us to work with.

Let’s consider another number: 22. That’s the average page count for a monthly comic book story. It’s also the number of pages most average pencillers can produce a month. Neat coincidence.

Now start multiplying. That means a penciller will make $3300 a month, or $39,600 a year. With covers, round that up to $42 grand a year. Not a lot of cash there. And the penciller’s the highest paid talent on the book. A writer will make $2200 a month, and nobody pays him to write covers. He’ll probably have to write two books a month to make his nut. And so on.

But if you’re expecting professionals to create your comics, that’s what you’ll have to spend.

Graphic novels? From scratch? You’re looking at about 120 pages minimum– that’s $60,000 in labor costs. Unless you’re economizing and doing a lot of the work yourself, that’s going to almost insurmountable unless it’s commissioned by somebody– most writers don’t have a spare $48,000 to spend on an outside artist. This, of course, is one reason why many “literary” graphic novels are solo jobs– David Mazzuchelli, Darwyn Cooke, Alison Bechdel, Brian Fies, et cetera– because the economics simply aren’t there to support five hungry mouths.

Any proposal for getting books in print in paper– or publishing online– has to keep those numbers in mind. You either have to generate enough money to cover those upfront costs, or find some way to mitigate or reduce them.

So how would you do it? (And no, you can’t pay in Monopoly money.)