Showing posts with label challenge. Show all posts
Showing posts with label challenge. Show all posts

Wednesday, May 15, 2013

There Is No Conflict...

...Or at least no conflict worth writing about that ignores certain dramatic conventions. Without conflict there's no story, so here are a few core principles to keep in mind. Thanks to Donald Maass for spelling most of these out.

Emphasize concrete stakes over abstract ones. Even if you're writing a metaphysical narrative, audiences will probably find the solid visible consequences of the story's conflicts more directly accessible than their transcendent implications. By all means give your conflict an ideological dimension, but use symbol and subtext to tie it into your theme. It'll have more impact that way.

Make conflict proximate. This one seems self-evident, but it's good rule to be conscious of. Every conflict should involve the affected characters as closely as possible. This approach heightens tension and ensures high stakes. (Killing characters off-screen is much less traumatic/satisfying than doing it right in front of the audience.)

Make conflict matter. Another common sense rule that's ignored all too often. Conflict is all about the stakes. Battles in which heroes effortlessly mow down cannon fodder are nowhere near as interesting as conflicts that make the protagonist bleed (the blood can be metaphorical, as in victory won at a moral or emotional cost).

Also, conflict should not leave a character back at the status quo. Life is conflict, and life is change.

Create exceptional circumstances. Really interesting conflict removes a character from his comfort zone. Take away the Jedi's lightsaber (or better yet, his access to the Force). If your hero relies on guns, cut off his trigger finger. Make the super scientist contend with a magical threat. By hobbling their strengths, you show what your characters are really made of.

Make conflict difficult. Proceeding from the previous two points, it should be clear that challenging conflict is engaging conflict. Only munchkins enjoy riding roughshod over the opposition, and even they don't much care for reading about someone else doing it. Not every challenge your hero faces should equate to disarming a nuclear device while blindfolded, but none of them should be a cakewalk.

Some beginning writers may chafe at this assertion, but raising the difficulty can and sometimes should extend to letting your characters fail. There are few better teachers than defeat. Just make sure you've thought out the consequences of failure and then stick to them.

Give conflict immediacy. The protagonist's struggles should be immediate in terms of timing and intimacy. Don't let the hero resolve the conflict at his leisure. Start the clock ticking. Make the consequences of failure clear right away (and make them dire). Just as importantly, the source of conflict shouldn't be anonymous or random. Make it personal and direct.

Conflict is more than just fighting. I've used mainly physical examples so far because combat is the most readily understood form of conflict. But since conflict is what happens whenever two or more opposing forces vie with each other, the concept admits of many forms. You can have a ritualized or symbolic battle with primarily philosophical stakes. Conflict can even be waged on a purely intellectual, emotional, or spiritual level. Characters needn't trade blows to be in conflict. They just have to be at cross-purposes. In fact, the opposition doesn't have to be a character at all.

To recap: write conflict that is concrete, proximate, meaningful, exceptional, difficult, and immediate. And remember that a character's struggle against his inner demons can be more compelling than a battle scene.

These are just the general guidelines. What do you think makes for an engaging conflict?

Wednesday, April 10, 2013

The State of the Art

I recently addressed creative stagnation in genre novels. That post led to speculation on where to find cutting edge science fiction and fantasy. Several interested parties identified video games as the new medium for visionary storytelling. I agree that games have inherited a large swath of the cultural real estate once dominated by novels. But is this a positive development?

One fact that tends to be overlooked in a given "video games are the new novels" discussion is that the medium a story is told through matters. That's why artists use different media to tell their stories. One of the most common mistakes made by first time novelists is to write like they're dictating the action of a movie. Similarly, a film shot at the relentless pace of a novel would be an exhausting visual jackhammer.

As is rightly said, film is primarily a visual medium. Directors can include pages of expository dialogue and whole reels of establishing scenes because the visuals keep the audience entertained. A novelist who writes two consecutive paragraphs of description or whose characters spout exposition for more than half a page will quickly find his book set aside. Words are all writers have, so each one needs to be important.

Video games are something of a chimera. They too rely mostly on images. However, it's not uncommon to find blocks of text, audio snippets, and non-interactive video in the mix. Your mileage will vary by genre, but the one feature that all games must have in order to be games at all is challenge.

It's been said that interactivity is what makes games special and that books and films are passive media. As I point out here, that's an oversimplification. Whether you're immersed in a game or staring at a sculpture, all art is interactive. No artist can force engagement with his work. The audience's personal perspective is always vital to shaping the experience.

Games aren't the only interactive art medium. They are the most prominent art form that calls attention to audience participation. Video game interactivity is so overt that players feel cheated if a game is too linear or arbitrarily limits their choices. That is as it should be since the most fundamental level of engagement with a game comes from meeting and overcoming challenges.

The fundamentally different approaches to narrative in novels and games are why I doubt that video games can truly replace books. They're built for different jobs. Conflict is essential to novels, but only as a narrative device. In contrast, conflict is the whole point of a game. Hence the rising criticism of a certain game that shall remain nameless.

Balancing complex character, engaging narrative, striking scenery, and challenging conflict in a game is a herculean task. Overemphasizing character may impede the player's vicarious experience. Excessive focus on narrative can make players impatient. Visuals that are too lush can be distracting, and we all know how frustrating imbalanced difficulty is.

Novels are far more straightforward. All a writer has to worry about is setting up strong internal and external conflict and arranging the story so that the stakes progressively rise. None of that is simple, but it's far easier without the added burdens of game development.

In short, the natural focus of games is on the overall immersive experience. Novels are entirely about the story.