...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?
Showing posts with label stakes. Show all posts
Showing posts with label stakes. Show all posts
Wednesday, May 15, 2013
Wednesday, April 3, 2013
Why Should I Care?
I'm the rare person who enjoys video games as a spectator sport. I'm not averse to playing them, but I get almost the same thrill from watching someone else do all the heavy lifting while I take in the narrative.
My friend Nick and I finished Bioshock Infinite last night. It's one of the games that made my list of places where visionary storytellers are migrating to. I can confidently say that it's one of the best games I've seen in years. The setting is vivid. The themes are strong. The characters are deep. I can't comment on the game mechanics, but Nick never complained.
MILD POTENTIAL SPOILERS (though if your enjoyment of games, books, and movies relies mostly on the plot, you're filling up on bread instead of character meat and thematic wine). Bioshock Infinite's ending feels rather inconsistent with its own thematic and character development. The dissonance results more from the ending's execution than its content. Having agonized over why this amazing game's conclusion felt flat, It's my opinion that the problem is a matter of stakes.
I've discussed how to end (and start) a story before. The reason it's not as hard as most people think (and why Bioshock Infinite's mishandled ending doesn't tarnish my perception of the game much) is that endings are among the least important story elements. Strong protagonists and antagonists, engaging conflicts, and fully fleshed-out themes are far more vital, as are beginnings. One relevant aspect of storytelling I haven't touched on yet is the conflict's stakes.
In brief, stakes answer the question, "Why should I care?" Conflicts can operate on two basic levels: personal and public. Personal stakes set the characters' degree of concern, while public stakes are more immediately urgent to the audience. A balance of both is essential to a story's emotional impact.
I turn again to the cultural touchstone of our times: the original Star Wars trilogy. All three films raise their public stakes as high as possible. If the Rebellion fails, the galaxy faces indefinite domination by a fascist empire with a planet-cracking superweapon. The first movie makes these consequences clear right away and draws the audience in. Not until The Empire Strikes Back are we given personal conflict to rival the military struggle. The ingenious part is how both conflicts conflict with each other in the character of Luke Skywalker. He's strongly invested in destroying the Empire, but it's made painfully clear that doing so means killing his father.
Star Wars is an apt example because I think Bioshock Infinite raises its personal stakes to heights that could have produced an Empire-level payoff. I could be wrong, but the game's public stakes never seem quite as compelling as its characters' inner turmoil (we're given visions of airships bombing Manhattan early on, but I'll admit that 9/11 somewhat desensitized me).
The game's immense personal conflicts do reach a natural conclusion some time before the actual ending. The main themes are resolved well before that. At that point, a storyteller can really call it a day any time he wants. What he shouldn't do is bet all the stakes on black when the wheel could land on red. Which in this case it does.
Don't get me wrong. Writers in any medium should take risks. Making truly revolutionary fiction requires it. But waiting till after the natural resolution of your main themes and conflicts is not the best time to risk losing the audience's emotional engagement. Pulling off such narrative sleight of hand takes absolute mastery of story structure and saintly patience. Personally, I know I'm not equal to the task.
Based on the spectacular experience he created with Bioshock Infinite, I think Ken Levine has reached that level. He's made his Star Wars. I'm raptly anticipating his Empire.
Have an opinion on Bioshock Infinite or any other high-stakes story? I await your comments.
My friend Nick and I finished Bioshock Infinite last night. It's one of the games that made my list of places where visionary storytellers are migrating to. I can confidently say that it's one of the best games I've seen in years. The setting is vivid. The themes are strong. The characters are deep. I can't comment on the game mechanics, but Nick never complained.
MILD POTENTIAL SPOILERS (though if your enjoyment of games, books, and movies relies mostly on the plot, you're filling up on bread instead of character meat and thematic wine). Bioshock Infinite's ending feels rather inconsistent with its own thematic and character development. The dissonance results more from the ending's execution than its content. Having agonized over why this amazing game's conclusion felt flat, It's my opinion that the problem is a matter of stakes.
I've discussed how to end (and start) a story before. The reason it's not as hard as most people think (and why Bioshock Infinite's mishandled ending doesn't tarnish my perception of the game much) is that endings are among the least important story elements. Strong protagonists and antagonists, engaging conflicts, and fully fleshed-out themes are far more vital, as are beginnings. One relevant aspect of storytelling I haven't touched on yet is the conflict's stakes.
In brief, stakes answer the question, "Why should I care?" Conflicts can operate on two basic levels: personal and public. Personal stakes set the characters' degree of concern, while public stakes are more immediately urgent to the audience. A balance of both is essential to a story's emotional impact.
I turn again to the cultural touchstone of our times: the original Star Wars trilogy. All three films raise their public stakes as high as possible. If the Rebellion fails, the galaxy faces indefinite domination by a fascist empire with a planet-cracking superweapon. The first movie makes these consequences clear right away and draws the audience in. Not until The Empire Strikes Back are we given personal conflict to rival the military struggle. The ingenious part is how both conflicts conflict with each other in the character of Luke Skywalker. He's strongly invested in destroying the Empire, but it's made painfully clear that doing so means killing his father.
Star Wars is an apt example because I think Bioshock Infinite raises its personal stakes to heights that could have produced an Empire-level payoff. I could be wrong, but the game's public stakes never seem quite as compelling as its characters' inner turmoil (we're given visions of airships bombing Manhattan early on, but I'll admit that 9/11 somewhat desensitized me).
The game's immense personal conflicts do reach a natural conclusion some time before the actual ending. The main themes are resolved well before that. At that point, a storyteller can really call it a day any time he wants. What he shouldn't do is bet all the stakes on black when the wheel could land on red. Which in this case it does.
Don't get me wrong. Writers in any medium should take risks. Making truly revolutionary fiction requires it. But waiting till after the natural resolution of your main themes and conflicts is not the best time to risk losing the audience's emotional engagement. Pulling off such narrative sleight of hand takes absolute mastery of story structure and saintly patience. Personally, I know I'm not equal to the task.
Based on the spectacular experience he created with Bioshock Infinite, I think Ken Levine has reached that level. He's made his Star Wars. I'm raptly anticipating his Empire.
Have an opinion on Bioshock Infinite or any other high-stakes story? I await your comments.
Labels:
beginnings,
Bioshock Infinite,
conflict,
endings,
Ken Levine,
stakes,
Star Wars,
The Empire Strikes Back,
themes
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