Alec Nevala-Lee

Thoughts on art, creativity, and the writing life.

Posts Tagged ‘Manual of Instructions

“This is where he wanted to go…”

leave a comment »

"Rounding a corner..."

Note: This post is the fifty-second installment in my author’s commentary for City of Exiles, covering Chapter 51. You can read the earlier installments here

Years ago, I served as an alternate juror in a civil case in Brooklyn. The details of the lawsuit don’t really matter—it involved a patient alleging malpractice, ultimately without success, after undergoing cataract surgery—and I didn’t even get to stick around long enough to render a verdict. I took good notes, though, on the assumption that the experience might be useful for a story one day. This hasn’t happened yet, but one detail still sticks with me. Part of the case hinged on what the doctor had written in the patient’s file, so at strategic moments in the proceedings, the lawyer for the plaintiff would put an enormous reproduction of the relevant page on an easel, inviting us to look closely at some marginal note in an illegible doctor’s scrawl. And what struck me was the fact that records like this are kept for every patient, filling cabinets and boxes in every doctor’s office in the country. Most end up filed away forever. But every now and then, a trial or insurance settlement will depend on detail from a past case, so one dusty file will be promoted out of storage and blown up to huge proportions. It’s a kind of apotheosis, the moment when an ordinary document turns into a key piece of evidence, and we’re asked to study it as closely as a sacred text.

You see the same phenomenon whenever a mass of information promises to yield one small, crucial clue. Conspiracy theorists pore over every scrap of paper connected to events like the Kennedy assassination, until what might otherwise be a routine report or standard form acquires a sinister significance. And writers—who differ from conspiracy theorists mostly in the fact that they’re aware that what they’re doing is fictional—often find themselves up to the knees in a similar process. When you’re writing a novel that requires any amount of research, you find yourself collecting whole shelves of material, but in practice, you find that a critical plot point hinges on a little morsel that you gathered without understanding its full importance. You’ll be trying to map out a scene, for instance, and realize that it has to take place in a particular corner of a building that you’ve never seen before, or that you visited months ago and have mostly forgotten. When that happens, you go back over your notes and sketches, look up photographs, stare at maps, and hope to find the tiny bit of data you need, which often turns on a few blurry pictures that you can barely see.

"This is where he wanted to go..."

I often found myself staring at images like this. When I was writing The Icon Thief, for instance, I knew that the action of the last chapter depended on a detailed knowledge of the interior of Étant Donnés, the enigmatic work by Marcel Duchamp that was installed at the Philadelphia Museum of Art after his death. Since I couldn’t easily get inside that room myself, I was forced to depend on the sources I had, shelling out ninety dollars for a copy of Duchamp’s Manual of Instructions and going over the illustrations until I had a pretty good idea of what my character would find. (Just before the novel was complete, Michael R. Taylor published his definitive study of Étant Donnés, which had much better pictures. It was too late for it to influence the story itself, but it allowed me to correct a number of small errors.) Similarly, in City of Exiles, my description of the London Chess Classic was based on a trove of pictures from the tournament’s official website, which I used to clarify my descriptions, the layout of the building, and the logic of the ensuing chase scene. And I don’t think the photographer in question ever imagined that those images would be used for that purpose.

Ideally, of course, we’d be able to verify everything firsthand, and I’ve tried to do my own location research whenever possible. Yet there’s also something to be said for the experience of looking at a scene through a very narrow window. You can’t range freely through the world; the maneuvers you make are constrained by the evidence you have at hand, which forces you to focus and scrutinize every detail for possible use or meaning. I knew, for example, that the ending of City of Exiles would take place in the network of tunnels under Helsinki, which was something I couldn’t easily visit. All I had, in the end, were a handful of pictures and a video that offered a few tantalizing glimpses of the interior, amounting to no more than a few seconds. From those fragments, I was able to build the sequence that starts here, in Chapter 51, as Wolfe arrives at the data center that provides an access point to the tunnels. Making it plausible involved going through the footage I had inch by inch, pausing it repeatedly to figure out the geography and how to describe what I was actually seeing. Mistakes undoubtedly crept in, and I’m sure I would have benefited from walking those tunnels myself. But as it stood, I had no choice but to put together the pieces I had, put my characters inside, and see what happened when they met…

%d bloggers like this: