Posts Tagged ‘Star Trek’
The tragic life of Mitsui
In the latest issue of The New York Times Magazine, the film critic Wesley Morris has a reflective piece titled “Last Taboo,” the subheadline of which reads: “Why Pop Culture Just Can’t Deal With Black Male Sexuality.” Morris, who is a gay black man, notes that full-frontal male nudity has become more common in recent years in movies and television, but it’s usually white men who are being undressed for the camera, which tells us a lot about the unresolved but highly charged feelings that the culture still has toward the black male body. As Morris writes:
Black men [are] desired on one hand and feared on the other…Here’s our original sin metastasized into a perverted sticking point: The white dick means nothing, while, whether out of revulsion or lust, the black dick means too much.
And although I don’t want to detract from the importance of the point that Morris is making here, I’ll admit that as I read these words, another thought ran though my mind. If the white penis means nothing, then the Asian penis, by extension, must mean—well, less than nothing. I don’t mean to equate the desexualization of Asian males in popular culture with the treatment of black men in fiction and in real life. But both seem to provide crucial data points, from opposite ends, for our understanding of the underlying phenomenon, which is how writers and other artists have historically treated the bodies of those who look different than they do.
I read Morris’s piece after seeing a tweet by the New Yorker critic Emily Nussbaum, who connected it to an awful scene in last night’s episode of Westworld, in which an otherwise likable character makes a joke about a well-endowed black robot. It’s a weirdly dissonant moment for a series that is so controlled in other respects, and it’s possible that it reflects nothing more than Jonathan Nolan’s clumsiness—which he shares with his older brother—whenever he makes a stab at humor. (I also suspect, given the show’s production delays, that the line was written and shot a long time ago, before these questions assumed a more prominent role in the cultural conversation. Which doesn’t make it any easier to figure out what the writers were thinking.) Race hasn’t played much of a role on the series so far, and it may not be fair to pass judgment on a show that has only aired five episodes and clearly has a lot of other stuff on its mind. But it’s hard not to wonder. The cast is diverse, but the guests are mostly white men, undoubtedly because, as Nussbaum notes elsewhere, they’re the natural target audience for the park’s central fantasy. And the show has a strange habit of using its Asian cast members, who are mostly just faces in the background, as verbal punching bags for the other characters, a trend so peculiar that my wife and I both noticed it separately. It’s likely that this has all been muddied by what seems to be shaping up to be an actual storyline for Felix, played by Leonardo Nam, who looks as if he’s about to respond to his casual mistreatment by rising to a larger role in the story. But even for a show with a lot of moving parts, it strikes me as a lazy way of prodding a character into action.
Over the last few months, as it happens, I’ve been thinking a lot about the representation of Asians in science fiction. (As I’ve mentioned before, I’m Eurasian—half Chinese, half Finnish and Estonian.) I may as well start with Robert A. Heinlein’s Sixth Column, a novel that he wrote on assignment for Astounding Science Fiction, based in part on All, an earlier, unpublished serial by John W. Campbell. Both stories, which were written long before Pearl Harbor, are about the invasion of the United States by a combined Chinese and Japanese empire, which inspires an underground resistance movement in the form of a fake religion. Heinlein later wrote that he tried to rework the narrative to tone down its more objectionable elements, but it pains me to say that Sixth Column actually reads as more racist than All, simply because Heinlein was the stronger writer. When you read All, you don’t feel much of anything, because Campbell was a stiff and awkward stylist. Heinlein, by contrast, spent much of his career bringing immense technical skill to even the most questionable projects, and he can’t keep from investing his characters with real rhetorical vigor as they talk about “flat-faced apes” and “our slant-eyed lords.” I don’t even mind the idea of an Asian menace, as long as the bad guys are treated as worthy antagonists, which Heinlein mostly does. But when the leaders of the resistance decide to grow beards in order to fill the invaders with “a feeling of womanly inferiority,” it’s hard to excuse it. And the most offensive moment of all involves Mitsui, the only sympathetic Asian character in sight, who sacrifices himself for the sake of his friends and is rewarded with the epitaph: “But they had no time to dwell on the end of little Mitsui’s tragic life.”
That’s the kind of racism that rankles me: not the diabolical Asian villain, who can be invested with a kind of sinister allure, as much as the legion of little Mitsuis who still populate so much of our fiction. (This may be why I’ve always sort of liked Michael Cimino’s indefensible Year of the Dragon, which at least treats John Lone’s character as a formidable, glamorous foe. It’s certainly less full of hate than The Deer Hunter.) And it complicates my reactions to other issues. When it was announced that Sulu would be unobtrusively presented as gay in Star Trek Beyond, it filled me with mixed feelings, and not just because George Takei didn’t seem to care for the idea. As much as I appreciated what the filmmakers were trying to do, I couldn’t help but think that it would have been just as innovative, if not more so, to depict Sulu as straight. I’m aware that this risks making it all seem like a zero-sum game, which it isn’t. But these points deserve to be raised, if only because they enrich the larger conversation. If a single scene on Westworld can spark a discussion of how we treat black men as sexual objects, we can do the same with the show’s treatment of Asians. The series presumably didn’t invite or expect such scrutiny, but it occupies a cultural position—as a prestige drama on a premium cable channel—in which it has no choice but to play that part. Science fiction, in particular, has always been a sandbox in which these issues can be investigated in ways that wouldn’t be possible in narratives set in the present, from the original run of Star Trek on down. Westworld belongs squarely in that tradition. And these are frontiers that it ought to explore.
The western tradition
As we were watching the premiere of Westworld last week, my wife turned to me and said: “Why would they make it a western park?” Or maybe I asked her—I can’t quite remember. But it’s a more interesting question than it sounds. When Michael Crichton’s original movie was released in the early seventies, the western was still a viable genre. It had clearly fallen from its peak, but major stars were doing important work in cowboy boots: Eastwood, of course, but also Newman, Redford, and Hoffman. John Wayne was still alive, which may have been the single most meaningful factor of all. As a result, it wasn’t hard to imagine a theme park with androids designed to fulfill that particular fantasy. These days, the situation has changed. The western is so beleaguered an art form that whenever one succeeds, it’s treated as newsworthy, and that’s been true for the last twenty years. Given the staggering expense and investment involved in a park like this, it’s hard to see why the western would be anybody’s first choice. (Even with the movie, I suspect that Crichton’s awareness of his relatively low budget was part of the decision: it was his first film as a director, with all of the limitations that implies, and a western could be shot cheaply on standing sets in the studio backlot.) Our daydreams simply run along different lines, and it’s easier to imagine a park being, say, set in a medieval fantasy era, or in the future, or with dinosaurs. In fact, there was even a sequel, Futureworld, that explored some of these possibilities, although it’s fair to say that nobody remembers it.
The television series Westworld, which is arriving in a markedly different pop cultural landscape, can’t exactly ditch the premise—it’s right there in the title. But the nice thing about the second episode, “Chestnut,” is that it goes a long way toward explaining why you’d still want to structure an experience like this around those conventions. It does this mostly by focusing on a new character, William, who arrives at the park knowing implausibly little about it, but who allows us to see it through the eyes of someone encountering it for the first time. What he’s told, basically, is that the appeal of Westworld is that it allows you to find out who you really are: you’re limited only by your inhibitions, your abilities, and your sense of right and wrong. That’s true of the real world, to some extent, but we’re also more conscious of the rules. And if the western refuses to go away as a genre, it’s because it’s the purest distillation of that seductive sense of lawlessness. The trouble with telling certain stories in the present day is that there isn’t room for the protagonist that thrillers have taught us to expect: a self-driven hero who solves his problems for himself in matters of life and death. That isn’t how most of us respond to a crisis, and in order to address the issue of why the main character doesn’t just go to the police, writers are forced to fall back on various makeshift solutions. You can focus on liminal figures, like cops or criminals, who can take justice into their own hands; you can establish an elaborate reason why the authorities are helpless, indifferent, or hostile; or you can set your story in a time or place where the rules are different or nonexistent.
The western, in theory, is an ideal setting for a story in which the hero has to rely on himself. It’s a genre made up of limitless open spaces, nonexistent government, unreliable law enforcement, and a hostile native population. If there’s too much civilization for your story to work, your characters can just keep riding. To move west, or to leave the center of the theme park, is to move back in time, increasing the extent to which you’re defined by your own agency. (A western, revealingly, is a celebration of the qualities that we tend to ignore or dismiss in our contemporary immigrant population: the desire for a new life, the ability to overcome insurmountable obstacles, and the plain observation that those who uproot themselves and start from scratch are likely to be more competent and imaginative, on average, than those who remain behind.) The western is the best narrative sandbox ever invented, and if it ultimately exhausted itself, it was for reasons that were inseparable from its initial success. Its basic components were limited: there were only so many ways that you could combine those pieces. Telling escapist stories involved overlooking inconvenient truths about Native Americans, women, and minorities, and the tension between the myth and its reality eventually became too strong to sustain. Most of all, its core parts were taken over by other genres, and in particular by science fiction and fantasy. This began as an accidental discovery of pulp western writers who switched genres and realized that their tricks worked equally well in Astounding, and it was only confirmed by Star Trek—which Gene Roddenberry famously pitched as Wagon Train in space—and Star Wars, which absorbed those clichés so completely that they became new again.
What I like about Westworld, the series, is that it reminds us of how artificial this narrative always was, even in its original form. The Old West symbolizes freedom, but only if you envision yourself in the role of the stock protagonist, who is usually a white male antihero making the journey of his own volition. It falls apart when you try to imagine the lives of the people in the background, who exist in such stories solely to enable the protagonist’s fragile range of options. In reality, the frontier brutally circumscribed the lives of most of those who tried to carve out an existence there, and the whole western genre is enabled by a narrative illusion, or a conspiracy, that keeps its solitary and brutish aspects safely in the hands of the characters at the edges of the frame. Westworld takes that notion to its limit, by casting all the supporting roles with literal automatons. They aren’t meant to have inner lives, any more than the peripheral figures in any conventional western, and the gradual emergence of their consciousness implies that the park will eventually come to deconstruct itself. (The premiere quoted cleverly from The Searchers and Unforgiven, but I almost wish that it had saved those references until later, so that the series could unfold as a miniature history of the genre as it slowly attained self-awareness.) If you want to talk about how we picture ourselves in the heroes of our own stories, while minimizing or reducing the lives of those at the margins, it’s hard to imagine a better place to do it than the western, which depended on a process of historical amnesia and dehumanization from the very beginning. I’m not sure I’d want to visit a park like Westworld. But there will always be those who would.
Choose life
Note: Every Friday, The A.V. Club, my favorite pop cultural site on the Internet, throws out a question to its staff members for discussion, and I’ve decided that I want to join in on the fun. This week’s topic: “What show did you stop watching after a character was killed off?”
Inside Out is an extraordinary film on many levels, but what I appreciated about it the most was the reminder it provides of how to tell compelling stories on the smallest possible scale. The entire movie turns on nothing more—or less—than a twelve-year-old girl’s happiness. Riley is never in real physical danger; it’s all about how she feels. These stakes might seem relatively low, but as I watched it, I felt that the stakes were infinite, and not just because Riley reminded me so much of my own daughter. By the last scene, I was wrung out with emotion. And I think it stands as the strongest possible rebuke to the idea, so prevalent at the major studios, that mainstream audiences will only be moved or excited by stories in which the fate of the entire world hangs in the balance. As I’ve noted here before, “Raise the stakes” is probably the note that writers in Hollywood get the most frequently, right up there with “Make the hero more likable,” and its overuse has destroyed their ability to make such stories meaningful. When every superhero movie revolves around the fate of the entire planet, the death of six billion people can start to seem trivial. (The Star Trek reboot went there first, but even The Force Awakens falls into that trap: it kills off everyone on the Hosnian System for the sake of a throwaway plot point, and it moves on so quickly that it casts a pall over everything that follows.)
The more I think about this mindless emphasis on raising the stakes, the more it strikes me as a version of a phenomenon I’ve discussed a lot on this blog recently, in which big corporations tasked with making creative choices end up focusing on quantifiable but irrelevant metrics, at the expense of qualitative thinking about what users or audiences really need. For Apple, those proxy metrics are thinness and weight; for longform journalism, it’s length. And while “raising the stakes” isn’t quite as quantitative, it sort of feels that way, and it has the advantage of being the kind of rule that any midlevel studio employee can apply with minimal fear of being wrong. (It’s only when you aggregate all those decisions across the entire industry that you end up with movies that raise the stakes so high that they turn into weightless abstractions.) Saying that a script needs higher stakes is the equivalent of saying that a phone needs to be thinner: it’s a way to involve the maximum number of executives in the creative process who have no business being there in the first place. But that’s how corporations work. And the fact that Pixar has managed to avoid that trap, if not always, then at least consistently enough for the result to be more than accidental, is the most impressive thing about its legacy.
A television series, unlike a studio franchise, can’t blow up the world on a regular basis, but it can do much the same thing to its primary actors, who are the core building blocks of the show’s universe. As a result, the unmotivated killing of a main character has become television’s favorite way of raising the stakes—although by now, it feels just as lazy. As far as I can recall, I’ve never stopped watching a show solely because it killed off a character I liked, but I’ve often given up on a series, as I did with 24 and Game of Thrones and even The Vampire Diaries, when it became increasingly clear that it was incapable of doing anything else. Multiple shock killings emerge from a mindset that is no longer able to think itself into the lives of its characters: if you aren’t feeling your own story, you have no choice but to fall back on strategies for goosing the audience that seem to work on paper. But almost without exception, the seasons that followed would have been more interesting if those characters had been allowed to survive and develop in honest ways. Every removal of a productive cast member means a reduction of the stories that can be told, and the temporary increase in interest it generates doesn’t come close to compensating for that loss. A show that kills characters with abandon is squandering narrative capital and mortgaging its own future, so it’s no surprise if it eventually goes bankrupt.
A while back, Bryan Fuller told Entertainment Weekly that he had made an informal pledge to shun sexual violence on Hannibal, and when you replace “rape” with “murder,” you get a compelling case for avoiding gratuitous character deaths as well:
There are frequent examples of exploiting rape as low-hanging fruit to have a canvas of upset for the audience…“A character gets raped” is a very easy story to pitch for a drama. And it comes with a stable of tropes that are infrequently elevated dramatically, or emotionally. I find that it’s not necessarily thought through in the more common crime procedurals. You’re reduced to using shorthand, and I don’t think there can be a shorthand for that violation…And it’s frequently so thinly explored because you don’t have the real estate in forty-two minutes to dig deep into what it is to be a victim of rape…All of the structural elements of how we tell stories on crime procedurals narrow the bandwidth for the efficacy of exploring what it is to go through that experience.
And I’d love to see more shows make a similar commitment to preserving their primary cast members. I’m not talking about character shields, but about finding ways of increasing the tension without taking the easy way out, as Breaking Bad did so well for so long. Death closes the door on storytelling, and the best shows are the ones that seem eager to keep that door open for as long as possible.
The time factor
Earlier this week, my daughter saw Toy Story for the first time. Not surprisingly, she loved it—she’s asked to watch it three more times in two days—and we’ve already moved on to Toy Story 2. Seeing the two movies back to back, I was struck most of all by the contrast between them. The first installment, as lovely as it is, comes off as a sketch of things to come: the supporting cast of toys gets maybe ten minutes total of screen time, and the script still has vestiges of the villainous version of Woody who appeared in the earlier drafts. It’s a relatively limited film, compared to the sequels. Yet if you were to watch it today without any knowledge of the glories that followed, you’d come away with a sense that Pixar had done everything imaginable with the idea of toys who come to life. The original Toy Story feels like an exhaustive list of scenes and situations that emerge organically from its premise, as smartly developed by Joss Whedon and his fellow screenwriters, and in classic Pixar fashion, it exploits that core gimmick for all it’s worth. Like Finding Nemo, it amounts to an anthology of all the jokes and set pieces that its setting implies: you can practically hear the writers pitching out ideas. And taken on its own, it seems like it does everything it possibly can with that fantastic concept.
Except, of course, it doesn’t, as two incredible sequels and a series of shorts would demonstrate. Toy Story 2 may be the best example I know of a movie that takes what made its predecessor special and elevates it to a level of storytelling that you never imagined could exist. And it does this, crucially, by introducing a new element: time. If Toy Story is about toys and children, Toy Story 2 and its successor are about what happens when those kids become adults. It’s a complication that was inherent to its premise from the beginning, but the first movie wasn’t equipped to explore it—we had to get to know and care about these characters before we could worry about what would happen after Andy grew up. It’s a part of the story that had to be told, if its assumptions were to be treated honestly, and it shows that the original movie, which seemed so complete in itself, only gave us a fraction of the full picture. Toy Story 3 is an astonishing achievement on its own terms, but there’s a sense in which it only extends and trades on the previous film’s moment of insight, which turned it into a franchise of almost painful emotional resonance. If comedy is tragedy plus time, the Toy Story series knows that when you add time to comedy, you end up with something startlingly close to tragedy again.
And thinking about the passage of time is an indispensable trick for creators of series fiction, or for those looking to expand a story’s premise beyond the obvious. Writers of all kinds tend to think in terms of unity of time and place, which means that time itself isn’t a factor in most stories: the action is confined within a safe, manageable scope. Adding more time to the story in either direction has a way of exploding the story’s assumptions, or of exposing fissures that lead to promising conflicts. If The Godfather Part II is more powerful and complex than its predecessor, it’s largely because of its double timeline, which naturally introduces elements of irony and regret that weren’t present in the first movie: the outside world seems to break into the hermetically sealed existence of the Corleones just as the movie itself breaks out of its linear chronology. And the abrupt time jump, which television series from Fargo to Parks and Recreation have cleverly employed, is such a useful way of advancing a story and upending the status quo that it’s become a cliché in itself. Even if you don’t plan on writing more than one story or incorporating the passage of time explicitly into the plot, asking yourself how the characters would change after five or ten years allows you to see whether the story depends on a static, unchanging timeframe. And those insights can only be good for the work.
This also applies to series in which time itself has become a factor for reasons outside anyone’s control. The Force Awakens gains much of its emotional impact from our recognition, even if it’s unconscious, that Mark Hamill is older now than Alec Guinness was in the original, and the fact that decades have gone by both within the story’s universe and in our own world only increases its power. The Star Trek series became nothing less than a meditation on the aging of its own cast. And this goes a long way toward explaining why Toy Story 3 was able to close the narrative circle so beautifully: eleven years had passed since the last movie, and both Andy and his voice actor had grown to adulthood, as had so many of the original film’s fans. (It’s also worth noting that the time element seems to have all but disappeared from the current incarnation of the Toy Story franchise: Bonnie, who owns the toys now, is in no danger of growing up soon, and even if she does, it would feel as if the films were repeating themselves. I’m still optimistic about Toy Story 4, but it seems unlikely to have the same resonance as its predecessors—the time factor has already been fully exploited. Of course, I’d also be glad to be proven wrong.) For a meaningful story, time isn’t a liability, but an asset. And it can lead to discoveries that you didn’t know were possible, but only if you’re willing to play with it.
The Force Majority
Earlier this morning, when the embargo on reviews of Star Wars: The Force Awakens was finally lifted, it was as if millions of critics suddenly cried out and were silenced by fans shouting: “No spoilers! No spoilers!” I haven’t seen the movie, of course, but I’ve been cautiously skimming the dozens of reviews that appeared a few hours ago, and most are positive and encouraging. If there’s one common caveat, it’s that the new movie is, if anything, a little too reverent toward its predecessors: Andrew O’Hehir of Salon calls it “an adoring copy.” Which, you might think, is only to be expected: loving regard for the source material is one thing, among so much else, that the prequels sorely lacked, and the best way to recover what was lost might well be to take it out of the hands of the man who invented it in the first place and entrust it to an outsider. The new movie certainly seems eager to give people what they want. And this might all seem too obvious to even state out loud—except for the fact that its release also coincides with the trailer for Star Trek Beyond, which is largely the handiwork of the very same man, and which is anything but respectful toward what inspired it. In fact, it’s anxious to look like anything except for Star Trek, and while it’s too soon to pass judgment on either movie, it doesn’t seem premature to talk about their intentions. And the fact that J.J. Abrams has taken such different approaches with our two most iconic science fiction franchises raises fascinating questions about the position that each one holds in our culture.
I don’t intend to get into the whole Star Trek vs. Star Wars debate here. (It’s enough to say, perhaps, that I’m temperamentally more inclined toward Star Trek, but I like both about equally, and each strikes me as having one indisputable masterpiece—in both cases, the first sequel—surrounded by a lot that is uneven, dated, or disposable.) But the fact that their modern incarnations happen to depend largely on the personality and decisions of a single man sheds new light on an old subject. Elsewhere, I’ve written of Abrams: “With four movies as a feature director under his belt, he has yet to reveal himself as anything more than a highly skillful producer and packager of mainstream material, full of good taste and intentions, but fundamentally without personality.” And I have reasons for hoping that The Force Awakens will break that pattern. But if it does, it’s because Star Wars speaks to Abrams himself in a way that Star Trek never did. He’s always been candid about his efforts to turn the latter franchise into something more like the former, as if it were a problem that had to be fixed. If Star Trek Into Darkness inspired a backlash great enough to cast the considerable merits of the first of the rebooted movies into question, it’s because by repurposing The Wrath of Khan so blatantly, it emphasized how willing Abrams has been to pillage the franchise for material while remaining indifferent to what made it special. But none of this would be interesting if Abrams himself weren’t a kind of test case for viewers everywhere, a majority of whom, it’s fair to say, would rather spend two hours of their time in the Star Wars universe.
The real question is why. You could start by defining the difference between Star Trek and Star Wars as a tale of two Campbells. The first, John W. Campbell, was the most important editor science fiction ever had, and in his three decades at the helm of Astounding Science Fiction, later known as Analog, he perfected a kind of plot that was essentially about solving problems through logic and ingenuity. The second, Joseph Campbell, was a Jungian scholar whose conception of the hero’s journey was based more on suffering, rebirth, and transcendence, and if the hero triumphs in the end, it’s mostly as a reward for what he endures. Star Trek—which raided many of John W. Campbell’s core writers for scripts, outlines, and spinoff books—took its cues from the former, Star Wars from the latter. And while each approach has its merits, there’s a reason why one has remained the province of a close community of fans, while the other has expanded to fill all of Hollywood. One is basically a writer’s series; the other belongs to the producers, including George Lucas himself, who recognized early on that the real power didn’t lie in the director’s chair. Star Wars is less about any particular set of ideas than about a certain tone or feeling that has rightly thrilled a generation of viewers. What’s funny, though, is how rarely it gets at the sense of transcendence that Joseph Campbell evoked, and if it ever does, it’s thanks mostly to John Williams. At their best, these are fun, thrilling movies, and it’s precisely because they take the glories of outer space for granted in a way the original Star Trek never did, perhaps because it spent more time thinking about space as something more than a backdrop for chases and narrow escapes.
And this isn’t a bug in the Star Wars franchise, but a feature. After the premiere of The Force Awakens, Patton Oswalt tweeted that it “has the best final shot of any Star Wars film,” which only reminds us of how lame the final shots of those earlier movies really are: half are basically just wide shots of a party or celebration. When we contrast them with the last five minutes of Wrath of Khan, which are among the most spine-tingling I’ve ever seen, it shows how strangely cramped Star Wars can seem by comparison. Pauline Kael noted that there’s only one moment of organic beauty in A New Hope—the double sunset on Tatooine—and later complained of the lack of satisfying climaxes in Return of the Jedi: “When Leia finally frees Han Solo from his living death as sculpture, the scene has almost no emotional weight. It’s as if Han Solo had locked himself in the garage, tapped on the door, and been let out.” But this isn’t necessarily a flaw. There’s a place for what Kael called the “bam bam pow” of the Lucas approach, once we embrace its limits. If The Empire Strikes Back is the best movie in the original trilogy, it’s for the same reasons that some viewers were disappointed by it on its first release: it’s nothing but a second act. Star Wars has always been better at setting up situations than at paying them off. These days, that’s a strength. Abrams is notoriously more interested in creating mysteries than in resolving them, and it makes him a great fit for Star Wars, which, like most modern franchises, doesn’t have much of a stake in narrative resolution. Disney plans to release a new Star Wars movie every year for the rest of time, and if its approach to the Marvel universe is any indication, it’s the project for which Abrams was born—a franchise without any annoying third acts. But as much as I wish him well here, I hope he remembers that Star Trek deserves to go beyond it.
How the Vulcan got his ears
When the writer and director Nicholas Meyer was first approached about the possibility of working on the sequel to Star Trek: The Motion Picture, his initial response was: “Star Trek? Is that the one with the guy with the pointy ears?” Meyer, who tells this story in his engaging memoir The View from the Bridge, went on to cleverly stage the opening scene of Wrath of Khan—which is probably the one movie, aside from Vertigo, that I’ve discussed more often on this blog than any other—so that those ears are literally the first thing we see, in a shot of a viewscreen taken from over Spock’s shoulder. Elsewhere, I’ve spoken at length about how Meyer’s detachment from the source material resulted in by far the best movie in the franchise, and one of the most entertaining movies I’ve ever seen: because he wasn’t beholden to the original series, he was free to stock it with things he liked, from the Horatio Hornblower novels to A Tale of Two Cities. But it’s revealing that he latched onto those ears first. As the reaction to Leonard Nimoy’s death last week amply proved, Spock was the keystone and entry point to that entire universe, and our love for him and what he represented had as much to do with his ears as with what was going on in the brain between them.
These days, Spock’s ears are so iconic that it can be hard to recognize how odd they once seemed. Spock was one of the few elements to survive from the original series pilot “The Cage,” and even at the time, the network was a little perturbed: it raised concerns over his allegedly satanic appearance, which executives feared “would scare the shit out of every kid in America.” (They would have cared even less for Gene Roddenberry’s earliest conceptions, in which Spock was described as having “a slightly reddish complexion.”) Accordingly, the first round of publicity photos for the show were airbrushed to give him normal ears and eyebrows. In any event, of course, Spock didn’t scare kids, or ordinary viewers—he fascinated them. And those ears were a large part of his appeal. As Meyer intuitively understood, they were a fantastic piece of narrative shorthand, a signal to anyone flipping through channels that something interesting was happening onscreen. Spock’s ears said as much about the show’s world and intentions as Kirk’s opening voiceover, and they did so without a word of dialogue.
Yet they wouldn’t have been nearly as effective if they hadn’t served as the visual introduction to a character who revealed greater depths the moment he began to speak. Spock was ostensibly a creature of pure logic, but he was much more, as Roger Ebert noted in his original review of Wrath of Khan:
The peculiar thing about Spock is that, being half human and half Vulcan and therefore possessing about half the usual quota of human emotions, he consistently, if dispassionately, behaves as if he possessed very heroic human emotions indeed. He makes a choice in Star Trek II that would be made only by a hero, a fool, or a Vulcan.
And while Robert Anton Wilson once claimed, with a straight face, that Spock was an archetypal reincarnation of the Aztec god Mescalito, whose pointed ears also appear on Peter Pan and the Irish leprechaun, his truest predecessor is as close as Victorian London. Meyer—whose breakthrough as a novelist was The Seven Per-Cent Solution—was the first to explicitly make the connection between Spock and Sherlock Holmes, whom Spock obliquely calls “an ancestor of mine” in The Undiscovered Country. Both were perfect reasoning machines, but they used logic to amplify, rather than undercut, their underlying qualities of humanity. “A great heart,” as Watson says, “as well as…a great brain.”
There’s a lesson here for storytellers of all kinds, and like most such examples, it’s easy to explain and all but impossible to replicate. Spock began as a visual conceit that could be grasped at once, deepened over time into a character whose basic qualities were immediately comprehensible and intriguing, and then became much more, aided in no small part by a magnificent performance by Nimoy. The autism advocate Temple Grandin has spoken of how much of herself she saw in Spock, a logical being trying to make his way in a world of more emotional creatures, and there’s no question that many Star Trek fans felt the same way. Spock, at least, carried his difference openly, and those who wear Starfleet pins on their lapels or don pointed ears at conventions are quietly allying themselves with that sense of otherness—which turns, paradoxically, into a sense of identity. “Of all the souls I have encountered in my travels, his was the most human,” Kirk says at the end of Wrath of Khan, and what feels like a contradiction gets at something more profound. Humanity, whether in reality or in fiction, is something we have to earn with every choice we make. Spock’s journey as a character was so compelling that it arguably saved Star Trek three times over, and neither the franchise or science fiction as we know it would be the same if we hadn’t heard the story through his ears.
“It’s a beautiful property…”
Note: This post is the eighth installment in my author’s commentary for Eternal Empire, covering Chapter 7. You can read the previous installments here.
In writing, as in life, the best measure of whether or not you truly understand a rule is knowing when to ignore it. Take, for instance, the general principle that chapters should start as late and end as early as possible. The screenwriter William Goldman notes that you can safely omit the beginnings and endings of most scenes, jumping instead from middle to middle, and I first encountered this rule as it applied to fiction in a book on writing by David Morrell, most famous as the author of First Blood. This works both as an overall narrative strategy and as a tactic for managing information within scenes: it’s frequently best to open on action or dialogue, pulling back only later to describe the location, much as a television show will often return from a commercial break on a closeup, followed shortly thereafter by the establishing shot. It’s a nice rule because it builds momentum, generates tension and suspense, and naturally focuses on the sections of a first draft—when the writer is ramping into and out of the scene in his imagination—that can most profitably be cut. And it’s saved my neck on more than one occasion.
Yet a rule like this can also be dangerous if applied mechanically. It’s no accident that the examples above all come from film and television: a scene in a movie can start in the middle because we’re given a lot of incidental information—visual, auditory, or even emotional, in the form of an intonation or the look on an actor’s face—that grounds us in the situation at once. A short story or novel, by contrast, has to rely on words. Focusing relentlessly on the middle may keep the plot racing along, but sometimes at the cost of those passages of description or exposition that lure the reader into the fictional dream. The writer Colin Wilson likes to cite examples, like the opening of Thomas Mann’s Buddenbrooks, in which a slow descriptive passage is used to immerse us in the scene, making the ensuing action all the more vivid. Cutting such material indiscriminately can leave the reader stranded or indifferent. Wilson frames it in terms of forcing the left hemisphere to slow down to the pace of the right, bringing the two halves of the brain to bear down together, but you don’t need to accept his explanation to grant his point. A novel made up of nothing but middles may fly by, but it can also start to seem monotonous and superficial.
Scenes of arrival and departure, in particular, are a mainstay of great fiction, for much the same reason that so many stories are built around initial encounters between two people. When the protagonist arrives in a new place or meets a person for the first time, he or she is really being put in the shoes of the reader: instead of catching up to events that have already happened, we’re experiencing them in real time, side by side with the characters, and it encourages a powerful sense of identification. This is especially true when we’re being introduced to something inherently interesting, which is exactly when the narrative can most afford to slow down. (To return to film for a second, one of my chief complaints with the new Star Trek movies is how little time they spend on the ship itself. Star Trek: The Motion Picture and The Wrath of Khan both have gorgeous docking scenes that allow us to fully appreciate the scale and beauty of the Enterprise, but when J.J. Abrams tries for the same effect, he’s as impatient here as he is everywhere else, and it’s over in less than a minute. It keeps the story moving, but at the expense of the awe we need to take it seriously.)
In Eternal Empire, which generally clocks along at a fast pace, I tried to remain mindful of the need for such moments. My favorite example comes later, at our extended first approach to Tarkovsky’s megayacht—in which I was thinking of both the Enterprise and the Titanic—but there’s another nice instance in Chapter 7, when Maddy arrives at the oligarch’s estate for the first time. I could have started the scene with her emerging from the car at his front door, or even when she was already inside, but it seemed right to devote a couple of pages to the journey there and what she sees on the way. It’s as good a place as any for a sequence like this, which might otherwise seem too leisurely: Maddy is entering a new world, and I wanted to make it just as meaningful for the reader as it was for her. The entire chapter is structured as a sequence of transitions from large spaces to small, leaving her alone at last in her tiny office, and although the exact geography of the setting isn’t all that relevant to the plot, the emotional purpose it serves is a real one. If I did it in every chapter, the result would quickly become unbearable. But the fact that I cut beginnings and endings so obsessively elsewhere allowed me to break the rule here. Because this is where the story really begins…
The rediscovered country
Note: Every Friday, The A.V. Club, my favorite pop cultural site on the Internet, throws out a question to its staff members for discussion, and I’ve decided that I want to join in on the fun. This week’s question: “What’s your pop culture dealmaker, the thing that someone can profess to enjoy and gain your total respect, no matter what?”
These days, with a baby in the house, my moviegoing habits have become much less adventurous, but in my prime, I saw just about everything. Back in New York, I averaged a couple of movies a week, including first runs, indie films, and revivals at the Film Forum or other independent theaters. Some of my favorite memories revolve around such special programs: I ducked out of work on at least one occasion to catch a showing at the retrospective at the Walter Reade of the works of Michael Powell—which remains the high point of my moviegoing life—and I’d sometimes sit through three or four screenings a day, knowing I might never get another chance to see these movies on the big screen, or at all. Usually, attendance was sparse, especially for deep cuts like Oh, Rosalinda! and Ill Met by Moonlight, and more than once, I’d look around at the other audience members and quietly ask myself, “Who are these people?” Film lovers, sure, but of a particularly curious type, often on the older side, with an obsessive interest in movies that weren’t even fashionably nerdy. (I still remember some of the conversations I overheard in the ticket line: “Well, most people assume that The Edge of the World was a quota quickie, but in fact…”)
And I’d like to think that if I ever stopped to have a conversation with one of my fellow attendees, we’d have become friends. To my regret, I never put this to the test, and it’s likely that the outcome might have been a little disappointing—a momentary meeting of minds between a couple of weirdos. Still, the promise of finding someone with whom you can talk about your secret pop cultural passions is enticing. Online, of course, it’s possible to find active fan forums about just about anything, but that doesn’t compare to a mutual discovery made in the course of ordinary small talk, or the sense of embarking on a pilgrimage with other kindred souls. Sometimes, such connections lead to even more than you’d expect. A long time ago, I ended up seeing The Muppets Take Manhattan at a midnight screening at the Landmark Sunshine on East Houston Street, with a girl I’d just started to get to know well, and at drinks before the movie, we found ourselves talking at length about the devastating impact of the events of Return of the Jedi on the ecology of the forest moon of Endor. Two years later, I married her. And while I can’t say that conversation was the only reason, it certainly didn’t hurt.
Really, though, when we’re drawn to others because of a common cultural interest, it’s often more out of a sense of shared biography, rooted in childhood or adolescence. For most of us, the odd corners of movies, music, or literature we’ve colonized arise from an accident of our life stories: maybe we watched Twin Peaks with our parents, or stumbled across Little, Big in the local library, or acquired a copy of The Queen is Dead at just the right time. Finding someone who cares about the same things implies a larger network of shared experience, a belated encounter with an existence that ran parallel to yours. When we look back at our friends from high school, or even college, we sometimes find that we don’t have much in common with them aside from the fact that we lived through the same four years of memories—which can be meaningful in itself. A quirk of timing provides us with a shared language, a vocabulary of references, and we feel a kinship that might not exist if we’d met later on. Pop culture provides a second, invisible alma mater, a school of life that we were all attending together without ever knowing it, and that sense of connection is all the stronger the further back in memory it goes.
But sometimes the truest connections come from neither the obscure nor the intensely personal, but from a dive into more familiar waters. If you confess that you have an irrational love of Star Trek II: The Wrath of Khan, for instance, it’s very likely that we’re going to be friends. This has nothing to do with sentimentality: I wasn’t a Star Trek fan growing up, and I didn’t see Khan until I was in my early twenties. For whatever reason, though, it quickly came to stand for much of what I love about the movies, as well as the act of storytelling itself, in part because of the circumstances under which it was made. But even if you don’t have any interest in such matters, and simply find yourself caught up by what Pauline Kael called the film’s “large, sappy, satisfying emotions,” it’s a good sign. I’m pretty sure that Wrath of Khan came up during the date with my future wife I mentioned above, and although she later confessed to me that she hadn’t seen it after all—she had confused it in her mind with her memories of the audio storybook—I forgave her. The following year, we found ourself back at Landmark Sunshine, at yet another midnight showing, bursting into applause with a roomful of strangers at “Khaaaan!” And it was surely the best of times.
“When the dead man’s face was revealed…”
Note: This post is the tenth installment in my author’s commentary for City of Exiles, covering Chapter 9. You can read the earlier installments here.)
There are moments when writing feels less like an art form than a search for a new industrial process. You’re putting together a complicated machine that has to pass through a series of distinct phases—research and development, design, assembly, testing—and you’re often constrained by the parts you have available. Time and again, you find yourself confronted by the same handful of problems: how to generate suspense, how to painlessly deliver exposition, how to describe your main character’s appearance. In response, writers invent a range of solutions, some more effective than others, and because they can’t be patented, any good device is quickly appropriated by others. If so many books and movies end with a jury scene, for instance, it’s because it’s as foolproof a way as any of delivering a shot of suspense: when the jury returns, the foreman hands the folded verdict to the judge, and the defendant is told to rise, you’re interested in what comes next, however indifferent the rest of the story may have been until now. The same is true of the big game or the climatic title fight. These are clichés, yes, but they still work, and it doesn’t require a lot of skill to get them to pay off.
The trouble, of course, is that any “foolproof” scene eventually becomes tired from overuse, until it turns into a joke. This is particularly true of formulas designed as an excuse to deliver exposition—ultimately, viewers come to recognize when they’re being subtly conned. A famous example is what Roger Ebert called the fallacy of the talking killer, familiar from the Bond films, in which the antagonist captures the hero, takes this as an opportunity to reveal his entire evil plan, then leaves the room to allow for a convenient escape. It’s funny now, and it’s been subjected to endless parody, but there was a point at which it undeniably worked: if you’re going to deliver exposition, you may as well strap your hero into a torture device first. (These days, a more fashionable variation involves the villain being captured, and preferably installed behind glass, a device that we seen in everything from Skyfall to Star Trek Into Darkness.) And what’s especially interesting is that when you look at the trademark beats that recur most often in a movie or television series, they’re almost always designed to convey exposition. Bond’s initial briefing with M or the captain’s log in Star Trek are devices to tell us where we are and where we’re going, but if we’re fans of the formula, we don’t really mind. We may even start to regard them with affection.
That’s some high-level narrative grifting, since it convinces viewers that a lump of exposition isn’t a bug, but a feature. It’s also why so many television shows seem to consist of nothing but autopsy scenes. As I’ve mentioned elsewhere, an autopsy is an ideal setting for conveying information and advancing to the next plot point: you’ve got a clearly defined location, a sprinkling of jargon and tradecraft, a touch of gore, and enough flexibility to cover whatever you need to move the story along. Whenever you see a coroner or medical examiner listed as one of the characters in the opening credits, you’re looking at someone whose primary job is to feed data to the protagonist, often from behind a green surgical mask, and if you can pack your cast with similar players, so much the better. A show like CSI at its best moves so effectively because the tools of exposition are baked right into the premise: you can afford to stuff each episode with plot because you’re working with characters who deliver exposition for a living. And even if you aren’t fortunate enough to be operating in a genre that allows you to move from one forensic scene to the next, it’s nice to be able to fall back on it when necessary.
Hence a sequence like Chapter 9 of City of Exiles, which comes as close as anything in these novels to a classic autopsy scene. All the ingredients are here: a charred body, a dash of science, even a red herring. (This would be the burnt scrap of paper in the dead man’s pocket, which at first looks like the women’s name Ainha, and is later revealed to be Rainham, a neighborhood in London—a touch of which I’m still proud.) And it’s no accident that it occurs here, at a transitional point in the narrative. If you watch procedural shows on a regular basis, you start to notice that the trip to the coroner’s office tends to occur around the same time in every episode, usually as the story requires a piece of exposition to pass from the first act to the second, and this one is no exception. Until now, the plot has been focused on investigation and cleaning up crime scenes after the fact, but now it’s a race to prevent the next crime before it happens. These hinge moments are some of the trickiest parts of any novel: you need to give the reader enough information to clarify the next phase of the action without slowing things down in the meantime. And sometimes all it takes is a trip to the morgue…
Star Trek into detachment
Note: Spoilers follow for Star Trek Into Darkness.
On Friday, my wife and I went to the movies for the first time in six months, which is the longest I’ve gone without seeing a film in theaters since I was old enough to be watching movies at all. There wasn’t much suspense about what we’d be seeing: ever since my daughter was born in December, I knew that the first movie I’d see on the big screen would be Star Trek Into Darkness. And on balance, I think I made the right choice, even if the film itself ends up feeling like much less than the sum of its parts. It’s a slick, enjoyable blockbuster that does everything it can to give the audience its money’s worth, but it’s also a little hollow, especially because it constantly asks us to compare it to a film that ranks among my ten favorite movies of all time while falling short in every measure. I knew going in that Benedict Cumberbatch was Khan, but I wasn’t prepared for how little the movie would understand his character’s true nature: Khan is a great villain to the extent that he’s obsessed with Kirk, and the duel between these two men ought to be intensely personal. As valiantly as Cumberbatch works in the role, turning him into a terrorist with a vendetta against all of Starfleet robs him of much of his appeal.
And this is a minor problem compared to a larger issue that has me slightly concerned about the future of the franchise: its lack of character. I’m not talking about the members of the crew—who are all nicely drawn, even if the script spends most of its time putting them through manufactured conflicts, and often feels as if it’s checking items off a list—but about the filmmakers themselves. After two movies, the first of which I enjoyed tremendously, I still don’t know how J.J. Abrams and his collaborators feel about Star Trek, except as a delivery system for cool moments and action scenes. Part of this is due to Abrams himself: with four movies as a feature director under his belt, he has yet to reveal himself as anything more than a highly skillful producer and packager of mainstream material, full of good taste and intentions, but fundamentally without personality. There’s a reason why his fondness for lens flares has become a punchline, because it’s the only recognizable stylistic element in all of his work, aside from a tendency to spin an air of mystery around nonexistent surprises. And this is fundamentally out of tune with the spirit of the series itself, which has always been at its best as reflection of the idiosyncratic, prickly individuals who created it.
I’m aware that it might seem a little strange for me to wish for more of a personal take on the material, since I’ve frequently drawn a sharp contrast between such doomed passion projects as John Carter and the sleek, impersonal machinery of a movie like Mission: Impossible—Ghost Protocol. Detachment, I’ve often said, is the key to making good art, and I still believe this. What’s less obvious, and something I’m only starting to figure out now, is that detachment, paradoxically, is useful to the extent that it allows a personal statement to emerge. For evidence, we need only turn to the very film that the Abrams movies revisit so obsessively. As I’ve mentioned elsewhere, the story behind Wrath of Khan is one of my favorite Hollywood legends: Nicholas Meyer, a novelist and screenwriter with limited prior interest in Star Trek, cobbled together a story from six earlier drafts over the course of one long weekend, and the result was a beautiful, ingenious script with real emotional resonance. (To compare the ending of Wrath of Khan with its homage in Into Darkness is to be reminded of the difference between earned feeling and efficient, facile manipulation.)
And the really strange thing about Meyer’s detachment is that it resulted in a movie that was profoundly, even eccentrically personal. Meyer didn’t care much about Star Trek, so he filled the movie with a list of things he liked: the nautical mood and motifs, the sense of the Enterprise as Horatio Hornblower in space, the references to Moby-Dick and A Tale of Two Cities. In Meyer’s version of Starfleet, characters freely quote Shakespeare and Sherlock Holmes, and they actually read physical books, which is perfectly in tune with the original series and its successors, which gain much of their charm from how they refract and reinterpret elements of our own culture. The current films, by contrast, seems to take place in a universe devoid of any cultural memory or artifacts of the past, aside from “Sabotage” by the Beastie Boys. For all the obligatory nods that Abrams and crew make to the history of the franchise, it’s still a work of limited knowledge and curiosity about everything else that matters. And as far as the rest of the world is concerned, it might as well take place a long time ago in a galaxy far, far away.
Lessons from Great TV #3: Star Trek
I came to Star Trek in a rather roundabout way. I’d watched it casually for years—although until recently, I’d seen more episodes of The Animated Series than of the original show—but it wasn’t until after college, when I saw Star Trek II: The Wrath of Khan for the first time, that I fell in love with the franchise. My sense of the show is thus oddly reversed, almost like a mirror universe, shall we say: for me, Star Trek consists of one great movie with several television series hovering unaccountably around it, and it owes as much to Nicholas Meyer as to Gene Roddenberry. Even now, when I’ve started to go back and fill in the gaps in my education, I’ve still only seen maybe a tenth of the material available. And after making an effort recently to watch the most famous episodes of the original series, many of them for the first time, I found most of them sadly dated, with even such justly revered landmarks as “The City on the Edge of Forever” and “Balance of Terror” hard to watch with a straight face.
The one great thing that the series has going for it, and where Roddenberry’s genius—along with his original conception—is most strongly felt, is its cast of characters. Television excels at allowing a large cast to grow together until their collective history becomes almost another presence in itself, and even Wrath of Khan wouldn’t be nearly as effective without that sense of shared experience. You can see it clearly in “Mirror, Mirror,” my favorite episode of the original series, in which Kirk, McCoy, Scotty, and Uhura find themselves switching places with their counterparts in a much darker universe. Much of the comedy that ensues comes from seeing evil doppelgängers of the characters we know—Sulu is especially priceless—and from the fact that Kirk, far from being confused by the situation, slips into his new role a little too easily. Most deliciously and subtly of all, aside from the goatee, Spock remains more or less the same in both worlds: cool, logical, and willing to listen to reason. And none of this would work if we didn’t know these people so well. That, in any universe, is the secret of television that lasts.
Tomorrow: The pitfalls of the comedy pilot.
My ten great movies #10: Star Trek II: The Wrath of Khan
As someone who is deeply fascinated by the lives of artists under pressure, it’s hard for me to separate Star Trek II from the legend behind its creation, which is one of the most interesting of all Hollywood stories. The first Star Trek film had been a financial success, but also grossly expensive, and hardly beloved, prompting producer Harve Bennett to turn over the reins to the least likely man imaginable: Nicholas Meyer, the prickly author of The Seven-Per-Cent Solution, and the furthest thing in the world from a Trekkie. Yet Meyer’s skepticism about the project allowed him to slash the budget, swiftly assemble a fine script from the bones of several unusable drafts, and reinvigorate the entire franchise with some badly missed humor and a nautical sense of adventure—a classic example of how detachment can be more valuable to an artist than passionate involvement.
Of course, none of this would matter if the movie itself weren’t so extraordinary—”wonderful dumb fun,” as Pauline Kael said in the New Yorker, and so much more. This is, in fact, pop entertainment of the highest order, a movie of great goofiness and excitement whose occasional lapses into camp make it all the more endearing. It feels big, but its roots in television and classic Hollywood—as embodied by star Ricardo Montalban—lend it an appealing modesty, a determination to give the audience a good time that smacks less of space opera than relaxed operetta. Like Indiana Jones and the Last Crusade, it’s a studio film that ends up saying more than it ever intended about the reasons we love the movies in the first place. And it still lights up my imagination. As I’ve probably said before, Star Trek: The Motion Picture makes me want to be a special effects designer, but Wrath of Khan makes me want to join Starfleet.
Tomorrow: The most perfect story in the movies.
Making a list, checking it twice
Let’s make a list of things we like.
—Nicholas Meyer
With these eight words, director Nicholas Meyer saved Star Trek. The story of how he cobbled together elements of five different screenplay drafts to come up with the script for Star Trek II: The Wrath of Khan in twelve days is one of my favorite Hollywood stories, and I’ve already told it here, so I won’t repeat it again. What strikes me about this story today, though, is the fact that it began in the simplest way possible: with a list. In particular, it was a list of story elements and plot devices—Khan, the Genesis project, a certain character’s death scene—that were already there, but hadn’t been combined into a coherent shape. And the fact that the result paid off so handsomely is a lesson for all writers about the power of lists.
Because lists are incredibly useful. Most novels start as a list of some kind—of characters, of moments, of plot points—but it’s also smart to keep making lists as the project develops, especially when you’re stuck for inspiration. These can be lists of locations, of objects in a scene, of possible props, of the contents of someone’s pockets, or even of material you’ve written and discarded along the way, any one of which might solve a problem or spark an idea. Such lists are especially useful in writing comedy or action, in which the best material is organically generated by the natural aspects of a setting or situation. As Alfred Hitchcock says:
For example, Cary Grant in North by Northwest gets trapped in an auction room. He can’t get out because there are men in front of him or men behind him. The only way out is to do what you’d do in an auction room. Bid. He bid crazily and got himself thrown out. Similarly, when he was chased by a crop duster, he ran and hid in a cornfield. There was one thing that crop duster could do—dust some crops. That drove him out…I don’t believe in going into an unusual setting and not using it dramatically.
The legendary animator Shamus Culhane makes a similar point in Animation: From Script to Screen:
One good method of developing a story is to make a list of details. For example [for a cartoon about elves as clock cleaners in a cathedral], what architectural features come to mind—steeples, bells, windows, gargoyles? What props would the elves use—brushes, pails, mops, sponges…what else? Keep on compiling lists without stopping to think about them. Let your mind flow effortlessly, and don’t try to be neat or orderly. Scribble as fast as you can until you run out of ideas.
Ultimately, lists are useful because they remind you of what you already have. The process often resembles what David Mamet says about the slate piece, in bringing out the hidden information already inherent in the story. At other times, it’s more like figuring out how to use a standing set. While writing, I’m amused by how often a prop or location that I mentioned in passing early in a novel ends up playing an important role twenty chapters later. Similarly, the great silent comedians could walk onto a set and immediately start planning gags and bits of business, simply based on what was already lying around.
The trouble, of course, is that I don’t have a roomful of props to stare at. A novelist’s mind can resemble the storeroom at the end of Citizen Kane, a jumble of material acquired over a lifetime, none of which useful if we can’t remember what is there. A list is the first step toward making a catalog. It distills a mine of existing information into a form that you can process more easily, so you won’t be tempted, as many writers are, to fix plot problems with additional research. Nine times out of ten, when you have a problem to solve, the answer is probably already there, implicit in what you’ve already written or imagined. And all you need to get started is a list.
Wouldn’t it be easier to write for television?
Last week, I had dinner with a college friend I hadn’t seen in years, who is thinking about giving up a PhD in psychology to write for television in Los Angeles. We spent a long time commiserating about the challenges of the medium, at least from a writer’s point of view, hitting many of the points that I’ve discussed here before. With the prospects of a fledgling television show so uncertain, I said, especially when the show might be canceled after four episodes, or fourteen, or forty, it’s all but impossible for the creator to tell effective stories over time. Running a television show is one of the hardest jobs in the world, with countless obstacles along the way, even for critical darlings. Knowing all this, I asked my friend, why did he want to do this in the first place?
My friend’s response was an enlightening one. The trouble with writing novels or short stories, he said, is the fact that the author is expected to spend a great deal of time on description, style, and other tedious elements that a television writer can cheerfully ignore. Teleplays, like feature scripts, are nothing but structure and dialogue (or maybe just structure, as William Goldman says), and there’s something liberating in how they strip storytelling down to its core. The writer takes care of the bones of the narrative, which is where his primary interest presumably lies, then outsources the work of casting, staging, and art direction to qualified professionals who are happy to do the work. And while I didn’t agree with everything my friend said, I could certainly see his point.
Yet that’s only half of the story. It’s true that a screenwriter gets to outsource much of the conventional apparatus of fiction to other departments, but only at the price of creative control. You may have an idea about how a character should look, or what kind of home he should have, or how a moment of dialogue, a scene, or an overall story should unfold, but as a writer, you don’t have much control over the matter. Scripts are easier to write than novels for a reason: they’re only one piece of a larger enterprise, which is reflected in the writer’s relative powerlessness. The closest equivalent to a novelist in television isn’t the writer, but the executive producer. Gene Roddenberry, in The Making of Star Trek, neatly sums up the similarity between the two roles:
Producing in television is like storytelling. The choice of the actor, picking the right costumes, getting the right flavor, the right pace—these are as much a part of storytelling as writing out that same description of a character in a novel.
And the crucial point about producing a television series, like directing a feature film, is that it’s insanely hard. As Thomas Lennon and Robert Ben Garant point out in their surprisingly useful Writing Movies for Fun and Profit, as far as directing is concerned, “If you’re doing it right, it’s not that fun.” As a feature director or television producer, you’re responsible for a thousand small but critical decisions that need to be made very quickly, and while you’re working on the story, you’re also casting parts, scouting for locations, dealing with the studio and the heads of various departments, and surviving on only a few hours of sleep a night, for a year or more of your life. In short, the amount of effort required to keep control of the project is greater, not less, than what is required to write a novel—except with more money on the line, in public, and with greater risk that control will eventually be taken away from you.
So it easier to write for television? Yes, if that’s all you want to do. But if you want control of your work, if you want your stories to be experienced in a form close to what you originally envisioned, it isn’t easier. It’s much harder. Which is why, to my mind, John Irving still puts it best: “When I feel like being a director, I write a novel.”
Source Code and the state of modern science fiction
On Saturday, my wife and I finally saw Source Code, the new science fiction thriller directed by Moon‘s Duncan Jones. I liked Moon a lot, but wasn’t sure what to expect from his latest film, and was pleasantly surprised when it turned out to be the best new movie I’ve seen this year. Admittedly, this is rather faint praise—by any measure, this has been a slow three months for moviegoers. And Source Code has its share of problems. It unfolds almost perfectly for more than an hour, then gets mired in an ending that tries, not entirely successfully, to be emotionally resonant and tie up all its loose ends, testing the audience’s patience at the worst possible time. Still, I really enjoyed it. The story draws you in viscerally and is logically consistent, at least up to a point, and amounts to a rare example of real science fiction in a mainstream Hollywood movie.
By “real” science fiction, of course, I don’t mean that the science is plausible. The science in Source Code is cheerfully absurd, explained with a bit of handwaving about quantum mechanics and parabolic calculus, but the movie is unusual in having the courage to follow a tantalizing premise—what if you could repeatedly inhabit the mind of a dead man eight minutes before he died?—through most of its possible variations. This is what the best science fiction does: it starts with an outlandish idea and follows it relentlessly through all its implications, while never violating the rules that the story has established. And one of the subtlest pleasures of Ben Ripley’s screenplay for Source Code lies in its gradual reveal of what the rules actually are. (If anything, I wish I’d known less about the story before entering the theater.)
This may sound like a modest accomplishment, but it’s actually extraordinarily rare. Most of what we call science fiction in film is thinly veiled fantasy with a technological sheen. A movie like Avatar could be set almost anywhere—the futuristic trappings are incidental to a story that could have been lifted from any western or war movie. (Walter Murch even suggests that George Lucas based the plot of Star Wars on the work he did developing Apocalypse Now.) Star Trek was often a show about ideas, but its big-screen incarnation is much more about action and spectacle: Wrath of Khan, which I think is the best science fiction film ever made, has been aptly described as Horatio Hornblower in space. And many of the greatest sci-fi movies—Children of Men, Blade Runner, Brazil—are more about creating the look and feel of a speculative future than any sense of how it might actually work.
And this is exactly how it should be. Movies, after all, aren’t especially good at conveying ideas; a short story, or even an episode of a television show, is a much better vehicle for working out a clever premise than a feature film. Because movies are primarily about action, character, and image, it isn’t surprising that Hollywood has appropriated certain elements of science fiction and left the rest behind. What’s heartening about Source Code, especially so soon after the breakthrough of Inception, is how it harnesses its fairly ingenious premise to a story that works as pure entertainment. There’s something deeply satisfying about seeing the high and low aspects of the genre joined so seamlessly, and it requires a peculiar set of skills on the part of the director, who needs to be both fluent with action and committed to ideas. Chris Nolan is one; Duncan Jones, I’m excited to say, looks very much like another.
The Legend of Miyamoto
For reasons known only to itself, The New Yorker has evidently decided that the best way to write about video games is to assign these stories to writers who emphatically have no gaming experience. This approach, which wouldn’t be tolerated for any other art form, high or low, has already resulted in this notorious article by Nicholson Baker—one of my favorite living writers, but clearly unequipped to say anything interesting about Red Dead Redemption. And now we have Nick Paumgarten’s disappointing profile of Shigeru Miyamoto, which is a huge missed opportunity, in more ways than one.
Miyamoto, the creator of the Mario and Zelda franchises and the greatest video game designer of all time, has often been compared to Walt Disney, an accolade he shares with his fellow genius Hayao Miyazaki. (Miyamoto and Miyazaki also share a deep nostalgia for the forests and villages of rural Japan, an abiding affection that shows up throughout their work.) Miyamoto is an artist, a storyteller, an engineer, and a visionary, and he’s exactly the sort of creative force that the readers of The New Yorker ought to know more about. The fact that Paumgarten scored only a brief interview with Miyamoto, which he pads out to feature length with pages of unenlightening digressions, is only the most disappointing thing about the profile. A single glimpse of one of Miyamoto’s sketches for Zelda would be more interesting than anything on display here.
Still, there are a few moments worth mentioning. Here’s Miyamoto on calibrating the difficulty of a game, and how important it is to incorporate quiet moments alongside every challenge:
A lot of the so-called action games are not made that way…All the time, players are forced to do their utmost. If they are challenged to the limit, is it really fun for them?…[In Miyamoto’s own games] you are constantly providing the players with a new challenge, but at the same time providing them with some stages or some occasions where they can simply, repeatedly, do something again and again. And that can be a joy.
This is especially good advice for writers in genres, such as suspense, that place a premium on intensity. A few strategically timed breaks in the action, which give the reader a moment of breathing room, can make the rest of the novel read much more quickly. The key, as Miyamoto knows, is putting yourself in the position of a person approaching a work of art for the first time:
I always remind myself, when it comes to a game I’m developing, that I’m the perfect, skillful player. I can manipulate all this controller stuff. So sometimes I ask the younger game creators to try playing the games they are making by switching their left and right hands. In that way, they can understand how inexperienced the first-timer is.
Similarly, once a writer has internalized the plot of a novel, it can be hard to see it with fresh eyes. One solution is to set the book aside for a month and read it again once the memory of the story has faded. Another approach, which I’ve done a few times, is to read a sequence of chapters in reverse, or at random, which often reveals problems or repetitions that I wouldn’t have noticed otherwise.
Finally, here’s Paumgarten on one of my favorite topics, the importance of constraints as a creative tool:
Mario, [Miyamoto’s] most famous creation, owes his appearance to the technological limitations of the first Donkey Kong game. The primitive graphics—there were hardly enough pixels to approximate a human form—compelled Miyamoto to give Mario white gloves and red overalls (so that you could see his arms swing), a big bushy mustache and a red hat (to hide the fact that engineers couldn’t yet do mouths or hair that moved), and a big head (to exaggerate his collisions). Form has always followed functionality. The problem now, if you want to call it one, is the degree of functionality. [Italics mine.]
This is a nice, crucial point. And it applies to more than video games. The limitations that made Mario so distinctive are the same ones that led to the look of Mickey Mouse, among so many other stars of early animation. One problem with the recent availability of beautifully rendered computer graphics is that character design is becoming a lost art. Even the best recent Pixar, Disney, and DreamWorks films have suffered from this: they can render every hair on a character’s head, but can’t make the character itself a memorable one. (Kung Fu Panda may be the last computer-animated movie with really distinctive character designs.)
So are video games art? Paumgarten glances at the subject only briefly, but with all due respect to Roger Ebert, there’s no doubt in my mind that the best video games are indeed art. At least, that’s the only explanation I have for something like Super Mario Galaxy, which is one of the few recent works, in any medium, that has filled me with something like my childhood envy for those who get to spend their lives telling stories. (The J.J. Abrams reboot of Star Trek is another.) Miyamoto’s great skill, as the article reminds us, is to bring us back to the best moments of our childhood. And while not all art needs to aspire to this, the world definitely needs art that does.
“The yacht was a monster…”
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Note: This post is the thirty-fifth installment in my author’s commentary for Eternal Empire, covering Chapter 34. You can read the previous installments here.
Umberto Eco once said that he wrote The Name of the Rose because he felt like poisoning a monk. For William Faulkner, The Sound and the Fury began with a mental picture:
Joseph Heller started writing Something Happened with two sentences that came to him out of nowhere: “In the office in which I work, there are four people of whom I am afraid. Each of these four people is afraid of five people.” And E.L. Doctorow, in the middle of a bad case of writer’s block, began Ragtime by staring at the wall of his office, writing about it and the surrounding house, and then trying to imagine the period in which it was built—”In desperation,” Doctorow told The Paris Review, “to those few images.”
One of the subtle privileges of the writer’s craft is that while a reader generally reads a story from first page to last, the initial seed from which it grew in the author’s mind can occur at any point in the narrative, and it often isn’t clear, when you look at the finished result, which part came first. The idea of an author beginning with an inciting incident and following its implications to the very last page is an attractive one, and many writers start their apprentice efforts in much the same way. Usually, though, after the writer learns more about structure and the logistics of finishing a major project, the germ that gives rise to the rest of it turns out to be a moment that lies somewhere in the middle, with the writer working in either direction to lead toward and away from that first spark of inspiration. And this approach can work enormously in the story’s favor. We’re all hoping to come up with an arresting beginning, but we’re less likely to discover it from first principles than to derive it, almost mathematically, from a scene to which it leads a hundred pages down the line. The more rigorously you work out that logic, following what I’ve elsewhere called the anthropic principle of fiction, the more likely you are to arrive at an opening—as well as a setting and a cast of characters—that never would have occurred to you if you had tried to invent a grabber from scratch. (If you do, the strain often shows, and the reader may rightly wonder if you’ll be able to sustain that level of intensity to the end.)
Even novels or stories that unfold along fairly conventional lines often benefit from originating in an odd, intensely personal seed of obsession. The Icon Thief and its sequels were written to honor, rather than to undermine, the conventions of the thriller, but each one grew out of an eccentric core that had little to do with the plot summary you see on the back cover. For The Icon Thief, the real inciting factor—aside from a vague ambition to write a suspense novel about the art world—was my discovery of Marcel Duchamp’s Étant Donnés and my determination to be the first writer to build a novel around what Jasper Johns called “the strangest work of art in any museum.” For City of Exiles, it was my longstanding interest in the vision of Ezekiel, which I’d tried on and off to incorporate into a novel for almost two decades before finding a place for it here. And for Eternal Empire, it was my desire to write a novel about a megayacht. I’m not sure if this comes through in text of the book itself: the yacht in question, the Rigden, doesn’t make an appearance until halfway through the story, and maybe a quarter of the book as a whole is set on or around it. But I knew before I’d figured out anything else about the plot that I wanted a yacht like this to be at the center, which, in turn, implied much of the rest. You don’t write a novel about a megayacht, especially one owned by a Russian oligarch at the heart of what looks to be a vast conspiracy, without being prepared to sink it with everyone on board.
The moment when the yacht goes down—and I don’t think I’m spoiling much by saying this—won’t occur for another hundred pages or so, and I’ll deal with those scenes when I come to them. (To my eyes, the yacht’s destruction and the ensuing showdown onshore are the best extended sequences I’ve ever written, and they’re among the few sections that I’m likely to read again for my own pleasure.) But I want to focus for now on the first time we see the Rigden, in Chapter 34, after a few dozen pages’ worth of buildup. Aside from Titanic, my inspiration here was the obligatory scene in the early Star Trek films in which Kirk first approaches the Enterprise, allowing for a few minutes of awed tracking shots of the starship’s exterior—a convention that J.J. Abrams, alas, is too busy to honor. It slows down the narrative incrementally, but it also provides a sense of scale that strengthens much of what follows. And since this is more or less the reason I wanted to write the entire book, I felt justified in lingering on it. When Maddy gets her first glimpse of the yacht, the metaphorical implications are obvious, as is the impact of the ship’s existence on the shape of the story itself: a book about a yacht also has to be about a journey, and figuring out the start and end points was half the fun. Even if most of the book takes place on land, the events that unfold there are largely designed to get us onto and off that ship. And even if the destination remains unknown, we know that we’ll get there in style…
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Written by nevalalee
October 28, 2015 at 10:02 am
Posted in Books, Writing
Tagged with E.L. Doctorow, Eternal Empire commentary, J.J. Abrams, Joseph Heller, Something Happened, Star Trek, The Name of the Rose, The Sound and the Fury, Umberto Eco, William Faulkner