20 July 2008 - 8:36Orange You Glad I Didn’t Say Banana?
I’m reading a pile of scripts right now. Funny how a lot of common issues pop right out at you. Today’s script had a curious but common problem: There was no give an take in the scenes. The beats were in the right place, the pacing was okay. The characters probably do have decent motivations and a character arc, but you couldn’t really tell because the scenes were so flat.
Give and take is the basis of scene structure. You have two characters who want something. Their desires are in conflict. In order to get what they want, they have to play a little chess game. To play chess, you’ve got to move the pieces. It doesn’t matter how safe your character feels behind a wall of other pieces, one of those pieces has to move with every beat. Every bit of dialog, every action by a character changes the board.
Most people instinctively know this, but they don’t know how to do it. So they start out with a character who, say, wants to be left alone. And then there is somebody who desperately needs her help. So you establish the situation with “Help me, please!” “No!” …. and get stuck. How do you get from there to “Okay I’ll help you”? It shouldn’t be easy. It’s got to take up some time.
So the writer puts in a place holder, and it goes like this:
Help me!
No.
Help me, please.
No, I won’t.
Help me!
No!
Please help me! Help me help me!
Oh, all right.
It’s like the Banana Knock Knock Joke. It just repeats the exact same beat, exact same info, exact same character posture, until it changes, much to the relief of every one. And while a lot of writers might use this just for a place holder, you NEVER let this kind of thing live to be read by anyone.
Maybe you aren’t sure now to fix this, but it’s really pretty simple. (It takes practice, but it’s simple.) Make your characters negotiate. Maybe one of them can be stupid and stubborn, but the other will have to pick up on the very first beat that she has to change tactics to persuade, force or cajole the other into changing.
Really great scenes are like a dance. It’s step and counter-step. There’s movement. There’s progress. It can be serious, subtle, playful, wild, but it does move.
(The Banana Knock Knock Joke, for those who managed to somehow miss it in childhood, goes thusly:
Knock knock. Who’s there? Banana. Banana who?
Knock knock. Who’s there? Banana. Banana who?
(repeat until nauseated)
Knock knock. Who’s there? Orange. Orange who?
Orange you glad I didn’t say Banana?
Here’s a particularly extreme version on YouTube, featuring an animated banana and orange. )
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