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Showing posts with label dialog. Show all posts
Showing posts with label dialog. Show all posts

A Scene from B.A.T.T.Y.

Yesterday I showed how I handled the problem of noise description in a scene from a comedic novella (code name B.A.T.T.Y.) I'm working on. I thought today I'd present the entire scene (free book sample!) along with an explanation of what the scene does and why it's constructed the way it is.

I wanted to accomplish a number of goals with this scene. The main character, Tyler Schremp, has been talked into having a quick drink at Joy Joy (a fictional restaurant/bar in Palo Alto) on the way home from work. Schremp has group therapy at seven, so the drink has to be a quickie. Both Schremp and his buddy Matt Dixon are young engineers working for a hot toy-company startup in Silicon Valley (called HoityToyty). They have a love-hate relationship with their jobs. They love creating high-tech toys, but their boss (an insufferable ass) has them working on such idiotic projects as a scent-emitting unicorn doll (Fresh Scent Cornelia). You put Glade scent-packs in the unicorn's ass, and then, assuming the batteries are fully charged, the doll spurts air freshener (in microprocessor-controlled bursts) out its anus all day.


The goals for the scene are:
  • Show that Schremp and Dixon are best buds of long standing. Male bonding.
  • Show their dissatisfaction with work, their eagerness to go into business for themselves.
  • Have them talk about Schremp's main problem, which (at the moment) is how to reconnect with the beautiful and mysterious puppet-toting redhead he met a few nights ago.
  • Do all this in a lighthearted way.
The entire scene is a segue from an office scene to a group-therapy scene. It has to cap off a lousy day at the office while paving the way for group therapy. (The redhead will show up at group therapy.) Here's the whole scene:
     The crescendo of cacophony at Joy Joy hadn't yet reached full-on Happy Hour earbleed level, but the din was prodigious -- so much so that Dixon had to go back out the front door to the sidewalk to check his voicemail while Schremp, securing the last empty stools at the bar, fetched two tall glasses of Buttface Amber (one of the featured microbrews-of-the-day) from the red-suspendered, all too jolly bartender-du-jour.
     As Dixon finally shuffled back inside, tucking his iPhone in his pocket, Schremp asked: "Anything important?"
     Dixon, accepting a beer from Schremp: "Hitler called, he wants his youth back. Other than that --"
     Schremp raised his glass, said a "Heil Mary," and took a sip. Dixon did likewise.
     Dixon: "What about you,? Any word from --"
     "Not a peep. Beginning to think I popped the clutch." Schremp licked foam off his upper lip and looked in vain for a coaster on which to see his beer, finding, instead, only a soggy cocktail napkin. "You know, maybe I just --"
     "I wouldn't worry about it," Dixon said, with a dismissive flip of the hand. "It's only been, what, a week?"
     "Yeah. Not even." Schremp was having to speak loudly now, to be heard over the background noise.
     "But you called her, right?"
     Schremp nodded as he drank. "I don't feel right leaving, you know, a hundred messages or something, though. Don't want to come across as a stalker . . ."
     "How many times have you called her?"
     "Twice. Plus one text message."
     "Pffah. Dude. That's not stalking. Take it from someone who knows." Dixon held his glass up and admired the three concentric rings of foam in the empty upper third. "Look, chug lines . . ."
     Schremp sighted across the chug lines and down the crowded bar, taking in the pot-luck assortment of helter-skelter hairdos, the predominantly northern European profiles (punctuated by the occasional soft/rounded Oriental face), checking, meanwhile, for redheads with puppets, drooping parallel e-cigs, some hint of a chocolate-suede Sole Society ankle boot. But alas, no joy, as the fighter jocks say.
     "I mean, sometimes I think maybe I am a bit obsessed with her, in a way," Schremp said, fiddling with his glass. "I keep replaying that night over and over in my mind . . . The flashbacks are on a tape loop sometimes, like when you can't get a song out of your head?"
     Dixon nodded. "Earworm. Very dangerous. One time I got Devo stuck in my head for two days . . ."
     "That happened to me with Bryan Ferry's 'Boys and Girls.'"
     "Don't know that one."
     "Well, do NOT listen to it, my friend. Understand? You'll go insane . . ."
     "Like that movie -- what's it called? -- where there's this videotape, and if you watch it, you'll die seven days later."
     Schremp nodded before making concentric Chug Line No. 7 in his glass. "The Ring. That's exactly it, that's what's happening to me. And it's been almost seven days . . ."
     "Yeah, but you're not going to die just because Marcy didn't call you back."
     "Molly. Not Marcy."
     "What's that? I can't hear you . . ."
     Joy Joy was fast approaching the Fire Marshall's room-capacity limit (or so Schremp supposed), the place packed now with clamorous roisterers intent on pushing the decibel envelope beyond airline baggage-handler recommended maximums. Cocktail glasses (three in a waitress's hands at once) clinked and clacked, cash register slamming shut as someone's stool-leg stuttered across the floor nearby ("What can I getcha?"), burly guffaws competing with soprano laughter, a sudden swoosh of street noise as fresh celebrants burst through the main entry door, wine cork's thoppp! providing a grace-note to a distant woman's rising arpeggio of giggles -- the thrum of a vox humana orchestra tuning up.
     Schremp swirled the remaining two ounces of beer in his glass. He scanned the crowd, eyes finally falling on Dixon. At the first lull in the background noise he said: "We could fix the noise problem, you know."
     "Yeah, we could go outside . . ."
     "No, I mean we could fix it. With technology."
     Dixon was game. "Go on."
     "An array of microphones in that wall over there" -- Schremp motioned with his head -- "and an array of speakers in this wall over here. Right? Invert the signal, drive the anti-noise through the speakers, time it so the noise gets canceled for these people right over here . . ."
     Dixon mused on it, nodding, far-away stare, feigning comprehension. "Interesting idea..."
     "See, if you have enough microphones, you can triangulate the origin of any individual sound in this room . . . or all of the various sounds --"
     Dixon's brows unfurled, an Aha moment slowly washing across his face.
     "-- and likewise, with an array of speakers, you can focus calibrated anti-noise on any location in the room . . ."
     "Barroom active noise suppression. BANS."
     "Exactly."
    Dixon slapped the side of Schremp's shoulder. "Freakin' brilliant. Dude, you're a genius, you know that?"
     The two clinked glasses and then knocked back the rest of their beers.
     Dixon grabbed a half-soaked cocktail napkin from the bar and used it to wipe his mouth. "This," he said, "is exactly the kind of stuff we ought to be working on. Instead of unicorns with April-fresh anal glands."
     Schremp nodded, half-smiling. "Yep. It's just about that time."
     Dixon glanced at his watch. "Group therapy?"
     "No. I mean, yeah, that too. But what I meant was, it's just about time . . . for us to turn the page. You know? Put HoityToyty behind us."
     Dixon smiled. "Ordinarily, the last thing I want to put behind me is a herd of unicorns. But in this case, my man, you're absolutely right. I'm with you. All the way."
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Script-Doctoring The Station Agent

Thomas McCarthy's offbeat, low-budget (under $500,000) drama, The Station Agent, is a bit of an enigma. The 2003 film won numerous awards (critics and judges lavished praise on it), 90% of people on rottentomatoes.com liked it (average rating 3.9/5), and yet I didn't find it to be all that magical; I give it three stars, tops. Does it exude charm? Most definitely. Are the performances good? Hell yes, they're better than good. (So is the cinematography.) But somehow, long portions of the movie seemed to drag; the funny parts weren't laugh-out-loud funny; the plot was threadbare; my thoughts wandered as I watched. I wanted to come away laughing or crying or moved in some way. But it's not that kind of story.

What kind of story is it? The logline is suitably quirky: Two loners (Joe and Olivia) try to befriend an antisocial dwarf (Finbar McBride, sensitively played by Peter Dinklage) who has inherited an abandoned train station in Newfoundland, New Jersey.

Joe, Olivia, and Fin watch a movie in The Station Agent.
Bitter and reclusive, tired of living the wee life in a world of Big People, four-foot-five-inch Finbar moves into the ramshackle station, making it his own special locomotive-geek bachelor pad. But he can't get away from the young Cuban-American man, Joe (played by Bobby Cannavale), who operates a hot dog truck near the abandoned station. (We're never told how it is a person can make a living operating a lunch truck at an abandoned station where no train ever stops.)

While walking to town, Finbar almost gets struck by a swerving Jeep; he thus meets Olivia Harris (played by Patricia Clarkson), a thirty-something woman who lost her only child in a playground accident two years ago and is now separated from her husband.

For a while, it seems as if Fin and Olivia will hit it off and become An Item, but they never do. Instead, she wants to reconcile with her husband (but finds out much later that he's already impregnated his girlfriend). Fin also meets a young librarian, and has a tender moment with her; but alas, she's pregnant by her redneck boyfriend, and she goes back to him (or disappears from the film, at least).

There's a bit of bonding between Fin and Joe, but frankly the Joe character is mostly an irritation (to Fin and the moviegoer) and only barely attains "true friend" status at the end of the story. He's good-natured; you want to like him; but he's extraordinarily immature for a grown man. He makes the characters in Saturday Night Fever seem complex, multidimensional.

What the movie needs is a good train wreck, whether kinetic (i.e., literal) or metaphorical. (I'd take either.) Joe's life is mysteriously thin (he's as complex, emotionally, as a 10-year-old boy); apparently he has no college loans to pay, no wife or child to feed, nothing to do with his time but hang out at the station all day. Olivia's life is full of pathos, but it's latent, rarely overt. Who are these people? Where are the raging crises in their lives? Olivia lost her son two full years ago; it's in the past; her husband is not the kind of husband any sane woman would want to reconcile with. Where's the tension? There isn't any. I'm sorry.

The main character's arc takes him from bitter and antisocial to less bitter and quasi-social (but still without a love life). That's hardly a satisfying journey.

How to fix this mess? First, make all three main characters' lives train wrecks. Not only that, actually have Joe hang his head at one point and call his life a train wreck so that Fin (the locomotive-history uber-nerd and consummate train-lover) can say: "Please don't ever say that in my presence."

Joe: "What? What'd I say? You mean . . . train wreck??"

Fin: "Please. It's . . . repugnant."

Joe (whose first language is Spanish) gives a no-comprende shrug.

"Re-pug-nant. It means repulsive. Extremely distressing."

This sets up "train wreck" as a metaphor that can be used throughout the movie, while also potentially setting up a funny moment some time later on, when Olivia can slip "train wreck" into conversation (innocently), whereupon both Joe and Fin stare at her and simultaneously say: "Don't ever say that." (Then Joe, on his own: "It's repugnant.")

Writer-director McCarthy took pains to show a scene in which the local-store cashier/owner whips her cell phone out to take a picture of Fin while he's walking around in the store (because apparently, this 50-year-old woman has never seen a dwarf before, in her entire life). Okay, we get it, people treat dwarves like freaks. Unfortunately, McCarthy misses a great opportunity to lend resonance to the store scene later on, when Fin, in a drunken rage, stands on a bar stool in a crowded saloon and yells at people to "Go ahead, look at me." What he should, of course, have done is yell: "Get your camera out, okay? Take a goddam picture." At first, no one moves, but Fin (in my rewrite; if I were script-doctoring this thing) shames the crowd into actually getting their cell phones out. He forces them to take actual pictures of him.

That's not all. Bear in mind, there's a hugely important redemption scene near the end of the movie when Fin, glad to be alive after a near-death experience, finds the nerve to stand in front of an elementary-school class (one kid asks how tall he is) to give a talk about trains. The barroom scene could have given the classroom scene a bit of much-needed resonance if it (the bar scene) had ended with Fin (duly photographed by the shamed saloon crowd) stepping down from the bar stool and saying (angrily, of course) "Thank you. Class dismissed . . ." as he storms out of the bar. Later on, during the classroom scene, we could have Fin allow a local newspaper reporter (newspapers being a symbol, incidentally, for well-past-their-glory-days 19th-century technology, like trains) to take a picture of him with kids gathered around him. The next day, Joe, Olivia, and Fin (or any combination of two of them) could be looking at the picture in the morning paper, commenting positively on it, etc. 


Note: The camera is a potentially powerful metaphor in any movie; it's the physical incarnation of voyeurism (which in turn is a powerful motif in cinema).

Fin's closeness with Olivia could have been better exploited. They could have cuddled/rubbed faces, on the bed, fully clothed; then CUT TO an outdoor scene (continuous, night) looking at the bedroom window from outside; we see the light go out (suggesting that more may have then happened on the bed). But we FADE TO a morning indoor scene where we see the two spooning, still fully clothed, atop the still-undisturbed bed, Fin looking like a pearl inside an oyster with Olivia holding him from behind.

I can think of a lot of seemingly little (but potentially important in the aggregate) fluorishes that would have made us care more about the characters (without resorting to the cheap tactic of making them have sex with each other)—quite possibly making for a more satisfying (for me, anyway) film experience. With a little work, The Station Agent could have been even better than it is already. That's not to take credit away from Thomas McCarthy, however. Few people these days can shoot an award-winning, highly profitable (well over $8 million gross) drama for under half a million dollars. That's magic of a pretty high order. Far be it for me to suggest otherwise.

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8 Rules for Better Dialog

When I was an undergrad at the University of California, Irvine, I was privileged to take a course in playwriting under William Inge, who won an Oscar for Splendor in the Grass and a Pulitzer for Picnic. For ten weeks, ten of us wrote one-act plays, then listened to Inge read from them.
William Inge

Inge had emphysema (he smoked continuously throughout class), wheezing more than talking. He could barely speak. What I most remember him saying, as he looked up from someone's homework assignment, is: "Do real people talk like this?" 


Good dialog is hard. Finding out how bad a piece of written dialog is usually requires nothing more than reading it aloud. (Actors are a help. But in a pinch, you can just stand in front of the mirror.) Still, it's surprising how much bad dialog you can find in novels, stage plays, screenplays—not only amateur-written material but a lot of professionally written stuff as well. For me, bad dialog always stands right out: Wooden characters who speak in complete sentences, never using contractions, never interrupting each other, always spewing bland phrases that reinforce their predictable (and undifferentiated) personalities; characters whose swear words don't even sound right.

I don't claim to be an expert here, but I do believe (based on reading as much awkward, wooden, silly dialog as I've read) there are rules you can follow to keep yourself from writing the Worst Dialog Ever. In that spirit, I present the following eight easy rules for writing better dialog:

  1. People use contractions (don't, I'm, you're, etc.) when they speak. Only prigs and ESL students use fully expanded forms.
  2. People swear in normal conversation, but not as often as you think.
  3. Characters should interrupt each other. Because that's how most conversation is.
  4. Write for low syllable count.
  5. Use many periods, few commas.
  6. Avoid patois unless you're Mark Twain, which you're not.
  7. Let subtext (not the actual spoken words) carry the scene, when possible.
  8. Don't be boring.
I'm tempted to add one more rule (for screenwriters): Don't insert explicit beats in dialog. Years ago, it was common to insert "(beat)" here or there to control tempo. You'll find opinions divided on whether this is still an acceptable thing to do. My advice? Play it smart and refuse to resort to "(beat)" in your script. Control tempo with sentence length, punctuation (including ellipses where necessary), the (very) occasional wryly, action description, and so forth. Can you imagine Hemingway or Fitzgerald inserting "(beat)" in the middle of a conversation? Think how comical and intrusive it would be if novelists inserted explicit beats in dialog to control tempo. You wouldn't do that in a novel, because it would make for a patently awful reading experience. Why should your screenplay read that way?

The enter-a-scene-late/leave-early rule applies to dialog. We don't need to hear characters greet each other, except maybe at the start of a phone conversation. Likewise we don't need to see/hear them say good-bye, unless the whole scene is about parting.

In one scene of my screenplay Greeners, two characters (principals in an investment firm; a father and a son) are about to discuss the day's dismal results. I can think of a million boring, straightforward ways to begin the discussion. (E.g.: The son says: "My God, what a day," or "How was your day?" or something equally banal.) What I ended up with is this: The father, sitting at his desk, collar loosened, disheveled and dejected, pushes a few papers away. As the son (standing nearby) points a finger at the papers, the old man pulls a bottle of Scotch out of his desk and says: "Don't even ask."

"Don't be boring" is probably the most important rule you can follow. Even when characters have to say ordinary things, try to spice it up. When my main character, Dylan, has to talk to a fast-food drive-up menu box, I could have had him say "I'll have a sausage-egg biscuit and a large coffee." Instead, he says: "I'll have a sausage-egg biscuit and a large, black, coffee. Black. With extra coffee." A few seconds later, when the cashier recognizes him and starts motor-mouthing (because she's so excited to see him), he answers her over-animated "How are you??" with "Sixty-forty"
and then she goes on talking. The fact that she doesn't stop to ask what "sixty-forty" means is, in itself, a subtextual clue that she's more interested in hearing herself talk than in what he might have to say. Likewise, the fact that he chose to say "sixty-forty" (instead of "so-so" or "can't complain," or something equally vapid) suggests that maybe he already knows she's not going to pay attention to whatever he has to say. Plus, it gives the audience something to chew on. Is he saying things are sixty percent good and forty percent crappy, or the other way around? What, exactly, does he mean by "sixty-forty"?

When you write dialog, consider what I call orthogonality. Two characters, when talking about their conflicting needs/desires, will tend to speak to their own individual concerns more than to the other person's concerns. (Joe wants to talk about the raise he didn't get at work; Mary wants to talk about Joe Junior's bad day at school.) This is what I call orthogonality. You can use it to build realistic-sounding dialog that accentuates (rather than amalgamates) the characters' differences. You've seen this technique used a million times in TV shows and movies. David storms into Tyler's office and says: "Why the hell didn't you tell me we lost the Frankenhammer account?!" Tyler takes a sip of coffee and says: "I'm fine, thanks for asking. How about yourself?" That's orthogonality.

So, to the foregoing list of 8 items, you can add two more:

9. Don't use explicit beats.

10. Exploit orthogonality.

There's more to good dialog than just following these rules. But if you follow them, chances are you'll at least avoid having someone ask you (after reading something you labored over for hours, days, or weeks) "Do real people talk like this?" 


If you'd like to take a look at my WGA-registered screenplay, Greeners, write to me. (Tell me something about yourself.) My hushmail dot com address is kasthomas.
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