“Use the Force, Luke.”It’s one of the most iconic phrases in the history of film – and if you haven’t heard it before, you must have been living on a backwater desert planet for the last forty years.
It also contains a valuable lesson for writers. In our latest Writing Insights article, Edward Smith takes a look at how these four words unlock the secrets of the character arc.
And a quick warning if you’ve been living on that desert planet… This article contains spoilers for the original Star Wars trilogy.
We all want to write memorable characters with plenty of depth, and any writer who knows their craft knows that the key to this is the character arc: a process of change and growth that a character undergoes in the course of the story. A character who changes pops off the page and the screen because they are reacting to the world they inhabit, as real people do, whereas a static character is forever nothing more than a two-dimensional collection of traits.
Yet change just for the sake of change is not enough. The very best character arcs do something more: they equip the hero with the qualities they need to emerge victorious. If your thoughts just went to every training montage you’ve ever seen, you’re on the right lines, but to maximize this concept it needs to be taken further. Skills and knowledge are one thing, but gaining the wisdom to make use of what they know – that is what makes a character’s journey truly satisfying.
And this is where we come to our key phrase. “Use the Force, Luke.”
In the original Star Wars trilogy, the character arc is applied brilliantly – and differently – in each of the three films. Luke Skywalker undergoes three arcs, each one concluding in a different fashion, showing us how invaluable it is to fully understand this concept.
Luke starts out as a mere farmboy who could never triumph against the might of the Empire. In the course of his adventures, however, he grows into a hero who is entrusted, in the film’s climax, with the task of destroying the Death Star. Yet even then, even with all he has learned, he comes dangerously close to failure, and it takes a reminder from Obi-Wan Kenobi to make sure he doesn’t repeat the mistakes of those who came before him. “Use the Force, Luke.” Luke now has the wisdom to listen – and is rewarded with victory.
Here we find the character arc used to different effect – in fact, in entirely the opposite manner. After going to train with Jedi Master Yoda, Luke leaves before he is ready despite the warnings of his teacher – and, erm… It doesn’t end well for him. At all. This is fundamentally the tragic form, in which the hero fails to learn what they need to succeed – although unlike most tragic heroes, Luke is lucky enough to escape with his life.
Luke actually has little physical impact on the film’s conclusion. While the Rebellion faces off against the Empire (albeit aided by teddy-bears), Luke is locked in a personal battle with Darth Vader and the Emperor, emerging with a moral victory by having the wisdom to know when to stay his hand. While it doesn’t directly affect what happens elsewhere, his arc is nonetheless satisfying because it has a karmic effect; his moral victory is rewarded within the story by simultaneous success for his friends in the Rebellion.
So what can we learn from this? The original Star Wars trilogy demonstrates how a character arc is not merely about growth, but growth with purpose, giving a character not merely the skills they need but also the wisdom to use them. It also shows how an arc can be used in different ways: to give your protagonist success, disaster, or a moral victory.
So whichever kind of character arc you opt for in your script, you now have all the information you need – just make sure you have the wisdom to use it…
Katie Porter is an aspiring writer, movie lover, and part of the team at Seatup.
The screenwriter is the often overlooked creator of the world we experience when we take our seat in the movie theater; ready to be dragged into the adventure, intrigue, comedy, and tragedy. The anonymity of the screenwriter is part of the attraction for many – living in the spotlight, under the scrutiny of the swarming Twitterati and critics isn’t that appealing to everyone.
There are lots of incredibly famous screenwriters whose work goes beyond the typewriter to other, more glamorous and more famous roles – Quentin Tarantino, Billy Wilder, Woody Allen, the Coen Bros, Francis Ford Coppola.
But there are just as many guys and gals who create the expansive world of our favorite movies – sending us to the extremities of the universe or the stories of friendships and achievements – who are just getting on with their normal lives: putting out their trash, cleaning their windows, and simply enjoying the luxury of being anonymous.
So buckle up, for this is quite an unexpected ride – our list of not-so-famous writers of movies that had big impacts at the box office.
Melissa Mathison wrote the screenplay for one of the all-time favorite family movies – E.T. the Extra-Terrestrial (1982), in which she also played Elliot’s school nurse. She also wrote the screenplays for The BFG, and The Twilight Zone: The Movie, but lived a relatively anonymous life, out of the spotlight – despite being married to Harrison Ford. Unfortunately, she died at the age of 65 in 2015, but her stories continue to spread joy across the homes of millions of families all around the world.
Ted Tally is responsible for the screenplay adaptation of one of the most notorious thrillers of the 1990s – The Silence of the Lambs (1991), rated number 23 in the IMDB Top 100. Based on the novel by the more widely known, Thomas Harris, Tally managed to extract every possible tension, bringing this classic monster movie to a climactic forte on the screen.
The real skill of the screenwriter is to give us enough to maintain our interest and hold off the climax until we can’t bear it – and The Silence of the Lambs is a perfect example of a man in control of the page. Ted Tally is also known for All The Pretty Horses (2000), Mission to Mars (2000), and Red Dragon (2002). After a sixteen year hiatus, he’s back with 12 Strong (2018).
Robert Rodat wrote the screenplay for Saving Private Ryan (1998) – currently rated number 28 in the IMDB Top 100. Very much the action writer, he’s also created the screenplays for Thor: The Dark World (2013) and The Patriot (2000). Away from the typewriter, Rodat has been the Executive Producer and writer responsible for the TV series, Falling Skies (2011-2015).
Michael Blake’s finest movie hour was Dances With Wolves (1990). The screenplay was based on his own novel, and the movie is currently ranked at the number 59 spot in the IMDB Top 100. However, his movie zenith fizzled out almost as quickly as it began – but when one movie wins 7 Oscars, including Best Writing (Screenplay Based on Material from Another Medium), and 36 other recognized industry awards, I guess it’s fine to pull out at the top.
Calder Willingham was one of two writers responsible for the screenplay to the Hoffman / Bancroft classic, The Graduate (1967). His other screenwriting exploits didn’t really shake the world; unlike his writing partner for the movie, Buck Henry. Henry went on to pen the screenplays for Catch-22 (1970), Grumpy Old Men (1993), and Get Smart (2008).
Larry McMurtry is probably better known as a TV writer, having created many TV movies, and mini-series – none of which are particularly notable. However, he wrote the screenplay for Brokeback Mountain (2005) and the novel, Terms Of Endearment – which was brought to the screen in 1983, starring Shirley MacLaine, Debra Winger, and Jack Nicholson, and won 5 Oscars.
David Franzoni wrote the screenplay for Gladiator (2000). His writing credits since have been few and far between, with a single screenplay for the rather mediocre King Arthur (2004). However, his mantelpiece is adorned with an Oscar for Best Picture, and a nomination for Best Writing (Screenplay Written Directly for the Screen), so you could say that he quit while he was ahead. More recently Franzoni has been the Executive Producer for Black and White Stripes: The Juventus Story (2016) – a documentary series.
Nearly all of these writers have been crowned with the glories that all writers strive for, but are happy to remain in the background. And sometimes, that’s for the best, isn’t it?
Being a screenplay writer might not necessarily get you a table in a restaurant, or spotted in the street, but who needs that anyway? For some, the satisfaction of having their work brought to life on the screen is all the recognition they need – as they can drift back into their blissfully anonymous lives.
Katie Porter is an aspiring writer, movie lover, and part of the team at Seatup. In her free time, she enjoys exploring her home state Colorado and plays in women’s amateur rugby league.
The opening ten to twenty pages of your script are so important in really selling top execs and producers your script. If it doesn’t grab ’em, then you got no chance. The first page is the most important of those early pages. The first impression of your script really matters. Here are 5 writing tips from us on how your opening page can stand out and shine from the rest…
1. STRIKING VISUALS OR AUDIO
Find a striking image, sound, or quick sequence of events to start on. If you can immediately make the reader visualize or “hear” your script, it makes it so much easier for them to visualize the rest of the story.
2. NAIL THE GENRE
You need to immediately establish the genre. In some ways, you can combine this with Tip #1 (sci-fi is a great genre for this). But sometimes you need to immediately set the tone of a tense horror, or the light-heartedness of a rom-com with how you write, and how your characters act.
You got a sci-fi? Show us some cool advanced tech. Horror? Give us a murder scene. Rom-com? Give us a visual that we associate with romance (sunsets, weddings, restaurants) and throw some funnies in there.
3. AVOID THE EARLY ICK
You don’t wanna put off the reader with anything yucky. Whatever happens on page one sticks with the reader throughout the rest of the script. You don’t want something icky to stick with them, do you? You have to make us care before you hit us with anything vicious, sick or distasteful
Generally, keep things subtle and ambiguous. If you want to set up a murder, avoid showing and describing the actual act with too much detail.
4. PLEASE NO VOICE-OVERS
You wanna do some world-building, set up the story, tell us all about the characters. I get it. But please, please, please try and avoid voice-overs. they just ooze with laziness and lack of creativity. Ditto for title cards, by the way.
Same goes for info-dump title cards (at the beginning and end of the script – especially for biographical stories…) Your script should be providing all the necessary info the story needs to. These types of voice-overs and title cards should not be necessary for a good script.
5. TRY TO AVOID DIALOGUE
If you don’t start with a strong image, then you’re probably beginning with a dialogue-heavy exposition scene. Bad. If you can effectively open your script without dialogue then you’ll more likely hook whoever’s reading your script.
These all fit in with each other, too. If you’re avoiding dialogue, then you’re avoiding voice-overs. Your striking image can also visually announce the genre of your script and set the tone; a horror film can start with a gruesome murder, for example. Don’t overdo it on the visuals, though. Don’t give us something too visceral and gratuitous – that’ll either put us off with the ick, or give too much of the game away. It’s a delicate balance to manage, but such good practice to get into.
Pretty straight-forward writing tips, right? Seems so obvious now that you see these written down, but you will not believe how many writers fall into the trap of lazy voice-overs and give us no idea of what the genre is.
Jamie White continues his thoughts on writing for video games. This time it’s all about the difficulties of writing open world games…
Up until now the games I’ve talked about have had a very linear narrative structure. The gamer doesn’t really have that much control of where the character goes or what they can do. That’s all about to change as we look into what is possibly my favorite genre of game – open world sandbox RPGs.
OK, it can be a bit of a mouthful, but these types of games (which I’ll just refer to as sandbox games) are usually the most immersive. They offer the player a variety of options within an open world setting – you can create your own character from scratch sometimes, mix and match weapons, and perhaps most importantly, nail your outfit. That might sound kinda silly, but giving the player that little bit of control allows them to put some of their personality into the character.
So why are they called sandbox games? Well, as always, Wikipedia puts it best…
“A game in which the player has been freed from traditional video game structure and direction, and instead chooses what, when, and how they want to approach the available content. The term alludes to a child’s sandbox without rules, with play based on open-ended choice. While some sandbox games may include building and creative activities, they are not required. Sandbox games generally employ an open world setting to facilitate the player’s freedom of choice.” – https://en.wikipedia.org/wiki/Glossary_of_video_game_terms#osandboxgames
So, in short, you can do whatever you like with sandbox games – as long as you stay inside the sandbox and only use the sand and really cool customizable plastic shovels.
A collection of various sandbox games.
I also mostly find that these games have some of the best storylines. Whether it’s the more recent Horizon: Zero Dawn or Nier: Automata, or classics of years gone by like Red Dead Redemption or GTA: San Andreas. The big issue for writers when writing for these types of games, though, is side quests.
Think of side quest as sub-plots. Some are more related to the main plot than others, while some are simply hunting and/or gathering missions. What they should always be, though, is interesting. The escort side mission has become the bane of many gamers’ existence (it’s just so damn annoying!) and finding specific artifacts or plants to complete a quest is just super tedious and unimaginative. These types of missions can add some needed variation to side quests, but finding several unique ways to handle them can be a tough task for writers.
An even tougher task is how the hell you actually write these types of games. And much like the narrative focused games I looked at in my previous article, there isn’t a set way. You gotta go with whatever makes sense to you. But, I do have a suggestion.
Sandbox games are comprised of, essentially, two plot arcs: A) The main story and B) the side quests. Sometimes these side quests only become available after you’ve reached a certain point in the main story, or after you’ve unlocked a certain weapon, or whatever, so how can you writer both into one document?
Well, you’re familiar with those “Choose Your Own Adventure“ novels, right? The ones that say “Turn to page 36 to follow the dragon”, then you turn to page 36, get killed by the dragon and quickly turn back to the previous page. Well, I think you could follow a similar sort of format.
Start out writing the main plot as you would a regular script. Then, when you get to a place where you think “hey, I can add a side quest here”, make a note like “SIDE QUEST “A side quest served cold” now available. Turn to page 124 for narrative”, then carry on with the main plot. You could either then finish the main storyline before adding the side quests, or add them as you go.
Again, it’s best to do it however you feel comfortable. While there’s strict format for screenplays, that is not really the case for video game writing.
Most importantly, though, especially for new video game writers – stick to writing the main plot. Don’t take the Skyrim route that has several big plotlines and what feels like millions of side quests. It can be exhausting to play, so I can only imagine how it would be to write…
If you wanna write your own video game script and enter it in our Spring Contest (we allow video game scripts now!) but aren’t quite sure on how to approach it, just get in touch! Maybe we can end up doing a Q&A sorta thing…? We’ll see!
I wanna also talk about why you film and TV writers should not look to adapt video games into mainstream consumptive media, but that’s an article for another day…
With the recent arrival of a new Elite Mentor joining the team (one who specializes in video games), Jamie White continues his look at how you can be successful at writing for video games.
After looking at the linear narrative to the Call of Duty games last time, I thought the next step would naturally be to look at games with an over-arching narrative, but with hundreds, maybe thousands, of variations and combinations.
For me, the story is almost always more important than gameplay. Of course, there are various examples where it’s the other way around (looking at you Bloodborne) but the story and characters are the most important thing in video games, as they should be for any medium.
And so, that’s why I love TellTale games, Life is Strange and Heavy Rain. These games can be played by any kind of noob, by a child, or even your dog. These types of games mostly rely on you just pressing buttons to choose one of four dialogue options or performing “Quick Time Events”. I’d hesitate to even call them games – more like… interactive movies. And you know what? That’s fine with me.
But these types of games are much more difficult to write than the linear narrative of Call of Duty or the Injustice games. Looking primarily at TellTale, they employ an episodic format for their game releases. So, The Wolf Among Us will have 5 episodes, or their Game of Thrones game will have 6 episodes, which are released every 2-3 months. But the seemingly impossible task comes from the amount of choice you have within these games. Choosing from 4 dialogue options is no exaggeration, and there will be a LOT of conversations throughout the game – sometimes they force you to make a choice (to kill one guy or another, to burn a magical tree or not).
The secret with these type of games, though, is the choices and dialogue options don’t really matter. They give the player the “illusion of choice”. So, you can easily write the basic outline of the plot, then go back in and decide where you want to have multiple dialogue options. Go back and write in a QTE as you would an action scene – but remember, the player can mess these up, so you’ll need at least two outcomes for each action the player does (or fails to do).
Check out this video to the opening of TellTale’s The Wolf Among Us. This is the very first thing the player does. It’s a great intro to both the series, the game, and the game type.
Just a warning there is some violence, swearing, and a talking frog in this video. So, you’ve been warned.
I chose The Wolf Among Us for a couple of reasons. A). I love it. I love the story, the concept, the tone, the themes. It’s brilliant. Go play it, or at the very least, watch the playthroughs. It’s worth it. B). It showcases really well all the elements of a “Branching narrative” game.
Just note how many multiple-choice options there are, how many places the player can actually screw up. Then think about all the potential consequences and outcomes to each different dialogue choice or failed action. There’s a lot, right?
The best advice I can think to give if you want to write this type of video game is… How would you (as an individual) find it easiest to write this opening scene from The Wolf Among Us? There’s no right answer. You can use Celtx (format it as you would when two people talk at once, then do the same for the replies), or Excel (put each dialogue/action option into a separate cell), Word, a flowchart. Whatever you feel would be the most efficient way to map out multiple dialogue and action options FOR YOU, is the right answer.
And if you feel a little overawed by this task, take a look at the time of the video linked. It’s just under 2 hours. Almost like a film! The episodic format of these types of games allows you as writers to use episode one as a learning curve. You find out the best way you write this type of game, take a break, then get going on episode two.
Next, I’ll look at open world sandbox games, tell you to stay away from writing things like Skyrim, and why make your own adventure novels could be an inspiration for writing these types of games.
Our new contest is almost here! And before we announce it we want to draw your attention to our NEW special prize… with the first of our new series of articles about WRITING FOR VIDEO GAMES by Jamie White.
I love gaming. It’s one of the few ways that I can truly turn off from the outside world, and relax… well, mostly (Fifa and Overwatch have given me my fair amount of stress!) Even watching films I can’t fully switch off. Maybe I’ll notice some blatant exposition for no other reason than to be exposition, or I might simply note to myself “shot, reverse-shot, shot”.
Gaming Is different, though. I become fully invested in the protagonist and their story because, as silly as it sounds, I AM the protagonist. It’s my story. I am experiencing these things because I am controlling this character freely and the character’s progression depends entirely on my own.
I’m sure I’m not the only one who has this same experience… and it’s great that we are now accepting video game submissions! So, I decided to look at a few games and note down how you can take similar aspects into writing your own video game script…
ONLINE FIRST, STORY CAMPAIGN SECOND
Online multiplayer games are incredibly popular and are possibly the most profitable type of games as it offers a unique element of competitiveness to them. You can actually test your true capabilities as a player. Now, this “loot box” fiasco has taken some glory of these types of games (sarcastic clap for EA) but these are still viable games.
For me, the one gaming franchise that comes to mind when you talk about online modes being more important that the story is Call of Duty. While the golden age of CoD has faded, with some ridiculous and over-zealous stories, they continue to be popular. Why? Online modes. Whether it’s a straight-up team deathmatch or the infamous “CoD zombies”, Call of Duty games continue to sell for their online games modes.
But they still contain story campaigns, and rightly so. They may not be the main draw of the games now, but they’re still vital elements to their marketability. The way these games utilize their stories could also be the easiest way for new video game writers to get involved with the medium.
Note: I haven’t played a Call of Duty game past Black Ops, so I’ll be mostly referring to Modern Warfare 1 & 2, World at War, and Black Ops itself.
Now The way the stories work in these types of games is fairly simple. There’s one narrative (maybe two) that goes from A to B – much like a regular, linear screenplay. The difference is the scenes of this type of video game script would be HUGE. You should treat your scenes like levels in a video game (sounds obvious, but it really is the best way I can put it). The levels won’t last 10 seconds like some screenplay scenes, but closer to 10 minutes, and probably even longer. Check out this video of the first level to Call of Duty: World at War.
That opening is close to two minutes long – that sets up the premise of the entire game. There’s another “cutscene” that acts as an intro to the level itself – another 30-40 seconds there. That means the level itself is around 10-12 minutes long. Consider that a scene for your video game script and compare it as a regular feature script scene – that’s a huge difference. Saying that, that’s the only real difference. Take note of how certain NPCs (non-playable characters) only appear or act when the player is close by – see how that would be scripted? It’s very cinematic. Very filmic.
If you’re new to video game writing, you should definitely take this sort of approach.
Next, I’ll look at a couple of games where the narrative is imperative but gameplay takes a backseat, and how that could be much more complicated than this method.
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Quotes and Writing Tips
Nearly all of the successful scripts began with a strong image (or series of images), and nearly all of the less successful ones didn’t. If you don’t start with a strong image, you’re liable to begin instead with an exposition-heavy dialogue scene – which is likely to draw attention to a number of minus points against you in the mind of your reader.”
I was a finalist in your 11th International Competition. I often include this in my cover letters and it has opened many doors. I am now a working writer with a horror in production with a Tokyo studio, plus another project receiving funding from the British Arts Council body - Film Agency for Wales. Part of this success is due to your competition. Would you like to run an interview with me in your Hall of Fame section? It would give me some publicity for my next project "The Green Grounds"...
All the best, Jon Mitchell
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