Showing posts with label how to. Show all posts
Showing posts with label how to. Show all posts

Friday, March 23, 2012

Writing Theory - The Circle

Today, we focus on some writing theory. You may have seen this elsewhere, or seen it in pieces, but I rather like this method (it is not my own), and thought some of you could benefit from it.

For this, you'll need:


  • 1 legal pad (or blank piece of paper)
  • 1 pen
  • 1 name for a character 
Now, draw a circle on the paper.
Now draw a plus sign in the circle, to create four quarters. (Divide the circle in half vertically then in half again horizontally)
Now number the ends of the plus with 1, 3, 5, and 7
In the middle of the quarters, number 2, 4, 6, and 8

It should, basically, look like this:


This is a cycle, and we're going to go through the numbers clockwise. By the time we're done, you're going to have a  good idea about the development of your story.

Note: This applies to all kinds of fiction - from screenplays to novels to big epics to cave paintings - anything where you have a character and a mission to do something.  

Let's get started.

1.CHARACTER
 You're going to start this off with a character. I like to use protagonists for this, but it's also possible you use an antagonist for this, depending on your tone or your objective. You want to stay away from using secondary characters here, because they don't really need so much attention. 

The character starts at the top of this chart as we find them at the beginning of the story. Understand that the state we have the character at Position 1 is NOT going to be the state we find them in after Position 8. 

Also understand that if you go through this wheel several times (say it's one character over a series of books), that each Position 1 is relative to the start of the respective book, and it's not always going to be the stripped down Book-1 version. 

2.NEED (AS EXPRESSED IN PLOT)
This is the conflict or problem the story has put forth to challenge the character. This isn't so much their internal desire, this is more like the plot of the book. For those people writing series, try and keep this to one book at a time -- being too broad here really waters down the efficacy of the subsequent numbers. 

If your story has twists or big reveals in it, then Position 2 is where you document the most complete and most knowledgeable plot of the book -- after all the twists, after all the misdirects, whatever the challenge is, goes here.

So, for something like The Usual Suspects, the plot isn't so much "To let Kevin Spacey get away with it", it's to "have the detective/audience understand what happened" 

For something more linear, like Donkey Kong, it's "To have Mario rescue his girlfriend (Who wasn't Peach) from a gorilla."

3.GO (TO THE UNFAMILIAR) 
It doesn't have to be literal, this isn't quite Campbell's overdone Hero's Journey, but the idea here is that you take the character and put them in an environment/situation that they're not used to. An environment/situation different than what they're used to from Position 1, and as we learned about in Character 101, this should be  filled with challenges big and small for the character. 

The comedic route is to make this an issue of extremes - the milquetoast suburbanite in the ghetto, the rugged outdoorsman in the big city, the disconnected pair of lovers in the wilderness, that sort of fish-out-of-water element plays well comically provided you stretch it far. 

In more serious work, this represents a larger context for the character - the character leaving their familiar confines for new and larger surroundings. It provides a sense of expansion and intimidation, while also offering hope that along with the challenges come rewards. 

4.SEARCH 
Here, the character is going to struggle. Not to their lowest point of their progression, hope isn't entirely vacant here, but they will be tested. They will have to adapt to the new environment, and initially that process won't be comfortable. Over time though, they'll become more comfortable and more accustomed to the new environment so that they can expand their comfort level and possibly develop satisfaction in themselves for obtaining new skills.  

Position 4 is about the act of the quest, the progression from starting-point to further-along-point and the improvement of the character along the way. This is NOT about the specific item or knowledge that will make them better, because...

5.FIND/DISCOVER 
Position 5 is all about the item or knowledge they need to improve. For the stranded castaway, it's the making of fire. For the nervous lawyer in court, it's the discovery of the witness or a legal precedent that will change the tide in their favor. 

Critical here though is the idea this: In Position 4, they didn't know the "thing" existed, in Position 5 they find out it exists and....

6.TAKE 
In position 6, the hero goes and gets it. He makes fire, she finds the legal precedent, the boy pulls the sword out of the rock. Ideally, Position 6 is made possible because of the confidence gained in Position 4 and the character benefits from the knowledge or awareness in Position 5. This is a pretty "hooray" moment for the character, and can very easily be the climax of the whole story if you wanted it to be, but often this can just be a moment of hooray on the path of the story. 

In RPGs, this is the item gained in a dungeon crawl, or the loot from a boss fight. 

7.RETURN 
The character is confident (Position 4), aware (Position 5) and armed (Position 6), and now they can go back to the environment (Position 3) and complete the plot (Position 2).

Like Orpheus, this is the character's emergence from the trials thus far back to the environment he calls home. In some stories, this means they'll go all the way to the village he was kicked out of or they'll just go back to their "newer" home because they've matured/grown/developed independence from their old ways, and possibly can't go back (either metaphorically or literally).

This can be a whole part of the story, like a return to areas previously thought dangerous now made easier because of equipment and experience gained, or it can be as simple as transitioning the story back to the bigger world. 

8.CHANGE. 
Lastly, the character is able to take on the plot, and (depending on how you want it to play out) possibly succeed. To reach this point, you had to go through all the preparation of previous positions (alliteration!). Without the equipment/knowledge acquired in Position 6, without the struggles and adaptation to a tougher environment of Position 4, they wouldn't be as ready to take on the plot as they first heard about it back in Position 2.

How would Harry defeat Voldemort without any of the knowledge from the middle of the series? (Sure you can argue that all he needed was 'Expelliarmus' and Horcrux knowledge, but he had to gain those at some point.)
How would Indiana Jones be able to find the Grail without going through the harsh lessons of his youth? 
How would James Bond be able to defeat...whoever he defeated if he didn't have the invisible car? (Seriously, dude had an invisible car...and fought someone on a glacier or something. I kinda blanked on some of the Brosnan films)

The point here is that the character has come full circle in some senses, but is on a whole new circle as well. Yes, there's the plot to contend with still, but there's also a visible set of benefits and consequences gained from previous actions. The character has matured, our understanding and appreciation of them has deepened and the story can move forward, through the plot and into resolution. Or even into subsequent stories, if you want to repeat the cycle with a whole new plot, and build forward. 

If ANY of this is unclear, let me know. Leave a comment, write me an email, catch me on Twitter.

Happy writing.

Friday, February 3, 2012

Writing/Gaming - Character 101 - Part 4 - Morality

Good morning everyone. We're continuing Character 101 today, so if you need to catch up on the previous posts, go here and here and here.

Today's a little crunchy, so you might want to get a glass of water and read this a few times.

We've so far looked at what can best be described as external qualities. We've talked about the world, some character description and some character abilities. Let's get into this though, let's be serious about our craft and our characters and make these creations live and breathe. I mean, you don't have to, but I think it'll help you out.

Today's Character 101 rule can be expressed like this:

A clear and distinct morality, set of principles and philosophy that an audience can see tested and explained throughout the story

Keywords:
  • clear and distinct morality
  • set of principles and philosophy
  • audience sees it tested and explained THROUGHOUT the story


When I was a young writer, I was mentored and taught by a great man, fiercely brilliant, absolutely not governed at all by anything other than his own rules and one of the most encouraging teachers I've ever experienced. He's long dead now, but this lesson, and most of Character 101 is my homage to him.


We start with a quote of his.
"Characters have beliefs; even if they are not expressed by the author or conceived of in great detail there exists within each character a philosophy, even if that character is built with a single purpose or for a single instance. "


What I didn't understand about that quote, where the magic trick is in that quote is the idea that characters have beliefs even if I (the guy who wrote the character) didn't flesh them out.

Hearing that as a punk kid, that sounded stupid. Characters are things I made up, right? They occupy the spaces I give them, do what I tell them? Sure, they can do that. They can be puppets who follow scripts and linear actions like stiff automatons. And when you're a bit of a control freak, or scared to do anything other than express control, that's great for characters.

Move your chess pieces. Watch them dance on your strings.

Over time, with practice, with experience, with heartache, with passion, you don't have to control them. They're more than just extensions of a single part of your personality or just creations who follow some simple program. They are partly fueled by your imagination, and when you take that off the leash, you'll be amazed by what you can discover characters do.

I didn't get that when I younger. It sounded florid and spacy and I probably said it was "kinda gay". And then I grew up and learned that there's more to writing than sitting in place and typing for six hours, but also that there's nothing less than that too.

That quote clicked for me when I was reading a comic book. I was upset, I was alone, I was pissed off, and I was reading Batman. And for whatever reason, perhaps because it was a visual medium, there was more said in a look between characters than you can ever do in a block of text.

It was like the story was occurring even when I wasn't reading the comics. Like the characters had things happening while I was reading Superman, watching TV or wishing I was anywhere other than where I was.

Big click.

When that quote says“explained” it certainly does NOT mean that the simple statement of beliefs is given in exposition, although there are times when it can be advantageous, depending on style or nuance -- But you don't have to have some big block of text saying "THIS IS WHAT I BELIEVE IN" because you're supposed to be better than that.

Leave it for dialogue; leave it for the emotions and subtext. Making it too clear, too visible, when the story by nature does not support it, cheapens it. It turns characters, who you create to be as close or better than humans you co-exist with, into caricatures and parody. And in gaming for example, it makes you sound like one of those bad RPGs where people only can say things like "It is nice day here yes in City?" and other Engrish.

No genre is spared the necessity of characters with morals. Not even in the most lowbrow crude comedy is there a character devoid of ambition based on a belief, even if that belief is something as small and finite as “I’m going to lose my virginity before the end of the school year.”



Everyone believes in something. Figure out what, and you'll also discover how to express that belief to the audience.

So, the question then becomes, how do you create that morality? How do we develop philosophies for characters?

Here are two methods, described below:

Actions -> Reasons for Actions -> Philosophy
(What)      (Why Do The What)      (What Gets Believed)


&

Stated belief > Action in defense of position
(Say It)             (Do Something About It)

First we have an action-oriented approach, something that works best for characters of  small purpose or minimal import. By looking at their actions, we can develop reasons for the actions, and from those reasons, create a philosophy.

The guy/NPC/background mook who cheers on the heroes during a fight, does it because it shows that the heroes have support. The random person who tells the detective something in passing that resonates seven chapters later. That's an action provoked by a reason that in turn becomes a philosophy. 



This is a clear, causal relationship that we can understand especially when not all characters have more than one or two things to do or say.

However, as we add complexity and depth to the characters and situations those characters find themselves in, we must shift from the clear A to B progression and try the reverse: that a stated belief leads to an action.

While this is more complex in a writing capacity, it is more intuitive as people, because we interact with people based on their statements and pursuant to their actions.


You go out with the guy because he makes you laugh because he does what he says he does. You married your spouse because she made you feel something positive on a consistent basis. You hang out with those people because you all share a hobby or believe in the same principles. You think that librarian is great because they helped you when no one else would even give you ten seconds of attention.

You decide what you believe in, then you go do something about it. (Here again, we see Rule #1 - Writing Is The Act of Making Decisions) If you do it, the character(s) can do it.

To reach these decisions, you must BE the character, giving them full faculties and capabilities independent of the story and the context of the story. Yes, you can argue that it is the story that shapes them, therefore you must put them into context, HOWEVER you must divorce the character from the story and the plot when you create the character. The proximity to the current story, and the temptation to use current-story material is too great a risk for the writer: how easily our characters become malleable when viewed only in the current plot.

Because our characters are our reflections, shadows and desires put into text, we must make all efforts to see them as living breathing beings that only happen to exist in our minds. I am not advocating schizophrenia, but rather a full-fledged imaginative experience, creating an idea so complex and rich with detail that it exists for more reasons than a single plot warrants.

Remember: This is a cooperative process, a great contract you’ve entered into with your reader, so please, do your part and make your end as interesting and exciting as possible.


Gamers embody this in the most obvious of ways, assuming to even ACT as the characters to drive the interactions. I do think writers would be well-served to try a little role-play now and then...and if not, at least go talk to people who excite you about whatever you love. It's a lot easier to do this when you're fired up than when you're dreading it.


So what can you do about it? Have you ever tried writing down what you believe in? Get that legal pad, get to writing. Do the same thing for the big characters. Try to do it for the small characters, even if it's just one line (the politician wants to win the election at all costs, the grocer wants to retire happy) related to the plot. The more you can list, the richer that character becomes and the less 'like a character' they are.


I end today with another quote (Sid had great quotes)

"Characters, John, are what we have when we're not thinking about what WE can do but what WE want to make happen."


Happy writing. Enjoy your weekends.




Friday, January 27, 2012

Writing/Gaming - Character 101 Part 2 - Character Description

This is part two of the Character 101 series. The first part is available here.

Earlier this week, we talked about the importance of defining a world and having limitations within that world so that a particular character can be tested, and hopefully overcome those challenges.

While that's great advice, I'm sure many of you have said (and judging by my inbox, some did) "That's great but what about the character? How can the first step in character building be about anything other than characters?"

I point here, as I did to those who asked that for better defined characters, their world is as much a part of them as their clothes or eye color. Batman has Gotham and the Batcave. Superman has Metropolis and Krypton, Harry Dresden has Chicago, Coburn has his apocalypse.

If you can find me a well-crafted character where their world is not a part of them in an intrinsic way, please let me know, I'm curious.

Today, we look at something very concrete and very directly tethered to character.

The rule for part 2 can be summarized like this:

A description that contains audience-relatable elements of either a physical or emotional/mental nature

Your keywords here:

  • audience-relatable
  • physical
  • emotional
  • mental
We have all read poor character descriptions. I don't mean descriptions that are intentionally undone (where the author chooses not to give details so that the audience can paint their own pictures), I mean descriptions where they give all the components poorly.

Like here:

Terry worked long hours at the dock. He was a blond, although dirty in both hair and skin. He was tall, but no bigger than the others he worked with. He was strong but not weighed down with muscle.

Yes, I made those sentences up, and yes, they're really bad, but they're bad on purpose. Notice how the description starts with Terry's occupation...an all too-common notion is that if we (readers) know what a person does, we can pigeonhole them. (We make blanket statements that someone of X job looks a certain way, or that by describing someone by their profession, we eliminate a lot of other allegedly relevant descriptors -- and by extension, when you mash a profession onto a set of descriptors that seems inappropriate, you create dissonance and a disconnect for readers)

From there, we move into a messy attempt at double-meanings, trying to tie 'dirty blonde' with dirty-from-work. We end with two ruinous sentences where the respective second halves cancel out the first halves. If a character is no taller than others, then they're not tall. 'Tall' is only capable if you have something not-'Tall' for comparison.

When describing something, the majority of the words used can create perspective. And the use of that word creates a proposition that an opposite concept also occurs. (You cannot understand up if you don't know down, or wet without dry). The character doesn't need to exist in both states, but they do need to exist in whatever states you say they do, and consistency is key. If Terry is tall, then he's tall compared to something-to-be-named-later that is "short". Don't trust that the reader will intuit their own perspectives (I'm talking to you game people -- there are mechanics and dice to resolve these issues) and come to the same ideas you have. 

If you want the character to be a certain way, be decisive and clear about it. Game people, if you want the players to act a certain way, then you need to be a little obvious that the particular situation you're putting players into has clear options (even if there are many many options, make that clear).

Returning to the specifics of description, readers look for 3 types of description. These don't need to be successive, they're not hierarchical and you don't need to do them all at once, but you do need to do them at some point before you get too far into your work.

I. Physical - This is everything tangible and directly observable about the character. The goal is not to drown the reader in  broad information too quickly (then statements get lost and it detracts from importance) but rather provide for them multiple concepts for them to attach to (this is a variation of Velcro theory - you supply them concrete details that they affix their edduced aspirations onto).

II. Emotional - This is a subcutaneous level of description, wherein you describe how the character feels at whatever moment they're being witnessed. If we're on page 30, and the character has just discovered their best friend's wife murdered (hours after sleeping with her), then you can provide us the sum total of emotions up to and including page 30. Yes, this whole story might be resolved by page 340, but here on page 30, we can only work with what we have to date. 

Gamers, do not overlook this level of detail - as your NPC emotions are most often impacted by interaction with PCs and all manner of circumstances around pre-existing agendas. (The megalomaniac going to blow up the city is going to have an emotional reaction to the players diffusing his bomb, for example)

III. Mental - This is a harder nut to crack, unless you're writing in the first-person and can use your exposition to develop this. Mental description is a sense of how more than what specifically a character is thinking. Yes, in the immediate sense, the what should be apparent (it's relevant to the scene/moment), but because sometimes characters aren't actually powered with cogs and drive-belts, you only get a secondhand sense of "gears turning". 

Mental description is a chance to see the character's planning skills, their intelligence and their understanding of motivations and consequences in action. This is commonly expressed in mysteries as the moment when the sleuth gathers all the suspects together and explains who the killer is. Or the final moments of a heist when the mastermind reveals the plot has been on-going since page one, sentence one. 

The composite of these three factors builds a full character. To get you started, here are some questions to fire up your character forges:

I. Physical
  1. Aside from the obvious details of what the character looks like, what traits are they proud of? Ashamed of? Effort to hide? Effort to show off? 
  2. What things would this character change about their appearance if the circumstances allowed it?
  3. How important to the character are the aspects of his physical description? Does he value his height? Does he identify himself by his physique? Does she draw pride from her eyes?
II. Emotional
  1. What gets this character out of bed in the morning? What would send them running back beneath the blankets for a do-over?
  2. Can you identify your character's three most frequent emotional states? What causes each one?
  3. Imagine a fight between this character and their nemesis. What buttons are getting pressed, and whose doing the pressing? Now imagine this same fight between this character and someone they loved.
III. Mental
  1. Is this the sort of character others go to for help and guidance, or is this a character who seeks out others? (Or are they only seeking others out for approval of their own plans?)
  2. How far ahead does this character plan? Does that plan include contingencies? If you had to sum up the character's planning ability in a word, what word would you use?
  3. Does this character overthink? Does this character fly by the seat of their pants?

I hope these questions help you, I have others if you're curious. 

Next week we'll add more to characters, and I'll revisit our sample character Timmy. Enjoy your weekend.

Happy writing.



Monday, January 2, 2012

Pitch 101: Part 3 - Velcro Theory and the Audience

This is part 3 of an on-going series on how to pitch your product. Part 1 and 2 are available here and here.

Happy Year of Our Alleged Impending Apocalypse! If there was ever a catalyst for you to be productive and successful, it has to be the chance that suddenly all life as we know it could wink out of existence. It's practically a Doctor Who plot. In fact, I think it was.....

So, let's move right along to Part 3 of Pitch 101, and build on what we already know about USPs (Unique Selling Points) and types of pitches. Today, it's going to get a little tricky, as we'll turn the pitch around and consider it from the barrel-end.

Have you ever asked yourself what the audience hears when you pitch? If you've ever pitched to me, you know I have this...quirk/habit of making very clear whether or not you have my attention. This is remarkably helpful for people, but not everyone will have such a transparent audience.

I know the assumption is made and repeated in lots of books and websites that you're fighting an uphill battle when you pitch, that you have only a few gasps of air to relay, hook and interest your audience, and while that is occasionally true, I do have to tell you that the majority of that fear-mongering is designed to drive you deeper into those books and to rely on them, rather than your own natural abilities to be interesting and appealing.

When you pitch, you're not fighting a losing battle. You may have already lost, if your thinking is so negative or sentimental or emotionally suggestive, but the actual act of pitching, the speaking and exploring the idea is not a lost cause. Just as earlier we talked about the foundations of the pitch as being USPs, now we consider the foundation of your target audience-- Interest.

Let's assume you've got three products: A book, a script and a game. For the sake of future arguments, let's say they're all related and that you're developing a "property" (fancy way of saying you're thinking of stuff, write that down and impress your friends) about....Eskimo Assassins.

In the novel, you tell the story of Tim, the Eskimo Assassin sent to Washington to kill a corrupt senator.


In the movie, you tell the same story, but throw in a B-plot about how Tim falls in love with the senator's daughter, saving her from her father's tainted legacy. (Yes, I did totally roll my eyes when I wrote that.)


In the game, you offer the chance to BE Tim. 

We come to the first idea of the lesson:

I. Know the audience. I like the word 'know' more than the word 'consider' here, because you have to be a little deeper and diligent in your thinking. You have to know the sort of people you're talking to, and know what makes them receptive and what turns them off.

In the above 3 products, you're not talking to the same audience 3 times. The book has one group, the script a second and the third a completely different pool. Yes, they may overlap in some regards, but many of those overlaps don't really concern your pitches (they all wear socks, they all think the Star Wars prequels are awful, etc)

Here's the second idea:

II. Find the 'hook point' of the audience. When you think about your audience, the ideal group of people/consumers/aliens/humans who have purchased your product, there were several things that led them to pick up your creation and give you money for it. But of all the factors that contributed or led to the sale, ONE was special for them. That one item (hopefully a USP) 'hooked' them. 

A hook point is the moment where they shift from aware-of-your-product to interested/wanting-your-product. Ever audience has them. When I say audience, I mean at both the macro (group) and the micro (the individual) level.

This is where people freak out. They see that they have to hook the audience, think that their material is rubbish, think that they cannot do it and despair. Common thinking. Absolutely wrong thinking, but it happens.

Write this down, stick it on the wall of the room where you work on your projects:

Velcro! Be the velcro!

Third idea:

III. Velcro theory. When I was a kid, velcro was a godsend. It took me quite a while to get comfortable tying shoes, and years later, that memory of the texture and sound of velcro has stayed with me.

Velcro works by connecting little loops with little hooks.

I'll say that again -- little loops with little HOOKS.

HOOKS. And loops.

Your pitch has hooks in it. Your audience has loops. That audience wants to grab onto the pitch and stick to it, following it along until they're buying your product late one night in a posh hotel suite on their way to a party. (or something, I don't know where you guys buy your games, but hey, it's life)

Build your hooks out of the USPs and whatever your natural talents are. You do have them. You may speak well. You may smile and be beguiling. You maybe express visual ideas clearly. You know your talents. Apply them to expressing your USPs.

The loops you're trying to snare are the interests of the audience, which you've discovered by knowing the audience. That book agent you've just queried, do you think they really have the time to read 800 words about Eskimo Tim? NO. You need to get right to the heart of the action and the story.

The movie producer with the checkbook? They're looking for beats and character growth. Movie Eskimo Tim better have that.

The game purchasing audience? Layout, boobs occasionally and some interesting mechanics all help. (And nice paper....and PDF support....etc) RPG Eskimo Tim has to hit some key targets

Practice making velcro. Get some paper, divide it into two columns. Call one column "Me" and the other "Them" (or if you want to be professional "product" and "audience")

Down the Me/Product column, list your USPs.
Down the Them/Audience column, write out who that appeals to. (Name them)

For example:

Eskimo Tim is a character with a troubled past
-----  people who enjoy stories about redemption


Eskimo Tim RPG is a game with dice pools and incentives
------ people with a large number of d20s


You're going to really be comfortable with Velcro for Part 4 - Pitch Autopsy.

Happy writing.




Thursday, December 29, 2011

Pitch 101, Part 2 - Styles & Components

This is Part 2 of Pitch 101.

Previously we talked about the Mindset and principal ingredients of the pitching. Today, we're going deeper. Not quite Inception deeper, but definitely more intensive with our exploration of pitching.

What I have for you today is 3 kinds of pitches and what they're made of. There are in fact more than 3 types of pitches, but I thought it easier to explain these three rather than just dummy up five or six examples and pick them apart. I would rather you learn to build your own than just learn how to knock down existing structures.

Type I: The Emotional Pitch
Designed to answer the question "Why should I pick up this product over a competitor/alternate choice?" The emotional pitch deals more in emotion and sweeping the listening audience into a feeling or state of interest by using more evocative rather than declarative language.

A Sample Emotional Pitch
"Superman is a movie where the character is...super. Fighting for truth, justice and the American way, we follow the nearly impervious Man of Tomorrow as he goes toe-to-toe with Lex Luthor his greatest opponent. With every leap and flight into the air, you'll believe again in what makes good versus evil so compelling."

Yes, that's not my best pitch. It's sort of last minute, as I was originally going to pitch you a product that isn't on shelves yet, then decided it's probably not a good idea to reveal it, since it's not actually my product.

But let's take a look at the above paragraph and see what we have. Whenever you want to build a pitch (or deconstruct one) look for USPs (Unique Selling Points, we talked about them in Part 1). In an Emotional Pitch, also look for the 'appeal to the audience' and the 'emotional language'.

The 'appeal to the audience' is where the pitch either talks directly to the audience or makes a claim that satisfies a presumed audience need.

The 'emotional language' is usually the adjectives or phrases that make the audience feel something. The 'something' is deliberately chosen (Happy language makes you feel happy....etc) and is most often a stumbling block in pitch construction because authors/creators think a sentence or phrase conveys one feeling, when in fact, it says something different.

So, what do we have here?

USPs

  • Fighting for truth, justice, the American way
  • nearly impervious alien character, Superman
  • has an arch-nemesis, Lex Luthor
  • Superman leaps and flies
Appeal to the Audience
  • "WE follow"
  • "You'll believe"
Emotional Language
  • "You'll believe again in what makes good versus evil so compelling"
  • Fighting for truth justice and the American way presumes those things aren't present enough in society
  • An alien character leads us to project onto him our deeper desires and interests - we'll humanize him
An emotional pitch is great for getting people to pick up your product over a competitor's, or for demonstrating that you're passionate about the product, without having to expose any sense that maybe you're not comfortable talking about 'what's under the hood'. You don't need a deeper level of mechanical understanding to operate an Emotional pitch successfully. Passion wins. 

Type II. The Mechanical (or Practical) Pitch
Designed to go into the substance of the product, the Mechanical Pitch extols the facts of the product as USPs. It answers the question, "What does this product have that other products like it (or other products I'll see later) don't have?" and it indirectly answers, "Why should I own this product?"

This is most often the pitch used for selling now or used cars (for example), because it's easier to construct than an Emotional pitch and allows the creator some distance between themselves and the audience. 

A Sample Mechanical Pitch
"The Pyromatic 6000 is the tool of the future, the indispensable device that will reduce yard work to a fraction of the time spent by harnessing man's oldest invention: fire! By projecting concentrated jets of super-charged plasma, you'll remove the weeds in your sidewalk, the dead limbs off trees, the old piles of tires and leaves the clutter your precious greenspace. With a revolutionary water-cooled nuclear engine, the Pyromatic 6000 is recharged by a glass, yes that's right, ONE glass of water! Order yours today."

The components of the Mechanical Pitch don't really change. You retain USPs, probably using a lot more of them. Absent is the appeal to the audience (remember, this pitch puts distance between speaker and listener) but it replaced with "claims of use". Gone too is some of the emotional language, swapped out with a "sense of scarcity or urgency". 

"Claims of Use" detail the specific functions or options of the product, giving the audience insight into how it works or where it can be used. The danger is creating hyperbole, which a listener may construe as fact, and then disappointment when your product isn't actually "the greatest thing since sliced bread".

The "Sense of Scarcity or Urgency" is present in a pitch to encourage people to not wait on making a decision. Scarcity and urgency are tools of a "Call to Action", which is the part of salescopy or presentation that (in the words of the guy who taught me this) "gets people off their asses and makes them hand you money for whatever you've done." (Note: Near the end of his life, he stopped saying it was a 'call to action' and starting calling it the 'Fuck you, pay me' moment of writing and presenting. I miss him dearly.)

When a consumer believes a product is hard to find, or that there are few of them and they may miss out, this may lead them to purchase the item sooner rather than later. The danger here is many-fold. You, creator, can assume that they'll run right to your product, and they may not. They may assume they have more time to wait and decide. You may decide that you're not spurring them fast enough because you're impatient or crushingly near-sighted and you've forgotten which one of you is 'in charge' of this buyer-seller relationship (here's a tip: Neither of you is 'in charge', it's a collaborative, cooperative relationship).

Scarcity and Urgency are potential red flags for products, and I urge you to be cautious in using language to suggest or imply quicker consumer decisions. If your product won't actually hold up to scrutiny, why are you rushing? The money, I swear to you, will come. Take the time to make the best product possible, and do whatever is within your budget to prevent having to get underhanded with scare tactics. 

Now let's break this down:

USPs
  • The name, Pyromatic 6000, sounds cool
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
  • Nuclear-engine
  • Powered by 1 glass of water
Claims of Use
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
Hyperbole
  • "Indispensable"
  • "tool of the future"
  • Reduce yardwork to "a fraction of the time"
Interest-Building
  • Order yours today!
Type III. The Thematic Pitch
Combining material of the above two pitches, we conclude today with a Thematic pitch. Designed to answer the question "What experience am I going to have with your product?" or "How does the combination of creator and product interest me?", a Thematic pitch takes the best components from the above pitches and turns them all the way to eleven. Or twelve. Or if you're really cool, infinity plus one. 

A thematic pitch uses a combination of USPs, hyperbole, appeals to the audience and a new element "product tone" to grab the audience securely and keep them paying attention. 

"Product tone" is the mood/feel/vibe of your product. Usually an adjective or string of adjectives it's your theme, honed now into a commercial hook. 

A Sample Thematic Pitch, (this one's for Jenn)
"Are you tired of typical games where it's all about rolling a lot of dice and announcing that you'll use a broadsword plus-your mom to kill the dragon that will likely eat you? Are you tired of having to keep quiet about your plans for world domination? Then this is the solution for you. Project Ninja Panda Taco. As a Mastermind ready to dominate the planet, you and a team of minions race towards success, with only player democracy and other Masterminds between you and sweet glorious victory. In this intensely fun collaborative game for up to six, you can make your fondest desires of despotism come true. Pre-orders available soon, stay tuned to Jennisodes.com for more information."

Here, a good presenter brings all skills to bear. Appealing to audience in a conversational, but not oil-slick way and creating interest by evoking desired emotion or experience. These emotions are supported by USPs and validated through more audience appeal, which prompts more USP generation, and everything cycles forward.

The breakdown:

USPs
  • Not a lot of dice rolling
  • Not a 'typical game'
  • This game is pro-world domination
  • A fun game for up to 6 players
  • There are Masterminds and Minions
  • It is a collaborative game
  • Information is available at Jennisodes.com
Appeals to the Audience
  • "Are you tired"
  • "you'll use a broadsword plus-your mom"
  • "this is the solution for you"
  • "you can make your fondest desires come true"
Product Tone
  • Fun, collaborative, atypical game of world conquest
Claims of Use
  • Collaboration, implied without many limits on invention
  • This game is fun for up to six players
  • You get to be a Mastermind, bent on winning
Hyperbole
  • "broadsword-plus your mom"
  • "typical games"
  • "sweet glorious victory"
  • "intensely fun collaborative game"
Interest-Building
  • "Pre-orders available soon"
Wow, that's a lot of information. But a good pitch has a lot of components available for dissection, and not of them vestigial. 

What I recommend you do is write out your pitch, even if you're not done developing the product, and start breaking down the components as I've done here. You'll give yourself a nice road map of what you like and don't like and where you need to go. 

It will be annoying, sometimes, but hard work is always rewarded. And yes, before you say anything else, yes you can do this. Honest.

In part 3, (up after the holiday), we'll look at some sample pitches and we'll talk about what the audience hears/reads/interprets from them.

Happy writing, and enjoy your holiday weekend. Unless you're a jerk or something, but if that's the case, then we're not talking. 

Rock on.

Tuesday, December 13, 2011

Game Design Special: The Feel Document


This is a special post, dedicated to one of the elements I talked about at Metatopia, in my workshops and most recently in my Jennisodes interview. The 'Feel' document is NOT my original creation, but it is a useful tool.

What You'll Need For This:

1 piece of paper, legal pad, Word document or similar
1 idea
1 pen
1 favorite beverage

Let's do this.


Step 1. Title your Feel Document At the top of the page, put the name of the idea you want to write about. If you're writing a game, call it the name of the game. If you're doing this about a character in your screenplay, use the character's name. Try to avoid calling this "Feel Document" and then assigning it a number. It's impersonal, and easy to lose focus that way.

Write it large enough so that you can see it. Use 36-point font at least if you're typing this out.

Step 2. Consume part of your favorite beverage. This is really hard work.

Step 3. Start writing. 'Start writing what?' you ask. Onto this paper, into this document you're going to pour ALL-NON-MECHANICAL thoughts related to the idea. In any order. In words. In phrases. In full sentences. Key here is the idea that this isn't where mechanics go. (If you're writing a novel or screenplay, then you replace the word 'mechanics' for 'plot')

The paper should have things like:
  • Descriptions of the setting. (If you're creating the feel of your world)
  • Adjectives that players would use to describe the game (again for the feel of the world
  • Words to describe characters (if you're using this for characters)
  • Any idea that develops the atmosphere, tone or evokes a sense
  • Sample dialogue
For example, if I'm writing a novel about a lumberjack, my Feel Document looks like this:

Chops of Doom
  • Burly
  • Plaid
  • Lots of sap
  • Tall trees
  • Women's clothing
  • Mounties
  • Cold weather
  • "It'll be a cold day in hell before I use a chainsaw."
You want to keep plot and mechanics out of this document, because this is more about developing the creative side. You want to be able to draw scenes and compile an evoked experience from this document, so that as you're writing, and you get stuck, or when you come back to this project after a break, this document will snap you right back to the vibe you want to put down on the manuscript. 

Note: Plot and Mechanics get their own documents, which I'll likely cover later.

Step 4. Have some of that beverage. 

Step 5. Finish the beverage! 

A Feel document is a living reference tool, you can come back to it and expand it as the need arises. And you will discover that as you pursue different avenues of thought, a lot of the planning and ideas you started with will change. That's okay. That's a good sign. The issue is when start changing the Feel document more than the manuscript.

Things To Remember
I. This Feel document is just for you. You don't have to share this with other people, and it doesn't have to be "perfect".
II. This Feel document is NOT set in stone. It's going to grow and develop as the story does, so don't think it has to be 100% complete before you move onto the next step.
III. When you get stuck, whether in writing, mechanics, plot, pacing or whatever....come back to the Feel document. The words here will help get back into a better creative mode and you'll find your solutions.

Happy writing.

Thursday, December 1, 2011

How to Work With An Editor, Part 1

Previously on this blog, I've talked about the value of editing, and now I want to talk to you about how you can have that conversation with an editor. We are not difficult people to talk to, and there's no reason to think we're the enemy.

So let's suppose now in our first example you're writing a story. Maybe you just completed NaNoWriMo, perhaps this is something you've been writing every night for the last two years while your spouse puts the kids to bed, maybe this is something you started writing now that you're retired...whatever the situation, you've been writing this story and you're at a point where the story is done, and you had a hero and they did stuff and now you want it to be read by other people.

Congratulations, first of all, you've done something that a lot of people wish they could do, and you're taking a brave step in saying you want to do something with the story other than just leave it in your desk drawer. It's brave, not because the editor is about to tear it to shreds like a Skyrim dragon, but because you're sharing something personal to you. That takes guts, and a good editor will recognize and applaud that.

So you find an editor. Maybe you check out their blog, or meet them at a conference, or get referred to one from a friend...it's not hard to find us. And you write an email.

Dear (Editor),

I'm a new author and I've just written something. Can you help me? I want to be the next (famous author).

Your Name Here

Okay, so I abridged it. But let's list some things you should mention in your email.

1. Talk about what you've written, but don't give every plot detail. What I want to hear, what I look for in that email is how you see your story. Is it a love story involving robots and a 70s porn soundtrack? Is it a coming of age story for a young car mechanic? Is it a steampunk memoir of a mad scientist?

Nope, I don't need the plot. Not yet. If the description you give me excites me, then a second email will ask about plot. I promise.

2. Talk about other things you've written/you're writing. It is remarkably encouraging to know that you haven't just handed over your one and only creative endeavor and you're hanging on my every word (and refreshing your inbox every two seconds) waiting to hear my response.

3. Talk about what you want to do with the story. Are you planning on just posting this to your own blog? Is this going to one day be on store shelves? Is this going to be the next hot thing for my Kindle? What's your project endgame?

From there, a conversation starts and a relationship develops.

In our second example, let's say you're a game designer.

NOTE: Not all editors work in game design. Some do...make sure you do your homework.

Alright game designer, you've got your game (aka "your baby"), And you write an email:

Dear (Editor),

I've made a game! I need help. Help me (Editor) you're my only hope.

Your Name Here

All three of the above should be mentioned, but let's throw in two more:

1. Has this been playtested yet? It helps an editor to know if other people have seen it, or checked out the mechanics (see below), or if the project is getting polished before it gets played. Yes, that is possible, and no, it's not always a bad idea. Depends on the project (I can see some people (hi Fred) making a face at this).

2. Is this a matter of text (flavor and exposition) only, or only the mechanics or both? Again, I'm odd in that as an editor, I will take a look at the mechanics if you ask. Also, I will visit the mechanics if the text changes radically, to make sure there is continuity and a cohesive theme.

Again, it's all about the conversation.

Lastly, here are three things you should bear in mind before and during this exchange:

A. By handing your project over to an editor, you understand that some elements are going to change. Keyword: SOME. An editor who slashes and burns without explanation is not someone you should be working with. Always get an explanation. And understand that you're going to find that some of your sentences, paragraphs, commas and phrases are going to go away. You may also hear the word "rewrite" a lot. Writing is not static-craft.

B. You are entitled to an explanation. When you were in high school, that English teacher didn't have to explain why she crossed out the sentence and wrote a question mark in the margin. But this isn't high school. This is the evolution of you as a writer and the production of your work, and you should have answers. A good editor will tell you what's wrong, explain why it's wrong, and tell you how/why it should be altered/fixed. And if you don't understand the explanation, ask questions until you do. If you don't get an explanation, then that's not the right editor for you.

C. You have free will. Just because you give over your project does not mean you have to necessarily make all the changes suggested by the editor. Yes, the changes and ideas are at best suggestions and you can refuse to do them. But at least think them over. Maybe down the road you'll revisit them and they'll make more sense to you. The choice is always yours. Remember Rule #1 - Writing is the act of making decisions.

Part 2 will get a little more in-depth about how a sample edit goes and what a writer can do to make the process easier.

Enjoy your writing!

Monday, October 24, 2011

How To Write A Query Letter, In Three Steps

This is the article that several of your How-To websites didn't want....

So, you’ve written a book. Congratulations. Welcome now to the harder process -- getting published. I mean, that was the point of you spending nights and weekends staring bleary-eyed into the screen until your eyes bled and your mind was day old pudding, right?

I’m assuming that you’re going to pursue the more traditional route of publication, the route you’ve probably heard the most about, or the route maybe you assumed was your only option. Yes there are other options, and I'll talk about them in later posts. But for our purposes, let’s say you’ve decided to go the ‘legacy’ route and you want an agent and a big-house publisher.

You’re going to write a query letter in three steps, and if you’ve done it right, the query letter you produce will be shorter than this article, and that’s mostly because I’m long-winded and enjoy hearing myself narrate instructions.

For this query letter, you’re going to need the following things:

  1. A word processor document
  2. Notes about your manuscript including the title, the word count and a general sense of plot and theme. (I like to put these on a note card)
  3. The address of a specific person/agent/editor/publisher to whom you’re sending this letter (Make sure you spell everything correctly)


Once you collect all those things, we start with Step 1.

Step 1: Understand The Ground Rules
A query letter is essentially your manuscript’s pickup line, looking to interest the reader into taking the manuscript home and getting comfortable/intimate/freaky with it. And to avoid the ignominy of bad pickup lines, there are rules to follow before you start flirting:
A. You have AT MOST 250 words (including your name and contact info) to put on this page and get someone to read the manuscript. The people who are reading this have a lot more than just your query to read, and they cannot afford (nor do they want) to have their time wasted because you took three pages to say what can be said in a paragraph. (I suppose the exception is made for ‘How To’ articles)
B. This is NOT a desperate endeavor. Desperation is palpable, and it does not encourage people to read the manuscript. Don’t beg. Don’t dawdle. Desperation is death. This is your novel, this is your baby, love it, be proud of it, and talk it up.
C. You’re going to do this more than once. Nobody gets it right the first time. The words you put down on paper can always be fine-tuned, you can always send it to another (and possibly more receptive) audience.
D. It gets easier the more you do it. A lot of resources want to scare you about queries, demonizing them and making the process one of scarcity and limitation rather than of creative endeavor. I promise you, it’s supposed to be fun. This should feel like showing off the baby pictures, talking about your new puppy and praising your significant other. Learn to love this process.

Armed with these ground rules, let’s talk about the act of writing.

Step Two: Start Where The Action Is
Tell me about the movie you just saw. Tell me about your favorite episode of your favorite television show. How did you do it? Did you tell me about what color the sky was and how the camera moved over the scenery before it zoomed in on the hero? No, you didn’t, if you wanted me to stick around and listen. You started with the action of characters.

On a technical point, I’m talking about verbs here. Yes, you can say Moby Dick is about the pursuit of a whale, but if you really want to seize me and hold my attention, tell me that it’s Ishmael’s recounting of Ahab pursuing the whale that will ultimately be his undoing. Find your verbs, find the actions that the characters do to make the plot and story move forward. Verbs are king of the query.

Yes, that action paints enough of a picture. Also, with 250 words, it’s the actions that you describe that I will dive into the manuscript to enjoy.

This is the part where I tell you to start writing. Keep your word count in mind, remember your verbs and get me interested.

But wait, how will you end this? Endings matter too, you just can’t trail off when you run out of words. Within those 250 words, save the last fifteen to twenty or so for a wrap-up.

Step Three: End Assuming You’ll Be Spoken To
Repeat after me: I do not fear rejection, rejection shows me I’m on the right path. Chant this daily. Tattoo it on your children and pets. Do whatever you need to do to staple this philosophy to your soul.

That last paragraph should include the title of the manuscript (in all caps), the word count (because, yes, there is such a thing as too long for a particular genre or audience), and any information you want to impart to the reader about how to reach you. Notice here that I didn’t say to tell the reader about how you’re new at this or how you really liked two other books you just read. Stay on target, talk about your work and make sure the reader knows how to contact you.

That’s it. Three steps. Not to freak you out or anything, but anything else is just further complication. It helps to know your book, it helps to know your genre, but there aren’t any great and magic bells and whistles. Just write. A lot.

Good luck, and happy writing.