Writer of things that go bump in the night

Tag: Hero’s Journey (Page 1 of 3)

A History of the Blog (So Far)—and a Programming Update

Since launching this blog eight years ago, I have maintained a consistent publishing schedule of one new post per month.  However, given the ways in which this ongoing project has evolved, that level of output is no longer sustainable.  Here’s a brief chronicle of the blog’s creative progression—and a statement on what comes next.


From the time I signed with my first literary manager in 1998 through the ignominious end of my career in Hollywood in 2014, I was exclusively focused on one form of creative expression:  screenwriting.

Though ultimately unproduced, my scripts nonetheless earned praise from producers and development execs for their uncommon visual suggestiveness and sharp sense of pace, which I controlled through deliberate syntactic arrangement of the very things that do not appear in the finished film for audiences to appreciate:  the stage description.

Screenwriters, if you’re unaware, are not by and large particularly skillful wordsmiths.  And, to be fair, it’s not required of them.  Plot structure, characterization, and dialogue are what the screenwriter is there to provide for a motion picture.  Why waste time and creative energy on pretty prose in a blueprint, which is all a screenplay really is?

A rarified handful of pro screenwriters, Shane Black and James Cameron among them, paint immersive pictures with their words, imparting how the world of the story feels over merely sequentially reporting what happens.  Such is the dynamic mode of screenwriting for which I strove.

Most screenplays—and I’m talking about scripts to produced films, written by Hollywood’s A-list scribes—aren’t much more than utilitarian laundry lists of things we’ll see and hear onscreen, conveyed without any visceral impression of style or tempo, and are, accordingly, nigh unreadable.  The director, after all, is going to make the movie he sees in his head; the script is just a means to get all the above- and below-the-line talent quite literally on the same page.

Excerpted from “Indiana Jones and the Kingdom of the Crystal Skull” by David Koepp.  Mind-numbing, no?

I actually like words, however.  I like how they sound, and the infinite combinations of meaning that can be made from them.  Truth is, I never should’ve aspired to be a screenwriter.  It was the wrong medium for my talents and interests.  “Author” and “essayist” were always a better fit for my writerly sensibilities.  It took the implosion of my career to finally embrace that.

So, when I started this blog at the encouragement of my wife—one of her many good ideas—I didn’t know quite what to write about except screenwriting.  Accordingly, my first two dozen posts are almost entirely devoted to matters of narrative craft, from my customized Storytelling 101 curriculum to the violation of the Double Hocus Pocus principle in Ghostbusters II to character deconstructions of Jack Bauer and John Rambo and a comparative analysis of the Jack Nicholson and Heath Ledger interpretations of the Joker.

One year into this blogging project, all my notions about narrativity were challenged—perhaps even shattered—by a book I’d read called Present Shock:  When Everything Happens Now (2013) by Douglas Rushkoff, which argued that Joseph Campbell’s “heroic journey,” the dramatic schema that has served as the structural basis for nearly every story in the Western literary canon, had collapsed around the turn of the millennium, as evidenced by the fanatical popularity of “storyless” fiction like Lost, The X-Files, The Sopranos, CSI:  Crime Scene Investigation, The Walking Dead, and Game of Thrones.

Rushkoff’s premise inspired a yearslong scholarly investigation on my part, which began in earnest with a post called “Journey’s End:  Rushkoff and the Collapse of Narrative,” and turned the blog in a new, more complex direction.  This intellectual project would never be the same.

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The Last Walking Infinity Throne Corrupts Infinitely:  How the Mega-Franchise Format Warps Creative Storytelling Goals

“As a medium, stories have proven themselves great as a way of storing information and values, and then passing them on to future generations”—Douglas Rushkoff, Present Shock:  When Everything Happens Now (New York:  Penguin Group, 2013), 16.

Traditionally, stories have been organized around universal dramatic principles first identified by Aristotle in Poetics, later codified by Joseph Campbell in The Hero with a Thousand Faces, and most recently customized for screenwriters in programs like Blake Snyder’s Save the Cat!  But in recent decades, narrativity has taken on a new, shapeless, very possibly endless permutation:  the transmedia “mega-franchise”—that is, the intertextual and ever-expanding storyworlds of Marvel, Star Wars, The Conjuring, Harry Potter’s Wizarding World, et al.

In this month’s guest post, friend of the blog Dave Lerner returns to delineate the five creative objectives of storytelling—and how those have mutated, along with narrativity itself, in this era of branded-IP entertainment.


From the first cave paintings to the Homeric epics to the Globe Theatre to the multicamera sitcom, storytellers across the ages have told stories for reasons so obvious they often go unstated and unacknowledged.

Let’s take a look at the five creative goals that guide storytellers in any medium, whether it be a movie, novel, TV episode, comic book, or otherwise.  Commercial considerations such as “profit” and “being hired to do so” are omitted here, as these are not creative goals.

Storytelling Goal #1:  Entertainment

Elementary!  The storyteller intends for their audience to have fun, to relax, to take their minds off their problems, to experience another world, another life, for a while.  Pure escapism.  While some may decry “mindless entertainment,” I would argue that it has a necessary place in life—and I’m not the only one who sees the virtues of escapist stories:

Hence the uneasiness which they arouse in those who, for whatever reason, wish to keep us wholly imprisoned in the immediate conflict.  That perhaps is why people are so ready with the charge of “escape.”  I never fully understood it till my friend Professor Tolkien asked me the very simple question, “What class of men would you expect to be most preoccupied with, and hostile to, the idea of escape?” and gave the obvious answer:  jailers.

C. S. Lewis, On Stories:  And Other Essays on Literature

Storytelling Goal #2:  Artistic Expression

Although the definition of “Art” has been and will be debated endlessly, for the purpose of this category I will use the second definition from Wiktionary:

The creative and emotional expression of mental imagery, such as visual, auditory, social, etc.

To further specify, art is more about the feelings the artist is expressing and the statement the artist is making than the emotions they are attempting to evoke in their audience.

Arguments about whether or not a given piece is “art,” or a given medium is “capable of creating art,” though valid in other contexts, will be disregarded here.  I’ll assume if you say your piece is art, then it’s art.  I am also ignoring the quality of the piece, the term “a work of art.”  By my definition, a movie can be as much a piece of art as a painting, sculpture, symphony, literary novel, etc., though when it is, it’s usually called a “film” and not a “movie.”

Storytelling Goal #3:  Education

The storyteller aspires to teach their audience something they did not know before.  While documentaries and lectures are obvious examples, many read historical novels or hard science fiction for much the same purpose.  When I was a child, I first learned that water expands when it freezes from a Shazam! comic book.  Of course, a person may forget most of what they’d learned almost immediately afterwards, but the learning experience itself was enjoyable.

“Young Indiana Jones,” recently studied here, incorporated biographical information about many early-20th-century historical figures, fulfilling the third of five storytelling goals

Even if the “facts” presented are deliberately inaccurate, as long the intent is for people to believe them, this category applies.

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Book Review:  “Blood, Sweat & Chrome” by Kyle Buchanan

Kyle Buchanan’s Blood, Sweat & Chrome, published by William Morrow in February, chronicles the not-to-be-believed making of George Miller’s Mad Max:  Fury Road (2015) from conception to release through interviews with its cast and crew, and celebrates the inspiring creative imagination of the filmmakers, who defied the odds to create a contemporary classic—a movie as singularly visceral as it is stunningly visual.

But much like the nonstop action in the movie itself, the adulation expressed in the book never pauses to interrogate Miller and company’s moral imagination.  Let’s fix that, shall we?


I abhor nostalgia, particularly for the 1980s and ’90s, but I’ve recently found myself revisiting many of the films and television shows of the latter decade, the period during which I first knew I wanted to be a cinematic storyteller, when earnest star-driven Oscar dramas like Forrest Gump (1994) coexisted with, and even prospered alongside, paradigm-shifting indies à la Pulp Fiction (also ’94).  Those days are gone and never coming back—the institution formerly known as Hollywood is now the superhero–industrial complex—but I’ve wondered if some of those works, so immensely popular and influential then, have stood the test of time?

Yet my informal experiment has been about much more than seeing if some old favorites still hold up (and, by and large, they do); it’s about understanding why they worked in the first place—and what storytelling lessons might be learned from an era in which movies existed for their own sake, as complete narratives unto themselves rather than ephemeral extensions of some billion-dollar, corporately superintended brand.

In an entertainment landscape across which there is so much content, most of it deceptively devoid of coherence or meaning—a transmedia morass I’ve come to call the Multiverse of Madness—the secret to studying narrativity isn’t to watch more but rather less.  To consume fewer movies and TV shows, but to watch them more selectively and mindfully.  Pick a few classics and scrutinize them until you know them backwards and forwards.

In college, I spent an entire semester analyzing Citizen Kane (1941), from reading multiple drafts of its screenplay to watching it all the way through with the volume turned down just to appreciate its unconventional cinematography.  That’s how you learn how stories work:  Study one or two movies/novels per year… but study the shit out of them.  Watch less, but do it far more attentively.

Tom Hardy as Max Rockatansky in “Mad Max: Fury Road,” the subject of “Blood, Sweat & Chrome”

That is, admittedly, a counterintuitive mindset in our Digital Age of automatic and accelerating behaviors, whereby post-credit scenes preemptively gin up anticipation for the next movie (often through homework assignments) before we’ve had a chance to digest the current one, and the autoplay feature of most streaming services encourages and enables mindless TV binge-watching.

But the quarantine, unwelcome though it may have been, did offer a pause button of sorts, and we are only now beginning to see some of the ways in which folks exploited the rare opportunity to slow down, to go deep, that it offered.  One such project to emerge from that period of thoughtful reflection is entertainment journalist Kyle Buchanan’s recently published nonfiction book Blood, Sweat & Chrome:  The Wild and True Story of “Mad Max:  Fury Road”:

In April 2020, as the pandemic swept the planet and the movie-release calendar fell apart, I began writing an oral history of Mad Max:  Fury Road for the New York Times.  Without any new titles to cover, why not dive deeply into a modern classic on the verge of its fifth anniversary?

Every rewatch over those five years had confirmed to me that Fury Road is one of the all-time cinematic greats, an action movie with so much going on thematically that there’d be no shortage of things to talk about.  I had also heard incredible rumors about the film’s wild making, the sort of stories that you can only tell on the record once the dust has long settled.

Kyle Buchanan, Blood, Sweat & Chrome:  The Wild and True Story of “Mad Max:  Fury Road” (New York:  William Morrow, 2022), 337

A movie two decades in the making, Fury Road, the belated follow-up to writer/director George Miller’s dystopian action-film trilogy Mad Max (1979, 1981, 1985) starring a then-unknown Mel Gibson as a wanderer in the wasteland—the Road Warrior—began its long journey to the screen as a proposed television series in 1995 when Miller won back the rights to the franchise from Warner Bros. as part of a settlement from a breach-of-contract suit he’d filed over having been fired from Contact (1997).

Eventually inspired to do another feature instead—“What if there was a Mad Max movie that was one long chase,” Miller pondered, “and the MacGuffin was human?” (ibid., 31)—the ensuing production was plagued with one near-terminal roadblock after another.  The behind-the-scenes story told in Blood, Sweat & Chrome is as thrilling, in its own way, as that of Mad Max:  Fury Road itself.

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“Young Indiana Jones” Turns 30:  Storytelling Lessons from George Lucas’ Other Prequel Series

A television series based on an immensely popular action-movie franchise shouldn’t have been a creative or commercial risk—quite the opposite.  But with The Young Indiana Jones Chronicles, which premiered on March 4, 1992, filmmaker George Lucas had no intention of producing a small-screen version of his big-screen blockbusters.  Here’s how Lucas provided a richly imaginative model for what a prequel can and should be—and why it would never be done that way again.


Though he more or less innovated the contemporary blockbuster, George Lucas had intended—even yearned—to be an avant-garde filmmaker:

Lucas and his contemporaries came of age in the 1960s vowing to explode the complacency of the old Hollywood by abandoning traditional formulas for a new kind of filmmaking based on handheld cinematography and radically expressive use of graphics, animation, and sound.  But Lucas veered into commercial moviemaking, turning himself into the most financially successful director in history by marketing the ultimate popcorn fodder.

Steve Silberman, “Life After Darth,” Wired, May 1, 2005

After dropping the curtain on his two career- and era-defining action trilogies (Star Wars concluded in 1983, then Indiana Jones in ’89), then failing to launch a new franchise with Willow (his 1988 sword-and-sorcery fantasy fizzled at the box office, though even that would-be IP is getting a “legacy” successor later this year courtesy the nostalgia–industrial complex), Lucas did in fact indulge his more experimental creative proclivities—through the unlikeliest of projects:  a pair of prequels to both Indiana Jones and Star Wars.  And while both arguably got made on the strength of the brands alone, the prequels themselves would, for better and worse, defy the sacrosanct conventions of blockbuster cinema—as well the codified narrative patterns of Joseph Campbell’s “heroic journey”—that audiences had come to expect from Lucas.

A perfunctory scene in Return of the Jedi, in which Obi-Wan finally explains Darth Vader’s mysterious backstory to Luke (a piece of business that could’ve been easily handled in the first film, thereby sparing the hero needlessly considerable risk and disillusionment in The Empire Strikes Back, but whatever), served as the narrative foundation for Lucas’ Star Wars prequel trilogy (1999–2005), in which a precocious tike (The Phantom Menace) matures into a sullen teenager (Attack of the Clones) before warping into a murderous tyrant (Revenge of the Sith).  Underpinning Anakin’s emo-fueled transformation to the dark side is a byzantine plotline about Palpatine’s Machiavellian takeover of the Republic.  Meanwhile, references to the original trilogy, from crucial plot points to fleeting sight gags, abound.

You’ve all seen the movies, so I’ll say no more other than to suggest the story arc—which is exactly what Obi-Wan summarized in Return of the Jedi, only (much) longer, appreciably harder to follow, and a tonally incongruous mix of gee-whiz dorkiness and somber political intrigue—is precisely the kind of creative approach to franchise filmmaking that would’ve been summarily nixed in any Hollywood pitch meeting, had Lucas been beholden to the corporate precepts of the studio system from which the colossal success of the original Star Wars afforded him his independence.

George Lucas on the set of the “Star Wars” prequels

Which is not to say Lucas’ artistic instincts were infallible.  Financially successful though the prequels were, audiences never really embraced his vision of an even longer time ago in a galaxy far, far away:  Gungans and midi-chlorians and trade disputes didn’t exactly inspire the wide-eyed amazement that Wookiees and lightsabers and the Death Star had.

Maybe by that point Star Wars was the wrong franchise with which to experiment creatively?  Perhaps it had become too culturally important, and audience expectations for new entries in the long-dormant saga were just too high?  In the intervening years, Star Wars had ceased to be the proprietary daydreams of its idiosyncratic creator; culturally if not legally, Star Wars kinda belonged to all of us on some level.  By explicitly starting the saga with Episode IV in 1977, he’d invited each of us to fill in the blanks; the backstory was arguably better off imagined than reified.

As an IP, however, Indiana Jones, popular as it was, carried far less expectation, as did the second-class medium of network television, which made Lucas’ intended brand extension more of an ancillary product in the franchise than a must-see cinematic event—more supplemental than it was compulsory, like a tie-in novel, or the Ewok telefilms of the mid-eighties.  The stakes of the project he envisioned were simply much lower, the spotlight on it comfortably dimmer.  In the event of its creative and/or commercial failure, Young Indiana Jones would be a franchise footnote in the inconsequential vein of the Star Wars Holiday Special, not an ill-conceived vanity project responsible for retroactively ruining the childhoods of millions of developmentally arrested Gen Xers.  Here Lucas expounds on the genesis of the series:

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There He Was… and in He Walked: Lessons on Mythic Storytelling from the Mariachi Trilogy

In belated observation of Día de los Muertos, here’s an appreciation for the idiosyncratic storytelling of Robert Rodriguez’s Mariachi trilogy, a neo-Western action series that emerged from the indie-cinema scene of the 1990s and can only be deemed, by current Hollywood standards, an anti-franchise.  The movies and the manner in which they were made have a lot to teach us about what it means to be creative—and how to best practice creativity.


Before the shared cinematic universe became the holy grail of Hollywood, the coup d’éclat for any aspiring franchise—and we can probably credit Star Wars for this—was the trilogy.

In contrast with serialized IPs (James Bond and Jason Voorhees, for instance), the trilogy came to be viewed, rightly or wrongly, as something “complete”—a story arc with a tidy three-act design—and, accordingly, many filmmakers have leaned into this assumption, exaggerating a given series’ creative development post factum with their All part of the grand plan! assurances.

This peculiar compulsion we’ve cultivated in recent decades—storytellers and audiences alike—to reverse-engineer a “unified whole” from a series of related narratives, each of which developed independently and organically, is antithetical to how creativity works, and even to what storytelling is about.

Nowhere is the fluidity of the creative process on greater, more glorious display than in the experimental trilogy—that is, when a low-budget indie attains such commercial success, it begets a studio-financed remake that simultaneously functions as a de facto sequel, only to then be followed by a creatively emboldened third film that completely breaks from the established formula in favor of presenting an ambitiously gonzo epic.  Trilogies in this mode—and, alas, it’s pretty exclusive club—include Sam Raimi’s Evil Dead, George Miller’s Mad Max, and Robert Rodriguez’s El Mariachi.

Robert Rodriguez at the world premiere of “Alita: Battle Angel” on January 31, 2019 in London (Eamonn M. McCormack/Getty)

A film student at the University of Texas at Austin in the early nineties, Rodriguez self-financed El Mariachi with a few thousand dollars he’d earned as a medical lab rat; the project wasn’t meant to be much more than a modest trial run at directing a feature film that he’d hoped to perhaps sell to the then-burgeoning Spanish-language home-video market.  He reasoned that practical experience would be the best teacher, and if he could sell El Mariachi, it would give him the confidence and funds to produce yet more projects—increasingly ambitious and polished efforts—that would allow him to make a living doing what he loved.  He had no aspirations of power lunches at The Ivy or red-carpet premieres at Mann’s Chinese Theatre, only pursuing the art of cinematic storytelling—not necessarily Hollywood filmmaking, a different beast—to the fullest extent possible.

If you want to be a filmmaker and you can’t afford film school, know that you don’t really learn anything in film school anyway.  They can never teach you how to tell a story.  You don’t want to learn that from them anyway, or all you’ll do is tell stories like everyone else.  You learn to tell stories by telling stories.  And you want to discover your own way of doing things.

In school they also don’t teach you how to make a movie when you have no money and no crew.  They teach you how to make a big movie with a big crew so that when you graduate you can go to Hollywood and get a job pulling cables on someone else’s movie.

Robert Rodriguez, Rebel without a Crew, or, How a 23-Year-Old Filmmaker with $7,000 Became a Hollywood Player (New York:  Plume, 1996), xiii–xiv

They don’t teach a lot of things about Hollywood in film school, like how so many of the industry’s power brokers—from producers and studio execs to agents and managers—are altogether unqualified for their jobs.  These folks think they understand cinematic storytelling because they’ve watched movies their entire lives, but they’ve never seriously tried their hand at screenwriting or filmmaking.  Accordingly, the town’s power structure is designed to keep its screenwriters and filmmakers subordinate, to make sure the storytellers understand they take their creative marching orders from people who are themselves utterly mystified by the craft (not that they’d ever admit to that).

It’s the only field I know of whereby the qualified authorities are entirely subservient to desk-jockey dilettanti, but I suppose that’s what happens when a subjective art form underpins a multibillion-dollar industry.  Regardless, that upside-down hierarchy comes from a place of deep insecurity on both ends of the totem pole, and is in no way conducive to creativity, hence the premium on tried-and-true brands over original stories, on blockbusters over groundbreakers.  As I discovered the hard way—more on that in a minute—Hollywood is arguably the last place any ambitiously imaginative storyteller ought to aspire to be.  Rodriguez seemed to understand that long before he ever set foot in L.A.:

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Patriarchal Propaganda: How Hollywood Stories Give Men Delusions of Heroism

Movies and TV shows—and this includes both your favorites and mine—mostly exist to remind us that ours is a man’s world.  Popular entertainment in general, regardless of medium or genre or even the noble intentions of the storytellers, is almost invariably patriarchal propaganda.  But it doesn’t have to be that way.


Since at least as far back as the adventures of Odysseus, men have used fantasy narratives to contextualize ourselves as the solitary heroic protagonist of the world around us—a world that would be appreciably better off if only our judgment weren’t questioned or our actions thwarted by those of inferior hearts and minds.  In the Book of Genesis, God creates man from the dust, gives him dominion over the Earth, then provides him with a “helper”—Eve—who proves considerably less than helpful when she defiantly feeds from the tree of the knowledge of good and evil and spoils Paradise for everyone.

Such are the stories we’ve been hearing for literally thousands of years, and the reality we live in today is very much shaped by the presumption of patriarchy they propagandize.  In 1949, this way of telling stories—the Hero’s Journey—was codified by comparative mythologist Joseph Campbell in The Hero with a Thousand Faces, and adopted by Hollywood as the blueprint for the blockbuster.  From our Westerns (Dances with Wolves) to our policiers (Dirty Harry) to our space operas (Star Wars) to our spy thrillers (James Bond) to our teen comedies (Ferris Bueller’s Day Off) to our superhero universes (Iron Man) to our mob dramas (The Sopranos) to our sitcoms (Two and a Half Men), it’s a man’s world, baby—with the rest of you there to either support us or (foolishly) stand in our way.

It’s not that there’s anything inherently wrong with escapist entertainment.  It isn’t fantasy the genre that’s the problem, or even the Hero’s Journey story model, but rather the near-universal underlying patterns and motifs in our popular fictions that have unconsciously supported—that have surreptitiously sold us—the fantasy of patriarchal hegemony.  As such, white men in particular have been conditioned by these cultural narratives to see ourselves as the central heroic figure in the Epic of Me—even our storytellers themselves:

While accepting the award for Outstanding Directing for a Limited or Anthology Series or Movie for his work on The Queen’s Gambit, Scott Frank brushed off the “get off the stage” music not once but three times, reading a prepared speech from two full-length pages he’d shoved into his pocket and blowing past his allotted 45 seconds to speak for three minutes and 28 seconds—more than four and a half times as long as he was supposed to.

Viewers couldn’t have asked for a more perfect embodiment of white male privilege and entitlement as a visibly annoyed Frank reacted to the orchestra’s attempts to play him off by saying, “Really?  No,” and making a dismissive hand gesture.  The second time they started playing, he said, “Seriously, stop the music,” again waving his hand as if he were shooing away a fly and pressing on.  The third time, he insisted, “I’m almost done.”  Each time, when he commanded them to stop playing the music, they actually stopped the music.  Who knew it was that easy?

Bonnie Stiernberg, “Those ‘Queen’s Gambit’ Emmy Speeches Epitomized Exactly What’s Wrong With Hollywood,” InsideHook, September 20, 2021

Whether we’re aware of them or not, men have certain expectations about how the world should work:  that it should work for us.  After all, God gave us, not you, dominion over all living things and natural resources on Earth.  But when reality conflicts with those birthrights, we grow frustrated, and rather than questioning the stories we’ve been told about our place in the world, we tell more of the same self-mythologizing horseshit—to assure ourselves, and others, of our God-given entitlements, of our singular heroism.  Consider, for example, the overwhelming popularity—ten entries and counting—of the testosterone-charged Fast & Furious franchise:

These films use the concrete landscape to assert individuality and a refusal to knuckle under to authority.  With the exception of Brian and perhaps Roman, these inner-city car racers don’t want to be reintegrated into society.  They race cars to gain status and money, to impress sexy women, and to defy the police—just like [celebrated American NASCAR driver] Junior Johnson and the Dukes of Hazzard.  But, like the conformists and suburbanites they reject, they act like everything in nature exists to be consumed and exploited.

robin, “The Fast and Furious Films and Mad Max Fury Road,” Ecocinema, Media, and the Environment [blog], September 20, 2019

Dominic Toretto (Vin Diesel) famously makes his gang say grace before they eat, an utterly meaningless gesture since, unlike obeying the law, it costs him nothing to do so, yet it nonetheless speaks volumes about his patriarchal values.  He and his crew aren’t enlightened antiheroes as they believe, merely entitled gearheads who proudly and explicitly live their lives “a quarter mile at a time,” because to think beyond that would require a sense of empathy for those outside their range of awareness, as well as compel a sober consideration for the long-term consequences of their, to put it generously, socially irresponsible behaviors.

Dom appropriates Christian iconography to assert his moral authority—pure patriarchal propaganda

(And if you’re inclined to dismiss Dom’s worldview as the patently absurd pseudophilosophy of a one-dimensional action-movie street racer—nothing worth taking seriously—it’s worth remembering that Facebook co-founder and CEO Mark Zuckerberg’s operating motto is “Move fast and break things,” which sounds like exactly the sort of iconoclastic rallying cry you’d expect to hear Dom growl… until you realize the thing Zuckerberg might’ve broken while becoming the fifth wealthiest person in the world is democracy itself.)

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Grounded and Elevated: Screenwriting Secrets for a Sure-Thing Hollywood Pitch

Despite everything, it seems I still have a few friends in Tinseltown.  A development exec I know, aware of my blog’s polemical crusade against late-twentieth-century nostalgia as well as creatively and morally bankrupt storytelling, recently forwarded several e-mails containing informal pitches (from agented writers) he’d solicited for “reboots” of three classic IPs straight from the Gen X archives.  They offer fascinating firsthand insight into the demoralizing vocation of Hollywood screenwriting.

It might surprise those outside the industry to learn only a small fraction of a given screenwriter’s time and effort is spent developing original stories, known as “spec scripts.”  Few of those screenplays ever sell (certainly nowadays), and fewer still are produced; mostly, such projects are mere “calling cards”—writing samples designed to establish a scribe’s commercial sensibilities and creative credentials so he or she might be given the opportunity to vie for “open assignments.”  In those instances, a prodco controls the film rights to an intellectual property (IP)—a novel, a comic book, an old TV series—and, accordingly, invites such candidates to come in and pitch a take on it.

For instance, my prison break–zombie outbreak mashup Escape from Rikers Island afforded me opportunities to pitch cinematic adaptations of the pseudo-documentary series Ancient Aliens and the Japanese manga MPD-Psycho, as well as a remake of the 1992 action thriller Trespass.  If you’re higher up on the food chain—in, say, J. J. Abrams territory—that’s when you might get a shot at a gold-plated franchise like Star Wars or Mission:  Impossible.

Nicolas Cage as an anxiety-riddled screenwriter struggling to adapt “The Orchid Thief” in “Adaptation”

Because for the most part, Hollywood isn’t looking for new ideas; they have enough branded IPs to keep them in business through infinity and beyond.  What they’re looking for are skilled stenographers—writers-for-hire who can take a preexisting property and, juggling input from a thousand different chefs in the kitchen, turn it into a viable script for which a movie studio will be persuaded to invest millions of dollars.  That’s the litmus test:  Can you take an established IP and from it write a script that will motivate the studio to write a check?

The following proposals provide an insider’s glimpse into that singular development process.  With my contact’s express permission, I have reproduced the relevant text from his e-mails verbatim, including all typographical errors and syntactical idiosyncrasies, but excluding the identities of the authors, their representation, the executive, and his production company.

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The Road Back: Revisiting “The Writer’s Journey”

On the twenty-fifth anniversary of Christopher Vogler’s industry-standard screenwriting instructional The Writer’s Journey:  Mythic Structure for Writers, here’s an in-depth look at why the time-honored storytelling principles it propounds are existentially endangered in our postnarrative world… and why they’re needed now more than ever.


In The Hero with a Thousand Faces (1949), comparative mythologist Joseph Campbell identified the “monomyth”—the universal narrative patterns and Jungian psychological archetypes that provide the shape, structure, and emotional resonance of virtually every story in the Western literary canon.

As it’s more commonly known, this is the “Hero’s Journey,” in which the status quo is disrupted, sending our protagonist on a perilous adventure—physically or emotionally or both—through a funhouse-mirror distortion of their everyday reality (think Marty McFly in 1950s Hill Valley, Dorothy in Oz) in which they encounter Mentors, Shadows, Allies, and Tricksters throughout a series of escalating challenges, culminating in a climactic test from which they finally return to the Ordinary World, ideally a bit wiser for their trouble.  From the Epic of Gilgamesh to a given episode of The Big Bang Theory, the Hero’s Journey is the foundational schema of storytelling.

The Writer's Journey graphic
The stages of the Hero’s Journey

The book’s influence on the visionary young filmmakers who came of age studying it was quantum:  George Lucas consciously applied Campbell’s theory to the development of Star Wars (1977), as did George Miller to Mad Max (1979), arguably transforming a pair of idiosyncratic, relatively low-budget sci-fi projects into global phenomena that are still begetting sequels over forty years later.  After serving Western culture for millennia, in the waning decades of the twentieth century, the Hero’s Journey became the blueprint for the Hollywood blockbuster.

In the 1990s, a story analyst at Disney by the name of Christopher Vogler wrote and circulated a seven-page internal memo titled “A Practical Guide to The Hero with a Thousand Faces,” a screenwriter-friendly crib sheet that was notably used in the development of The Lion King (a classic Hero’s Journey if ever there was one), evolving a few years later into a full-length book of its own:  The Writer’s Journey:  Mythic Structure for Writers, a twenty-fifth anniversary edition of which was published this past summer.  The nearly 500-page revised volume is partitioned into four sections:

  • MAPPING THE JOURNEY:  Here Mr. Vogler characterizes the mythic archetypes of the Hero, Mentor, Threshold Guardian, Herald, Shapeshifter, Shadow, Ally, and Trickster.
  • STAGES OF THE JOURNEY:  Each monomythic “beat”—The Call to Adventure, Crossing the First Threshold, Approach to the Inmost Cave, etc.—is given thorough explanation and illustration.
  • LOOKING BACK ON THE JOURNEY:  Using the tools he teaches, Mr. Vogler provides comprehensive analyses of Titanic, Pulp Fiction, The Lion King, The Shape of Water, and Lucas’ six-part Star Wars saga.
  • THE REST OF THE STORY:  ADDITIONAL TOOLS FOR MASTERING THE CRAFT:  The appendices are a series of essays on the history, nature, and cultural dynamics of the art and craft of storytelling.  After 350 pages of practical technique, Mr. Vogler earns the privilege of indulging a bit of literary theory here, and his insights are fascinating.  He devotes an entire chapter to the subject of catharsis, “comparing the emotional effect of a drama with the way the body rids itself of toxins and impurities” (Christopher Vogler, The Writer’s Journey:  Mythic Structure for Writers, 4th ed. [Studio City, California:  Michael Wiese Productions, 2020], 420).  Stories, in that sense, are medicinal; their alchemical compounds have healing properties—more on this point later.

Vogler’s The Writer’s Journey codifies mythic structure for contemporary storytellers, demonstrating its form, function, and versatility through more accessible terminology than Campbell’s densely academic nomenclature, and by drawing on examples from cinematic touchstones familiar to all:  The Wizard of Oz, Star Wars, Titanic, etc.  Like The Hero with a Thousand Faces before it, The Writer’s Journey has become, over the last quarter century, an essential catechism, affecting not merely its own generation of scribes (including yours truly), but the successive storytelling programs that stand on its shoulders, like Save the Cat!

Comparison of Vogler’s Hero’s Journey and Snyder’s “beat sheet”

But why is it essential?  If Campbell and Vogler and Blake Snyder have simply put different labels on narrative principles we all intuitively comprehend from thousands of years of unconscious conditioning, why study them at all?  Why not simply trust those precepts are already instinctive and immediately type FADE IN at the muse’s prompting?

Because just as a doctor requires an expert’s command of gross anatomy even if no two patients are exactly constitutionally alike, and an architect is expected to possess a mastery of structural engineering though every building is different, it behooves the storyteller—be them screenwriter, novelist, playwright, what have you—to consciously understand the fundamentals of the narrative arts:

The stages of the Hero’s Journey can be traced in all kinds of stories, not just those that feature “heroic” physical action and adventure.  The protagonist of every story is the hero of a journey, even if the path leads only into his own mind or into the realm of relationships.

The way stations of the Hero’s Journey emerge naturally even when the writer in unaware of them, but some knowledge of this most ancient guide to storytelling is useful in identifying problems and telling better stories.  Consider these twelve stages as a map of the Hero’s Journey, one of many ways to get from here to there, but one of the most flexible, durable, and dependable.

ibid., 7

I’ve read and reread previous versions of The Writer’s Journey endlessly, and I take new insight from it each time:  An excellent primer for aspirants, it yields yet richer dividends for experienced writers—those that can readily appreciate it vis-à-vis their own work.  Though this updated edition, which includes two brand-new essays in the appendices (“What’s the Big Deal?” and “It’s All About the Vibes, Man”), was certainly sufficient reason in its own right to revisit The Writer’s Journey, I had a more compelling motivation:  I wanted to see for myself how Mr. Vogler makes a case for the type of conventional story arc he extols in the face of mounting evidence of its cultural irrelevance in our postnarrative era.

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Some Assembly Required: Why Disciplined Creativity Begets Better Fiction

Editor’s note:  “Some Assembly Required” was written and scheduled to post prior to COVID-19’s formal classification as a global pandemic and the ensuing social disruption it has caused here in the United States and around the world; in light of that, a thesis about storytelling craft seems to me somewhat inconsequential and irrelevant.

More broadly, however, the essay makes a case for slowing down, something we’re all doing out of admittedly unwelcome necessity at present, and learning to value the intellectual dividends of thoughtful rumination over the emotional gratification of kneejerk reaction; as such, I submit “Some Assembly Required” as planned—along with my best wishes to all for steadfast health and spirits through this crisis.


Castle Grayskull.  The Cobra Terror Drome.  The Batcave.  I didn’t have every 1980s action-figure playset, but, man, how I cherished the ones I got.  In those days of innocence, there was no visceral thrill quite like waking up to an oversized box under the Christmas tree, tearing off the wrapping to find this:

I had one just like it!

Or this:

Optimus Prime was both an action figure AND a playset! Didn’t have him, alas…

Or this:

The seven-foot G.I. Joe aircraft carrier! DEFINITELY didn’t have this one…

Oh, the possibilities!  Getting one of those glorious playsets was like being handed the keys to a magical kingdom of one’s very own.  After having been inspired by the adventures of G.I. Joe and the Transformers and the Ghostbusters at the movies, on their cartoon series, and in comics, now you had your very own “backlot” to stage your personal daydreams.  It was grand.

I am in no way indulging 1980s nostalgia here—surely you know me better than that by now.  Rather, I mean only to elicit the particular thrum of excitement the era’s playsets aroused, the imagination they unleashed.  It’s fair to say I became addicted to that sensation in my youth; even at midlife, I still need my fix.  Nowadays, though, I get it not through curated collections of overpriced memorabilia—retro-reproductions of the action figures of yore—but rather the surcharge-free creation of my own fiction.

CREATIVITY—ONE… TWO… THREE!

Getting a new playset as a kid and a starting a new writing project as an adult share arguably the same three developmental phases.  The first is what I call Think about What You Might like for Christmas.  This is the stage when you experiment noncommittally with ideas, get a sense of what excites you, what takes hold of your imagination—maybe talk it over with friends—and then envision what it will look like.  Selling yourself on a new story idea, deciding it’s worth the intensive time and energy required to bring it to fruition, is much the same as furnishing your parents with a carefully considered wish list:  You’re cashing in your biannual Golden Ticket on this.  It’s a period of escalating anticipation, and of promise.  The “thing” isn’t real yet—it’s still a nebulous notion, not a tangible commodity—but it will be…

Stage two is Some Assembly Required:  This is the recognition that your personal paracosm doesn’t come ready-to-play out of the box.  You’ll need to snap the pieces in place, apply the decals; you need to give the forum structure first.  To use another analogy:  You don’t start decorating a Christmas tree that’s been arranged askance in its stand.  (More on Some Assembly Required in a minute.)

Stage three:  It’s Playtime!  You’ve done the hard, preparatory work of building your imaginary realm, and now you get to experience the pure joy of writing—to have fun, in other words, with your new toys.

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Game Over: Why an Unsatisfying “Game of Thrones” Resolution Was a Predictable Inevitability

After eight intense seasons of scheming (on the part of the characters) and puzzling (on the part of the viewership), at long last we finally know who won the Game of Thrones.

I did.

Fans found the end to be an unsatisfying “Game of Thrones” resolution
The moment we’ve been waiting for…

A few years back, as friends and colleagues were indulging in fevered speculation about who would ultimately end up on the Iron Throne, I attempted to spare them another Lost-style disappointment by explaining the story conventions of what media theorist Douglas Rushkoff identified as “postnarrative” fiction, which eschews the predictable, linear, closed-ended form of the monomythic arc—Joseph Campbell’s “hero’s journey”—in favor of an unpredictable, nonlinear, “hyperlinked” mode of narrative “that gets more open rather than more closed as it goes along” (Molly Soat, “Digital Disruption and the Death of Storytelling,” Marketing News, April 2015, 44), and accounts for such Digital Age watercooler shows as The Walking Dead, Westworld, Orphan Black, This Is Us, and Mr. Robot.

This mere fraction of the cast—itself three times the amount most other shows carry—alone suggests an unsatisfying “Game of Thrones” resolution was inevitable
This mere fraction of the cast—itself three times the amount most other shows carry—alone suggests an unsatisfying “Game of Thrones” resolution was inevitable

To that end, I argued that no series with as many characters and concurrent plotlines as Game of Thrones had been made to service could ever rightfully hope—or even credibly intend—to reach a definitive climax, let alone have any catharsis to offer in exchange for viewers’ time and miss-no-detail devotion:

The opening titles sequence of the show betrays this emphasis:  the camera pans over an animated map of the entire world of the saga, showing the various divisions and clans within the empire.  It is drawn in the style of a fantasy role-playing map used by participants as the game board for their battles and intrigues.  And like a fantasy role-playing game, the show is not about creating satisfying resolutions, but rather about keeping the adventure alive and as many threads going as possible.  There is plot—there are many plots—but there is no overarching story, no end.  There are so many plots, in fact, that an ending tying everything up seems inconceivable, even beside the point.

Douglas Rushkoff, Present Shock:  When Everything Happens Now, [New York:  Penguin Group, 2013], 34.

The many, many peers who willingly engaged me on the subject by and large dismissed the very notion of postnarrativity—of course all stories are meant to provide closure, the argument went, and A Song of Ice and Fire author George R. R. Martin was on record as knowing the particulars of how his saga would conclude!—and insisted with good-natured sportsmanship that my Game of Thrones prediction (prophecy?) would be decisively debunked come the series finale.  To support that assertion, the legendary five-hour pitch meeting was often cited in which screenwriters David Benioff and D. B. Weiss claimed to have accurately deduced Jon Snow’s true parentage and were accordingly rewarded with Martin’s theretofore elusive blessing to adapt the high-fantasy series for Hollywood.

To which I emphatically called bullshit.  The account of that alleged pitch meeting—much more so than anything from the world of Westeros—is pure fantasy from people who know a thing or two about mythopoeia.

To wit:  Anyone who’s ever written a story—particularly a long-form, multipart saga like A Song of Ice and Fire—knows that a narrative takes on a course of its own as it develops, and an author’s notions about where it’s all going are about as bankable as our grand ideas of how are own lives are going to play out in five, ten, fifteen years.  In life, you got your plans and schemes… and then you got what happens irrespective of those.  The latter always wins.  Fiction works in a similar fashion.  (And—you can take my word for this—little if anything that gets pitched in development meetings survives to the final draft, anyway.)  As David Benioff himself said in 2015:

We’ve had a lot of conversations with George, and he makes a lot of stuff up as he’s writing it.  Even while we talk to him about the ending, it doesn’t mean that that ending that he has currently conceived is going to be the ending when he eventually writes it.

Debra Birnbaum, “‘Game of Thrones’ Creators:  We Know How It’s Going to End,” Variety, April 15, 2015

Exactly.  And whereas a novel is beholden to the vagaries of merely a single determinant—its author—a television show is a complex organism whose creative evolution changes constantly based on content restrictions imposed by the studio, talent availability, production logistics, budgetary considerations… an endless host of factors.

Case in point:  It came to light earlier this year that shortly after completing work on the first season of GoT, series mainstay Emilia Clarke (Daenerys Targaryen) underwent high-risk surgery to treat a life-threatening brain aneurysm.  In the hypothetical instance she’d been unable to resume work on the show, what would that have meant for the so-called “grand plan” of Game of Thrones?

It would’ve been thrown right out the window is what.

Daenerys’ unsatisfying “Game of Thrones” resolution
Actress Emilia Clarke as Daenerys Targaryen in “The Bells”

That’s the way TV production works.  It’s amorphous.  It’s fluid.  It’s necessarily reactive.  Trying to conceive and carry out a five-year plan for a serialized show is about as tenable as trying to do the same for one’s personal and/or professional life.  It can’t really be done because none of us know what tomorrow might bring.  Any showrunner that insists he knows how it all ends is either full of shit or delusional.

Despite that, my contemporaries maintained the same unwavering faith in the Game of Thrones writers that Tyrion inexplicably invested in Dany, certain all would be paid off and tied up at journey’s end—you’ll see!

“Spoiler alert”:  It wasn’t.

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