Writer of things that go bump in the night

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Book Review:  “Heat 2” by Michael Mann + Meg Gardiner

This article discusses plot details and scene specifics from Michael Mann’s film Heat (1995) and his novel Heat 2 (2022).


John Carpenter’s dystopian classic Escape from New York (1981), set in 1997, opens with an expository intertitle:  “1988—The Crime Rate in the United States Rises Four Hundred Percent.”  Though that grim prognostication amounted to an exaggeration, the issue itself had nonetheless become a big deal here in the real world by the early 1990s:

In 1993, the year President Clinton took office, violent crime struck nearly 11 million Americans, and an additional 32 million suffered thefts or burglaries.  These staggering numbers put millions more in fear.  They also choked the economic vitality out of entire neighborhoods.

Politically, crime had become one of the most divisive issues in the country.  Republicans called for an ever more punitive “war on drugs,” while many Democrats offered little beyond nebulous calls to eliminate the “root causes” of crime.

David Yassky, “Unlocking the Truth About the Clinton Crime Bill,” Opinion, New York Times, April 9, 2016

Clinton’s response was the measurably effective (if still controversial) Violent Crime Control and Law Enforcement Act of 1994, otherwise known as the 1994 Crime Bill, coauthored by Joe Biden, the provisions of which—and this is just a sampling—added fifty new federal offenses, expanded capital punishment, led to the establishment of state sex-offender registries, and included the Federal Assault Weapons Ban (since expired) and the Violence Against Women Act.

It was an attempt to address a big issue in America at the time:  Crime, particularly violent crime, had been rising for decades, starting in the 1960s but continuing, on and off, through the 1990s (in part due to the crack cocaine epidemic).

Politically, the legislation was also a chance for Democrats—including the recently elected president, Bill Clinton—to wrestle the issue of crime away from Republicans.  Polling suggested Americans were very concerned about high crime back then.  And especially after George H.W. Bush defeated Michael Dukakis in the 1988 presidential election in part by painting Dukakis as “soft on crime,” Democrats were acutely worried that Republicans were beating them on the issue.

German Lopez, “The controversial 1994 crime law that Joe Biden helped write, explained,” Vox, September 29, 2020

Given the sociopolitical conditions of the era, it stands to reason—hell, it seems so obvious in hindsight—the 1990s would be a golden age of neo-noir crime cinema.  The death of Michael Corleone, as it happens, signified a rebirth of the genre itself; Martin Scorsese countered the elegiac lethargy—that’s not a criticism—of Francis Ford Coppola’s The Godfather, Part III with the coke-fueled kineticism of Goodfellas (both 1990).  Henry Hill shared none of Michael’s nagging reluctance about life in the Italian Mafia; he always wanted to be a gangster!

Reasoning that was probably true of audiences, too—as an author of horror stories, I certainly appreciate a healthy curiosity for the dark side—Hollywood offered vicarious trips into the criminal underworlds of Hell’s Kitchen, in Phil Joanou’s State of Grace (1990), and Harlem, in Mario Van Peebles’ New Jack City (1991), both of which feature undercover cops as major characters.  So does Bill Duke’s Deep Cover (1992), about a police officer (Laurence Fishburne) posing as an L.A. drug dealer as part of a broader West Coast sting operation.

The line between cop and criminal, so clearly drawn in the action-comedies of the previous decade (Lethal Weapon, Beverly Hills Cop, Stakeout, Running Scared), was becoming subject to greater ambiguity.  In no movie is that made more starkly apparent than Abel Ferrara’s Bad Lieutenant (1992), about a corrupt, hedonistic, drug-addicted, gambling-indebted, intentionally nameless New York cop (Harvey Keitel) investigating the rape of a nun in the vain hope it will somehow redeem his pervasive rottenness.

And it wasn’t merely that new stories were being told; this is Hollywood, after all, so we have some remakes in the mix.  Classic crime thrillers were given contemporary makeovers, like Scorsese’s Cape Fear (1991), as well as Barbet Schroeder’s Kiss of Death (1995), which is mostly remembered, to the extent it’s remembered at all, as the beginning and end of David Caruso’s would-be movie career, but which is much better than its reputation, thanks in no small part to a sharp script by Richard Price (Clockers), full of memorably colorful Queens characters and his signature street-smart dialogue.

Creative experimentation was in full swing, too, as neo-noir films incorporated conventions of other genres, including erotic thriller (Paul Verhoeven’s Basic Instinct [1992]), black comedy (the Coen brothers’ Fargo [1996] and The Big Lebowski [1998]), period throwback (Carl Franklin’s Devil in a Blue Dress [1995]; Curtis Hanson’s L.A. Confidential [1997]), neo-Western (James Mangold’s Cop Land [1997]), and, well, total coffee-cup-shattering, head-in-a-box mindfuckery (Bryan Singer’s The Usual Suspects; David Fincher’s Seven [both 1995]).

Christ, at that point, Quentin Tarantino practically became a subgenre unto himself after the one-two punch of Reservoir Dogs (1992) and Pulp Fiction (1994), which in turn inspired an incessant succession of self-consciously “clever” knockoffs like John Herzfeld’s 2 Days in the Valley (1996) and Gary Fleder’s Things to Do in Denver When You’re Dead (1995).  By the mid-’90s, the crime rate, at least at the cinema, sure seemed like it had risen by 400%.

Tim Roth lies bleeding as Harvey Keitel comes to his aid in a scene from the film “Reservoir Dogs,” 1992 (photo by Miramax/Getty Images)

As different as they all are, those films can almost unanimously be viewed as a repudiation of the ethos of ’80s action movies, in which there were objectively good guys, like John McClane, in conflict with objectively bad guys, like Hans Gruber, in a zero-sum battle for justice, for victory.  It was all very simple and reassuring, in keeping with the archconservative, righteous-cowboy worldview of Ronald Reagan.  And while those kinds of movies continued to find a receptive audience—look no further than the Die Hard–industrial complex, which begat Under Siege (1992) and Cliffhanger (1993) and Speed (1994), among scores of others—filmmakers were increasingly opting for multilayered antiheroes over white hats versus black hats.

Which begged the question:  Given how blurred the lines had become between good guys and bad guys in crime cinema, could you ever go back to telling an earnest, old-school cops-and-robbers story—one with an unequivocally virtuous protagonist and nefarious antagonist—that nonetheless aspired to be something more dramatically credible, more psychologically nuanced, more thematically layered than a Steven Seagal star vehicle?

Enter Michael Mann’s Heat.

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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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“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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“Scream” at 25: Storytelling Lessons from Wes Craven’s Slasher Classic

In honor of the twenty-fifth anniversary of Wes Craven’s Scream, released on this date in 1996, here’s how the movie revived a genre, previewed a defining characteristic of Generation X, dramatized the psychological toll of trauma with uncommon emotional honesty—and how it even offers a roadmap out of the prevailing narrative of our time:  extractive capitalism.


For all the decades we’ve been together, my wife and I have observed a particular protocol, probably owed to how many movies we used to see at the two-dollar cinema in Hell’s Kitchen when we were dirt-poor college students:  Upon exiting the theater, neither issues a comment on or reaction to the film we just saw.  Instead, we save the discussion for when we’re seated at a nearby restaurant, at which point one or the other invariably asks, “Do you want to go first?”  As far as I can recall, we’ve broken with that tradition but once.

“We just saw a classic,” she blurted as we staggered our way through the lobby moments after seeing Scream.  “They’ll still be talking about that in twenty years.”  (Such an estimate, in fairness, seemed like a glacially long time when you’re only as many years old.)

In fact, a full quarter century has now passed since the release of the late Wes Craven’s postmodern slasher masterpiece, and the movie has very much earned a fixed place in the cultural consciousness.  That opening sequence alone, so shocking at the time, hasn’t lost any of its power to frighten and disturb; an entire semester could be spent studying it, from the exquisite camerawork to the dramatic pacing to Drew Barrymore’s heartwrenchingly credible performance as a young woman scared shitless—and this despite having no one in the scene to act against save a voice on a phone.  Ten minutes into the movie, its marquee star is savagely disemboweled… and now you don’t know what the hell to expect next!

Drew Barrymore as Casey Becker in “Scream”

I really can’t say I’ve seen a horror film since that was at once so scary, clever, entertaining, influential, and of its moment the way Scream was.  With eerie prescience, Craven and screenwriter Kevin Williamson (born 1965) seemed to put their finger on an idiopathic attribute of Generation X that would, as Xers settled into adulthood and eventually middle age, come to define the entirety of the pop-cultural landscape over which we currently preside:  that rather than using fiction to reflect and better understand reality—viewing narrativity as “a coherent design that asks questions and provides opinions about how life should be lived,” per Christopher Vogler—we more or less gave up on understanding reality in favor of mastering the expansive, intricate storyworlds of Star Wars and Star Trek, DC and Marvel, Westworld and Game of Thrones.  And such figure-ground reversal started long before the Marvel–industrial complex capitalized on it.

In the early ’90s, as the first members of Gen X were becoming filmmakers, avant-garde auteurs like Quentin Tarantino (born 1963) and Kevin Smith (1970) not only devoted pages upon pages in their screenplays to amusingly philosophical conversations about contemporary pop culture, but the characters across Tarantino and Smith’s various movies existed in their own respective shared universes, referencing other characters and events from prior and sometimes even yet-to-be-produced films.  That kind of immersive cinematic crosspollination, inspired by the comic books Tarantino and Smith had read as kids, rewarded fans for following the directors’ entire oeuvres and mindfully noting all the trivial details—what later came to be known as “Easter eggs.”

What’s more, the trove of pop-cultural references embedded in their movies paid off years of devoted enrollment at Blockbuster Video.  Whereas previously, fictional characters seemed to exist in a reality devoid of any pop entertainment of their own—hence the reason, for instance, characters in zombie movies were always on such a steep learning curve—now they openly debated the politics of Star Wars (Clerks); they analyzed the subtext of Madonna lyrics (Reservoir Dogs); they waxed existential about Superman’s choice of alter ego (Kill Bill:  Volume 2); they even, when all was lost, sought the sagacious counsel of that wisest of twentieth-century gurus:  Marvel Comics’ Stan Lee (Mallrats).

For Gen X, our movies and TV shows and comics and videogames are more than merely common formative touchstones, the way, say, the Westerns of film (Rio Bravo, The Magnificent Seven) and television (Bonanza, Gunsmoke) had been for the boomers.  No, our pop culture became a language unto itself:  “May the Force be with you.”  “Money never sleeps.”  “Wax on, wax off.”  “Wolfman’s got nards!”  “I’m your density.”  “Be excellent to each other.”  “Do you still want his daytime number?”  “Just when you thought it was safe to go back in the water…”

Those are more than quotable slogans; they’re cultural shorthands.  They express a worldview that can only be known and appreciated by those of us encyclopedically literate in Reagan-era ephemera, like the stunted-adolescence slackers from Clerks and nostalgic gamer-geeks of Ready Player One and, of course, the last-wave Xers in Scream:

Kevin Williamson, “Scream” (undated screenplay draft), 89

The characters from Scream had grown up watching—arguably even studying—Halloween and Friday the 13th and A Nightmare on Elm Street on home video and cable TV, so they had an advantage the teenage cannon fodder from their favorite horror movies did not:  They were savvy to the rules of the genre.  Don’t have sex.  Don’t drink or do drugs.  Never say “I’ll be right back.”

There was a demonstrably prescriptive formula for surviving a slasher movie—all you had to do was codify and observe it.  That single narrative innovation, the conceptual backbone of Scream, was revelatory:  Suddenly everything old was new again!  A creatively exhausted subgenre, long since moldered by its sequel-driven descent into high camp, could once again be truly terrifying.

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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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Age of Innocence: On the Bygone Pleasure of Being City Kids

Contrary to common misconception, city kids do indeed have backyards.  We even had a name for ours:  New York.

My little grade-school gang and I enjoyed a free-range childhood we exploited with an adventurous spirit influenced in equal measure by the intrepid curiosity of Indiana Jones and the gleeful tricksterism of Axel Foley.  We discovered secret subbasements hidden in the cobwebbed bowels of the Bronx’s mammoth apartment complexes.  We explored the abandoned housing/condominium developments commissioned during the 1980s building boom then subsequently left to rot and ruin after the ’87 Wall Street crash.  We scaled the vertiginous understructure of the Henry Hudson Bridge.  We even dressed up as Boy Scouts and sold candy in the lobby of the Waldorf Astoria.  (Karmically, we never got to spend our ill-gotten gains.  Of our quartet, we selected the guy whose mother was least likely to find the cash—we made over $70 in profit, an astronomical sum for four kids in 1990 who couldn’t afford a slice of pizza between them—and stashed it at his place.  She found it anyway, though, and blew it on booze.)

There’s so much I could say about those days, but I could in no way express my sentiments more truthfully or concisely than Stephen King’s plainspoken summation from The Body:  “I never had any friends later on like the ones I had when I was twelve.  Jesus, did you?”

It didn’t take age and perspective to recognize how special our fellowship was—I knew that and cherished it even then—but I can’t say I fully appreciated just how lucky we were to have the Biggest City in the World as our personal playground until I’d lived elsewhere.  Take my home of the past seventeen years:  L.A.’s San Fernando Valley, population 1.77 million.  Every square block of it (that isn’t a strip mall) looks exactly like this:

No hidden facets.  No winding streets or towering edifices, no sidewalk cellar doors or obscured alleyways promising adventure to those willing to probe parts unseen.  Hell, by this vantage, the Valley doesn’t look much different from a Monopoly board, with all its identical houses tidily arranged side by side on rectangular lots.  Maybe it’s shamefully condescending of me, but I feel sorry for kids who have to grow up here.  What about the above inspires or invites exploration the way New York does?

Or should I perhaps say did?  It’s possible, upon recent observation, that culture is irreversibly changing.

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Artistic Originality: Is It Dead—or Was It Merely a Fallacy to Begin With?

Over the course of the many insightful conversations generated by the recent post on Star Wars:  The Last Jedi—sincerest thanks to all who shared their time and thoughts—the subject of artistic influence was discussed:  what role it played in the creation of some of Gen X’s most cherished movie franchises of yore, and what part, if any, it has in our now-institutionalized praxis of remaking those films wholesale—of “turning Hollywood into a glorified fan-fiction factory where filmmakers get to make their own versions of their childhood favorites.”

Because where is the line drawn, exactly, between inspiration and imitation?  If the narrative arts are a continuum in which every new entry owes, to a certain extent, a creative debt to a cinematic or literary antecedent, is originality even a thing?

If so, what is it, then?  How is one to construe it concretely, beyond simply “knowing it when we see it”?  And, as such, is there a way for us as artists to codify, or at very least comprehend, the concept of originality as something more than an ill-defined abstraction to perhaps consciously strive for it in our own work?

 

THE HERO WITH A THOUSAND INFLUENCES

Since it was Star Wars that provoked those questions, let me start with this:  George Lucas is one of my eminent creative influences.  When I was in high school in the early nineties, during that long respite between Return of the Jedi and The Phantom Menace, when Star Wars was more or less placed by its creator in carbon-freezing, I became aware that the same mind had conceived two of my favorite franchises, and went to great lengths to study Lucas’ career:  how he learned the art of storytelling, where his ideas came from, how he managed to innovate the way in which blockbusters were created and marketed.

“Star Wars” and “Indiana Jones” mastermind George Lucas, my first creative idol

In order to more fully appreciate what Lucas created in 1977 when he made Star Wars—a work of fiction so thrilling and inspired it seemed to emerge fully realized from his singular imagination—it behooves us to consider the varied influences he drew from.  The 1936 Flash Gordon film serial Lucas watched as a child provided the inciting animus—a grand-scale space opera told as a series of high-adventure cliffhangers.  (It also later informed the movie’s visual vocabulary, with its reliance on old-fashioned cinematic techniques like opening crawls and optical wipes.)

In a case of east meets west, Joseph Campbell’s study of comparative mythology The Hero with a Thousand Faces provided a general mythic and archetypal blueprint to endow Lucas’ sprawling alien-world fantasy with psychological familiarity, while Akira Kurosawa’s The Hidden Fortress served as a direct model for the plot he eventually settled on (after at least three start-from-scratch rewrites).  Lucas ultimately patterned the series’ three-part narrative arc after Tolkien’s Lord of the Rings cycle (which later directly influenced his high-fantasy franchise-nonstarter Willow), because, prior to Star Wars, closed-ended “trilogies” weren’t really a thing in commercial cinema.

In addition to his cinematic and literary interests, Lucas is also a passionate scholar of world history (as evidenced by Indiana Jones, particularly the television series), and a direct line can be drawn from the X-wing assault on the Death Star to the aerial dogfights of World War II, to say nothing of the saga’s allusions to the Roman Republic, Nazi Germany, and the Vietnam War.  As for where the Force and lightsabers and the twin suns of Tatooine came from… who knows?  The sheer number of disparate interests that met, mated, and reproduced within the confines of Lucas’ brain can never be fully accounted for, even by the man himself.

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Home for Christmas: (Not) a Hallmark Presentation

I’ve spent a somewhat embarrassingly disproportionate share of my free time this holiday season watching those endless made-for-Hallmark Christmas movies.  Good God—the scripts come off like bad first drafts banged out over a weekend, though somebody is probably making a handsome living writing them.  (Any chance you’re hiring, Hallmark?)  There are a few variations on the formula, but most play out something like this:

A work-obsessed city gal—typically a “marketing exec,” though clearly zero research has been conducted as to what precisely that entails—finds herself stranded in provincial New England, British Columbia, at the heart of the holiday season (kindly disregard the lush summer foliage in the background of every wide shot), where an earnest Bill-Pullman-in-While You Were Sleeping clone, far too manly and pragmatic to have ever participated in something as frivolous as an acting class, teaches our heroine, often with the aide of a precocious (and fortuitously motherless) child, the true meaning of Christmas—read:  small-town livin’ in the real America.  Twirling gape-mouthed in an obscenely production-designed town squarebrought to you by Balsam Hill!blanketed in a freshly fallen silent shroud of SnowCel, our newly enlightened protagonist declares, “This is what Christmas is supposed to look like!”

And that got me thinking:  What should Christmas look like?  I mean, if each of us could put the holiday season on a postcard to serve as the perfect representation of what it evokes in our hearts, what would yours depict?

Perhaps this?

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Foundations of Storytelling, Part 1: The Logline

This is the first post in an occasional series.

With the Second World War looming, a daring archaeologist-adventurer is tasked by the U.S. government to find the Ark of the Covenant—a Biblical artifact of invincible power, lost for millennia in the desert sands of Egypt—before it can be acquired by the Nazis.

On Christmas Eve, an off-duty police officer is inadvertently ensnared in a life-or-death game of cat-and-mouse in an L.A. skyscraper when his wife’s office party is taken hostage by a dozen armed terrorists.

Over the Fourth of July holiday, a resort-island sheriff finds himself in deep water—literally—when his beach is stalked by an aggressive great white shark that won’t go away.

All of the above story concepts should sound familiar—that’s why I chose them.  Yes, Raiders of the Lost Ark, Die Hard, and Jaws are all popular—now classic—works of commercial cinema.  But they are also excellent exemplars of storytelling at their most basic, macrostructural levels, as demonstrated by the catchy summaries above, known in Hollywood as “the logline.”

When a single image, let alone a single sentence, imparts the essence of a story, the underlying concept is a powerful, primal one

 

THE LOGLINE AS A SELLING TOOL

The logline is a sales pitch:  In a single compact sentence, it conveys the protagonist (respectively:  the adventurous archaeologist; the off-duty cop; the beach-resort sheriff), the antagonist (the Nazis; the terrorists; the shark), the conflict and stakes (possession of the Ark for control of the world; the confined life-and-death struggle; the destruction of a man-eating leviathan), the setting (1930s Egypt; an L.A. skyscraper at Christmas; a summer resort), and the tone/genre (action/adventure; action-thriller; adventure/horror).  You can even reasonably glean the Save the Cat! category of each:

  • Raiders as Golden Fleece (Subgenre:  “Epic Fleece”)
  • Die Hard as Dude with a Problem (“Law Enforcement Problem”)
  • Jaws as Monster in the House (“Pure Monster”)

A cogent synopsis like any of the above allows a prospective buyer to “see” the creative vision for the movie, ideally triggering the three-word response every screenwriter longs to hear:  “Tell me more.”

Note what isn’t included in the logline:  The names of any of the characters.  Thematic concerns.  Emotional arcs.  Subplots.  Descriptions of particular set pieces.  That’s the “tell me more” stuff, and none of it is necessary—it is, in fact, needlessly extraneous—for the “elevator pitch,” so called for the brief window one has to hook to an exec before he steps off onto his floor (read:  loses interest).  The point of a logline is to communicate the story’s most fundamental aspects, and to capture what’s viscerally exciting about the premise.

I mean, if you’d never seen Raiders, Die Hard, or Jaws—if you knew nothing else about them other than the information contained in those loglines—you’d already have a sense of why these are, or could at least make for, gripping stories.  Pitch any one of them to a movie executive, and he can immediately envision the scenes—or at least the potential for them—suggested by the central premise.  Each one piques curiosity and, one step further, inspires the imagination.

The Raiders logline is so compelling because it takes (what was at the time) an arcane scholarly discipline, archaeology, and credibly applies it to an action-film archetype, typically the province of superspies like 007.  It also features historical elements that don’t seem like they should belong together—Nazis and Biblical relics—to envision something simultaneously smart and thrilling.

The Die Hard and Jaws loglines are exciting because they take their police-officer protagonists and essentially reduce them to “everyman” status (unlike Raiders, which features a specialist as its hero) by putting them in overwhelmingly harrowing situations that play to some of our most primal fears:  terrorism and sharks.  In short, they have that compelling What if? factor.

That’s how those stories got sold, and how the movies themselves got made.  We don’t need any information beyond what we get in those loglines to want to see the finished product.  As such, condensing a story to its logline is an absolutely essential skill for any screenwriter.

Let me amend that:  It is an essential skill for all storytellers, novelists included—perhaps especially.  And its applications are far broader than simply marketing.

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