Thursday, November 26, 2020

Writing Horror that's actually Scary.

 

Art by Kopie

Writing Horror that's actually Scary.

I ran across 'quite' an informative little video series. This particular set is on making Horror games, movies, and stories.

Let's Gripe about Horror
https://vimeo.com/295183486

I suggest grabbing a notebook and completely ignoring the movie in favor of just listening to the voice-over. Expect to use that Pause button a lot. He covers a lot of topics at lightspeed.

Highlights:

What do You want to Do to your target audience with your Horror?

- Unsettle them?
- Surprise them?
- Create Apprehension?
- Convey a message about something you feel is horrifying?
- Disgust them with Splatter?

What does your target audience Want?

- To think about an important issue?
- Feel an adrenaline rush?
- Be titillated by gore?

What is Actual Horror?

-- Something so ghastly you have trouble understanding what just happened and/or what you're seeing.

To be effective, your horror needs to Generate: Anxiety, Panic, and Dread on a Personal level.

"You want to make the audience realize what a horrible person they are while you show them a bunch of weird crap that they can never really figure out."

In other words...
-- Offer them something Dangerously Mysterious, and make them feel Bad about themselves for wanting to know more about it. :) Then, when the final reveal comes, deliver on just how bad it is to Know the answers while hinting that even more remains hidden. HP Lovecraft was a master at this.

To do this you need:

1 To generate Introspection among the audience. ("I really am a horrible person.")
2 A Story Designed to generate that introspection.
3 A Tone of Horror that Supports the Story.
4 A Tone of Mystery that Supports the Horror.


The Steps:

1 Generate Introspection among the audience

Make them identify with Your Opinion/Concept.
-- The easiest way to get your audience to support Your opinion is by using their own established opinions as a base to work from.

-- Being studious is Good.
-- Being hard-working and punctual is Good.
-- Being kind to strangers is Good.
-- Defending the weak is Right.
-- Family deserves unconditional Trust.
-- Loving unconditionally is Right.

Subtlety = Audience IMMERSION.

Don't Tell -- SHOW, but Show by NOT SHOWING.

No Direct hints toward the Horror.

-- No bloody smears.
-- No mysterious notes.
-- Nothing concrete to prove that something really bad has happened.

Instead, Imply that something has gone wrong.

-- Use little things to hint that something has gone wrong, but nothing definite to point to What went wrong, or How wrong it went.

Reward their involvement with small affirmations that something has indeed gone wrong, possibly very wrong. 

-- Give them Clues, not Confirmation.
-- Make them think they can handle it --> until they actually face it.

2 A Story Designed to generate that introspection.


Make your story Interesting to the audience.

However...!
-- The audience only cares about two things:

1. Themselves.
-- Their personal circumstances. ("Oh, woe is me!")

2. Their personal interests.
-- Their family. (Their parents, their siblings, their spouse, their kids, their house...,)
-- Their lovers. (Catching or Keeping.)
-- Their hobbies. ("I adore cats, dogs, anime, lollies...!")

You have Two options:

1. Make something specifically about Them. 
-- Something that appeals to a specific audience.

2. Get them to LIKE (care about) a character in your story.
-- A likable human character*
-- An animal
-- An Interesting and/or unusual Environment (personification)

* "People will always pick (connect with) the cute (spunky) kid over a tragic (angsty) victim."

3 A Tone of Horror that Supports the Story.


Invoke all 5 senses -- and then some.
- Music & Sounds
- Imagery
- Textures
- Smells
- Flavors

4 A Tone of Mystery that Supports the Horror.


What many beginning writers miss is that at its core, a Horror is a MYSTERY.
-- The core value of a Mystery is a Contest between the Author who presents a Puzzle, and the Reader who seeks to discover the Solution before the end of the story.

The sign of a good Mystery is one that Keeps the Reader Guessing until the very last page.

-- Never give anything away until the last possible second. (NEVER give the monster a POV!)
-- The Monster should be the Physical Representation (presented as a puzzle) of the story's Concept AND the final Answer.
-- The final Answer should be More shocking than your Monster.

Why use Horror?

-- Horror conveys themes involving The Darkness within the Human Soul far better than other genres, (such as Comedy, or Romance.)

Subtlety = Confusion & Misdirection

Personify the story's Concept

Transform the story's Concept into a MONSTER that:
-- Embodies the idea, (shows how wrong/evil such a concept can be.)
-- Is ambiguous enough to Visually unsettling.

Subtlety in Design

"Don't use conventional designs!
-- A skinless dog, or a dog made of butterflies, is still just a Dog."

However, a shapeless, amorphous blob with strange appendages MADE from dogs is something else entirely.

"Rule of Designing (Horror) things:

-- To convey existing ideas and make it look enough like [i]something to state (that idea,) but make it look so strange, your brain doesn't know what to make of what it's seeing."[/i]

"What did I just see?"
"What does it mean?"

Important!
- Show it too long and it will Lose Impact.
- Show it too short and it Won't Convey the Theme.

Condition them to learn New Fears.
--> This triggers Jump-Scares.

- Specifically themed music. (Ex. The shark music in 'Jaws'.)
- Specific ominous sounds.
- Specific Actions = Fatal Results. (Ex. In Nightmare on Elm Street, falling asleep = Death) [/list]

Give them strong Negative Results for their actions.

-- Even (or especially) for Positive actions.

Short-term Victory = Long-term Defeat

> Ammo/inventory limits:
--- If used to kill this monster, won't have it later to kill that monster.

> Catch 22 Choices:
--- To gain something, one must lose something.
--- To save someone, some else must die.

Keep the audience invested in continued voluntary Exposure to the threat.

-- Give them an emotional reason (or excuse) to stay and Finish the game, book, or movie.

Tone, Narrative, and so-on all need a Purpose --> need to Support your Main Concept.

- Betrayal.
- Inability to connect with others.
- Lost in a collective society.
- Etc...

You do this by:
- Establishing the Concept you're trying to convey. (Show it in all it's mundane glory.)
- Associating that concept with something Horrifying.
- Showing all possible results of interaction -- and Non-interaction.


I was very impressed by the amount of research and thought that went into this 3 part series.

Enjoy!

Thursday, May 28, 2020

Plotting Your Own Story Structures

I recently came across an article you wrote about the Gothic story structure. ... Your article was incredibly straight forward and informative. Do you have any resources you would recommend for aspiring ... authors to ensure they are hitting all the wickets?  -- J 
 
Sadly, there's not a whole lot out there on the different types of Plotting Structures. Most of what is available is somewhat...simplistic derivatives of Aristotle's 3 Act Structure for a Tragedy, Freytag's Pyramid, and The Hero's Journey based on Campbell's 'Hero with a Thousand Faces.' 

Unfortunately, those structures only cover a small amount of very common, very basic stories. 



Certainly not what I wanted to write. 

So, what I did was outline the plots of some of my favorite stories from books and movies to figure out their plotting patterns. This is how I came up with the Gothic plot, the Fairy Tale plot, and the Romance plot patterns. 

(INTJ here. We're all about creating patterns.) 



This is something you may want to try yourself. Treat it as an exercise!


Plotting Your Own Story Structures
This exercise will allow you to build your own plot structures that you can use to make your own unique stories.

Pick out 3 of your favorite movies and/or stories.

Outline the plots into Four main Acts. (Only Tragedies end in the Third Act.) 

Make it as simple as possible; leave out names and details.   

Base Example:

1) Trouble Begins
     Set up and character intro, plus hints of darkness.

2) Falling Apart
      Struggling to figure out what's going on.

3) Crash and Burn
      They know what's happening and they can't stop it. 

4) Rise from the Ashes
     They fight to survive.   

Keep in mind that most movie scripts are far more compact than the average book; only a Novella; 60,000 (60k) words, in length where books tend to start at 100,000 (100k) words, so expect book outlines to be longer and far more detailed. 

After you make your outlines:
Look for what is Similar and what is Different in your outlines.

Look for missed steps, and doubled, or even tripled steps in each Act. 
 -- More often than not, whole scenes are repeated a minimum of three times, but with different results. Often played out with three different characters. (Stephen King does this a lot.)


Once you get the hang of this, plot out different genres. 
 -- Notice how the stages of each Act change --often drastically-- between the genres. For example; an Adventure story won't have near as many Emotional Impact scenes as a Romance.
 
After you've condensed each genre outline to their most common traits, you'll have the perfect plot structures to Plug and Play with your own characters, places, and situations.
Don't forget to Experiment along the way! 
 -- Sometimes a bit more repetition here, and a longer emotional breakdown there can make all the difference between something common and boring, and something completely new and fresh.

Hopefully this proves helpful!  
Morgan Hawke

Sunday, November 12, 2017

From Idea to STORY

Moonfish by SnowSkadi

----- Original Message -----
How do you develop an idea? How do you come up with the details behind stories? Do you get them from reading books? Do you get them from modern concepts? Or do they just come to you (if so, lucky you XD)? How do you develop the world in which it takes place? People or settings first? Do you include cults/religions/mass groups? How do you come up with these groups?
-- Thoughtful Writer
In other words, what you want to know is:

How do you build a Story from an Idea?


Let's begin by breaking this huge pile of questions down to smaller, bite-sized pieces...

How do you develop an idea?

 

I start with a Climactic Event.

My ideas may originate from anything at all; from a piece of music to a picture I saw on the 'net, but to make a Story from those ideas I start with What I Want to Happen at the very heart of my story -- a central Climactic/Crisis Event. I then create a Plot Concept around it to make that event happen, and tie up loose ends after the event.


Plot concept:
~~~~~~~~~~~~
Act 1: What caused the Event.
Act 2: Climactic/Crises Event.
Act 3: What happened after.


Example: What I Want to Happen.
  • I want the central climactic/crisis event to be an epic space battle between a Galactic Empire and a tribe of Space Privateers, and I want the characters to carry Swords.

How do you come up with
the [Details] behind stories?

"Do you get them from reading books? Do you get them from modern concepts? Or do they just come to you (if so, lucky you XD)?"

 

RESEARCH.

The Details I come up with are mainly generated by reading stories similar to what I want to write, and researching what I need to know to make such an event Plausible. This tends to reveal unexpected facts which often give me MORE ideas to add to the story.

How do you make something in a story Plausible?
You use Facts to give its existence a Good Excuse to be there.

Examples: Facts
  • Did you know that privateers had Written Permission from their home country to attack the ships of the countries their country didn't like --especially if there was a war going on-- as long as they turned over a certain percentage of 'booty' to their home country?
    • (Ah ha! I now have a 'good excuse' to make the privateers the Good Guys!)
  • Did you know that Empires (the British Empire in particular,) routinely hired Merchants to be Privateers when they didn't have enough ships in their fleets BECAUSE Merchant ships were extremely well-armed specifically to fight off Pirates (other Privateers)?
    • (Ah-HA! Now I have a good excuse to have a Privateers vs. Pirates battle!)
  • Did you know that those same empires that hired Privateers would also systematically destroy their Privateers once a treaty was signed with the country they had gone to war with, mainly because this was often a condition for a treaty to be signed?
    • (Ah-HA! Now I have a 'good excuse' for Privateers to become pissed off at an empire!)
  • Did you know that using a projectile weapon of any sort on a spaceship spelled Instant Death should that projectile shoot through the outer hull?
    • (Ah-AH! I know have a 'good excuse' to have all my characters carry Swords!)  

How do you develop the world
in which it takes place?

People or Settings first? Do you include cults/religions/mass groups? How do you come up with these groups?

 

I begin with the World.

I always start with the SETTING, the World my characters will inhabit. I research everything to look for clues about what kind of cultures, politics, employment, social positions, religions, etc. would come into play in such a story because a character's culture and civilization will be what makes each character who they are -- the same way that your culture and civilization made you who you are.

Examples: Space, Empires, and Privateers.
  • How do Empires happen, and how are they governed?
  • Why would Privateers be hired?
  • Under what conditions would privateers be attacked by an empire?
  • What are the conditions for living in space?
  • What kinds of space travel would I need, (Faster-than-light? Folding space? Jump-gates...?) and can they be adapted to what I want to do?
  • What kind of weapons would a spaceship have? (Particle cannons?)
  • How would a space battle be conducted?

Then Characters.

Once I have a good grasp of the cultures my characters would inhabit, then I decide what kind of characteristics and backgrounds the Characters would need to make my Event happen -- or Not happen.

Examples: Characters
  • Why would people (or a whole family) become privateers?
  • Why would someone hate the empire?
  • Why would someone hate privateers?
  • What kind of training would be needed to fight in 0 gravity?
  • If I make the main character a neutral party, where would such a character come from, and why would they have such a mindset?

And that's how I build a Story from an Idea.

Enjoy!