Category Archives: Ideas & Plotting

Serialization: Pros and Pitfalls

As I work on the sequel to Unwilling Souls, I find myself having to confront the question of serialization versus episodic storytelling. My admission up front: I love serialized stories. Aside from sitcoms, I don’t really watch any television that doesn’t feature at least some element of serialization. While I realize there’s a certain comfort to be had in procedurals or episodic series, they will never be my first choice, precisely for that reason. Very little ever changes.

The idea that each installment of a story builds into something greater has always appealed to me. And in today’s age of serialized TV and prestige series, it’s hard to remember there was ever anything else. But networks used to look down on serialized storytelling. And if you do a little digging, it’s not hard to see why. In this post, I’ll take you through three series’ attempts at serialization across a couple of different timeframes, what worked about it and what didn’t.

The X-Files: You might call this a proto-serialized drama, or at least a drama with a central mystery at its core. For cave-dwellers or young people, the X-Files featured FBI agents Fox Mulder and Dana Scully assigned to solve the paranormal cases the FBI normally tried to downplay or ignore. Most episodes fell into a sort of “monster of the week” episodic pattern. But several times each season, including the beginning and the end, the series’ overarching story would come to the forefront: that of Mulder’s obsessive quest to uncover the truth behind alien abductions and the government’s cover-up, including the abduction of his sister when they were both children. Early on the series’ run, I (and most) enjoyed the “monster of the week” episodes but really looked forward to the alien storyline, eagerly awaiting each new installment’s advancement of the central mystery.

As the series aged, however, it became more and more apparent that the showrunners didn’t have an overall plan for the mystery, and were just dragging it out as long as possible, allowing it to grow more and more elaborate and nonsensical. By the time the lead actors were bowing out of the show save for guest appearances, it was the monster of the week episodes that still maintained a semblance of quality, while the serialized overarching story had become a mess that would obviously never reach a satisfactory conclusion. That’s the major advantage episodic TV will always have over serial TV. Each installment has a beginning a middle and an end, all neatly contained in an hour of the viewer’s time. Serialized stories have to work extra hard to give installments the feel of a miniature story arc while simultaneously advancing the overarching plot. It adds a dimension of complexity to the writing.

The X-Files finale was all but incomprehensible, and while the recent short 10th season proved the actors still bring chemistry to their characters, the alien storyline remains as opaque as ever. Ultimately, the X-Files serves as a cautionary tale to future shows about being careful with open-ended mysteries. The lesson of the X-Files: A mysterious series mythos requires, if not exact planning to the last detail, at least some forethought unless you are a virtuoso of retconning.

Lost: Though this isn’t in chronological order, The X-FIles leads us naturally into Lost, the show that learned the most from the X-Files. Lost begins with a plane crash which a seemingly miraculous number of people survive. The tropical island onto which they’ve crashed is filled with all kinds of strange, wondrous and terrifying things, like polar bears, mysterious hatches buried in the jungle, and the eerie people already living on the island, creepily known only as the Others. Like its spiritual predecessor, Lost builds its show around a central mystery: What is the Island? Unlike the X-Files, while there are episodes that don’t advance the main plot, quite a few of them in the first three seasons, nearly every episode takes place on the island itself, so there’s no forgetting the main, serialized plot.

Lost’s first season was utterly captivating, introducing us to the characters by giving each one or more episodes focused on them and their backstory while simultaneously advancing the plot. The problems didn’t really arise until Season 2 and then, even more, Season 3. It turns out that the show-runners (the show was conceived by All-SFF Team Producer J.J. Abrams but he was not involved beyond the pilot episode) did not have any more idea where the story was going than the creator of the X-Files did or, perhaps more importantly, how long they would have to stall giving out answers to their mysteries. But they learned from history.

By the time the third season was floundering in stall-tactics designed to drag out the mysteries toward an unknown series end date, the producers made the bold decision of approaching the network with a proposal to last three more 16 episode seasons and then end. Given the fact that the show was a ratings juggernaut, give props to ABC for agreeing to the schedule. From that moment on Lost became much more focused and fast-paced. Gone were the stalling episodes of Jack getting a tattoo. Each episode now drove the plot inexorably forward, and though the ending of the series was controversial to many, no one can deny that it was an ending. The lesson? If you’re telling a serialized story, plan for it to have a beginning, middle and end so that you pace correctly.

Battlestar Galactica (2004 Reboot): Speaking of controversial endings, BSG was heavily serialized from beginning to end, almost without exception. Rare was an episode that could be called truly standalone. Like Lost before it, the show was built around a relatively simple premise. The Cylons (human-hating robots, some of which are indistinguishable from humans) have destroyed human civilization in retaliation for decades-old mistreatment, and the entire remains of the human race comprise rag-tag fleet of spacecraft looking for the last habitable world in their records: the mythical colony of Earth.

From the beginning of the show, things like resource conservation, the problem of governance when your entire governmental apparatus is destroyed, and “the enemy within” became staple elements of the show’s plot. Every episode relentlessly drove the main story forward … with one exception. During Season 3, Syfy (then mercifully known as the SciFi Network) tried to make the show more viewer friendly, which translates to more episodic. See, the reason networks used to hate serialized stories is that while they tend to keep early fans watching, they make it difficult for new fans to get into shows because of all the backstory they’ve missed. SciFi wanted Season 3 to be easier to get involved which, resulting in a season which, while it has some major highs (New Caprica and the Adama Maneuver, anyone?) it also resulted in some disjointed episodes that feel unfocused and unconnected to the larger story.

If this had been the series modus operandi from the start, nothing would have seemed amiss. As it was, the change was jarring. Fortunately, the fourth and final season was allowed to close out the show (once, again that this was the final season was planned in advance) on the show-runners terms. For the record, I enjoyed both BSG’s and Lost’s controversial endings. The lesson we can take from this is that whatever precedent you set between installments, it is best to keep to it throughout the run of your series.

 

A serialized approach to storytelling is a great way to grab viewers (or readers) early and make sure they stay invested. That said, there are pitfalls to the approach as well as benefits to working in some episodic elements as well.

About the Author: Gregory D. LittleHeadshot

Rocket scientist by day, fantasy and science fiction author by night, Gregory D. Little began his writing career in high school when he and his friend wrote Star Wars fanfic before it was cool, passing a notebook around between (sometimes during) classes. His first novel, Unwilling Souls, is available now from ebook retailers and trade paperback through Amazon.com. His short fiction can be found in The Colored Lens, A Game of Horns: A Red Unicorn Anthology, and the upcoming Dragon Writers Anthology. He lives in Virginia with his wife and their yellow lab.

You can reach him at his website (www.gregorydlittle.com), his Twitter handle (@litgreg) or at his Author Page on Facebook.

 

 

Worldbuilding in the Final Frontier

A guest blog by David Heyman.

DS9stationAs a reader and writer of fantasy, I am strongly drawn to stories that emphasize worldbuilding. I think it’s a fascinating process: creating a living breathing world, real and vibrant enough that the reader will believe that world exists even after closing the book. When done well, worldbuilding allows the story to come alive, creating emotional resonance and allowing a rich backdrop onto which the writer can place their characters and dilemmas.

On television, one of my favorite examples comes from a somewhat unlikely place. Traditionally worldbuilding is the domain of new science fiction and fantasy properties, but in this case I am going to explore a show that was set in an already well-established universe: Star Trek Deep Space Nine.

In the writer’s room of the television Deep Space Nine, they had a common response to a writing problem or challenge: “make it a virtue!” Take your problem and find the strength in it, use that problem’s challenges make your story stronger. This particular show’s primary problem was one of motion, or the lack thereof. The USS Enterprise (both original and D) of the first two Star Trek shows was always travelling, always moving. Each week there were new worlds, new civilizations… new wonders to entice your audience.

Deep Space Nine was a space station- -it wasn’t going anywhere. Sure, the writers could have the ‘wonders’ come to the station (and they occasionally would) but they also took this problem and made it a virtue by embracing the world building opportunity it represented. Instead of seeing the amazing worlds and galactic wonders of the external galaxies, DS9 would draw you in by exploring the details of its characters and setting.

Exploring the emotional depths of the leads was not uncharted territory for Star Trek, but never before had the series spent so much time expanding on the backstories of not just the main characters, but a parade of recurring side characters as well. No more was the cast trying to solve the dilemmas of the ‘guest star’ of the week, forcing the viewer at home to try to care about the problems of someone they just met. Now we were visiting the lives of old friends (and enemies), learning more about them as they worked through complex emotional and morality puzzles.

By staying with the same set of primary locations (the station as well as key planets in the lore) the show again was able to add interest by going deeper rather than farther. Depth over distance, allowing the worlds of Bajor, Cardassia, the Dominion and Deep Space Nine itself to be expanded and explored in detail never before tried on a Star Trek show. Each of these repeating locations thus gained a life of their own, becoming characters in their own right with diverse and recognizable geography, politics and cultural motivations.

In later seasons, the series then took these twin strengths of worldbuilding and character depth and upped the ante by embracing serialized storylines. Common place now, these were still quite uncommon in the speculative fiction side of television back in the early 90s, and unheard of in Star Trek. Starting with three or four episode arcs, the series got bolder as time went on, with the final two seasons all being primarily driven by one story line.

This is not to say that Deep Space Nine never told a story in the more traditional Trek format, nor that the other Trek shows never focused on developing their characters or expanding the worldbuilding beyond introducing new races. (Next Generation, for example, did wonders for the Klingons). In the large sense though, the original series and Next Generation were primary shows about the adventure the characters were on, whereas Deep Space Nine though staked out a claim as a show that was essentially about itself- -its characters and the world they lived in day to day.

I feel it was the foundation the writers had laid with their characters and their worldbuilding that allowed this experiment to live long and prosper, if you will. By bringing viewers deeper into their characters and their environment, they had the luxury of taking them on longer journeys, with bigger emotional payoffs.

As a writer, I often think back to Deep Space Nine and the lessons I learned by watching it. Like most authors, I write the stories I want to read- -for me those are stories that travel deep inside their character and their world, building in the reader a bottomless well of emotional resonance.


Dave writes both novels and short stories in the various genres of speculative fiction. His other passions include his family, gaming and reading about mountaineering. Sleep is added to the mix when needed. You can visit him at daveheyman.com

Yippee-ki-yay: The Most Reluctant Hero

8e923502f8e3a185bfcd52a7b288cd3cWelcome to the party, pals!

When I think memorable characters, I think of villains first. Because villains make the heroes. It’s the villain’s scheme that proves the hero’s worth and skill.  A hero’s purpose is to stop the antagonist. The stakes are almost always incredibly high, and the hero feels the crushing weight of the responsibility upon his or her shoulders.

Unless that hero is John McClane. (Not to be mistaken with John McCain. Ever.)

The best part of John McClane is that he doesn’t want to be there. At the start of every movie, we glimpse our reluctant hero about to embark on a situation he doesn’t want to be in, whether it be a Christmas party or another day without a drink.  His motivations are simple, and have hardly anything to do with what actually happens to him. The story of his life: the wrong guy in the wrong place at the wrong time. By the middle of each movie, not even God knows what he’s doing. He’s solving puzzles like who the 21st president was,  killing a helicopter with a car because he’s out of bullets, and figuring out why Hans Gruber has such a horrible American accent. What do all of these situations have in common? His clothing that always gets increasingly dirty, and his lovable nonchalance. As he says in Live Free or Die Hard, “You know what you get for being a hero? Nothin’. You get shot at. You get a little pat on the back, blah, blah, blah, attaboy. You get divorced. Your wife can’t remember your last name. Your kids don’t want to talk to you. You get to eat a lot of meals by yourself. Trust me, kid, nobody wants to be that guy.”

A ray of frickin’ sunshine.

In Die Hard, NYPD cop John McClain flies to LA to attend his wife’s company’s Christmas party. The two have been recently separated, and John hopes to rekindle their relationship. Instead, he kindles a witty cat-and-mouse game around Nakatomi Plaza with German terrorist Hans Gruber (played by the incredible, late Alan Rickman).

John’s Initial motivation: attends a Christmas party, tries to get his wife to love him again.

Final outcome: saves nearly everyone in the Nakatomi Plaza in Los Angeles, kills terrorist Hans Gruber and foils his entire plan, saves his wife Holly. Ho ho ho!

In Die Hard 2, the ugly stepsister of the Die Hard movie franchise, John’s wife Holly finds herself in the middle of a terrorist plot (Again! What luck!) at the Washington D.C. airport. I’m not going to lie, I fall asleep every time I try and watch this one. Some planes crash, there’s a news helicopter in there, Holly’s okay, and that’s the end. I think.

John’s initial motivation: pick up Holly from the Washington D.C. airport.

Final outcome: McClane foils another terrorist plot, has a really badass scene where he lights a trail of fuel and blows up a plane, rescues Holly, again. Another basement, another elevator. How can the same stuff happen to the same guy twice?

In Die Hard: With a Vengeance, we find John a bit down and out. Holly’s no longer in the picture (after all that, she just didn’t like him I guess), and John’s nursing the bottle. When a call comes into the NYPD and the caller specifically requests McClane, John must get himself together for a race around the city with the best side-kick ever, Zeus Carver, played by Samuel L. Jackson.

John’s initial motivation: drink all day.

Final outcome: runs around the city with new bestie Zeus, saves an elementary school, meets super knowledgable construction driver, foil’s terrorist plot, saves a bunch of gold, decides to call his fickle wife Holly. This stuff happens when you throw a terrorist’s little brother off the thirty-second floor of Nakatomi Towers out in L.A. I guess he’s a little pissed off about it.

In Live Free or Die Hard, the world becomes more technological, but John McClane is still who you’d want around when things go offline. A terrorist (shocker) recruits computer hackers to build separate parts of fire sail. When most of the hackers turn up dead, the remaining hackers are left to figure out what they’ve all built. It’s one hacker’s lucky day because it’s John’s job to keep him safe.

John’s initial motivation: just wants to stalk his estranged daughter in peace.

Final outcome: McClane gets America (back) online, begins repairing relationship with daughter, foils and kills terrorist. McClane is a Timex watch in a digital age.

In A Good Day to Die Hard, John now has to repair his relationship with his son Jack, who just so happens to be under arrest for an assassination attempt in Russia. This movie takes place in Russia. It’s difficult to count this movie because the other Die Hard movies are as American as John McClane drinking apple pie-flavored moonshine.

John’s initial motivation: wants to see what’s going on with his son in Russia.

Final outcome: almost blows up the Ukraine with uranium. Oops! But also foils the Russian terrorist and reunites with his son, Jack. They’re not a hugging family.

What I’ve learned from a nearly 30-year love affair with John McClane is this. Your hero doesn’t always have to be willing. Sometimes, that’s exactly what will make your readers love him more. He can be the wrong guy in the wrong place at the wrong time and still kick some major butt. Giving your hero a strong personality and a little reluctance can be a recipe for one of the most memorable heroes of all time.

The Ultimate Philosopher King

Picard3Jean-Luc Picard is the ultimate philosopher king (but this guy is a close second). The term “philosopher king” is thrown around quite a bit, but let me take you back to its origins. Plato wrote, in Republic:

Until philosophers rule as kings… that is, until political power and philosophy entirely coincide… cities will have no rest from evils… there can be no happiness, either public or private. (Encylopaedia Britannica)

And then, later:

…[the] true pilot must of necessity pay attention to… the heavens, the stars, the winds, and everything proper to the craft if he is really to rule a ship. (Wikipedia)

In other words, Plato was saying that a community—or entire civilization—could not flourish or eliminate human vice, until those in power embraced wisdom, science, philosophy… and I think diplomacy probably fits well into that same category.

Well, I’m not sure it’s possible to read that and not think immediately of Gene Roddenberry’s revised Star Trek premise. When he developed The Next Generation in the mid-1980s, he conceived of a future a hundred years further along than Kirk and company, one in which no human vice existed in any form. It’s much more utopian in perspective than the original series, which contained, along with its high-minded notions of equality and diversity and peaceful coexistence, its fair share of fisticuffs. In The Next Generation, there were almost no fisticuffs to be glimpsed. Instead, problems were solved almost universally around a conference table, in long meetings presided over by a true philosopher king, with a crack team of scientists (and even a psychologist advisor) at his right hand.

(The ubiquity of The Next Generation’s endless meetings has been soundly mocked over the years, but I confess that I actually like them. I’ll take a serious philosophical discussion over thrown punches any day—both in real life and in my fiction.)

I think I fell in love with Jean-Luc Picard from the first moment I laid eyes on him. I admire his rationalism, his steadfastness, his urgency, his fairness, and his willingness to dialogue. He doesn’t have all the answers, but that’s okay because he doesn’t solve problems by himself; he surrounds himself with smart, qualified professionals who help him understand things. In one episode, literally moments before his ship is about to explode, as the bridge is shaking apart around him, he looks to his crew and barks, “Suggestions!” There is no crisis too great or urgent for a conference.

Picard can often be seen reading works of high literature; in a world of PADDs and digital technology (or should I say isolinear?), he still holds paper books in his hands. He appreciates art and sculpture. Again and again, he is shown to value theatre. He is a musician himself, and he often listens to opera and classical music. He attends concerts and poetry readings. He is also a scientific man, deeply rooted in history and archaeology. He speaks several languages. And perhaps most of all, he is a peacekeeper, a diplomat who brings opposing sides together and negotiates compromises.

Picard is a man of passions, but he is not governed by passion. In his romantic entanglements, few and far between (and always carefully considered), he is never depicted as falling head over heels. He is not subject to whims. Nor does he use sex or romance as a weapon or tactic.

I’m not sure a character like Picard would be so readily loved or admired anymore in the same way he was in the 80s and 90s. Picard is almost too perfect, too boring in our world of antiheroes and villainous protagonists. He is emotionally stable, and he rarely succumbs to errors in judgment, and when he does he acknowledges them and learns from the experience. All the same, when imbued with Patrick Stewart’s gravitas and intellect, Picard is awfully compelling.

He is the respected leader we all want to follow, a powerful figure when compared to the corrupt politicians and corporate executives we see everywhere in the here and now.

Indeed, he is the philosopher who rules as king, the true pilot who observes the stars and the heavens to preside over his ship. In the midst of near-perfect humanity, Picard shines brightly. As Shakespeare might say, he is the paragon of animals.

Plato would have been proud.

Evan BraunEvan Braun is an author and editor who has been writing books for more than ten years. He is the author of The Watchers Chronicle, a completed trilogy. In addition to writing science fiction, he is the managing editor of The Niverville Citizen. He lives in Niverville, Manitoba.