Thursday, July 31, 2008

Quirks

Quirks are what make a character unique and interesting. One character always fondles his hamster and talks to it. One character is always annoyed when people don't fear him. One character is always fascinated with things she shouldn't be.

These add personality, and echo real life. How many people do you know that always use one word in conversation (like, um, so you see, of course), or repeatedly mention their pet even when it has nothing to do with the conversation?

Familiarity is a factor here. We pick up on the habits, and like them. After all, if you can't remember the name you go "the guy with the hamster", right? It's not their defining attribute, but it says a lot about them.

Example: Wolverine calls people "bub", and refers to himself in third person. We're used to it, he's been doing it so long. And it's a defining part of his character, that and an odd hairstyle and the whole "claws" thing.

Wednesday, July 30, 2008

Lucky good guys syndrome

A common story mechanism is that the bad guys are much better than the good guys. They have huge castles, or bazookas, or whatever the story calls for, and all the good guys have is that little heartwarming light called hope.

But somehow, through either 
A: the good guy finding a chink in the evil guy's armor, such as an off switch or a literal chink in his armor.
B: the good guy kills him using his environment, EG, in a factory, they fight on a conveyor belt, good guy knocks a vat of glue onto the bad guy, bad guy is stuck going down the conveyor belt to a certain doom.
C: "REINFORCEMENTS HAVE COME, WE'RE SAVED!" (which is always lame)


Of course, the whole reason the good guys are fighting the bad guys is because the bad guys are stronger. It gives the story a challenge. So it's pretty hard to avoid "Lucky good guys syndrome". There are ways, however, but if you can't think of one just make the environment kill (see B) extra cool.

The anti-hero

An anti-hero is a hero with unheroic qualities; such as Batman. Batman undoubtedly does good, as he swoops in and "BOW, WHAP, POK!s" his enemies, but he's got a huge dark side. He dresses as a black bat, will resort to violent torture methods, is occasionally obsessed with his alter-ego. He's been on the other side of the law, if only for a little while.

Anti-heroes are very flawed; it's what they are. They have deep doubts, or deep trauma, and it shows. They either persevere through it and come out a better person, or they fall to the dark. Undoubtedly to come back again, but it's still a story arc.

Anti heroes can be written really well, but it takes some skill to get an anti-hero above adequate. You have to make sure the audience cares about him and wants him to get better, but also have the audience revelling in the drama of his ups and downs.

Don't overdo the anti-hero. There have been a lot of anti-heroes in fiction as of late, and the reader will see right through the anti-hero's typical plotline if you don't stray from it.

I'll put a cliche warning here: ever heard of a good guy going evil, and then the rest of them go "Oh god he's evil now! Come back!" and the previously good but now evil guy goes "I can't." but he's obviously thinking about it, and then at the perfect moment he rebels, and the good guys win?

Avoid that. And other anti-hero cliches you see, for that matter.

My verdict: anti-heroes in moderation.

Tuesday, July 29, 2008

The villain

The villain is every bit as important as the hero. The villain makes the story, the hero plows through it. The villain brings out the hero.

Good villains are delicious things. Darth Vader, the classic baddy. The Joker, a timeless choice. All are every bit as interesting as the hero, and occasionally more so (try to make the hero a little bit more interesting than the villain).

Good villains have a little bit of sadness around them. Darth Vader chose the dark side, the Joker was scarred. Most good villains have had a fall from some type of grace. In my opinion, a perfect story doesn't have you rooting for the villain, but you almost do.

Villains are prime targets for cliches. Mad doctors, evil laughs, twisted plots, evil exposition, elaborate plans, etc. It all gets a little bit campy. It's even gotten to the point where cliche villain spoofs are cliche.

So you'll need to work hard on the villain. Why does he do what he does? What drove him to be this way? What's his "cool" factor? What makes him interesting?

Also, make him evil. He's a villain, for Bob's sake. If you want to make an anti-hero (I'll make a post about anti-heroes in the future), make an anti-hero, but keep it out of your villain.

Make a moment where the villain proves he's evil. Yeah, he's been kind of grumpy before, but WOW, that was just ruthless! Maybe kill a character; gives renewed meaning to the hero's quest against the villain, and let's the reader know this villain is serious buisness.

Story setting

Story setting can mean different things, depending on whether your story is set in the real world or a fantasy world. Fantasy worlds need huge, fleshed out settings, sometimes getting pages or a whole book of their own, just explaining it. Real world settings, however, are a lot less work. It's just a matter of picking what'll suit you. Your superheroes will want to live in big cities (because otherwise it's a little boring), your farmer-turned-hero (note: avoid that story line) will live out of town, etc.

However, fantasy worlds are a time consuming and exciting thing. Religion, economy, cities, culture, creatures, geography... It's like you're God, except you have as much time as you want, not seven days.

It's a daunting task, so you'll want to take it one step at a time. Also, will you be building out, such as making a town here, and then drawing roads, forests, etc, until it's a full-fledged map, or building in, making a wide overview and then filling in the details? Both are good, and you may want to experiment with both of them.

What makes your world different? Here you walk a fine line, where you need originality and creativity but it still needs to have ties to the real world, all the better for connecting with the reader. Make a village plagued by dragon attacks, but also make a village plagued by taxes and corruption. Keep it real and keep it fresh, dawg.

I've made a simple checklist, so you know what you have to do (note: for some worlds, not all of the listed things will apply, and the listed things are just the basics, not all you need)

Races: such as humans, elves, dwarves, and trolls, the generic fantasy races.

Geography: this has a large effect on the rest of your world. If it's mountainous, then there won't be many big cities, mostly small villages trying to survive.

Culture: Adds unique flair. This village worships goats. They have annual goat dances. Interesting, no?

Religion: Goes hand-in-hand with culture. Note that nearly all of Earth's civilizations developed religion on their own or with a little help, so make sure to make this a semi-prominent part of your world.

Of course, if you're doing a science fiction story, then you'll have to make tons of different PLANETS. I suggest keeping the planets simple. Like in Star Wars, for example, instead of having varied ecosystems, there are desert planets, forest planets, and volcano planets. This way, each planet is like a region.

Try making maps, with little footnotes, it'll help things along. And remember, have fun with it. I myself find the idea of creating a world intensely fun, but that may just be me.

Your characters

Ok, you've set up a terrific plot, got a setting, and you've got paper and a pencil. What could you need now? Characters.

There's an exercise I'd like you to do, which is writing a sheet on your character. Likes, dislikes, background, looks, attitude, sayings, etc. This is to define your character. I've seen far too many books that make characters who don't have a personality, they just do what the plot calls for. And trust me, character driven stories are far better to read.

For example: you've got a pacifist scientist, who's scrawny and pale. He "abhors violence", as he says. Yet the script calls for a bar fight right now. How will you manage this?

Instead of making the scientist do something out of character, use his character to your advantage. A thug threatens him, he refuses to fight, and he's pushed into a table of bargoers. Ta-da, bar fight.

Also, develop your characters. Usually it's what they lack that they eventually need: to think, to fight, to strip. Whatever the situation calls for. So make it gradual. Let the reader see the development, and make there be a reason (for example, the scientist is being bullied, and he needs to show them what's what). Of course, you could go for a "be yourself" storyline and make the scientist create a Frankenstein to fight for him, which would be in-character. It's your choice.

Monday, July 28, 2008

"Mary Sue"

A "Mary Sue" (a phrase based on a Star Trek fan fiction story poking fun at all the overdone fan fictions) refers to a character who stretches the bounds of believability. A Mary Sue is more powerful than he/she should be, is probably the son of a god or a king, and takes up too much of the story.

A Mary Sue is also nauseatingly cliche, and is generally the best at everything. There are Mary Sue story devices, where a highly unlikely and suspiciously lucky thing happens that takes care of everything.

Like, in Harry Potter and the Chamber of Secrets. Harry, Ron, and Lockhart are down in the sewers. Harry standing at the Basilisk that can kill him with its eyes. Fawkes the Mary Sue phoenix eats his eyes out. Harry is hurt. Fawkes the Mary Sue has healing tears! Harry and friends are stuck in the sewer. Fawkes can carry many times his weight, and flies them out! Yay for Fawkes, right?

Wrong.

Though somehow Harry Potter got away with it (it helped that all it's abilities where mentioned beforehand, so it makes sense to the audience), you probably won't, or rather, shouldn't. Mary Sues hurt the story, and I don't want to catch you using them.

I'll be watching.

Connect with the readers

Ever read a comic or a book and think, "Wow! That's just like -whatshisname-! And this is just like -rememberthattime-!" Well, that's what you're going for, connecting with the reader.

Believability is also a factor here. You've probably heard this before, and if you haven't, read more writing books: humanize your characters. Yes, he's a dragon rider, but he's a dragon rider who has marital troubles, or is plagued by depression, or any of those earthly devices. It makes the reader care about the character.

Some basic pointers

Here's some general advice on comics;

READABLE TEXT: Without readable text, your joke won’t exist. (Well, technically it will, but just as technically as a tree falling in the forest with no one to hear it) Take your time with text, do plain print, and use computer text if you can, unless your handwriting is superb. Also, be careful with those speech bubbles. Put them strategically, not willy-nilly.

BREAK THE MOLD: Or at least change it around a little. Straight man and off-the-wall guy is done a lot, but it doesn’t mean you can’t do it, it just means you have to change things around a little. Leader desperately tries to get his group to stop doing random stuff? Or group tries to get the leader not to lead them into the random stuff?

WORK ON THE ART: Yep, it's true: everyone can draw. (disclaimer: those with no hands may not find the above true) Some have more natural talent than others, but it's a matter of practice. You'll probably find that you can draw in cartoonish styles, but not realistic, or vice versa. If this happens and you really want to use that style, it'll take a lot of willpower from you to work extra hard to get up to par in that drawing style. Or, you can collaborate with a drawer.

PRACTICE: When you first start, chances are that your comics will be, um, not good. So start writing comics, write them often, and maybe show them to family or friends, until you feel secure enough with them to start making some for the world. The internet can be a harsh place, and you don't want to get caught unarmed.

Questions to ask yourself

Here I must do one of the original sins: explain a joke. Or rather, in this case, a comic.
I find that the best way to tell how your comic’s going to be is answering a few questions:

Is your style of drawing realistic, cartoon, or manga (this actually has a big impact. Realistic, not as silly. Cartoon, silly. Manga, can wildly switch between silly and not silly and no one will care because it features long spiky hair)

Does it have a coherent plotline going on? (Penny Arcade, the most popular comic in existence, refers to storylines as “dreaded continuity and try to avoid it. Coherent plotlines are necessary for realistic and manga comics, and cartoon comics can pull it off quite well if they put their minds to it)

Are your jokes for a niche audience? (such as the popular gamer comics, or political comics. Generally, you can pull off a few niche comics if you make sure that it’s funny, just not as much, if someone doesn’t get it, and you don’t do it often)still

Are your comics frequently one slide (often a visual gag with a tagline under it), a three panel (affords some dialogue), or larger? Non-continuity comics often have one slide or three panel comics.

Can you draw well? Guess what, you don’t need to. What you do need is to be able to make recognizable (if not realistic) objects, and have a good grasp for facial expressions. Facial expressions are a must, they add character to your comics. Also, make sure your characters don’t all look the same, it leads to confusion.

Do you use characters when you feel like it, erratically switch between one-panel, three panel and bigger on a whim, and insert continuity stories when you feel like it? That’s fine, it’s a comic for Bob’s sake.

Do you want to commit to a schedule? If you're doing a webcomic or a syndicated comic, you'll have deadlines. You can get away with filler (a short comic or a drawing) instead of your scheduled comic a few times, but your readers will fast lose interest. Also, if you're a new webcomic, you'll want to leave updates at least twice a week. If you feel like that's too strenuous, try writing a lot of comics in advance, at your leisure, and then using them one by one. You'll have leeway that way.

That's some questions to ask yourself. One of the biggest parts of comic is your uniqueness; find it and cherish it.