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#6
– Don’t Take it Personally
File
under: Editing
Scrutinously revised to the beat of:
Streetlight Manifesto – “Here’s to Life”
Rolling
Stones – “Street Fighting Man”
Bouncing
Souls – Tie One On [album]
Catch 22
– “Beguile the Time”
Catch 22
– “Wine-Stained Lips”
Don’t take anything personally.
I’ve been thinking about how easy it
is to edit stories that grew in foreign soil compared with how hard, even if
it’s your earnest goal, to take the same critical shears to your own work. It’s just difficult to throw out everything
YOU know and think it means, to become a wholly nascent reader, taking in only
the information that makes it onto the page.
I’ll give you an example from a book I
liked, but nonetheless, found two big problems with that drained its momentum
for me.
WANTED, if you never read it, is a comic
book written by Mark Millar and brilliantly depicted by J.G. Jones, about a
fatherless boy who finds out he has inherited great power from his recently
deceased dad. It’s a typical superhero fantasy with one twist: Dad was a
villain known as The Killer, and his talent was to snuff anything with a
heartbeat. Consider everything that follows a SPOILER,
and this is your WARNING.
A great idea, that inversion, no? From there, Wesley gets recruited by the
cabal of villains that has ruled the world since the ’80s, hiding their own existence
(and the superheroes they’ve humiliated) from a populace that thinks
superpowers are just a fiction of comic books.
Not long after Wesley’s intensive training is completed, a
more public faction of villains stages a coup, and proceeds to pillage the
Earth. They attempt to wipe out Wesley
and his Fox buddy, who take the fight to the badder guys’ headquarters in a
Matrix-style assault. After successfully
completing that test, Wesley faces the surprise mastermind, or at least
inciter, of this round of in-fighting, and of course, it’s his father.
WANTED caught a bit of criticism about
its ending, in which Wesley gave the middle finger to the reader for staying
mired in a pathetic, anonymous life like Wesley had left behind, reading comic
books, getting vicarious thrills out of Wesley’s adventures, instead of seizing
what they secretly wanted. Such an
ending, some argued, was insulting to fans that had supported the book.
Well, that’s
wrong.
That ending, while maybe not necessary, was perfectly in
character. Wesley was a little bastard,
having gone from spineless mope to the greatest killer on Earth. Of course he’s going to act like a jerk. He’s a villain, and he has no respect for his
old self or anyone like that. It’s as
close as a misanthrope like he can get to a piece of friendly advice to stand
up and take what you want to make your dreams come true.
No, what was disappointing about WANTED was that it misfired in two areas, which I hope get changed
in the upcoming film version:
1) Showdown
The setup: a heavily-armed Wesley finds
himself facing an army of villains. This
is an intense moment, when Wesley, who has yet to prove himself in the shadow
of his father, is going to have to kill four dozen of the scariest people on
Earth at once.
The problem: Wesley has already developed his
talents. He completed his training in the second and third issues, and spent
the rest of the series eradicating the most powerful coup-leaders in one-on-one
combat. And if those guys were afraid of
him and his innovations in the heat of battle, why should mowing down some
nameless extras and dodging a bit of returned fire prove his abilities have
matured? There’s not a lot of tension
here because we already know what Wesley can do, and the people who weren’t
afraid of him are dead.
The solution: Have the villains’ coup occur
while Wesley’s still in training. Make it a trial by fire, so that the mass
slaughter the end is the final test of his capabilities rather than an easy
lay-up. Don’t make it the work of seconds to show how deadly Wesley is when we know he’s deadly, and you’re presenting
it to us as something extraordinary and a test of even his mighty, murderous
mettle.
2) Fighting Dad
The setup: When the original Killer returns,
it’s not a huge surprise. Who else could
kill the Killer but himself? Having
given Wesley all his dreams, he now asks Wesley to kill him. Wesley obliges with a bullet in the foramen
magnum.
The
problem: The situation here is fine and fitting – there can only be one Killer,
the old man doesn’t want to watch his skills depreciate, and getting snuffed by
your own son as an act of love fits the ridiculously screwed-up ethos of the
series. Plus, this is a coming-of-age
story, and it’s standard in those to overthrow your father in order to become a
man. But there’s no way the Killer goes
to all that trouble to remake his son in his image, harness all his resentment
at his nebbishy life and an absent dad into the engine for his murderous new
identity, and then just kneels down to receive absolution in the back of the
noggin. This is a huge missed opportunity for a test that proves the point of
the entire series and justifies Wesley’s development.
The solution: Is simple. Give us one more fight
scene between Wesley and Pop, the most knock-down, drag-out, issue-long battle
possible. We thought until this point that Mr. Rictus had murdered the Killer,
so his quick dispatchment made sense to reveal the true plotter. Wesley has to defeat his father, and it has
to be the hardest thing he’s ever done. A gun battle that devolves into brutal
hand-to-hand combat, and ends only with Wesley strangling his dad, who barely
chokes out, “I love you son…” before Wesley says, “I love you, Dad!” and snaps
the man’s neck, both of them with tears in their eyes. Instead, we get an issue of flashbacks and
exposition that could just as easily have taken place during their tenderly
vicious fight.
And that’s all it would take. Nothing
wrong with the story, no major changes, just nudge a few events. No different
from adjusting the brightness levels in Photoshop, really. But oh, what a
clearer picture now!
That’s my assessment as a reader. But as a writer, it’s something I’m reticent
to say in print, however benign my reasons, because I’m writing my own stories,
and they’re going to have the same problems and pitfalls that I won’t be aware
of, no matter how many times I read my own drafts. It’s weird to criticize others’ works because
the expectation is almost automatically: “OK, wiseguy, you write something
better.”
And unlike basketball, where you tell someone to loosen
up his throw, you can’t prove your right to criticize by stepping out and sinking
a dozen three-point shots. Sometimes the
success of a story is a subjective thing.
I mean, there’s someone out there who likes Ayn Rand
stories, right? A more miserable puddle
of half-baked apology for egotism and egoism masquerading as prose, I have not
seen. Yet for some people Atlas Shrugged is a success as both a
story and a manifesto. So, WANTED. Pretty cool, could have been
better. Take it or leave it.
Another problem with criticizing your own work is that
external scrutiny is almost a necessary sacrifice to detailing the depths of
your own worlds. You’re so busy planting
trees, you don’t always see the shape of the forest. You see why outside readers are a good idea;
they help ensure you haven’t wandered off the map in your explorations. Of course, then you have to search for a
reader you can trust to discern your story’s goals and analyze its methods
without imposing their own creative vision on it in a way that compromises your
So here’s my problem.
I know there’s something wrong with a short story for DOSE called “Li’l Sammy Swift,”
but it currently escapes me what.
Everyone’s scared of this weapon detonating, but when it finally does,
it’s just as destructive and dangerous as they were promised, yet nothing like what
they expected. That’s my plot. I set it up
well enough – all anyone talks about is how scared they are of this device.
And yet…it just doesn’t seem like the payoff hits with the
force it should. I must therefore not have set up the premise clearly enough. Or maybe it’s just all talk and no show. I
should add a page where it nearly blows up and the entire community is in
terror. Yeah, now that I look at this again, it’s one big jumbled spoof of
Shakespeare and Kurtzman. I didn’t link
the two poetically. More shame on me. Maybe if I add a new page with economic care,
I can up the ante, connect the two subjects better, and spin some clearer
language than the iambic Marvin-speak that’s in there now.
Some people might object to the crammed pages, but I like
a stuffed page, especially for a project like DOSE, which is just supposed to a disposable piece of fun stuffed
to the epiglottis with jokes and gags.
If you’re going to shell out cash for a comic, my thinking is it had
better take awhile to read (and not in a stymied, obtuse way), especially if
it’s an indie humor book. Superheroes
might get away with burning page-space, but a fledgling title should stick in
your brain at least as long as a TV episode.
(as I write this, an unprovoked Andres Ponce IMs to tell
me “you cramp the page with too much cool visuals” which I guess is a
compliment and a criticism both, but a funny coincidence either way)
Splashy pages have their place and impact, of course, but
I’ve discovered something else about a weighty page. It’s impossible to glean all the information
from it peripherally. There’s so much
going on that, if you can keep it clear, that when the page is turned, the
readers won’t apprehend anything but that first panel, as their eyes zero in,
then the next panel, and so on. Comics
don’t have enough of that, I think. The
tendency right now is toward an understandable, but imbalanced, immediacy even
in a scene that’s moving slower.
Generally in comics, space = time, but in fact, space also
= importance. Bigger panels mean bigger impact, more attention directed to
them, an implicit sign to the reader that more attention must be paid here. That’s why in a fight the finishing haymaker
gets the splash page and not the flurry of jabs delivered to noticeable effect
while the hero jabbers about how he’s fighting for the orphaned Bengali
children. It’s just common sense.
But that works best for surprise reveals and fight scenes
and races…anything fast-paced and immediate, because WHAM! That picture is
going to slam onto your eyeballs before you even move your eyes to the top left
of the page. So it works out pretty well
that slower, conversational moments tend to jam up a page while action scenes
need room to work.
That’s what I tell myself while I overpack this “Li’l
Sammy Swift” page, at any rate. But
really, what I need is an outside perspective.
Someone who has the aforementioned talents of scrutiny and inobtrusiveness.
I need…an editor! Alas and alack, I’m the only editor on
this book, so the story’s probably doomed.
The actual job an editor, as Warren Ellis noted in Transmetropolitan, is to give the talent
whatever it needs to get the story done right.
Sometimes that’s a kick in the ass, sometimes it’s a tug on the
reins. It almost always involves
revisions and corrections.
I was raised by editors, trained by
editors, shoot…all my girlfriends have been editors. I’ve been lucky enough to meet some truly
great ones, and learn from them. And
I’ve regretted missing a few.
I was lucky enough to intern at DC’s
editorial department the summer of 2001.
Even three years after his death, Archie Goodwin loomed large in those
offices as the kind of editor everyone wanted to be and work for. Downstairs at MAD Magazine, was a framed
picture of Bill Gaines surrounded by the trappings of his job. I was introduced to Matt Idelson, and couldn’t
surpress a murmured “Wow,” because Idelson, if you’ve paid attention, brings
out the best work in everyone he edits.
Bob Schreck, who’s been every type of editor and publisher
imaginable, was, I believe, taking over as Bat-editor just about then. Schreck brought all kinds of talent with him
from Oni and Dark Horse. Do you know
why? Because
people who had worked with him wanted to work with him again. That’s a good editor, one who brings out the
best work in people (and on time). An
editor has to be a good people person, which doesn’t mean keeping everyone in
smiles – it means getting people to do what they’re supposed to do, and only then making them happy.
The company doesn’t survive if an editor accepts an
incompetent story to avoid making waves.
It doesn’t help the artist’s career if the art shows awkward
mistakes. An editor’s job is to be a
realist with an eye on the objective of putting out high-quality work on
time. Sometimes the quality takes
precedence, sometimes the deadline does.
The editor must make the decisions that strike a happy medium that
satisfies both of those requirements.
What impressed me even then, and one
thing that makes Schreck a truly popular fellow to work with, is that overtaxed
as he is pretty much any day of the year, he always makes time for people. If you’re an intern, he’ll let you sit in and
learn while he calls a big-name creator, then interview you for your thoughts
on the conversation. If you’re talent,
he’ll give your samples a shot despite looming deadlines on sixteen of the the
three dozen books he oversees. Making
time isn’t a requirement of an editor, but it may be the requirement of a great
editor.
Of course, all that editorial
assistance hinges on your hooking up with a publishing outfit. Schreck moved over to Vertigo not too long
ago, and despite the hustle and bustle that goes with such a position, very
kindly considered a pitch of mine. He
warned me he could be a mean bastard, and I promised to be a tough one. I sent the pitch (pre-edited, I should say,
by Steven Grant, who’s acting as co-writer, story editor, and all-around Jiminy
Cricket on the thing), and put the thing out of my mind, for I’d done what I
could, and it was out of my hands now.
I’m going to paste Schreck’s response
here, because I think it’s just about everything I could have hoped for.
I have read your
"BLACK AMBULANCES" pitch and am sorry to report that I am going to
pass on it. While a few elements of the plot have some merit, there's a great
deal missing pertaining to two very key components important to sell a pitch
for a comic book series. There's very little evidence of your voice as a
writer, the unique pace and timbre that you should be bringing to each piece,
and, most importantly... there's no sense of characterization with regard to
the players in the tale. You describe Leonard Marshall, and his meager
supporting cast, but don't actually breathe any life into them. Plots are a
dime-a-dozen. What truly matters is how you make your knowledge of your
characters work for you as they define the point of it all through their
specific and unique personalities and subsequent reactions. What you have sent
is almost all plot and almost no point.
Also, this story is built around a lot of tried-and-true plot
constructs -- ones that have become way too familiar to our buying public.
Coma, etc... And I feel the biggest problem is that nothing really very
new is being brought to the table to make this particular story interesting to
our very jaded readership.
Most importantly, what we need to see in a pitch is a distilled
encapsulation of the plot, characters, and their respective arcs that tell us
where we begin with all of the aforementioned and where we end up with them. If
you really know these elements well, it can be done in a page or two, maximum.
Trust me, I know that assembling a pitch is not an easy task, but all the bases
need to be covered before one can begin the journey.
And please understand, that before I set a particular boat to sail
and ask my readership to plunk down their hard-earned money, these are the
important concerns I need to see working more cohesively and with more
subtlety, before moving ahead.
I'm fielding a lot of new pitches these days and must
be very careful what I focus my time on these next few critical months as I
find my way through Vertigo. Let's take a break, and if you could please give
me at least a 6 month window before we try again with another story that you
may want to send my way, if you're so inclined. I know missives like this are
no fun to read, but please rest assured that there is no ill will intended,
just the facts as I see them.
If you'd like to chat about what I'm looking for in a
pitch and in the final long form product, I'll be happy to chat with you
anytime.
And he’s right. Those were all big problems with my pitch and
the story behind it, but I got his time and his honest, attentive assessment,
neither of which he owed me. He has
enough work from established pros to fill his present, but he’s giving the
future a shot. A shot is all you can
hope for. And when your shots come along, be as professional as you’d expect
them to be. A professional, after all, is what you’re trying to be.
Expect and accept rejection from editors, and understand
it’s not personal. Even if you’re right,
and they’re wrong, it’s a matter of taste.
You can’t expect someone to pony up a budget for a work that just didn’t
grab them. Really, you’re selling your
work to them the same way you’d sell it to a friend or an anonymous audience:
“This is really cool because _____, don’t you agree?” If your story engages the editor emotionally
or intellectually, and they’re convinced enough people will have the same
reaction, they’ll buy it, because it’s their job to find such stories. If not, what can you do but shrug and keep
trying? Nobody owes you anything.
But remember too, you’re not a worm, and shouldn’t present
yourself as a lowly ifrit unworthy of anyone’s time. If that were the case, why would you be
asking for it? Ultimately, a pitch is a
business proposition. You’re trying to
sell material to the company, and you’re explaining to them why it would be
saleable to the market. Remember that,
treat them as equals.
It’s not enough for the material to be cool. Invisible,
Inc. was cool when I pitched it to Ivan Cohen back in its Black, Inc. days (cripes, was that 2003?
2002?). It conquered the catch-22 of
one-shot pitches, which states that a story must be worthy enough to have grand
stakes in order to justify its existence, yet probably changes nothing in its
conclusion by becoming meaningless. I dodged
both hammers by leaving the reader to decide for themselves how much they
wanted to believe and change their notions about the DC Universe, and ending
with the character forced to decide whether to go deeper into dreamland or
return to the nice, shiny surface world we took to be the DCU. But a one-shot conspiracy tale starring a
C-list character and written by a no-list writer isn’t going to sell, is it? That’s simple truth, and you can’t fault an
editor for passing it on.
I don’t believe one should ever
compromise a creative vision, but it’s a jackass kind of creator who enters
into a contract without an understanding of terms. It is no reasonable expectation to script a ménage-a-quatre into your Teenage Mutant
Ninja Turtles script, and it’s equally unreasonable to think, however
magnificently your final Spider-Man story closes out the legend, that Marvel
would cease publication of that character out of deference to your
contribution.
So be aware, when you pitch, and if
you sell, and as you edit, of what you’re getting into. Be aware that in a healthy, professional creator,
the business brain doesn’t get the artistic brain into any situation it can’t
accept, and the artistic brain, in turn, accepts varying levels of relinquished
control, according to how important the needs of the art are versus the needs
of the business.
In the past, I’ve found some great
artists that couldn’t deliver art (this despite being published professionals
with a hungry enthusiasm to make their mark!), and as long as the writer in me
wanted to keep them for realizing my vision on a book, the editor eventually
had to step in and say good-bye. This is
a business, and in a business, crybabies go home.
Nothing personal, you understand.
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