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Even the best ideas don't emerge, fully formed, overnight. Some ideas may take two, three or even four nights to take their proper shape. A column due on Thursday, for instance, might not see print
until Monday.
An error? No! Poor time management? Never! It is, of course, an object lesson!
And that's what you should tell your editor too, when he's demanding you hand in
your latest script. "Having a script might be helpful for you RIGHT NOW," you can
explain, "but an object lesson will be helpful for you FOR THE REST OF YOUR LIFE!"
Just... You know... Don't tell 'em that you heard it from me.
*A-hem* Anyway. Today's first lesson is this:
The best ideas sometimes take the longest to make real.
Case in point:
I first came up with the premise that became ArchEnemies in early 2003. Since
then it's gone through a few different permutations, finally settling into the current
configuration, which will see print from a major publisher--barring calamity--in early to mid-2006.
I say "barring calamity"
because a comet could fly down out of the heavens and strike me dead at
any moment. But barring celestial events, I honestly think that this is
going to happen. There's a great creative team in place. I've already
been paid for the first two issues. And I have every reason to believe
there'll be a big, splashy announcement just as soon as the publication
schedule is finalized.
Early 2003 to early 2006 is three years. And you were complaining when this column was four days late?
What's important is that you get it right in the end.
It's too early to tell you what ArchEnemies is about, but I CAN tell you what
it's not about. In fact, a few inches down I'm going to share a whole chunk of
script that comes directly from NOT the third issue.
Easy there, imaginary interlocutor. I'll explain: See, it's too early to spill the
beans on what will see print in 2006, but I figure there's no harm in showing you
something that absolutely, positively WON'T see print in 2006.
Almost every script I write involves plenty of good ideas that just don't make it to the
final draft. (Along with a big old helping of truly wretched ones that no one is losing
any sleep over.) Sometimes, when I cut a good idea, it's because of space. Sometimes
it's because the particular idea doesn't quite fit the story I'm trying to tell.
If I'm very lucky, I can save the idea and use it somewhere else later. More often,
the idea is just dead. That was the moment. It was "now or never," and never just beat
now to a bloody-pulp.
So it is with this non-excerpt that I'm going to share with you, which is NOT from
ArchEnemies #3. Maybe in the alternate future that leads to "Days of Future
Past" this exchange would have made it into the final script. Unfortunately, I didn't
have the space, and I didn't quite fit the story I was trying to tell.
Take careful notes. There'll be a post-mortem after the excerpt:
[A quick note: This scene involves two of the main characters in
ArchEnemies, Vincent and Ethan. Here, Vincent has just swallowed some...
alternative medicine.]
--
P8.4
Vincent's POV. Angle down on his left hand, open, holding the empty pill bottle. His
hand is made of solid water.
VINCENT: [OP] We are all liquid.
VINCENT: [OP] We are poured into these small spaces, and we fill them.
VINCENT: [OP] Every crack and crevice. Every nuance and imperfection. We
find them, and we fill them.
VINCENT: [OP] There are no choices in life. Just the rush and the crash and
the slow seep.
VINCENT: [OP] And in the end, we are what we are. We ARE the space we
fill.
PAGE 9
P9.1
Close on Vincent, whipping his head up towards Ethan, angry, gripping his hand into a
fist around the pill bottle.
VINCENT: And who's to say. When it's all said and done?
VINCENT: Who's to say if that's good? Or bad? Or anything?
VINCENT: Who will judge?
P9.2
Vincent's POV. Ethan is concerned, but obviously not following what Vincent is saying.
Ethan and the background both have the same solid water quality that Vincent's hand had
in P8.4.
ETHAN: I don't... Vincent, I don't know what you're--
P9.3
A wide shot, from the far side of the balcony. Vincent holds the rail and glares over
the edge. Ethan, who is NOT made of water in this panel, reaches out to put his hand on
Vincent's shoulder... but does NOT.
VINCENT: Everything I am... Everything I will ever be is because of him.
VINCENT: And who can judge that now? How will I know...
P9.4
Angle up to Vincent, elbows leaning on the rails, breaking down. Behind him, Ethan
looks away.
ETHAN: Vincent. I can't--
VINCENT: This thing I have become... This pool of man... Who can ever
judge?
P9.5
Ethan's POV. Angle down on Vincent as he turns his head back and up towards Ethan.
Vincent is crying. He reaches under his right lens and wipes away a tear.
P9.6
Extremely close on Vincent's right pointer finger as he holds it up to show Ethan. It
is wet with his tear.
Before I talk specifics on why this particular scene didn't make it into AE #3,
let me say something about the script format that I use, which is more or less what you
see above.
First off, this is obviously written in a full script format. Each panel gets it's
own description. All dialogue is written before a panel is drawn. I tell the artist to
make changes where he thinks he has a better idea, but to let me know before he does
anything drastic. And I will ocassionally tweak dialogue after seeing the finished art.
As you probably know, there is no set format for writing full script. Every writer
adapts a style that best fits his own peculiar quirks and (hopefully) his artist's
quirks as well.
I would guess that most of us start by reading one writer's script and copying that
format till we find something better. Over time, our scripts become a hodgepodge of
other writers' good ideas. Mine is a little Gaiman, a little Busiek, plus a lot of
other little bits stolen from more writers than I can remember.
For instance, I don't remember where I got the idea to number panels the way that I
do. In my scripts "P8.4" designates Page 8, Panel 4. I do this so that you can open my
script to any random page and always know exactly where you are in the story.
I'm pretty sure that I stole "close on" from Kurt Busiek. "Angle up" and "angle
down" are camera directions lifted from my college film classes. "POV" means "point of
view." It's basically short hand for "pretend we're standing where X is standing and
seeing what s/he is seeing."
"[OP]" means "off-panel." This is a note for the letterer, and it means that the
tail of the balloon should point to the panel border. We hear the character's voice,
but his/her mouth is not in frame.
As a rule, I try to limit my panel descriptions to what the reader will actually
see. In the panels where Vincent looks at Ethan and Ethan looks like he's turned to
water, I DON'T say "Ethan looks like he's made of water because Vincent is tripping." I
just say, "Ethan is made of water." This economy of language is also a film influence.
A few other notes:
- I tab in the dialogue, because I find it makes it a little easier to read on
the page. It's not ideal for letterers, so when it comes time I prepare a separate file
for the letterer to cut and paste from.
- I normally use a "hanging indent" for dialogue, meaning that if a character's
dialogue wrapped around to the next line it would start again where the first line
started and NOT underneath the character's name.
- Finally, most of you probably already do this, but: I break a character's dialogue
into separate lines to indicate separate balloons. If there are three "VINCENT:"'s in a
panel, he should get three separate balloons.
Whew! Okay, that's format. Now content:
Because this is a NOT-excerpt, it hasn't been edited and revised quite as often as
the material that made it into the final script. But I like it. Not enough to include
it in the issue, but enough to share it with the world, obviously.
Why did I cut it? Well, I mentioned space. The first issue of ArchEnemies
weighs in at a meaty 26 pages, but I've worked extremely hard to keep each subsequent
issues down to an industry standard 22.
I did this for two reasons:
- In the days before I knew if we would get a page rate for this work, it
didn't make sense to make an artist draw more pages for the same money.
- If the major companies are targeting 22 pages, and I want to do work for them, I
should practice fitting everything into 22 pages.
Anyway, AE #3 could have easily run 30 to 40 pages if I had let it, but by the
time I got around to writing it, we were firmly committed to 22.
But issues of space aside, I quickly realized while writing this issue that the
story was going in another direction. I wanted Vincent doing something else at this
particular moment, instead of having a tripped-out conversation with Ethan. Vincent
suddenly had a task to perform, and that left no time for self-medicated,
hallucinogenic navel-gazing.
Beyond that, I wasn't quite sure if I had nailed every element that I wanted to nail
with this scene. I liked a lot of things about it, but there were still things that
bothered me. I never felt like I segued between the "we are all liquid" metaphor and
the "who will judge me now?" idea as well as I wanted. I wasn't sure that the poetics
of the dialogue fit with Vincent's then-current mental state. Was "pool of man" TOO
over-the-top?
And I wasn't sure if I'd nailed the punchline:
"I think I'm dissolving." "I think I'm melting." "I think I'm leaking."
Something like that.
I've spent a lot of time talking about the kinds of crap advice that people will
give you about writing, but one absolutely NOT crap piece of advice is this:
Always be ready to cut your favorite line.
That's lesson two.
Drew Melbourne writes comics that you will someday read and adore. He
also writes comics that will never see the light of day. Some days, apparently, these
are the same comics. He has a website: DrewMelbourne.com.
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