
The second Storywarp event took place here in our office, last night. It was similar to the first event (hereafter, Storywarp 1), but this time we focused on one specific aspect of storytelling: characterisation.
Just like the first event, it was a very dense, enlightening and sparky conversation which continued over wine for an hour or so afterwards. Both halves of the night were really valuable: just as it’s great to hear experts’ insights as part of an audience, we felt very privileged to be able to approach them with ideas informally afterwards. It was also an extremely focussed and interesting audience, and it was a joy to see how many people stuck around to chat at the end. We can’t quite believe the level of goodwill involved in pulling off something like this and are really excited by the idea that we can help to make it happen on a regular basis. Needless to say we both thoroughly enjoyed ourselves last night, and going by the tweets and emails we’ve seen, so did a lot of the people who attended. Stand by for many more.
The event kicked off with some discussion about the representation of characters using visual language vs words and soon moved on to the relationship between an author and the reader and the effects of synthesising source material. All of the panelists deal with truth and history in their work in various ways, and it was particularly interesting to hear what happens to the truth when characters go through this kind of process of translation. The panel warmed to many of the audience questions, and the conversation covered everything from internal voices, the practicalities of creature creation in animation and video games, murderers, blank slates, suggestion, assumption, first principles, Dan Brown and The Truman Show.
A few choice quotes…
Sydney said of her quasi-historical cartoon strip: “The comic is a very extended joke about the unknowability of other people’s reality… It’s a bit uncanny valley, some history, they’re trying to do such a level of fidelity with people from history who’ve been dead all this time.”
Sydney: “I work in popular entertainment, the audience is either with the character or against them. There are two ways of thinking about character. You can think like a great Russian novelist, that you’re trying to re-create this very complex internal state. Alternatively there’s the archetype way, that characters aren’t really people but representatives.”
Rhianna: “Especially when you have a blank slate, non-voiced character, having another character that voices what the player might be thinking at a given time is often very useful.”
Rhianna: “I’ve worked on games where literally the entire game has been designed with no narrative in mind. So literally the gameplay has decided that it’s going to take the player from a ship to the sewers to up a skyscraper, and no one’s really thought about why. But they’ve decided that that’s a cool location, or you can do loads of jumping bits, or whatever. And you have to almost work backwards to hammer the narrative around that.”
Ed: “The main constraint is space; character stuff gets squashed. You use a kind of shorthand, but you let the material create its own rhythm. You understand the story, and pick out the material to suit the story.”
Ed: “How do you persuade through character? No adverbs! Show, don’t tell. Don’t trumpet it. I once wrote a story about the aftermath of the Rwandan genocides. I had a dilemma when I was writing this character, who was a murderer. Realistically you know nothing. All you can do it go back to first principles.”
Alex: “Redemptive narratives I find a little bit wearisome now. I think the story of redemption has been played out. It doesn’t seem to be terribly stimulating.”
Alex: “I’ve been dealing with scraps of paper that have been generated by a society that’s been under surveillance. So in the process of writing a book you’re very familiar with how difficult it is to discern what character is, and how perceptions of character are shaped on fairly flimsy evidence.”
Missed the event? Or came, but can’t for the life of you remember something clever that someone said? Fear not! We have an audio recording of the first hour coming up shortly…
