Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Monday, January 01, 2018

Not the Heroine You're Looking For

There’s this way people say the word “powerful” when they’re referring to characters, especially female characters, that puts my teeth on edge. It’s far too often public ego masturbation, “Look at what a wonderful and good person I am!” I’ve come to associate it with people who talk a good game about “empowerment” but treat the actual women in their lives like disposable conveniences.

In the literary world, we had nearly a decade of “powerful female characters” who were… well, we get a great example in Last Jedi’s Vice Admiral Holdo.

Holdo looks like an important character in Last Jedi. She’s commanding the fleet, she’s calling Poe down on the carpet, she’s the lady with a plan. The survival of the Resistance is on her shoulders. And like Lea and Rose, she is a font of wisdom and insight. These women are correct and mature at a deep and important level where the men are still growing into their roles, half-formed and immature. Holdo is a far more important and powerful character than Poe.

From a certain point of view.

We’ve seen these kinds of characters before. The Hotshot, whether pilot or programmer or musician or whatever, is frequently challenged by the Voice of Experience. This tempers the hotshot, matures them, gives them the secret they need to raise their already amazing skills to the next level while learning to work as part of larger team. We’ve seen so many variations on this theme, from The Paper Chase to An Officer and a Gentleman to Top Gun to Harry Potter.

The thing about the Voice of Experience is that they’re one of many challenges thrown in front of the Hotshot. But the story is about the Hotshot.

Holdo is all about giving Poe an arc, maturing him from hero to leader. She makes him more interesting. Holdo herself, however, isn’t nearly as interesting as Poe is. She has no arc. She’s not a dynamic character. She gets some good lines, some interesting (if, frankly, bizarre) costuming, and the best special effect in the movie. But she’s the same character at the beginning and the end of the film. And, like the Voice of Experience, she’s removed at a critical point in the film to let the Hotshot take center stage.

From the point of view of the Star Wars universe, Holdo is a powerful, important character. She’s a war hero, a high-ranking military officer, and the one who rescues the Resistance from nearly certain annihilation.

From the point of view of story, she’s yet another in an ancient and long line of female characters who exist solely for male characters to bounce off of. Ditto Rose, though she (maybe?) goes from being an engineer to a warrior, so she at least gets a little arc. But story-wise, these characters can be replaced with challenging terrain features like mountains, or being diagnosed with cancer, or a demanding client.

I’ve seen this sort of bait-and-switch pulled too many times now. Characters billed as being “strong” and “independent” and “powerful” who, yeah, sure, might be all those things in the universe of the fiction, but in terms of story they’re more background than people. Typically, it’s a way to have your cake and eat it to; look, here’s a powerful female character, but don’t worry, the story’s still about the guy.

What makes Holdo (and to a lesser extent Rose) interesting is how in-your-face she is. Because Holdo is making many of the decisions, is (kinda-sorta) justified in her reasoning, and has only a sorta sideswipe reconciliation with Poe, she comes across as abrasive and overshadowing Poe as a character. There’s also a strong element of bait-and-switch; we know Poe is a hero, so we want to peg Holdo as a variation on JK Rowling’s Umbridge. But she’s not that sort of character, and her death robs us of the sort of reconciliation of mutual respect we expect from this character arc. (As an example of what I’m talking about, see the cigar-lighting scene near the end of the first Hellboy movie.)

So fans of Poe can feel miffed that this overbearing second-rate character seems to be stealing the spotlight. And fans of “strong” female characters can whoop about how this makes the Star Wars universe more inclusive.

Unfortunately, the whooping sounds hollow because, as I pointed out above, Holdo isn’t a main character and her existence in the movie is all about giving Poe something interesting to struggle against. So yeah, I suppose, her presence might create a more inclusive Star Wars universe, but at the end of the day, she’s there just to make Poe a more interesting character.

Her presence serves the needs of a male character.

So, “strong?” “Powerful?” “Independent?” Perhaps. But without expert handling, Holdo was bound to piss people off, both fans of Poe and those who want greater representation for female characters in the Star Wars universe.

Which, I suppose, is perfect, if your goal is to create controversy and buzz. But storytelling-wise, it turns poor Holdo into an idiot who withholds vital information to the point where the enemy knows more about her plans than her own bridge crew. She becomes yet one more female character who supposedly exists in a military chain of command who isn’t taken seriously by the men and women who serve under her.

In short, this is not the “strong, powerful” female character you ought to be looking for. Sci-fi and fantasy novelists moved past this tokenism back in the ‘80s, in no small part thanks to authors like Anne McAffery and Elizabeth Moon. Hell, Last Jedi gives us a legit female hero in Lea (and, kinda-sorta if you’re willing to look past the androgyny, Rey).

So that all said, and at risk of beating a dead horse, let’s look at Poe. He gets the classic Hotshot arc: reckless and cocky competence. It looks flashy but it fails to further the actual aims of those he claims to support and serve. It gets people killed. He gets demoted, he rails against authority in classic angry-young-man style, he struggles to prove himself.

There are echoes of the classic hero’s journey here as well. Lea calls on him to be a more than the hero he is but he refuses that call at first. Holdo serves as his threshold guardian, the monster that must be overcome by recognizing how it is a part of himself, which Poe does when he points out that Holdo wasn’t running away. He “dies” (gets stunned by Lea) and then buried in the vast tomb of the old hidden Rebel base. When he sallies forth with his team to slay the drag- er, I mean, battering laser, he recognizes the poor trade-off between certain self-sacrifice of his entire squad and questionable damage to the laser, and calls off the attack. He then recognizes that Luke is buying them time. By this point, Poe’s proven his transformation of death and resurrection and Lea literally tells the others, “Don’t look at me; follow him!” thus reconciling the hero with his father figure/goddess. Finally, Rey literally rolls stones out of a cave mouth to complete his resurrection.

It’s a lot clumsy in the writing and execution, but Poe gets a classic protagonist’s arc and hero’s journey in this film. Poe fans have some legit gripes about the clumsy, but he gets the goods storywise. Fans of Holdo probably need to raise their standards.

Wednesday, September 27, 2017

Pen and Sword in Accord

There's a lot here I agree with. Especially:

As much as I try and present a story for the players to help flesh out though, I keep in mind that this is a game. In all but the most extreme circumstances, I let the dice "fall as they may", and try not to twist the rules simply to accommodate my story idea.

As it turns out, I think letting the dice fall where they may makes for a stronger story experience. One of the challenges for writers of fantastical fiction is making the world and characters feel real enough for the readers to invest in (aka verisimilitude). When writers talk about creating and preserving verisimilitude, they actually use phrases like: "Your world must be consistent; don't break its internal rules!"

When you fudge a die roll or pretend, "Well, ok, that will work this time," you're damaging your verisimilitude. You're weakening your story. (Likewise, when you whip out your story points to change the rules temporarily, you're weakening verisimilitude unless those story points have actual existence within the world of your story. This is why I can't enjoy most story games; they actually have mechanics in them that damage the story!)

But when you apply the rules of your game consistently, you strengthen the verisimilitude and you make the story more enjoyable. When players know how their magic works, or how likely they are to defeat a troll, or how the city guard will react when they discover a pick-pocket, they can invest emotionally in their characters and the world they inhabit.

In short, if you want your RPG sessions to have the effect of a story (rather than just mimic the structure of a story), you need clear, understandable, and consistent rules. (It’s not all you need, but without them you’re not even going to get started). This is also why it’s important that the rules you choose actually promote the sort of story you want to tell. If you’re fighting your rules, you’ll constantly see your story drift away from the look-and-feel you were aiming for.

Tuesday, December 29, 2015

Star Wars: the Limits of Efficiency

More than any previous Star Wars film, The Force Awakens is a sharply efficient movie. That's not entirely a good thing. Maybe it's just me, and I'm more aware of this stuff now, but it seems like there's nothing in this movie that doesn't exist to set up a scene, and some things clearly only exist to set up a scene.

In the Force Awakens, what's interesting about the planets isn't so much the environments as what the movie can do with them. Jakku is pretty much Tatooine with the serial numbers filed off, except for the graveyard of military hardware that gives Rey a craptacular job and provides some neat scenery for a starship chase. The Starkiller Base planet doesn't even seem to have a name; all that matters about it is the giant weapon inside.

The most egregious example is Solo's new ship. It possesses only two distinguishing features:


  1. a maw-like hangar to ominously swallow the Falcon in.
  2. a maze of corridors whose only clear purpose is to set an action scene in which heroes, gangsters, and hungry monsters run about chaotically.


Beyond that, no only do we not know anything about it, nothing is even hinted. The ship has no name, no type, and (in what may be a first for a Star Wars ship) we don't even get to see the entire exterior. And thus it feels fake. It feels like a movie set.

Compare that to Mos Eisley in New Hope. Even before Mr. Lucas went in and riddled the thing with extra CGI, it felt like things were going on around the corner that you couldn't see. If the camera had turned left when Luke and Ben had gone right, you'd have seen a used speeder lot (“Since the XP-38 came out, they're just not in demand.”) or a drunk getting mugged by some thugs or a dude getting his kneecaps broken over gambling debts he owes Jabba.

At no point do I feel there's more to Han's new ship than its maw-like hangar and the bizarre maze of tunnels inside.

This is a big deal for Star Wars. The toys, the games, the books are all predicated on the idea that the stories of the Skywalker clan take place in a bigger universe. The first movie made that obvious.

Another example: stormtroopers. Each movie gave us a new flavor of stormtrooper. In the first one, we had the dudes in white armor and the fighter pilots in black (a nice contrast to the rebels' safety-orange suits that said so much about how much both sides valued life and their own people). We got the snow troopers at the Battle of Hoth, and then the scouts in Return of the Jedi. In all four cases, it was obvious what you were looking at. The hows might not have been obvious (what, exactly, is special about the snow trooper's kit, for instance) but the why and the who was obvious.

In Awakens, we have a trooper call Finn a traitor and attack him with a pair of shock batons strapped to his arm. Why does a trooper have a big, clunky double-shock-baton weapon? The obvious answer is they wanted Finn in a hand-to-hand fight with a trooper who was an actual threat. But the in-world answer is never even hinted at. At no other point in the movie do we see someone with such a weapon strapped to their arm. At no other point in the movie do we see someone use such a weapon in a fight. It feels like the weapon only ever existed to be used in this fight, and it feels like we'll probably never see one again (unless, again, we need someone to hack at with a lightsaber).

The lack of verisimilitude in another sci-fi movie would be annoying. In a Star Wars movie, it's downright shocking and perplexing. So much of this franchise lives and breaths to invite people to come play in it. The toys, the games, the spin-offs all thrive on the notion that the Star Wars galaxy is big enough for a million stories. There are so many things hinted at, elegantly, that imply this: the XP-38, nerf herders, bulls-eyeing womp rats in a T-16.

I am not, by any stretch, suggesting that Force Awakens does anything to rehabilitate the prequels. Far from it; I think Abrams movie shows just how much Lucas stumbled in making his new films. However, Abrams' own shortcomings as a filmmaker do highlight Lucas' strengths. Chief among those strengths was creating what feels like a living, breathing larger universe.