Section 2: Formalism and Terms
GENERAL INTRODUCTION TO FILM IDEAS In this section, you will be introduced to some basic information about film that will represent areas that we will be covering in this class. Film is a fun thing to study. The first thing to realize is that film is just plain strange. For example, here are ten strange facts: 1) When you watch a film, you, the viewer, have a choice
between two possible perspectives:
A. Looking out of a character’s eyes and seeing what that character sees.
This is called subjective point of view.
B. Looking out of the eyes of someone who is in the scene, but to whom the characters do not react.
This is called objective point of view.
2) In film, characters are always in the present. Even a
flashback is merely a jump to more present action. Since you are always in the present, film has special strategies that viewers have to learn in order to know when and where you just left, when and where you are now, and whether or not you are ever coming back.
3) Film is different than other art forms in a variety of ways.
For a painting, or a sculpture, or a photograph, we direct our attention actively to looking, and we can take as long as want to “see” it. For a film, we watch what the camera does, for as long as the camera watches it—no more, and no longer.
In a stage play, a live actor plays a character. Each performance is different. In a film, the performance involves the reproduction of a disembodied visual representation of an absent actor playing the reproduction of a disembodied representation of a character. Each reproduction is exactly the same.
For a book, we read the words: “the tree” and each of us probably “sees” a different tree. For a film, we all see the exact same tree—each one of us, every time.
5) Films are often watched with other people, as in a theater. Each person watching a film has a “viewpoint” into the scene. However, each person’s point of view is exactly the same, because any viewer can only watch what the camera does. All the people watching a given film would not all fit into the scene being watched. We are, then, both: a) in a crowd having the same perceptual experience, and; b) perceptually, totally alone.
6) Just like in older oral narratives, popular Hollywood film can
often be broken down into what Folklore calls “functions,” and follows narrative laws that can be established as a part of the form. For example, in both traditional oral tales and filmic forms, events tend to happen in threes.
7) Popular animated cartoon characters have five fingers if they
are realistically human (Aladdin, Belle, and Pocahontas). If they’re human but unrealistic (Barney Rubble, the Simpsons), or if they are anthropomorphized animals (Mickey Mouse, Jimminy Cricket), they will have four fingers (three fingers and a thumb). Likewise, some animated animals can talk, and some can’t. Why can Dumbo’s mother talk, but Dumbo can’t? Why does Goofy (a talking dog) own Pluto (a dog who can’t talk?).
8) The better filmmakers get at special effects, the more real our fantasy looks.1
9) Watching a film is a learned behavior. Think about it: There
is nothing “natural” about viewing a talking head that is seven feet wide and cut off at the neck, and people running in slow-motion is not something one sees in life. We must acquire a “literacy” to make sense of what we are seeing in a film. We learn to just accept these visual illusions, a cognitive capacity that theorist Walter Benjamin calls “unconscious optics.”
10) Film proceeds at 24 still frames—photographs, basically—a
second. The only reason that we perceive film as a moving image at all is because of “retinal burn”—the same thing that makes you see light spots if you look directly at a bright light and then look away. This perceptual event is called persistence of vision.
TERMS In this class, we will first cover certain terms. You will use them in the writing that you will do, which will be a part of the way that you demonstrate your engagement with the material. For example, you should, after completing the reading as we go along, be able to refer to the difference between, say, a “villain” and an “anti-hero.” They are not the same kind of character. To write about film, you need to understand that film is different from other arts. It has both unique potentials and unique limitations
1 This observation, and attending interpretation, is attributed to R. Vallis, Ph.D., Film Studies and Rhetoric (Writing Program, UCSB). See Beowulf in Hollywood.
that arise from the form itself. Understanding how the form creates potential and limitations for art is called the study of Formalism. Unlike writing about, say, Literature, writing about film is much less about analyzing plots or characters. It never involves whether or not you liked a film. Writing about film involves the analysis of the unique way in which film, as a form (theoretical), or a particular film (critical), creates a specific effect on any viewer. In other words, you have to understand how film works. There is a lot of information in this introduction, so read carefully. None of these terms are directly concerned with technology, per se. They do not, for example, describe the relationship between light and aperture in a film camera. Rather, they refer to the practical strategies that filmmakers use in order to create a desired effect. That effect is the result of the construction of simulacra—an artifice, or copy—of real life. Like many arts, film is primarily an art of illusion that works because it is able to manipulate human perception. These introductory terms will help you to begin to refine your descriptive prose, and will also help you to become much more aware of the way that films “do what they do” when we watch them, and what we had to learn in order to watch them. ACTION One of the fundamental limitations of film as a visual form is that action can only go. There is no “natural-seeming” way to stop the action that is occurring. Freeze-frame disrupts audience experience. Yet what we see on screen is not actually continuous. It is a stuttering series of interruptions. Imagine if, every time you blinked, you were looking at something different—a different angle, a different moment, a different place, or from a different
perspective. It would be confusing, wouldn’t it? Well, that’s film. The following terms explains how film does that. You must be able to distinguish among them to understand basic formalist elements. Frame: The frame is the individual photograph that makes
up motion picture film. To make action appear to run at “natural” speed in a film, one must proceed at 24 frames per second of film. Roughly translated, show more frames per second, and you get fast-motion. Show fewer, you get slow-motion. This means that if one wants to get a shot of a person standing absolutely still in a room for one whole minute, in a film, one must take 24 still photographs of that person per second, for one minute.
Shot: A shot is the appearance of continuous action on
the screen resulting from what appears to be a single run of the camera. For as long as that action continues, from that perspective, without some kind of transition to a different action, or a different perspective, that is a single shot.
Single shots are, typically, in film, extremely short. When a shot is unusually long in a film—say two or three minutes—it actually seems artificial, and throw us out of the experience. We are used to interruptions. In Hitchcok’s famous shower scene in Psycho (1960), for example, there are more cuts than there are seconds of film.
Cut: A break in the action on the screen, where one shot is transitioned to another shot. These transitions are called cuts. The act of deciding when and where to transition a shot to another shot, and what kind of transition to use, is called cutting a film. Besides certain digital tech., film is cut after stock is exposed.
TIME AND SPACE Film manipulates what we think of as the regular flow of time, and the normal limitations of space. Film almost never merely chronicles the real world. Film narrative, as we are used to viewing it, is not a passive recorder of events. Rather, film is designed to mimic one single individual human’s perception of events. For example, let’s take the fact that a film, on the screen, can represent a football field the size of a shoebox, or a hand the size of a car. This has much less to do with how things “really are” in the world, and much more to do with how one viewer might perceive a football field, or a hand, according to that viewer’s distance from the object in question, at a given moment in time. FILMIC TIME: What we call filmic time is the temporal ordering/arrangement of events represented within the film, especially as it is different from the normal flow of time in the real world. Gaps in Time
In film, there is, typically, more time missing than time represented. How many times have we seen James Bond go to the bathroom, or brush his teeth? Of course, we assume that Bond is a representation of a human, and, as such, must have biological imperatives, and that his character engages in typical acts of grooming and hygiene.
Are we troubled that we don’t see him doing these things? No. We assume that these things happen “in between” the events that appear on screen.
In this way, we are trained to effortlessly create a whole “background” of temporal flow out of which relatively short “slices” of time appear in the actual film. If you think about it, this is a pretty good description of how our memory works—we tend to drop what is not relevant, and remember the juicy bits.
Added Time
In film, time can be added to the “natural flow” in a variety of ways. For example, we may see the same moment from several different angles, or events may happen in slow motion.
Layered Time
If there is a certain kind of cutting between shots, events can appear to be happening simultaneously in time.
For example, a shot of a man going down the stairs could transition immediately to a shot of a woman going up the same stairs. This is called cross-cutting.
In this way, we could be made to understand that both persons are using the stairs at the same time.
Movement in Time:
Movement in time would include, for example, a flashback, or even a flash forward.
FILMIC SPACE:
Filmic space is the illusion of space created on the screen as opposed to the space that exists in the real world.
Three-dimensionality
Obviously, a film screen is flat—it has only height and width. Seeing “into” a scene is an effect of “fooling the eye” into believing there is depth of field.
Unnatural perspectives
Since I assume that none of us can shrink ourselves, or fly into the air at will, or transport great distances in a split second, a perspective that travels down a small pipe, or offers a bird’s eye view, or abruptly zooms out, say, from one soldier, to the whole battlefield, would be outside of our shared typical ocular capacity.
CROSSING OVER All fiction involves the creation of a kind of alternate reality. Like other forms, the filmic “world” will have certain rules that we have learned to recognize, based upon our ability to understand film as a communicative form. This is, in part, a recognition of the genre of a film. In the world of The Matrix, for example, we accept that people can dodge bullets at supernatural speed. In the world of Die Hard, we would be surprised and disappointed if the main character suddenly acquired that skill, although we will accept the character’s uncanny (and often unlikely) ability to avoid getting hit by one. What matters is consistency within the narrative, fidelity to genre, and the
maintenance of a pretense of an “other world” in a way that allows us to accept the rules that govern that world. The “world” that a film creates involves uniquely self-conscious strategies in the way it is presented to a viewer. Because we are used to it, we rarely notice that a film “world” often includes things that we don’t find in the real world. To understand this, we must name the difference. Diegetic What we call diegetic, or the diegesis of a film, is the internal world created by the story. This is the world that the characters themselves appear experience and encounter. This includes:
1. All events shown that are a part of that story. 2. Any events that are missing, such as events leading
up to the present moment, events that occur during gaps in time, etc.
Example: We do not have to witness an adult character’s childhood to accept that the character had one. The events of that childhood are still a part of the diegetic, because they are a part of the story, even if unrepresented.
3. Events that occur “off screen”—that is, they are not seen on the screen, but are known to be a part of the scene, or near it. This would include any sound originating from such an area, such as a voice from another room.
At this point, one might ask the question: When would film represent anything except the diegetic? The answer is: All the time.
Non-diegetic/Extra-diegetic
Non- (or extra-) diegetic element of a film involve anything represented on the screen that is not taking place within the world of the film, nor visually represented as seen, imagined, or thought by a character. This would include, for example, opening credits, subtitles, etc.
SOUND The best way to get a handle on how routinely film uses the non-diegetic, or extra-diegetic, is to take a close look at film’s use of sound. Film is called an audio/visual form. It is a running debate as to which element serves to offer the audience more meaning within a film. Sound is simply something that does not seem as important, because we tend to experience it as seamless part of watching a film. We are certainly not always listening consciously to the music that is playing in the background of a given moment of film. We experience it within the context of the whole, in which sound offers information, anticipates events, signals characters, and generates an emotional “tone” to what we are viewing. Life does not have a musical soundtrack, of course (thank goodness). Yet we don’t even tend to notice the almost constant presence of music in film. In fact, the presence of different kinds of sound is so prevalent in film that we would be more likely to notice its absence. If you were to turn off the sound in a film, you would lose an overwhelmingly significant part of the filmic experience. Think of Vader without his heavy breathing. We may even be thrown out of the experience of a film if a background sound were to fail to be included. Sound is so constant in film, and so multi-layered and diverse, that the presence of a sudden silence in film is overwhelmingly significant. Screens go black all the time, but sound is very rarely
absent. In this way, sound is arguably more active to constructing a film than visual images. There is sound to which we are supposed to pay sharp attention, sound to which we are supposed to pay peripheral attention, and sound that is supposed to just be there without requiring our attention, but that affects us profoundly in regard to the filmic experience. Characters can even have their own theme music, and that music will play whenever the character is on screen. A film may even signal that a character is on his or her way by starting the music before he or she arrives. Some sounds create reality effects, some convey mood, and some give us information pertinent to the plot. Most of the time, many of these different “kinds” of sound are simultaneously layered. We may be introduced to a shot of a rainy dark street, and the sound of the rain hitting the pavement, while we listen to someone off-screen narrate a sad story about a breakup, accompanied by the haunting strains of a violin, when suddenly the narration will stop and be replaced by the sound of the brisk click of heels, followed shortly by the screen appearance of a woman walking into the frame from around the corner, while urgent music suddenly interrupts the violin, and we hear, first softly, and then more clearly, the unseen sound of heavier footfalls behind her…. These different elements of sound are woven into film. What is important is that you are able to recognize that sounds serve specific functions, occur in specific relationships to the story, and are an intrinsic part of what we experience as a film—and sound is a particularly rich source for writing about film.
Diegetic Sound
Sound that is part of the sphere of the action, such as a character playing a piano, or a car going by, or the sound of footsteps.
Non-diegetic/Extra-diegetic Sound
Sound not within sphere of action (One presumes that Luke Skywalker does not hear the Star Wars theme while taking out the Death Star, although we do).
The important thing is that you should start “listening” for sound in film. There are many different ways that sound creates effects in film. Here are some of examples: Diegetic:
A car passes by and we hear its engine. Off-screen diegetic: A gunshot in another room, or an overheard conversations.
Anticipatory Asynchronous diegetic:
A phone rings before the scene in which the phone appears, even if the previous scene is unrelated. Watch-it happens all the time.
Non-diegetic:
Two cowboys face each other to tense music—but there’s no musical orchestra in the scene. Related non-Diegetic/Commentative:
A heartbeat accompanies a tense thriller without being attributed to a character hearing his or her own heart beating.
Transition between Diegetic/non-Diegetic:
-Music starts in an establishing shot, high above the suburbs. -The music continues to play as the film cuts to a shot of a car driving on the road. -The music continues to play as the film cuts to a shot of a man in that car. -The music stops when the man reaches over and switches off the radio (transition to diegetic)
Narration: A character narrates events (ambiguous diegetic) or a non-character narrates events (non-diegetic).
NARRATIVE In Classical Hollywood Cinema, David Bordwell sums up the narrative structure of the classical Hollywood film, still very evident in popular film today:
The classical Hollywood film presents psychologically defined individuals who struggle to solve a clear-cut problem or to attain specific goals. In the course of this struggle, the characters enter into conflict with others or with external circumstances. The story ends with a decisive victory or defeat, a resolution of the problem, and a clear achievement or nonachievement of the goals. (52)
When a popular Hollywood film tells a story, it does so in predictable ways. Hollywood narratives proceed, typically, in the following way. Narrative Arc
1) Hook; Establishes initial situation/character; 2) Major/minor conflict is introduced; 3) Dramatic climax occurs; 4) Major and minor conflicts are resolved; 5) Epilogue closes film (celebration of resolution of conflict)
Hook A short introduction that draws the viewer in and leads to establishing situation: character, location, source of conflict. Roy Vallis, in Beowulf in Hollywood, identifies three kinds of common hooks in popular Hollywood film: 1. Exemplary: Quickly develops main character
“at work,” to show typical behavior. 2. Normative: Introduces stable social
behavior in order to set up for conflict. 3. Expositive: High-action introduction to
character through main conflict. Situation An initial state of events that establishes main character, location, etc. Conflict A problem is introduced that compels the main character to action. Conflict motivates the main character into action. This conflict may arise between characters,
between a character and a group, between groups of characters, between a character and natural forces, between conflicting elements in a character’s “psyche,” etc.
Climax The word “climax” comes from Greek, and it means “ladder.” The climax in a film is the moment the action ceases to rise, and resolution of the major conflict can no longer be deferred. It is the point of highest dramatic interest for the viewer. If one is watchign television, for example, it is the point at which one is almost guaranteed to go to commercial.
Resolution Directly after the climax of the film, in which the the primary question of the whether the conflict will be successfully resolved, or not, is answered. Epilogue The final scenes of the film, in which the narrative celebrates the resolution of conflict, often involving subsequent reward/punishment of characters and resolution of minor conflicts.
CHARACTER We invest emotionally in characters: we hate them, love them, hope for them, and mourn them. This is why we often have difficulty telling the difference between the character onscreen, and the person who acted as that character for a camera somewhere in a studio six or so months earlier.
A star is an actor who we have the sensation of “knowing” through their depiction of characters, despite the fact that we have probably never met him or her, and are basing our sensation of intimacy on the reproduction of a person whose sole task it is to act like someone he or she is not. To that end, it is probably helpful to distinguish between the following:
Actor A human individual who has a job involving pretense that produces a character in a role.
Role A part in a dramatic performance that serves a function in a narrative structure.
Character Any of the various fictional representations of a person that appears in a film.
Star/Celebrity An image that attends an actor who plays a character qualities we collectively admire.
These should not be confused. It is not only that an actor is a star not for personal qualities, but qualities displayed by a character in a role. It is also a character in a film is not a real person. You might think that this would be obvious, but it is surprisingly difficult not to think and speak (and to write) of a film character as a psychological individual. It does help if you think about any given character as a function of a narrative. For example, a villain in a film fulfills the narrative function of compelling the hero into action. The function of the hero is to resolve the conflict produced.
Or, think of it this way: whether he (they’re mostly male) appears in Die Hard or Gladiator or Life is Beautiful, the hero is a function because it fulfills specific criteria. The hero usually demonstrates, through behavior, three very specific traits. A hero is always: 1. Good; 2. Resourceful; 3. Lucky
Protagonist The main character in a film with whom our sympathies lie. In certain genres, this is a:
Hero: Whether he or she blows up buildings, or not, this is a character with whom we identify because he or she exhibits admirable traits, such as bravery, or luck, or self-sacrifice. Anti-Hero Kin to a hero, this is a character with whom the viewer identifies, but that also possesses non-heroic qualities not traditionally belonging to heroes. Think Taxi-Driver. Sometimes an anti-hero is incompetent, and therefore a source of comedy; sometimes an anti-hero begins unsympathetically, but achieves viewer identification through a dramatic act of redemption; sometimes an anti-hero displays qualities associated with a villain, such as weakness, avarice, or immoral behavior outside of the social norm, but is also understood to be acting upon an alternative ethic that is often glamorized (think Godfather).
Antagonist/Villain A character in opposition to the hero, frequently a villain, who often compels the hero to take action.
FILM HISTORY-GENERAL
The history of cinema is complex, covering: the rise of the technology; how film changed historical subjectivity; film’s complex interrelationship with culture/society/legislative policy, over time; the movements film participated in/engendered; the controversies film has produced; the scienctific and technological advances that make film possible; film’s status and progression as an art form; etc. There is simply no way to even begin to chart that history here. The following information is a short timeline designed to spark any curiosity that may lead to further investigation for writing. 1896-1912: Film can be said to start with what were
really sideshow gimmicks, like the Cinema of Attractions—early technologies that were film-like, but with more emphasis on spectacle than narrative.
1912 The whole notion of film as a two-hour
experience is introduced, and the first feature length film is shown to an audience.
1913-1927: Silent Film period 1928-1932: World Cinema- everybody is making films.
1932-1946: The time of the “Golden Age” of Hollywood, and the rise of the Studio.
1947-1959: Television devastates the film industry. 1960-1980: French New Wave, and the American
Revival.
1980- Postmodern, and the broader context of alternative media.
While it is potentially important to know when certain things occurred, the relationship between film and history is more complex than a timeline. Here are some other rather random ways in which the relationship between history and film could be explored. 1. Film was a communal invention. From its earliest
introduction, there has been a debate as to whether film is an art form, but it was always easily understood as a moneymaker.
2. The history of film—how we watch it, how it tells stories,
what role it plays in social life, etc.—was not inevitable, but a result of chance and convention. For example, Edison envisioned film more like TV—people would watch films in their homes. However, The Lumiere Brothers, on December 28th, 1895, beat him to the seat. In the basement of the Grand Café, in Paris, the brothers first projected a film to a paying audience, as a group, and the concept of the “film theater” was born. By 1908 there were over 5,000 film theaters in the U.S. alone.
3. Although preceded by four other feature-length films made in both Italy and France, D.W. Griffith is usually still credited with making the first feature-length film in 1915, entitled Birth of a Nation.
Hailed as a landmark film, Birth of a Nation was one of the first films to introduce modern staples that include the close-up, tracking, panning, and the chase, still a dominant trope in film. Birth of a Nation was also the first film to be shown in The White House.
While held up as a kind of originator of many elements of modern film as we know it today, it is also interesting to note that Birth of a Nation tells a revisionist history of a valiant KKK leader who saves oppressed whites from powerful freed black slaves after the Civil War. The widespread popularity of this film is credited with inspiring the much larger second wave of popularity for the KKK in the United States, which had largely died as a movement, leading to the accompanying vicious renewal of commonplace lynching of Black Americans in the United States.
4. In 1925, German Expressionism finds voice, with
Weiner’s Cabinet of Dr. Caligari and Fritz Lang’s Metropolis. Sweden and Denmark get into the action, and Soviet Cinema comes about with Sergei Eisenstein’s Battleship Potemkin (1925). Jean Renoir emerges as an auteur in French films. In the United States, in the 1940’s, Hitchcock arrives from London. During the 1940’s, and into the 1950’s, Neo-Realism begins and then subsides in Italy. France begins the Cannes Film Festival, countries in Eastern Asia begin making non-generic films, including Kurosawa’s Seven Samurai (1954), and
India begins making films. French New Wave hits the scene, with Truffaut’s The 400 Blows (1959) and Godard’s Breathless (1960). Currently, India’s Bollywood is the most prolific filmmaking industry in the world.
5. In the 1950’s, the rise of television devastated the
American film industry. Since TV grew out of radio, TV studios tended to employ radio people instead of film people, and the divide between the two forms was firmly established. Strangely, while a product of films of the 1940’s, Film-Noir escapes into television, where it can still be seen in such shows as the Law and Order series.
6. In the 1930’s, the dominant Hollywood genres were
Westerns, Musicals, Gangster Films, and Horror. In the 1940’s, the most popular genres were War films and Film-noir. When TV collapsed the film industry in the 1950’s, Hollywood fell into a cycle of populist sentimental dramas. In 1964, the Spaghetti Western hits, but by the 1970’s, the Western had all but died. Eastwood’s Unforgiven (1992) served as homage to the dead genre, although it has reappeared in different forms (and usually outside of its own genre boundaries) in subsequent films, such as No Country For Old Men (2008). In the 1970’s, science fiction reanimated the American film industry through the potentials provided by new technology, and a new wave of directors—Lucas, Coppolla, Nichols, Hopper, Altman, Spielburg, Scorsese—usher in “The New Hollywood.”
7. In the 1920’s, Paramount, Twentieth Century Fox,
MGM, and Warner emerge. Disney is founded in the 1940’s. By 1990, 6 of 8 Hollywood studios are owned by foreign companies: Sony owns
Columbia/Tri-Star, Toshiba owns Warners, interests in Australia own MGM and Fox, and Canadian interests hold Universal.
GUIDELINES FOR ASSIGNMENT 1: DIAGNOSTIC Length: OVER TWO PAGES, double-spaced and typed Not Graded: Credit The diagnostic helps me to adjust instruction, as much as possible, in relationship to the degree of background knowledge that the majority of people in this course have in the area of Film Studies. For this assignment, watch any film, whether or not you’ve seen it before. Take notes on the film in relationship to the reading in this section. RESPOND TO THE FILM IN RELATIONSHIP TO SOME OF THE TERMS IN THE READING. BE CAREFUL TO NOTE WHEN CERTAIN FILMIC ELEMENTS ARE BEING USED IN WHAT YOU OBSERVE. PLEASE USE ONE OR MORE TERMS FROM THE FOLLOWING AREAS IN YOUR RESPONSE. Action Frame Shot Cut Time/Space Filmic Time Gaps in Time Added Time Layered Time Movement in Time Filmic Space Three-‐Dimensionality Unnatural Perspectives
Crossing Over Diegetic Non-‐ or Extra-‐ Diegetic Sound Diegetic Sound Non-‐ or Extra-‐ Diegetic Sound Off-‐Screen Diegetic Sound Anticipatory Asynchronous Sound Related Non-‐Diegetic Sound Transition Diegetic or Non-‐Diegetic Sound Narration Narrative Narrative Arc Situation Conflict Climax Resolution Epilogue Character Actor Role Character Star Protagonist Hero Anti-‐Hero Antagonist (Villain) You could focus on the whole film, or on a single scene. Remember that this writing does not have to be polished. It is for credit. The idea is to write about film as something at which you can consciously look, as opposed to just passively watching.
Section 3: FORMALISM-AGAIN SHOTS, CUTTING, AND EDITING
SHOTS Films are partly visual, and, in film, these visuals are composed of shots. There are only two ways in which we experience the act of seeing as a viewer of a film. The illusion of either is based upon the angle and location of the origin of the camera’s gaze in relationship to other objects in the visual field. We can appear to see out of the eyes of a given character.
This is called subjective point of view. We can see out of the eyes of no character.
This is called objective point of view.
Following is a list of different kinds of shots that you will see in a film. Review them thoroughly. Each shot produces a certain effect. A shot can create a “subjective” sensation, where a viewer has the sensation of looking out of a character’s eyes. An objective shot can allow a viewer to witness a character’s realization of an event. Either can create intimacy between the viewer and the character, in different ways. SHOTS CONCERNING PEOPLE Since a viewer’s primary points of interest is often other people, we can begin with how people are filmed. This list does not contain every way that people are depicted in film, of course—we can see people in a “long” shot as well—but these shots are specifically aimed at creating characters, and each gives specific information to the viewer. This is a very short list, but you should start to see them within the films you watch. Cowboy shot/ Knee shot: The most common shot in
American mainstream film, this shot shows a character from the knees up.
Full shot: A shot showing a character’s full
body Head shot: A shot that shows a character’s
head. Shot/Reverse-shot: Actually a series of shots cut to
simulate a conversation. Usually this begins with an objective POV
shot of two characters having a conversation.
At a certain point, the camera cuts to a head shot of the first character that is talking. This appears to be from the subjective point of view of the second character. The camera then cuts and reverses to the opposite angle to show a head shot of the second character talking. This appears to be from the point of view of the first character. The two angles alternate for as long as the conversation continues, occassionally interrupted by objective point of view.
Direction-of-Look shot: This is a shot that also involves at
least one cut. These two shots may occur in any order-the viewer may see at what the character is looking before seeing the character’s reaction, or after.
One shot would be of a character looking at something off screen, and reacting (horror, joy, etc.). One shot would be comprised of the vision to which the character is reacting.
SHOTS CONCERNING ANGLE The next series of shots describe the “angle” of a given shot. “Angle,” of course, when applied to visual perception, is relative to two things: 1) The origin of the point of view and; 2) The location of that which is being viewed, in relationship to other objects in the visual field. Western filmmakers remain aware that Western audiences are much more comfortable with a persistent original viewpoint at about eye level—about 5’-6” from the ground. If a film were to be shot from a high vantage point, or at knee level, Western audiences might become disoriented, unless the audience was occupying the subjective position of someone at that level (for example, someone in a wheelchair). A high or low angle directed at a character is sometimes used for effect: Shooting from a high angle can make a character seem diminished; shooting from a low angle can make it appear intimidating. In fact, there is no reason why the camera must have a persistent original viewpoint about as high as the “average” person. The idea that those who are about that tall (and not in wheelchairs) are moving around within the frame is a filmic illusion. We have simply come to expect the camera to serve as a substitute for the most common angle many people experience in relationship between visual perception and the world. Head-on-shot: Shot that shows some kind of action coming
directly at the camera (like a car), and therefore as if directly toward the viewer (objective) or viewer/character (subjective).
Overhead shot: Shot from from straight above, usually objective.
Crane shot: Shot from a crane to get wide view, usually
objective, often used for an establishing shot.
SHOTS AND PANNING Similar to the use of angles to create the illusion of subjective visual experience is the “pan.” The pan simulates the motion whereby we, as individuals, sweep our eyes across a given visual field, from one point to another, in the meantime “taking in” what is in between. The pan is rarely effective in simulating real vision, and therefore used only rarely. The reason we use a shot/reverse shot to simulate conversation is that, in real life, we often visually “lose” perception of what is in between two points, because our eyes are darting from one person’s face to another in conversation. Reaction pan: A single shot where the camera sweeps
from a scene (e.g.: a battlefield) to a character’s face to show a reaction (e.g.: horror), without a cut.
Unlike the reaction shot, the reaction pan does not seem realistic. It calls attention to itself, and throws the viewer out of diegesis, usually making the viewer aware that she or he is watching a film. However, in the process, such a pan also emphasizes the reaction as completely subjective on the part of the character, which may be important to the storyline or development.
Search pan: Either subjective or objective, this pan simulates the perceptual act of searching for something within a visual field. In this way, the camera, from a fixed position, scans the surrounding area.
Whip/zip/swishpan: This is a pan that mimics the eye rapidly
sweeping from point A to point B, across that area so quickly that the intervening visual input is blurred.
Finally, one of the shots not yet mentioned is the library or archive shot. This is a “canned” shot that saves the filmmaker the trouble of shooting at all—a shot can simply be retrieved from archive and cut into the final film. Personally, I certainly remember that in the old Tarzan TV series, Tarzan always fought the same crocodile—episode, after episode, after episode. FOCUS
Obviously, the shots and pans listed so far serve to simulate the individual experience of vision. Yet we do not just look at things in the world. We also choose on what we will focus and how closely, and this is probably the most externally controlled experience of watching film—at what the filmmaker chooses to have us look out of a wide range of options in a visual field. Focus can bring out a single face from a crowd, a peripheral object, and generate the sensation of knowing (in subjective POV) at what a character is paying attention. How film influences that selection can be complicated, but focus is a common tool. Ultimately, it is the task of film to create the illusion of depth on a flat surface.
The viewer makes certain mental adjustments when seeing the image because he or she is accustomed to “visualizing” depth where there is none. This is achieved, in part, by a flat field that records successive elements of different sizes. Depth-of-field has a long history in film, in terms of technical
possibilities. However, for this overview, it is only important to note how much power it gives the filmmaker to influence to that which a viewer pays attention within a given frame, and what significance that element gains as a part of storytelling.
Think about a zoom-in and focus on a gun behind someone’s back. Now you know something about the situation that might be hidden from characters within the room. Any correspondence or gap between the viewer’s knowledge, and a character’s knowledge, is called dramatic irony. In a visual form, what we know is primarily controlled not by what we hear (dialogue), but by what we see.
EDITING
People often imagine that a film is shot, developed, and then put on the big screen. However, shooting a film does not make it a movie. Most films are not even
shot in the order that their narratives occur—the final scene may be shot early in the process, if such things as setting or weather, for example, are an issue..
Having exposed film stock is only the very beginning of the process of putting together a film. A film does not even begin to look like the final product until it has been edited, and editing involves, to a large degree, what is called cutting. In the simplest sense, and barring a discussion of emerging technologies, cutting is where the film stock is taken into a lab and each shot is cut and matched with other cut shots, and then the two pieces are spliced together into new combinations. There are basic things involved with visually editing a film. The filmmaking team must choose among shots and put them in an order that will make sense not only to the story that is told, but to the way it is told. There is a reason why understanding cutting is so important to understanding how to read a film. The most important thing one can undertand about film, for writing, is the following: Film simulates visual perception, but deviates radically from our everyday experience of seeing in its deliberate control of what is significant. In real life, all sorts of things happen that are not particularly significant. It may matter very little to us if a building that we pass is gray or green, or flowers in a vase are lillies or tulips. Because not everything is significant to us as we move through life, doing this or that, or has substantative meaning to which we must pay attention, we select input from our perceptual capacity in order to manufacture, for ourselves, a sense of continuity and sensibility. If we paid attention to everything, we’d be disabled by our lack of ability to choose those things to which we should pay attention.
Even the slightest impairment in the cognitive capacity to choose to what we pay attention—such as the impairment those with Attention Defecit Disorder experience—can make everyday life a real challenge. Being cognizant—paying attention to specific elements in one’s environment—is also how we generate mini-narratives or histories (I go to the store; I return) out of the mass of random sense perceptual information we receive on a daily basis. We don’t always notice the cracks in the sidewalk, and, if we were to do so, that still would not make them significant, unless we were to, for example, trip over one. Even our perception of time being marked into “days” and “nights” is the result of the way that we order reality in order to make things make sense. In film, this chaotic influx of random information must be very, very carefully controlled and severely limited. Think about it this way: Isn’t the “default” weather of most films a sunny day? Did you ever notice how much it rains in funerals at the movies? How many times in a film can you remember having seen someone drop their keys, or seen a child throwing a tantrum, or seen a car with a flat tire, or heard people have a fight in a restaurant, if it was not, in some way, of immediate importance to the narrative? Accidents, messes, incidental events, and everyday human mishaps don’t happen in film unless they’re meant to happen. They are only meant to happen if they convey vital information to the viewer—at the lowest level, unusual events generate setting and develop character. Film carefully chooses input because unfiltered input would confuse any given viewer, who has been trained to see all input as important to the unified message being transmitted. That’s why, unlike life, most everything in a film is significant.
Film has a limited amount of time to tell a story that may span decades, and the form demands a clear and carefully controlled visual experience for the viewer. As a result, film tends to be extremely economical with what it offers. This is often what cutting is designed to do—to choose the best means of communication, with no “noise” that will confuse the message. EDITING: CUTTING AND MONTAGE One of the most important elements of film, cutting involves the decision about how and where to connect individual shots. While we may think that film produces meaning through what is shows inside of a given shot, it actually constructs meaning in a far more active way through the way it combines shots. Let’s say we have shot A:
The man walks in the jungle. Then let’s say that shot A is cut with shot B:
The lion waits in the grass. By themselves, these shots have separate meanings—men walk in jungles, and lions wait in grasses. When cut and spliced together, however, the combination of the shots creates more meaning than each individual shot does by itself. It brings the two events into narrative relationship—and in this case, creates suspense. Does the man know the lion is there? Does the lion know the man is there? Will the lion attack? Will the man run? What’s going to happen next?. The combination of Shot A and Shot B creates a third thing that is the result of their combination. This is one of the most important means by which films make things happen, makes things make sense, and makes things meaningful to the viewer.
The act of cutting that creates a combination of individual shots so that they create a new meaning, through that combination, is called montage. Montage has three different meanings. In the United States, we often talk about montage as #3 below: a way to indicate the passage of time. However, it is much more than that. Montage (3 different meanings) 1. Montage: The effect whereby the combination of shots
appears to create a relationship that generates new meaning through that relationship.
2. An important theory within film. Sergei Eisenstein, for
example, believed that film created a dialectic through conflict: Shot A was the thesis. Shot B was the antithesis. Their combination was the synthesis. As a filmmaker, Eisenstein would do things like cut a shot of a crowd being gunned down with a shot of a cow being slaughtered, in order to create a connection for the viewer. He did not mean this symbolically, but rather as a specifically filmic way of making meaningful connections for a viewer.
3. The most common way in which people think about montage is as an editing technique that condenses time/space while conveying action in a brief period through a series of jump cuts, dissolves, and superimpositions.
For example, a montage may involve shots of a couple doing various activities in order to indicate a period of time in which they fall in love. The montage is also employed for dreams or hallucinatory states of mind, or to build a mood. This kind of montage is often called “American montage.”
There are a multitude of ways that montage is used to generate meaning. Which shot is put against which other shot—and how fast, and why, and when—is a huge part of what we experience as meaningful within a film. GENERAL VISUAL EDITING Cutting is most often designed to be as invisible as possible, and the best way to do that is to simply switch to a new perspective or angle without anything in between. This is called a direct or action cut and is the most common kind of transition between two shots. Action cutting produces the sensation of what is called continuity cutting. This method keeps the film moving in a straightforward, logical way, uses time and space coherently, and develops narrative in a linear manner that the viewer experiences as “natural.” Filmmakers also make a decision about either fast cutting or slow cutting. Slow cutting means that cuts occur with less frequency; fast cutting means we are given a rapid series of cuts. These produce different effects—they slow the action down, or speed it up. There are other ways to transition between cuts, however, than simply directly switching to a new shot. A transition between cuts is a stylistic choice. In addiiton, transitions between shots come in and out of fashion. For example, the “watery dissolve” that served, in the ‘70’s, as a transition that would indicate the memory of a character, now seems hackneyed. TRANSITIONS Transition focus: This kind of transition indicates a shift in
time period, often reaching back, or
projecting forward, quite a bit in time. To do so, the first shot is gradually blurred until it is not visually coherent, and then comes back into focus, but with important elements changed (children become adults, etc.).
Fade Transition: This transition also often serves to indicate
a shift in time or location, and involves the gradual fading of a scene to black, and then a return to a new scene in a different place or time, with a few seconds intervening between the two.
Form Dissolve: A bit difficult to describe, this transition involves the merging of two separate images with similar forms one into the other. A good example can be seen in Psycho, when the circular drain of the tub slowly becomes the lifeless eye of the character played by Janet Leigh.
Wipe Transition: A very disruptive transition for the viewer,
a wipe transition is one in which a scene is “wiped” from top to bottom, side to side, or even (in the case of the old Bond films), opens or closes like a film aperture.
A slightly less disruptive wipe transition is called a “natural wipe,” and is created by causing a character, or a moving object, (such as a train), to briefly block out a given scene. Upon the character or object passing, a new shot is already in place.
EFFECTS CUTTING Sometimes a film is cut, or a shot manipulated, in a way that does not appear at all real. This is done in order to create a certain effect, sometimes designed to re-create the subjective experience of a given character, and sometimes simply because it is easier to create meaningful effects in a less “realistic” manner. While much of film is supposed to create the illusion of the representation of real events, a surprising amount of what is shown on screen never really occurs within the “real” events of the film. Film is not the record of real life, but rather a continually shifting and restless act of simulating what it’s like to walk around as a human being. It is not just what someone would see—it could be what someone imagines, or remembers, as well. This is called dream mode. Subjectivity: The perspective of a given individual engaged in
perception and cognition—quite literally, what looks out from behind your eyes (or the eyes of another).
Objectivity: The description of perspective that is omniscient,
attributed to no single person or character, and that is not involved in the represented action.
Dream Mode: Action that occurs onscreen, but that is not a part
of the “real” events occurring. Rather, this action is understood to be originating from a character’s imagination, dream, or fantasy.
SHOT BREAKDOWN AMERICAN BEAUTY Dir. Sam Mendez 2000 We are going to watch this scene in class, so if you’ve never seen the film American Beauty before, don’t worry about it. The important thing to note about this breakdown is that it is possible to look at a single scene and break that scene down into shots that have been cut together. Review the shot breakdown in this section briefly. This breakdown shows every single shot and tracks the point of view of that shot. The description will indicate whether the particular shot is subjective (“SU”) or objective (“OB”). If it is subjective, it will indicate from which character’s perspective the shot originates. For example, the combination “SU Ricki” means that what we see on screen is supposed to represent a subjective viewpoint of what the character “Ricki,” in the film, sees. The combination “SU RICKI/CAMERA” would indicate the point of view of the character Ricki as he is depicted as looking into the viewfinder of a video camera. Therefore, it is a kind of “combination” viewpoint—both the video camera’s point of view (in this film, always represented in black and white), and Ricki’s subjective point of view (always represented in color). A shot breakdown can help you to see things you have not seen, before. It is important to remember that, no matter what point of view is represented, what is actually being shown onscreen is artificial: any given viewpoint is always only the viewpoint of the film camera. We are not really looking out of any other perspective, even if we have the sensation of doing so.
1. Name Film/Brief Summary This film is American Beauty, directed by Sam Mendez (2000). In this particular scene, “Jane,” a teenager, has a fight with her mother. Her mother strikes her, and then leaves the room. Jane moves to her window and looks across the yard, into her neighbor’s window. This window belongs to “Ricki,” her romantic interest. He is not only looking back at her; he is filming into her window. She takes off her top for him. Ricki’s father, Frank, enters the room and strikes Ricki. 2. Shot Breakdown (Unless indicated, all continuity cutting)
1. OB viewpoint sees Jane look in mirror after mother strikes her. She touches her face where she was struck, and then moves to window. Moves to OB Viewpoint sees Jane from outside room.
2. SU viewpoint Jane sees Ricki filming her, and also sees her image as filmed on Ricki’s monitor screen. Moves to SU Ricki/Camera viewpoint filming Jane.
3. to Objective SU viewpoint Ricki/Camera with shift focus/pan left becomes OB viewpoint looking at Jane. Shift from subjective to objective is indicated by moving from black and white (Ricki/video camera subjective view), into color (objective view).
4. SU viewpoint Ricki/Camera moves to OB Viewpoint shot of Ricki filming. Ricki looks up from the camera, but his viewpoint is not represented.
5. OB Viewpoint side angle of Jane looking out of the window.
6. OB Viewpoint into Jane’s window.
7. Repeat of Shot 2.
8. Repeat of Shot 5..
9. Repeat of Shot 2. Moves to SU Ricki/Camera when zooms in on Jane.
10. Repeat of Shot 2. Moves to SU Ricki/Camera
11. SU viewpoint Ricki/Camera. Whip Pan to Ricki’s Father.
12. OB viewpoint from inside the room when Frank strikes Ricki. This is the first two-shot (two people represented in a single shot who are not reflections or TV monitor projections).
13: and again A single event repeats successfully, from a different perspective. SU viewpoint Jane sees Frank strike Ricki on monitor screen.That is, Frank strikes Ricki once, but we see the strike twice: once from inside the room, and then again on the monitor, from Jane’s perspective.
14. SU viewpoint Jane looks into monitor, which reflects camera viewpoint, SU/OB? viewpoint Camera.
15. SU viewpoint CAMERA moves to OB viewpoint of monitor.
16. etc. OB Viewpoint within room, Ricki and father. Shot/reverse shot alternates during conversation. SU Viewpoint Ricki is represented without camera for the first time in the scene.
17. SU viewpoint Frank looks at Jane. SU viewpoint Jane sees father looking at her. OB viewpoint of Jane reaction shot.
18. SU viewpoint Father looks at Jane
19. etc. Repeat of shot 16, Shot/reverse shot.
20. SU Ricki and SU CAMERA. simultaneously represented. As father exits, camera’s point of view is vertical, Ricki’s horizontal.
21. OB Viewer viewpoint sees Ricki look in mirror. He touches his face where he was struck, reaction shot, which mirrors or “bookends” first shot of scene, when Jane looks in the mirror after being struck by her mother. 3. Summary of Shot Breakdown American Beauty
Total Objective: 12 shots Total Subjective: 18 shots
Jane: 11 times Father: 2 times (w/out shot/reverse-shot) Ricki: 3 times (w/out shot/reverse-shot) Camera alone: 2 times
Ricki/Camera: 8 times
4. Provisional Questions/Conclusions from Breakdown While Jane is the one being filmed, most subjective shots are from her point of view. This is significant because it is contradictory: Jane is the one being filmed. One would think most subjective shots would come from those viewing her. Why is that? One event in the scene is repeated twice. When Frank first strikes Ricki, we see it both from an objective point of view within Ricki’s room, and also from Jane’s perspective as she watches the TV monitor inside of Ricki’s room. Why is this repeated? While there can only be an objective or subjective viewpoint within a film, the video camera that Ricki holds also has a viewpoint. This seems paradoxical—a film camera’s representation of a video camera’s perspective. The video camera’s point of view not only represents what Ricki sees, but at one point he drops the camera. In that moment, point of view is located from the the video camera alone, and projected onto the screen in the room. So, is the video camera subjective or objective? In that moment, is the video camera itself a character (an individual viewpoint), or is it the ultimate break from the “reality effect” of the film?
GUIDELINES FOR ASSIGNMENT: Shot Breakdown Length: The best guide for this is the following:
-Don’t choose 2 minutes of film, or you’ll never get through it. Shots happen quickly—in a scene involving fast-cutting, you may cover 20 seconds of film, in your whole shot breakdown.
-Avoid a shot breakdown of a conversation between characters. In a conversation scene, the means by which information is transmitted is primarily through the dialogue, and not necessarily through visual means. A shot breakdown might not necessarily be very helpful, as it will most likely be composed of a monotonous list of shot/reverse-shots.
Format: List of Shots. Not Graded: Credit Assignment: Perform a shot breakdown of a scene within any film. Don’t worry about creating graphics if you don’t want, though it can help you to see the shots. FOLLOW THESE 4 STEPS: 1. Start by naming the film, director, year, and give a very brief
summary of “what happens” in the scene. 2. In the Shot Breakdown:
Indicate whether the shot is objective or subjective POV. If it is subjective, indicate from whose viewpoint it originates. Also note any dream mode (always subjective POV). Indicate any formalist elements from the reading that you observe, using the terms that refer to them, as listed here:
Concerning Characters Cowboy Shot/Knee Shot Full Shot Head Shot Shot/Reverse Shot Direction-‐of-‐Look Shot Concerning Angle Head-‐On Shot Overhead Shot Crane Shot Concerning the Pan Reaction Pan Search Pan Whip/Zip/Swishpan Focus or Zoom Focus/Blur Zoom-‐in, Zoom-‐out Transitions Continuity Cutting Transition Focus Fade Transition Form Dissolve Wipe Transition Note anything unusual or significant as a result of cutting/editing and underline it. 3. Give a summary of Shot Breakdown 4. Draw provisional questions/conclusions from your
breakdown.
Section 6: NARRATIVE
General Information: In many ways, narrative films (and primarily those in the Hollywood tradition) follow the same rules that govern much more traditional narratives: in fact, they resemble nothing so much as folktales in the rigid way they are constructed. They are marked specifically by their formulaic quality—the viewer may enjoy a surprise, but he or she does not want his or her primary expectations regarding the ending, or whether the guy gets the girl, disappointed. Traditional narratives were often orally transmitted (through memorized speech, instead of writing), and there is a strange way in which formulaic films follow this oral tradition a lot more closely than the age of literacy that intervenes between them. This basic structure of Situation/Major Conflict/Climax/Resolution, which I will call S-‐Co-‐Cl-‐R, is a convention: something that has developed over time and that we all recognize as the “normal” way to go about telling a story. This basic structure is large part of the pleasure (anticipation, repetition, satisfaction of expectation) of both listening to folktales and watching film. Certain smaller structures make up the larger S-‐Co-‐Cl-‐R structure. The total film, or S-‐Co-‐Cl-‐R, is composed of sequences; sequences are composed of scenes; scenes are composed of shots. To begin the narrative, an establishing shot offers the initial situation. Establishing Shot:
At the beginning of a film, a typically wide shot gradually focuses in to give us
the initial situation, with all the basic information we need to know: location, main character, etc. The “hook” will usually show up in three major forms. In more modern films, the establishing shot is sometimes deferred for a brief period, but rarely for very long.
Scene: A unified action within the film’s plot that normally takes place in a single location and in a single period of time. Imagine, for example, a “love scene.” Sometimes a scene may take place in more than one location (e.g.: chase scene), and scenes are almost always composed of more than one shot.
Sequence: A series of related shots and scenes that form a single, coherent unit of dramatic action. This is often compared to a chapter in a book.
The S-‐Co-‐Cl-‐R structure is so important in film that a film often repeats that structure in “mini-‐form” inside of the film itself. Imagine the whole film as a S-‐Co-‐Cl-‐R structure that is like a chain: Situation, Conflict/s, Climax, Resolution/s. Now imagine that that single larger chain is composed of smaller chains, which we will call “s-‐co-‐cl-‐r.” Each smaller chain is “linked” together through a relationship of cause and effect: the resolution of the previous chain causes the situation of the subsequent chain. If we mapped it, it would look like this: (S)-‐(Co/s)+ (s-‐co-‐cl-‐r)+(s-‐co-‐cl-‐r)+( s-‐co-‐cl-‐r)+( s-‐co-‐cl-‐r)+( s-‐co-‐cl-‐r)+ (Cl)+(R/s)
(…or…)
(SITUATION-‐CONFLICT)+(situation-‐conflict-‐climax-‐resolution)+(situation-‐conflict-‐climax-‐resolution)+(situation-‐conflict-‐climax resolution)+CLIMAX+RESOLUTION/S. Example: Superman Since this is starting to look like Algebra, let’s look briefly at a familiar film, like the original Superman. If we looked at the film as a larger S-‐Co-‐Cl-‐R structure, it would look like this: Situation (S): (Backstory) a baby lands on Earth, is raised
by a couple in Indiana, and grows up to have superhuman powers. As an adult, this child, Clarke Kent/Superman [MAIN CHARACTER] moves to the city of Metropolis [LOCATION].
Conflict/s: (Co) Major: A villain threatens the people of Metropolis/Minor: the main character’s secret identity gets in the way of romancing Louis Lane.
Dramatic Climax (Cl): Superman fights the villain in a final battle. Resolutions (R) Superman defeats the villain (major)
/Superman does not get the girl (minor) Inside of the (S-‐Co-‐Cl-‐R) structure, many smaller (s-‐co-‐cl-‐r) structures may occur. For example, let’s take a part of the film:
situation (s1): The villain has launched a missile aimed at Metropolis, a plane is falling out of the sky, and an earthquake is occurring.
conflict (co1): The hero must act heroically, but must also choose between stopping the missile, saving the plane, and helping people in the earthquake.
climax (cl1): The hero does some of all three. resolution (r1): The city is safe from the missile, but (new
conflict), the hero’s love interest dies in the earthquake.
This resolution acts in a cause/effect manner to create the next conflict. That is, r1 (love interest’s death) causes:
situation (s2): hero discovers that love interest is dead conflict (co2): hero must decide whether or not to save
love interest by turning back time, which is forbidden
climax (cl2): hero is ethically tormented in the act of turning back time
resolution (r2) hero saves love interest And so it goes: as a result of saving his love interest, the hero subsequently recognizes his true responsibility, which causes him to take action against the villain, etc. This structure is predictable, and is a part of the pleasure of viewing film. That pleasure is based on the fundamental interest that drives viewers: anticipation of what you know must happen, and suspense that comes from not knowing how it is going to happen. Or, as D. Roy Vallis once put it, popular film is about “the anticipate done well.”
Theorist 1: Bordwell In classical Hollywood plots, there is typically a double causal structure with TWO plot lines. One involves heterosexual romance; the other involves “another area—work, war, mission, a quest, other personal relationships” (Bordwell 19). Either one can be dominant (major/minor conflict). As Bordwell also notes, these two storylines will each possess a goal, obstacles, a climax, and a resolution. They are distinct, but interdependent. The two plots often coincide in the climax of the film. Resolution of one often triggers the resolution of the other. Hollywood narratives tend to follow this structure, in varioations, regardless of genre: romances, adventure films, etc:
1. Establish initial situation and main characters. 2. Introduce, then develop, and finally intensify, conflict 3. Climax 4. Resolution of conflict 5. Epilogue that celebrates resolution
On screen, this translates into the following: 1. Exposition: that part of the work, often the beginning,
which establishes, for the audience, the general situation of characters and the premises for the action. Good exposition seems to be a part of the story, developing the plot at the same time as explaining it.
2. Conflict: a struggle between two forces that is frequently motivating factor in action/plot. May arise: between
people, between person and group, between two groups, between one person or a group and external natural forces, between conflicting elements in an individual psyche.
3. Climax: Greek, meaning “ladder” refers to point of highest plot complication when action ceases to rise and begins to resolve itself and fall, or of highest dramatic interest for the viewer. Both occur at the end of the work, but not necessarily at the same time.
4. Resolution: Main question is answered (yes or no?) in regard to the conflict (yes or no?).
5. Epilogue: Smaller storylines tidied, and celebration of resolution.
So, this is the plotline. Inside of the plotline, Hollywood formulaic films follow rigid rules. Formulaic: The rules
1. The films have the primary function of telling a story 2. There is a flow of action with a clearly developed
pattern and a cause-‐and-‐effect chain (because the jewel is stolen, the hero goes after it; because the hero goes after it, the villain attack him; because the villain attacks him, the hero fights back, etc.)
3. The film-‐maker hides the work of film production (we are supposed to forget we’re watching a film).
4. All major conflicts are resolved 5. Produces pleasurable fictions 6. Primarily happy endings (and, if not, they’re
bittersweet—Gladiator)
Formulaic: the Number #1 Rule However, we’ve missed the most IMPORTANT rule of all. The following reigns supreme: We must identify with the leading protagonist/s, sharing its experiences and see the situation from its point of view. This means that Hollywood narrative follows what Bordwell calls the “straight corridor.” This means:
1. the protagonist/s are the main source of audience identification
2. the protagonist/s are psychologically defined individuals
3. the protagonist is the principle causal agent for the plot progression
4. the protagonist has clear cut problems and goals 5. the protagonist tries to resolve a conflict 6. the ends of the film occurs when the protagonist
encounters victory or defeat
This protagonist may be one of the following: 1. A hero/ine: someone possessing the
qualities of a hero 2. An anti-‐hero/ine: someone who is the main
point of audience identification but who may possess qualities that are not heroic—he or she may be weak, neurotic, have a private ethic, have been immoral in the past, or be anti-‐social. That doesn’t mean we don’t identify with them—think gangsters.
A film in which the conflict is between people will often have an Antagonist: a character in opposition to the hero, frequently a villain, who often compels the action of the hero. So, there’s your bare bones Hollywood film. Most of the stories found in mainstream film are familiar and predictable. Merely laid out, they would make for rather boring films. In response, events may not necessarily be put, in film, into chronological order. Films often jump through time, or manipulate the audience’s knowledge of events by omitting (and then returning) to important events of an earlier time, in order to generate suspense. There are a couple of terms that can help to understand how story and plot work together, and also how they can also be separated, in order to generate filmic effects. Theorist 2: Tzvetan Todorov Todorov was a narrative theorist who looked at the relationship between story and plot, drawing from Schklosky’s distinction between fabula and syuzet. They are broken down in the following ways: The Story is the narrative events in causal chronological sequence in the order in which they occur in real time. In Russian Formalism, Schklosky called this fabula. The Plot offers the events of the story in a way that may disarrange the order, but presents them in a way that allows the
viewier/reader to understand the story. In Russian Formalism, Schlosky called this syuzhet. Plot in a film constructs the Story. It does not merely fill in the details, but also establishes relationships. In consuming filmic narrative, we are aware of the story, but we get it primarily through plot: time is a jumbled series of returns and juxtapositions put into cause/effect relationships that fill in gaps and anticipate future events. To further clarify the difference between story and plot, let’s take the film Pulp Fiction (1994). Don’t worry if you haven’t seen the film. Story (FABULA): Following are the events, as they occur, in the “story” of Pulp Fiction. (Backstory: A case holding undisclosed contents has been stolen from Marsellus, a crime boss. Vincent and Jules work for Marsellus, and are sent to an apartment to retrieve the case and kill the thieves. The reason that Marsellus knows that the thieves have stolen the case is because “Marvin,” a stooge for Marsellus, has ratted on his fellow thieves). -‐Vincent and Jules go to the apartment to retrieve the stolen case, shoot the thieves, and pick up Marvin the informant. -‐Jules believes he has has a revelation from God caused by one of the thieves missing him in the shootout -‐As a result of his vision, Jules decides to quit crime. While Vincent and Jules are discussing this vision in the car, Victor accidentally shoots Marvin.
-‐Vincent and Jules go to a drug dealer’s house, and Marsellus arranges for a “cleaner” to get rid of the body. -‐Vincent and Jules get hungry and stop by a café on their way to deliver the case to Marsellus -‐At that café, a robbery takes place. -‐Jules saves the case. -‐When Jules and Vincent arrive to deliver the case, Marsellus is bribing/threatening a boxer, named Butch, to throw a fight. -‐At the request of Marsellus, Vincent takes Mia, the wife of Marsellus, dancing. -‐Mia overdoses on Vincent’s heroine. -‐Vincent takes Mia back to his drug dealer, who saves her life. -‐Against orders by Marsellus, Butch wins the fight -‐Marsellus sends Vincent to Butch’s apartment to kill him -‐Butch kills Vincent at Butch’s apartment. -‐Butch accidently runs Marsellus over in the street, and Marsellus pursues him on foot -‐When Butch ducks inside of a shop, both Butch and Marsellus are taken prisoner by rapists -‐Butch saves Marsellus from the rapists. -‐Marsellus lets Butch go. Plot (SYUZHET) Following are the events in the “plot” of Pulp Fiction: the sequence in which events are presented in the film. -‐A robbery takes place in a café -‐In an apartment, Vincent and Jules retrieve a stolen case and take Marvin with them -‐Marsellus bribes/threatens a boxer, Butch, to throw a fight -‐Vincent and Jules deliver the case safely to Marsellus -‐Vincent entertains Mia, wife of Marsellus
-‐Mia overdoses on Vincent’s heroin -‐Vincent takes Mia to his drug dealer, who saves her life. -‐Butch wins the fight and runs -‐Butch returns to his apartment and kills Vincent -‐Marsellus sees Butch on the street -‐Butch saves Marsellus from rapists -‐Marsellus lets Butch go -‐Return to earlier event: Vincent and Jules retrieve the stolen case -‐Jules believes he has a revelation from God and decides to quit -‐Vincent accidentally shoots Marvin -‐Marsellus arranges for a “cleaner” to fix the mess -‐Return to earlier scene: Vincent and Jules go to a café and a robbery takes place -‐Jules saves the case from the robbers The difference between story and plot is often significant within a film: it is the difference between the story told, and how it is told. The sheer predictability of certain formulaic films generates not only the ability of films to be identified by genres, but also introduces the possibility that some stories just get repeated over and over and over again within plotlines. In these plots, regardless of individual features in terms of chronology, character, setting, such narratives repeat old stories. For example, how many times have we seen the Cinderella story in films? Not just “Disney remakes,” per se, but the “poor (or lower class, or in crappy home circumstances) beautiful (always) girl (young woman, really, but oh, well) gets rescued (or picked up, or helped out of a scrape) by rich (or powerful, or influential, or just plain charming) handsome (always) prince (or rich guy, or CEO, or
some guy with economic/cultural capital)” thingy? Think Pretty Woman. Not all Hollywood films are entirely faithful to formulaic, but even films like Pulp Fiction work precisely because they manipulate a form to which we have become accustomed. Without that formula to provide contrast, the film would not have worked as well. Some mainstream films do fall outside of these boundaries, and rejecting the formulaic may happen in degrees—although a direct intervention may cause a film to fail miserably. It has nothing to do with the “topic” of the film. For example, the film Love, Actually (2003) is a series of predictable, rather sappy love stories. However, the structure is what is not a straight corridor. It is called Episodic: a dramatic structure largely made up of loosely related episodes with multiple main characters following multiple storylines, instead of tight dramatic plot that unravels a single main storyline that follows set main characters. Narrative Theorist Vladamir Propp (different than Todorov) identified a lot of functions in narrative. For example, Russian folktales began with an interdiction (don’t go into the forest, don’t eat the apple, don’t go into that part of the castle, etc.), followed immediately by the breaking of the interdiction. Although Propp was clear that his list pertained specifically to Russian folktales, we can obviously see many of these ideas operating in modern day narratives. In turn, Tzvetan Todorov’s distinction between Fabula (plot) and Syuzhet (story) as well as Axel Olrik’s Epic Laws of oral narrative prove surprisingly well suited for study of, for example, contemporary film.
Theorist 3: Axel Olrik Olrik is a fascinating theorist in regard to film. His epic laws of narrative translate very well into film narratives. Here are some of Olrik’s Epic Laws just pertaining to numbers: 1. The Law of Three (three tasks, three attempts, three objects, three wishes, etc.) 2. The Law of Final Stress:
If there are three of anything, it is the last one upon which emphasis will be placed (e.g.: the youngest of three brothers, the last of three attempts, etc.)
3. The law of Two:
When two characters are brought into contact, they will be in contrast (opposites, such as good/evil, rich/poor, big/small) even when they are like twins (two characters that serve the same function—think the two evil pirates and the two good sailors in Pirates of the Carribean. One is fat, one skinny. One has a false eye, one a bad tooth. Or, think the candlestick and clock in Beauty and the Beast.)
Here is another big laws he finds:
The Law of Epic Unity: The single event disrupting the initial stability will be resolved, and a situation of stability restored. Here’s a really cool one:
Plot constraint on the narrative: “Any ability of a character or a thing must be expressed in action; otherwise it has no importance for the narrative.”i As Olrik says:
The tale about the little duck does not begin by saying that the young girl was ‘unhappy, but pretty and good.’ Such an accumulation of thoughts is avoided in the narrative world; each must be expressed in action, and these actions form a series of episodes in the plot: (1) The stepdaughter is sent out onto the heath to gather heather, and she is given only ash-‐cakes to take with her as food; (2) A little boy with a red cap looks up from the knoll of the heather; she greets him kindly and gives him some of her ash-‐cakes to take with him; (3) The little boy presents her with gifts: pearls fall from her hair as she combs it, and a piece of gold springs from her mouth each time she opens it.
…and the list goes on. Alternative Cinema Alternative narratives not only do not necessarily follow these rules, they may create their own narrative rules, or counter-‐cinema. Small moments of counter-‐cinema often show up briefly mainstream Hollywood in the form of “stylized” films or humorous “breaks,” but a serious counter-‐cinema film tends to fall outside of it. Transivity:
Counter-‐cinema: narrative subject to a series of breaks. Could be in the form of inserted titles, the presence of
scenes that break with the narrative drive or style of the film.
Identification versus Estrangement Counter-‐cinema: distanced from leading characters, as in an anti-‐hero. Performers may step out of character to address us directly.
Transparency versus foregrounding: In counter-‐cinema, the film-‐maker may draw attention to the processes involved by, for instance, talking to the camera operator and allowing this conversation to remain on the soundtrack.
Closure versus aperture
In counter-‐cinema, the film will make reference to a world outside itself, for instance by referring to other films (A Wookie in Star Wars doing the Tarzan yell).
Pleasure versus displeasure In counter-‐cinema, the simple “pleasurability” gained by the anticipation of/successful reception of a predictable structure is not, obviously, always the goal.
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GUIDELINES FOR ASSIGNMENT: SCREENING REPORT 4 Groups 1,2,4,5 Description: The Film Screening Report serves to focus your attention on a specific issue, and also creates preparation for discussion within a classroom setting. A Film Screening Report is a short write that organizes and summarizes the notes that you take for a given film screening. The success of the write will, in part, depend on the quality of notes that you take and the level to which you are able to pay attention. In the Screening Report, you perform an objective analysis of a certain selected aspect of the film based upon concrete, specific evidence drawn from details within the film. You may go so far as to speculate upon the unique nature or function of that aspect in relationship to the film, or begin to read the film in light of that aspect. You may concentrate on the film as a whole, or look carefully at one particular scene. Length: OVER 2 pages, typed and double-‐spaced. Film Screening Report 3: Narrative Respond, in relationship to the film that your group viewed, to the narrative elements of the film, drawing from the laws set out by one of the three theorists in the reading above: 1. Bordwell 2. Todorov 3. Olrik Use specifics from the film to support. In screening your film, pay attention to narrative aspects of the film: those elements that are predictable, where they are unpredictable, and why. Pay special attention to elements of narrative: character type, repetitions of two’s or three’s, play upon expectations, anticipation, climax, anti-‐climax, hero, villain, etc.