Writer of things that go bump in the night

Category: Narrative Craft

Under the Influence, Part 2:  The Top Five Formative Cinematic Muses from My ’80s Childhood

Let’s play Ten for Ten!  To commemorate the ten-year anniversary of this blog, which launched on June 26, 2014, here’s an appreciation for ten of my formative cinematic influences—an examination of why these movies resonated with me when I first saw them, and how they permanently informed my aesthetic tastes and creative sensibilities.  This post is presented in three installments.

“Under the Influence, Part 1” informally ponders through personal example how an artist develops a singular style and voice all their own, and offers an analysis of Quentin Tarantino’s essay collection Cinema Speculation, the auteur’s critical look at the movies of the ’70s that inspired him.

In “Under the Influence, Part 2,” I spotlight five films from my ’80s childhood that shaped my artistic intuition when at its most malleable.

And in “Under the Influence, Part 3,” I round out the bill with five selections from my ’90s adolescence, the period during which many of the themes that preoccupy me crystalized.


Given that my childhood coincided with what Quentin Tarantino terms “the miserable eighties”—that decade of “middle-of-the-road successful films”1 during which “likeability was everything”2—the following ten cinematic specimens that impressed so notably upon my nascent imagination, accordingly, span the years 1978 through 1993.

Before we dive in, let’s stipulate what this digest isn’t.  These are not what I consider the Best Movies Ever, or even the best movies of their era, neither of which I am particularly qualified to judge.

Furthermore, they are not necessarily even my favorite movies, merely the ones that made a meaningful, lasting, and demonstrable impression on me, and whose DNA has (repeatedly) found their way into my own work.

Nor does this cover my literary or musical influences, because, as Geddy Lee suggests, the project of tracing this stuff ain’t easy; it took a surprising amount of rumination to settle upon the ten selections studied here.  (None of them are particularly obscure; if you haven’t seen all ten, you’ve at least heard of them.)

I have excluded any films that may have once held sway over me, particularly ’80s action movies (from police thrillers to sci-fi dystopias to car-worshipping petro-propaganda), whose hypermasculine spirit and/or trashy cynicism I can no longer in good conscience abide.

It must also be noted I am uncomfortably aware of how, well, white all my chosen case studies are.  The filmmakers and screenwriters are nigh exclusively straight white men, with the known exceptions of Joel Schumacher, Leslie Newman, and Janice Fischer.

What’s more, every protagonist across the board is a straight white male, several of them either explicitly or implicitly Irish American, at that.  Boys like me were very well represented in popular media back then—still are—as there are precious few actors of color to be found in any these productions, and, in those rare instances, always in small or supporting roles.

These cinematic influences are all unambiguously predicated on a heteronormative worldview and a white male perspective.  I acknowledge that.

But… as much as they (mostly) glorify white boys, they all (save one) speak to at least one of two themes that have fascinated me throughout my life, and which are the dominant subjects of my own fiction.

The first is the complicated dynamic between fathers/men and sons/boys.

The second:  the special bond of boyhood friendship, and how boys often look to each other for the emotional support they don’t get from their parents.

Men’s relationships with their fathers and their friends was a central theme of “Ted Lasso”

The stories I respond to and the stories I write are, for the most part, about straight white males.  But I consciously seek to eschew the reductive paradigms favored by Hollywood—notably the solitary antihero and middle-aged manchild—in favor of men who are competent but not superheroic, compassionate but not saintly, flawed but not cruel, and definitely not proudly antisocial, brazenly irresponsible, or comfortably violent.

In stark contrast with Tarantino’s reflexively defensive view that cinematic expressions of violence and hypermasculinity (to say nothing of the institutionalized misogyny that inspirits them) are harmless exercises in wish fulfillment, I believe commercial storytellers—particularly straight white cisgendered men—have a moral obligation to be a productive part of the cultural conversation initiated by the #MeToo movement and the George Floyd protests:

We have spent the past half-decade wrestling with ideas of gender and privilege, attempting to challenge the old stereotypes and power structures.  These conversations should have been an opportunity to throw out the old pressures and norms of manhood, and to help boys and men be more emotionally open and engaged.  But in many ways this environment has apparently had the opposite effect—it has shut them down even further. . . .

Perhaps it’s not surprising that in the grip of the culture wars, caring about boys has become subtly coded as a right-wing cause, a dog whistle for a kind of bad-faith politicking.  Men have had way more than their fair share of our concern already, the reasoning goes, and now it’s time for them to pipe down.  But for boys, privilege and harm intertwine in complex ways—male socialization is a strangely destructive blend of indulgence and neglect.  Under patriarchy, boys and men get everything, except the thing that’s most worth having:  human connection.

Silencing or demonizing boys in the name of progressive ideals is only reinforcing this problem, pushing them further into isolation and defensiveness.  The prescription for creating a generation of healthier, more socially and emotionally competent men is the same in the wider political discourse as it is in our own homes—to approach boys generously rather than punitively.  We need to acknowledge boys’ feelings, to talk with our sons in the same way we do our daughters, to hear them and empathize rather than dismiss or minimize, and engage with them as fully emotional beings.

Ruth Whippman, “Boys Get Everything, Except the Thing That’s Most Worth Having,” Opinion, New York Times, June 5, 2024

The storytellers could contribute to a meaningful shift of the cultural mindset if we summoned the moral imagination to refuse to further represent masculinity as a binary (and compulsory) choice between two equally oppressive and simplistic models of social posturing and self-identity—either he-man or Peter Pan—and dared to instead portray boys and men as human beings of nuanced emotion, as capable of expressing sympathy as they are deserving of receiving it.

Now more than ever, we need thoughtful, responsible fiction by men about men—stories that explore masculinity and manhood without invoking the same tired, narrow, noxious archetypes of tough-guy antiheroes who “play by their own rules” and stunted-adolescent slackers for whom rules, the mere acknowledgment of let alone adherence to, are the stuff of “adulting,” and fuck that shit.  Such prosocial, aspirational fiction might very well be called helpful exercises in wish fulfillment.  That’s what I’ve called for, and what I strive to produce myself.

Now let’s look, in mostly linear order, at the films that shaped my tastes and style, starting with the first five (of ten) selections.  Click on any of the links below to jump directly to that particular subheading and its corresponding treatise:

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Under the Influence, Part 1:  On Artistic Inspiration, Finding One’s Voice, and Tarantino’s Formative Faves

Let’s play Ten for Ten!  To commemorate the ten-year anniversary of this blog, which launched on June 26, 2014, here’s an appreciation for ten of my formative cinematic influences—an examination of why these movies resonated with me when I first saw them, and how they permanently informed my aesthetic tastes and creative sensibilities.  This post is presented in three installments.

“Under the Influence, Part 1” informally ponders through personal example how an artist develops a singular style and voice all their own, and offers an analysis of Quentin Tarantino’s essay collection Cinema Speculation, the auteur’s critical look at the movies of the ’70s that inspired him.

In “Under the Influence, Part 2,” I spotlight five films from my ’80s childhood that shaped my artistic intuition when at its most malleable.

And in “Under the Influence, Part 3,” I round out the bill with five selections from my ’90s adolescence, the period during which many of the themes that preoccupy me crystalized.


It takes an unholy degree of time and stamina to write a book.  Consequently, it’s advisable to have a really good reason to take a given project on—then see it through to the finish line.  Before typing word one of a new manuscript, it behooves us to ask (and answer):  Why is this project worth the herculean effort required to bring it into existence?

I wrote my debut novel The Dogcatcher (2023) for the most elemental of motives:  I ached for the kind of bygone horror/comedies on which I’d come of age in the ’80s, an era that produced such motley and memorable movies as An American Werewolf in London (1981), The Evil Dead (1981), Gremlins (1984), Ghostbusters (1984), The Witches of Eastwick (1987), The Lost Boys (1987), The Monster Squad (1987), The ’Burbs (1989), and Tremors (1990).  Where have those kinds of movies gone? I wondered.

Hollywood, to be fair, hadn’t stopped making horror/comedies, it only long since stopped making them with any panache.  I have spent many a Saturday night over the past decade in a binge-scrolling malaise, surfing numbly through hundreds of viewing options on Netflix or Prime or Hulu or whatever, when suddenly my inner adolescent’s interest is piqued—as though I were back at the old video store and had found a movie right up my alley.

I certainly sensed the stir of possibility in Vampires vs. the Bronx (2020), about a group of teenagers from my hometown battling undead gentrifiers.  Night Teeth (2021), featuring bloodsuckers in Boyle Heights, seemed equally promising.  And Werewolves Within (2021) is set in a snowbound Northeastern United States township already on edge over a proposed pipeline project when its residents find themselves under attack by a werewolf.

“Vampires vs. the Bronx” (2020) seemed like the perfect mix of Gen X–era throwback and Gen Z–era social commentary

All of a sudden, I felt like that sixteen-year-old kid who saw the one-sheet for Buffy the Vampire Slayer (1992) while riding the subway to work—“She knows a sucker when she sees one,” teased the tagline, depicting a cheerleader from the neck down with a wooden stake in her fist—and knew he was in for a good time at the cinema.

No such luck.  Vampires vs. the Bronx, in an act of creative criminality, pisses away a narratively and thematically fertile premise through flat, forgettable execution.

Night Teeth, meanwhile, answers the question:  How about a movie set in the same stomping ground as Blade (1998)—inner-city L.A., clandestine vampiric council calling the shots—only without any of its selling-point stylistics or visual inventiveness?

And Werewolves Within establishes an intriguing environmental justice subplot the screenwriter had absolutely no interest in or, it turns out, intention of developing—the oil pipeline isn’t so much a red herring as a dead herring—opting instead for a half-assed, who-cares-less whodunit beholden to all the standard-issue genre tropes.

Faced with one cinematic disappointment after another, it seemed the only way to sate my appetite for the kind of horror/comedy that spoke to me as a kid was to write my own.

On the subject of kids—specifically, stories about twelve-year-old boys—I haven’t seen one of those produced with any appreciable measure of emotional honesty or psychological nuance since Rob Reiner’s Stand by Me (1986), based on Stephen King’s 1982 novella The Body.  That was forty years ago!

Storytellers know how to write credible children (E.T. the Extra-Terrestrial, Home Alone, Room), and they know how to write teenagers (The Outsiders, Ferris Bueller’s Day Off, Clueless), but preadolescent boys are almost invariably reduced to archetypal brushstrokes (The Goonies, The Sandlot, Stranger Things).  The preteen protagonists of such stories are seldom made to grapple with the singular emotional turbulence of having one foot in childhood—still watching cartoons and playing with action figures—and the other in adolescence—beginning to regard girls with special interest, coming to realize your parents are victims of generational trauma that’s already in the process of being passed unknowingly and inexorably down to you.

For all of popular culture’s millennia-long fixation on and aggrandizement of the heroic journey of (usually young) men, our commercial filmmakers and storytellers either can’t face or don’t know how to effectively dramatize the developmental fulcrum of male maturation.  George Lucas’ experimental adventure series The Young Indiana Jones Chronicles (1992–1996) sheds light on Indy’s youth from ages eight through ten (where he’s portrayed by Corey Carrier) and then sixteen through twenty-one (Sean Patrick Flanery); the complicated messiness of pubescence, however, is entirely bypassed.  Quite notably, those are the years in which Indy’s mother died and his emotionally distant father retreated into his work—formative traumas that shaped, for better and worse, the adult hero played by Harrison Ford in the feature films.

Lucas’ elision seems odd to me—certainly a missed creative opportunity1—given that twelve-going-on-thirteen is the period of many boys’ most memorable and meaningful adventures.  King and Reiner never forgot that, and neither did I, hence the collection of magical-realism novellas I’m currently writing that explore different facets of that transitory experience:  going from wide-eyed wonder to adolescent disillusionment as a result of life’s first major disappointment (Spex); being left to navigate puberty on your own in the wake of divorce (The Brigadier); struggling to understand when, how, and why you got socially sorted at school with the kids relegated to second-class citizenry (H.O.L.O.).

This single-volume trilogy, I should note, isn’t YA—these aren’t stories about preteens for preteens.  Rather, they are intended, like The Body/Stand by Me before them, as a retrocognitive exercise for adults who’ve either forgotten or never knew the experience of being a twelve-year-old boy to touch base with that metamorphic liminality in all of its psychoemotional complexity.  They’re very consciously stories about being twelve as reviewed from middle-aged eyes.

As I’ll demonstrate in “Part 2” and “Part 3,” both that WIP and The Dogcatcher take inspiration—narratively, thematically, aesthetically, referentially—from the stories of my youth, the books and movies that first kindled my imagination and catalyzed my artistic passions.

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The Last Walking Infinity Throne Corrupts Infinitely:  How the Mega-Franchise Format Warps Creative Storytelling Goals

“As a medium, stories have proven themselves great as a way of storing information and values, and then passing them on to future generations”—Douglas Rushkoff, Present Shock:  When Everything Happens Now (New York:  Penguin Group, 2013), 16.

Traditionally, stories have been organized around universal dramatic principles first identified by Aristotle in Poetics, later codified by Joseph Campbell in The Hero with a Thousand Faces, and most recently customized for screenwriters in programs like Blake Snyder’s Save the Cat!  But in recent decades, narrativity has taken on a new, shapeless, very possibly endless permutation:  the transmedia “mega-franchise”—that is, the intertextual and ever-expanding storyworlds of Marvel, Star Wars, The Conjuring, Harry Potter’s Wizarding World, et al.

In this month’s guest post, friend of the blog Dave Lerner returns to delineate the five creative objectives of storytelling—and how those have mutated, along with narrativity itself, in this era of branded-IP entertainment.


From the first cave paintings to the Homeric epics to the Globe Theatre to the multicamera sitcom, storytellers across the ages have told stories for reasons so obvious they often go unstated and unacknowledged.

Let’s take a look at the five creative goals that guide storytellers in any medium, whether it be a movie, novel, TV episode, comic book, or otherwise.  Commercial considerations such as “profit” and “being hired to do so” are omitted here, as these are not creative goals.

Storytelling Goal #1:  Entertainment

Elementary!  The storyteller intends for their audience to have fun, to relax, to take their minds off their problems, to experience another world, another life, for a while.  Pure escapism.  While some may decry “mindless entertainment,” I would argue that it has a necessary place in life—and I’m not the only one who sees the virtues of escapist stories:

Hence the uneasiness which they arouse in those who, for whatever reason, wish to keep us wholly imprisoned in the immediate conflict.  That perhaps is why people are so ready with the charge of “escape.”  I never fully understood it till my friend Professor Tolkien asked me the very simple question, “What class of men would you expect to be most preoccupied with, and hostile to, the idea of escape?” and gave the obvious answer:  jailers.

C. S. Lewis, On Stories:  And Other Essays on Literature

Storytelling Goal #2:  Artistic Expression

Although the definition of “Art” has been and will be debated endlessly, for the purpose of this category I will use the second definition from Wiktionary:

The creative and emotional expression of mental imagery, such as visual, auditory, social, etc.

To further specify, art is more about the feelings the artist is expressing and the statement the artist is making than the emotions they are attempting to evoke in their audience.

Arguments about whether or not a given piece is “art,” or a given medium is “capable of creating art,” though valid in other contexts, will be disregarded here.  I’ll assume if you say your piece is art, then it’s art.  I am also ignoring the quality of the piece, the term “a work of art.”  By my definition, a movie can be as much a piece of art as a painting, sculpture, symphony, literary novel, etc., though when it is, it’s usually called a “film” and not a “movie.”

Storytelling Goal #3:  Education

The storyteller aspires to teach their audience something they did not know before.  While documentaries and lectures are obvious examples, many read historical novels or hard science fiction for much the same purpose.  When I was a child, I first learned that water expands when it freezes from a Shazam! comic book.  Of course, a person may forget most of what they’d learned almost immediately afterwards, but the learning experience itself was enjoyable.

“Young Indiana Jones,” recently studied here, incorporated biographical information about many early-20th-century historical figures, fulfilling the third of five storytelling goals

Even if the “facts” presented are deliberately inaccurate, as long the intent is for people to believe them, this category applies.

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“Young Indiana Jones” Turns 30:  Storytelling Lessons from George Lucas’ Other Prequel Series

A television series based on an immensely popular action-movie franchise shouldn’t have been a creative or commercial risk—quite the opposite.  But with The Young Indiana Jones Chronicles, which premiered on March 4, 1992, filmmaker George Lucas had no intention of producing a small-screen version of his big-screen blockbusters.  Here’s how Lucas provided a richly imaginative model for what a prequel can and should be—and why it would never be done that way again.


Though he more or less innovated the contemporary blockbuster, George Lucas had intended—even yearned—to be an avant-garde filmmaker:

Lucas and his contemporaries came of age in the 1960s vowing to explode the complacency of the old Hollywood by abandoning traditional formulas for a new kind of filmmaking based on handheld cinematography and radically expressive use of graphics, animation, and sound.  But Lucas veered into commercial moviemaking, turning himself into the most financially successful director in history by marketing the ultimate popcorn fodder.

Steve Silberman, “Life After Darth,” Wired, May 1, 2005

After dropping the curtain on his two career- and era-defining action trilogies (Star Wars concluded in 1983, then Indiana Jones in ’89), then failing to launch a new franchise with Willow (his 1988 sword-and-sorcery fantasy fizzled at the box office, though even that would-be IP is getting a “legacy” successor later this year courtesy the nostalgia–industrial complex), Lucas did in fact indulge his more experimental creative proclivities—through the unlikeliest of projects:  a pair of prequels to both Indiana Jones and Star Wars.  And while both arguably got made on the strength of the brands alone, the prequels themselves would, for better and worse, defy the sacrosanct conventions of blockbuster cinema—as well the codified narrative patterns of Joseph Campbell’s “heroic journey”—that audiences had come to expect from Lucas.

A perfunctory scene in Return of the Jedi, in which Obi-Wan finally explains Darth Vader’s mysterious backstory to Luke (a piece of business that could’ve been easily handled in the first film, thereby sparing the hero needlessly considerable risk and disillusionment in The Empire Strikes Back, but whatever), served as the narrative foundation for Lucas’ Star Wars prequel trilogy (1999–2005), in which a precocious tike (The Phantom Menace) matures into a sullen teenager (Attack of the Clones) before warping into a murderous tyrant (Revenge of the Sith).  Underpinning Anakin’s emo-fueled transformation to the dark side is a byzantine plotline about Palpatine’s Machiavellian takeover of the Republic.  Meanwhile, references to the original trilogy, from crucial plot points to fleeting sight gags, abound.

You’ve all seen the movies, so I’ll say no more other than to suggest the story arc—which is exactly what Obi-Wan summarized in Return of the Jedi, only (much) longer, appreciably harder to follow, and a tonally incongruous mix of gee-whiz dorkiness and somber political intrigue—is precisely the kind of creative approach to franchise filmmaking that would’ve been summarily nixed in any Hollywood pitch meeting, had Lucas been beholden to the corporate precepts of the studio system from which the colossal success of the original Star Wars afforded him his independence.

George Lucas on the set of the “Star Wars” prequels

Which is not to say Lucas’ artistic instincts were infallible.  Financially successful though the prequels were, audiences never really embraced his vision of an even longer time ago in a galaxy far, far away:  Gungans and midi-chlorians and trade disputes didn’t exactly inspire the wide-eyed amazement that Wookiees and lightsabers and the Death Star had.

Maybe by that point Star Wars was the wrong franchise with which to experiment creatively?  Perhaps it had become too culturally important, and audience expectations for new entries in the long-dormant saga were just too high?  In the intervening years, Star Wars had ceased to be the proprietary daydreams of its idiosyncratic creator; culturally if not legally, Star Wars kinda belonged to all of us on some level.  By explicitly starting the saga with Episode IV in 1977, he’d invited each of us to fill in the blanks; the backstory was arguably better off imagined than reified.

As an IP, however, Indiana Jones, popular as it was, carried far less expectation, as did the second-class medium of network television, which made Lucas’ intended brand extension more of an ancillary product in the franchise than a must-see cinematic event—more supplemental than it was compulsory, like a tie-in novel, or the Ewok telefilms of the mid-eighties.  The stakes of the project he envisioned were simply much lower, the spotlight on it comfortably dimmer.  In the event of its creative and/or commercial failure, Young Indiana Jones would be a franchise footnote in the inconsequential vein of the Star Wars Holiday Special, not an ill-conceived vanity project responsible for retroactively ruining the childhoods of millions of developmentally arrested Gen Xers.  Here Lucas expounds on the genesis of the series:

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“Scream” at 25: Storytelling Lessons from Wes Craven’s Slasher Classic

In honor of the twenty-fifth anniversary of Wes Craven’s Scream, released on this date in 1996, here’s how the movie revived a genre, previewed a defining characteristic of Generation X, dramatized the psychological toll of trauma with uncommon emotional honesty—and how it even offers a roadmap out of the prevailing narrative of our time:  extractive capitalism.


For all the decades we’ve been together, my wife and I have observed a particular protocol, probably owed to how many movies we used to see at the two-dollar cinema in Hell’s Kitchen when we were dirt-poor college students:  Upon exiting the theater, neither issues a comment on or reaction to the film we just saw.  Instead, we save the discussion for when we’re seated at a nearby restaurant, at which point one or the other invariably asks, “Do you want to go first?”  As far as I can recall, we’ve broken with that tradition but once.

“We just saw a classic,” she blurted as we staggered our way through the lobby moments after seeing Scream.  “They’ll still be talking about that in twenty years.”  (Such an estimate, in fairness, seemed like a glacially long time when you’re only as many years old.)

In fact, a full quarter century has now passed since the release of the late Wes Craven’s postmodern slasher masterpiece, and the movie has very much earned a fixed place in the cultural consciousness.  That opening sequence alone, so shocking at the time, hasn’t lost any of its power to frighten and disturb; an entire semester could be spent studying it, from the exquisite camerawork to the dramatic pacing to Drew Barrymore’s heartwrenchingly credible performance as a young woman scared shitless—and this despite having no one in the scene to act against save a voice on a phone.  Ten minutes into the movie, its marquee star is savagely disemboweled… and now you don’t know what the hell to expect next!

Drew Barrymore as Casey Becker in “Scream”

I really can’t say I’ve seen a horror film since that was at once so scary, clever, entertaining, influential, and of its moment the way Scream was.  With eerie prescience, Craven and screenwriter Kevin Williamson (born 1965) seemed to put their finger on an idiopathic attribute of Generation X that would, as Xers settled into adulthood and eventually middle age, come to define the entirety of the pop-cultural landscape over which we currently preside:  that rather than using fiction to reflect and better understand reality—viewing narrativity as “a coherent design that asks questions and provides opinions about how life should be lived,” per Christopher Vogler—we more or less gave up on understanding reality in favor of mastering the expansive, intricate storyworlds of Star Wars and Star Trek, DC and Marvel, Westworld and Game of Thrones.  And such figure-ground reversal started long before the Marvel–industrial complex capitalized on it.

In the early ’90s, as the first members of Gen X were becoming filmmakers, avant-garde auteurs like Quentin Tarantino (born 1963) and Kevin Smith (1970) not only devoted pages upon pages in their screenplays to amusingly philosophical conversations about contemporary pop culture, but the characters across Tarantino and Smith’s various movies existed in their own respective shared universes, referencing other characters and events from prior and sometimes even yet-to-be-produced films.  That kind of immersive cinematic crosspollination, inspired by the comic books Tarantino and Smith had read as kids, rewarded fans for following the directors’ entire oeuvres and mindfully noting all the trivial details—what later came to be known as “Easter eggs.”

What’s more, the trove of pop-cultural references embedded in their movies paid off years of devoted enrollment at Blockbuster Video.  Whereas previously, fictional characters seemed to exist in a reality devoid of any pop entertainment of their own—hence the reason, for instance, characters in zombie movies were always on such a steep learning curve—now they openly debated the politics of Star Wars (Clerks); they analyzed the subtext of Madonna lyrics (Reservoir Dogs); they waxed existential about Superman’s choice of alter ego (Kill Bill:  Volume 2); they even, when all was lost, sought the sagacious counsel of that wisest of twentieth-century gurus:  Marvel Comics’ Stan Lee (Mallrats).

For Gen X, our movies and TV shows and comics and videogames are more than merely common formative touchstones, the way, say, the Westerns of film (Rio Bravo, The Magnificent Seven) and television (Bonanza, Gunsmoke) had been for the boomers.  No, our pop culture became a language unto itself:  “May the Force be with you.”  “Money never sleeps.”  “Wax on, wax off.”  “Wolfman’s got nards!”  “I’m your density.”  “Be excellent to each other.”  “Do you still want his daytime number?”  “Just when you thought it was safe to go back in the water…”

Those are more than quotable slogans; they’re cultural shorthands.  They express a worldview that can only be known and appreciated by those of us encyclopedically literate in Reagan-era ephemera, like the stunted-adolescence slackers from Clerks and nostalgic gamer-geeks of Ready Player One and, of course, the last-wave Xers in Scream:

Kevin Williamson, “Scream” (undated screenplay draft), 89

The characters from Scream had grown up watching—arguably even studying—Halloween and Friday the 13th and A Nightmare on Elm Street on home video and cable TV, so they had an advantage the teenage cannon fodder from their favorite horror movies did not:  They were savvy to the rules of the genre.  Don’t have sex.  Don’t drink or do drugs.  Never say “I’ll be right back.”

There was a demonstrably prescriptive formula for surviving a slasher movie—all you had to do was codify and observe it.  That single narrative innovation, the conceptual backbone of Scream, was revelatory:  Suddenly everything old was new again!  A creatively exhausted subgenre, long since moldered by its sequel-driven descent into high camp, could once again be truly terrifying.

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There He Was… and in He Walked: Lessons on Mythic Storytelling from the Mariachi Trilogy

In belated observation of Día de los Muertos, here’s an appreciation for the idiosyncratic storytelling of Robert Rodriguez’s Mariachi trilogy, a neo-Western action series that emerged from the indie-cinema scene of the 1990s and can only be deemed, by current Hollywood standards, an anti-franchise.  The movies and the manner in which they were made have a lot to teach us about what it means to be creative—and how to best practice creativity.


Before the shared cinematic universe became the holy grail of Hollywood, the coup d’éclat for any aspiring franchise—and we can probably credit Star Wars for this—was the trilogy.

In contrast with serialized IPs (James Bond and Jason Voorhees, for instance), the trilogy came to be viewed, rightly or wrongly, as something “complete”—a story arc with a tidy three-act design—and, accordingly, many filmmakers have leaned into this assumption, exaggerating a given series’ creative development post factum with their All part of the grand plan! assurances.

This peculiar compulsion we’ve cultivated in recent decades—storytellers and audiences alike—to reverse-engineer a “unified whole” from a series of related narratives, each of which developed independently and organically, is antithetical to how creativity works, and even to what storytelling is about.

Nowhere is the fluidity of the creative process on greater, more glorious display than in the experimental trilogy—that is, when a low-budget indie attains such commercial success, it begets a studio-financed remake that simultaneously functions as a de facto sequel, only to then be followed by a creatively emboldened third film that completely breaks from the established formula in favor of presenting an ambitiously gonzo epic.  Trilogies in this mode—and, alas, it’s pretty exclusive club—include Sam Raimi’s Evil Dead, George Miller’s Mad Max, and Robert Rodriguez’s El Mariachi.

Robert Rodriguez at the world premiere of “Alita: Battle Angel” on January 31, 2019 in London (Eamonn M. McCormack/Getty)

A film student at the University of Texas at Austin in the early nineties, Rodriguez self-financed El Mariachi with a few thousand dollars he’d earned as a medical lab rat; the project wasn’t meant to be much more than a modest trial run at directing a feature film that he’d hoped to perhaps sell to the then-burgeoning Spanish-language home-video market.  He reasoned that practical experience would be the best teacher, and if he could sell El Mariachi, it would give him the confidence and funds to produce yet more projects—increasingly ambitious and polished efforts—that would allow him to make a living doing what he loved.  He had no aspirations of power lunches at The Ivy or red-carpet premieres at Mann’s Chinese Theatre, only pursuing the art of cinematic storytelling—not necessarily Hollywood filmmaking, a different beast—to the fullest extent possible.

If you want to be a filmmaker and you can’t afford film school, know that you don’t really learn anything in film school anyway.  They can never teach you how to tell a story.  You don’t want to learn that from them anyway, or all you’ll do is tell stories like everyone else.  You learn to tell stories by telling stories.  And you want to discover your own way of doing things.

In school they also don’t teach you how to make a movie when you have no money and no crew.  They teach you how to make a big movie with a big crew so that when you graduate you can go to Hollywood and get a job pulling cables on someone else’s movie.

Robert Rodriguez, Rebel without a Crew, or, How a 23-Year-Old Filmmaker with $7,000 Became a Hollywood Player (New York:  Plume, 1996), xiii–xiv

They don’t teach a lot of things about Hollywood in film school, like how so many of the industry’s power brokers—from producers and studio execs to agents and managers—are altogether unqualified for their jobs.  These folks think they understand cinematic storytelling because they’ve watched movies their entire lives, but they’ve never seriously tried their hand at screenwriting or filmmaking.  Accordingly, the town’s power structure is designed to keep its screenwriters and filmmakers subordinate, to make sure the storytellers understand they take their creative marching orders from people who are themselves utterly mystified by the craft (not that they’d ever admit to that).

It’s the only field I know of whereby the qualified authorities are entirely subservient to desk-jockey dilettanti, but I suppose that’s what happens when a subjective art form underpins a multibillion-dollar industry.  Regardless, that upside-down hierarchy comes from a place of deep insecurity on both ends of the totem pole, and is in no way conducive to creativity, hence the premium on tried-and-true brands over original stories, on blockbusters over groundbreakers.  As I discovered the hard way—more on that in a minute—Hollywood is arguably the last place any ambitiously imaginative storyteller ought to aspire to be.  Rodriguez seemed to understand that long before he ever set foot in L.A.:

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The Road Back: Revisiting “The Writer’s Journey”

On the twenty-fifth anniversary of Christopher Vogler’s industry-standard screenwriting instructional The Writer’s Journey:  Mythic Structure for Writers, here’s an in-depth look at why the time-honored storytelling principles it propounds are existentially endangered in our postnarrative world… and why they’re needed now more than ever.


In The Hero with a Thousand Faces (1949), comparative mythologist Joseph Campbell identified the “monomyth”—the universal narrative patterns and Jungian psychological archetypes that provide the shape, structure, and emotional resonance of virtually every story in the Western literary canon.

As it’s more commonly known, this is the “Hero’s Journey,” in which the status quo is disrupted, sending our protagonist on a perilous adventure—physically or emotionally or both—through a funhouse-mirror distortion of their everyday reality (think Marty McFly in 1950s Hill Valley, Dorothy in Oz) in which they encounter Mentors, Shadows, Allies, and Tricksters throughout a series of escalating challenges, culminating in a climactic test from which they finally return to the Ordinary World, ideally a bit wiser for their trouble.  From the Epic of Gilgamesh to a given episode of The Big Bang Theory, the Hero’s Journey is the foundational schema of storytelling.

The Writer's Journey graphic
The stages of the Hero’s Journey

The book’s influence on the visionary young filmmakers who came of age studying it was quantum:  George Lucas consciously applied Campbell’s theory to the development of Star Wars (1977), as did George Miller to Mad Max (1979), arguably transforming a pair of idiosyncratic, relatively low-budget sci-fi projects into global phenomena that are still begetting sequels over forty years later.  After serving Western culture for millennia, in the waning decades of the twentieth century, the Hero’s Journey became the blueprint for the Hollywood blockbuster.

In the 1990s, a story analyst at Disney by the name of Christopher Vogler wrote and circulated a seven-page internal memo titled “A Practical Guide to The Hero with a Thousand Faces,” a screenwriter-friendly crib sheet that was notably used in the development of The Lion King (a classic Hero’s Journey if ever there was one), evolving a few years later into a full-length book of its own:  The Writer’s Journey:  Mythic Structure for Writers, a twenty-fifth anniversary edition of which was published this past summer.  The nearly 500-page revised volume is partitioned into four sections:

  • MAPPING THE JOURNEY:  Here Mr. Vogler characterizes the mythic archetypes of the Hero, Mentor, Threshold Guardian, Herald, Shapeshifter, Shadow, Ally, and Trickster.
  • STAGES OF THE JOURNEY:  Each monomythic “beat”—The Call to Adventure, Crossing the First Threshold, Approach to the Inmost Cave, etc.—is given thorough explanation and illustration.
  • LOOKING BACK ON THE JOURNEY:  Using the tools he teaches, Mr. Vogler provides comprehensive analyses of Titanic, Pulp Fiction, The Lion King, The Shape of Water, and Lucas’ six-part Star Wars saga.
  • THE REST OF THE STORY:  ADDITIONAL TOOLS FOR MASTERING THE CRAFT:  The appendices are a series of essays on the history, nature, and cultural dynamics of the art and craft of storytelling.  After 350 pages of practical technique, Mr. Vogler earns the privilege of indulging a bit of literary theory here, and his insights are fascinating.  He devotes an entire chapter to the subject of catharsis, “comparing the emotional effect of a drama with the way the body rids itself of toxins and impurities” (Christopher Vogler, The Writer’s Journey:  Mythic Structure for Writers, 4th ed. [Studio City, California:  Michael Wiese Productions, 2020], 420).  Stories, in that sense, are medicinal; their alchemical compounds have healing properties—more on this point later.

Vogler’s The Writer’s Journey codifies mythic structure for contemporary storytellers, demonstrating its form, function, and versatility through more accessible terminology than Campbell’s densely academic nomenclature, and by drawing on examples from cinematic touchstones familiar to all:  The Wizard of Oz, Star Wars, Titanic, etc.  Like The Hero with a Thousand Faces before it, The Writer’s Journey has become, over the last quarter century, an essential catechism, affecting not merely its own generation of scribes (including yours truly), but the successive storytelling programs that stand on its shoulders, like Save the Cat!

Comparison of Vogler’s Hero’s Journey and Snyder’s “beat sheet”

But why is it essential?  If Campbell and Vogler and Blake Snyder have simply put different labels on narrative principles we all intuitively comprehend from thousands of years of unconscious conditioning, why study them at all?  Why not simply trust those precepts are already instinctive and immediately type FADE IN at the muse’s prompting?

Because just as a doctor requires an expert’s command of gross anatomy even if no two patients are exactly constitutionally alike, and an architect is expected to possess a mastery of structural engineering though every building is different, it behooves the storyteller—be them screenwriter, novelist, playwright, what have you—to consciously understand the fundamentals of the narrative arts:

The stages of the Hero’s Journey can be traced in all kinds of stories, not just those that feature “heroic” physical action and adventure.  The protagonist of every story is the hero of a journey, even if the path leads only into his own mind or into the realm of relationships.

The way stations of the Hero’s Journey emerge naturally even when the writer in unaware of them, but some knowledge of this most ancient guide to storytelling is useful in identifying problems and telling better stories.  Consider these twelve stages as a map of the Hero’s Journey, one of many ways to get from here to there, but one of the most flexible, durable, and dependable.

ibid., 7

I’ve read and reread previous versions of The Writer’s Journey endlessly, and I take new insight from it each time:  An excellent primer for aspirants, it yields yet richer dividends for experienced writers—those that can readily appreciate it vis-à-vis their own work.  Though this updated edition, which includes two brand-new essays in the appendices (“What’s the Big Deal?” and “It’s All About the Vibes, Man”), was certainly sufficient reason in its own right to revisit The Writer’s Journey, I had a more compelling motivation:  I wanted to see for myself how Mr. Vogler makes a case for the type of conventional story arc he extols in the face of mounting evidence of its cultural irrelevance in our postnarrative era.

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Saving the Cat from Itself: On Deconstructing “Game of Thrones” and a Troubling Pattern of Misanalysis

Ah, Save the Cat!—the screenwriting manual some swear by… while others forswear altogether.  Here are my thoughts on why it is a worthy—even indispensable—storytelling program that has been irreparably corrupted by the very people who teach it.


The folks over at Save the Cat!, which does not include the program’s late innovator Blake Snyder, offered an object lesson last week on the misapplication of craft.

It’s common practice for Save the Cat! to break down a current or classic movie and illustrate how it conforms to a story’s fifteen major narrative “beats” as Snyder identified them (Blake himself published an entire book dedicated to this skill-building exercise, which I recommend—certainly over any of the recent analyses on the STC! blog).  This is what a sample “beat sheet” (of my own authorship) would look like (click on it for a closer look):

A "Save the Cat!" breakdown of "Raiders of the Lost Ark"
A “Save the Cat!” breakdown of “Raiders of the Lost Ark”

Simple enough, right?  The entire story summarized at its most basic, macrostructural level.  That’s the kind of plot overview I’ll painstakingly compose before I begin Word One of my screenplay or novel, so I know the plot is always tracking in the right direction.  It’s an indispensable application to help a writer “break the back” of his story, as well as an excellent learning tool:  By reverse-engineering well-regarded movies, you can teach yourself the fundamentals of mythic structure.  That is ostensibly the reason Save the Cat! offers sample deconstructions on a near-weekly basis.

As part of the exercise, Save the Cat! assigns its cinematic subject a genre per Snyder’s codified classifications (you’ll notice I designated Raiders an “Epic Fleece”), but, quite frankly, the Cats are usually confoundingly off the mark:  In the last year alone, they’ve misidentified Brooklyn (for the record, it’s “Family Institution”), The Empire Strikes Back (“Fantasy Superhero”), Dr. Seuss’ How the Grinch Stole Christmas! (“Caper Fleece”), Room (“Family Institution”), Whiplash (“Mentor Institution”), Her (“Separation Passage”), and Birdman (which, as I demonstrated in a previous post, is a “Fool out of Water” story).  Not particularly encouraging.

In their most recent breakdown, they’ve attempted to apply Blake’s beat sheet to the pilot episode of Game of Thrones.  With my Raiders breakdown in mind, have a quick look at their effort here (feel free to skim—you only need to get the gist in order to follow my assessment of it).

Using "Save the Cat!" to analyze "Game of Thrones" proves tricky
There’s a VERY particular reason “Game of Thrones” failed to reach a satisfying conclusion…

Notice how clean and to-the-point the Raiders analysis is?  Now compare that with the Game of Thrones breakdown, which is mired in needlessly copious detail and author commentary, as the analyst attempts to illustrate that “Winter Is Coming,” like any other good story, conforms to the Save the Cat! precepts—and yet the more closely the episode is studied, the less it seems to actually adhere to them!

So, instead of saying, “Gee, this isn’t going like I originally thought at allGame of Thrones appears to operate on an altogether different narrative wavelength,” the analysis is instead loaded with conditionals:  “this B Story doesn’t fully interweave with the journey of the main protagonist”; “the main story of the pilot episode is structurally the equivalent of just Act One from Blake’s beat sheets”; “many of the storylines weaved over the series often will not simply resolve where their Act 3 would normally otherwise end, but rather they then evolve into a new story.”

Wouldn’t any of that seem to suggest the conclusions of this experiment in narrative reverse-engineering aren’t supporting the thesis?  Not according to this examination, which posits instead that “Blake’s other beats are simply yet to come.”

Here’s the logical (read:  actual) takeaway:  The reason the analyst had such a hard time making Game of Thrones fit comfortably within the Save the Cat! paradigm is because it doesn’t.

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Like Clockwork:  The Inner Workings of Jack Bauer

This is the first in a series of posts on characterization, in which I reverse-engineer a psychological profile for an established fictional character.

Subsequent studies feature Frank Underwood (Kevin Spacey) of House of Cards; John Rambo (Sylvester Stallone) of the first four Rambo films (and later the fifth); Annalise Keating (Viola Davis) of How to Get Away with Murder; the Joker of both Tim Burton’s Batman (Jack Nicholson) and Christopher Nolan’s The Dark Knight (Heath Ledger); “Stephen Colbert” (Stephen Colbert) of The Colbert Report; and Rogelio de la Vega (Jaime Camil) of Jane the Virgin.


Four years ago, the clock ran out on 24, the groundbreaking “real-time” television drama starring Kiefer Sutherland as indefatigable counterterrorism agent Jack Bauer.  A writer on Lost once told me how much he loved 24 for being such an immersive entertainment experience:  It made him completely forget, as he watched it, that he was both a television scribe and a liberal!  Indeed, the series remained so reliably entertaining throughout its initial eight-season run that its often outlandish plot twists never seemed to irrevocably strain the audience’s willingness to suspend disbelief, nor did its occasionally controversial depictions of both Muslims and the use of torture overshadow its legacy as an evolutionary pioneer in serialized television.

A 21st-Century Superhero

From the outset, 24 was a bit of an anomaly:  a high-concept television series in a medium predicated far less on concept than on character.  Speaking broadly, feature films exploit a premise to elicit our interest; there’s an implicit What would you do? embedded in a movie’s central conceit that compels us to engage in its finite dilemma and vicariously explore the ramifications.  Television, by design, isn’t finite—it’s open-ended; a foundational premise needs to be built to last—across multiple seasons, ideally—rather than burn through all of its permutations over the course of two hours.  In TV, concept supports character:  We come back week after week to Grey Sloan Memorial Hospital to check in with Meredith and McDreamy, to Downton Abbey for a visit with the Crawleys.  24 is no exception.  And the only character to have appeared in every episode—or even, more generally, every season—is Jack Bauer:  He’s the common denominator—the reason we keep coming back.  The innovative real-time format is why we came to 24 back in 2001; Jack is why we’ve stayed with it through 2014.

24 Live Another Day

More than even its nonelliptical narrative, Jack is the show’s key component, as 24 fits firmly in the Superhero mold.  For the uninitiated, a Superhero story need not be strictly about a costumed crime-fighter; Blake Snyder defines it as any tale about a character with a special power (Jack is the country’s foremost counterterrorism expert), a nemesis (in the case of 24, the literal villain du jour), and a curse (on account of the reliable efficacy of his superpower, Jack is solely and repeatedly called upon to do the dirty jobs and make the personal sacrifices to save the day, day after day).  Jack is what Snyder defines as a “People’s Superhero,” like James Bond and Olivia Pope. 

Jack’s Back

“Jack, simply getting your life back isn’t gonna change who you are… and you can’t walk away from it.  You know that.  You’ve tried it.  Sooner or later, you’re gonna get back in the game.”

Secretary of Defense James Heller in “Day 6:  5:00 a.m.–6:00 a.m.”

Superheroes are routinely called back into service for the greater good—such is their calling and their curse—and Jack isn’t immune:  He’s blazed back into action in this summer’s limited-run revival series 24:  Live Another Day.  Though the threats he faces have changed with the times—it’s drones and hacktivism now—all the time-honored tropes that made 24 such crackerjack entertainment are present and accounted for:  Infiltrations!  Exfiltrations!  Mass-casualty detonations!  Botched undercover operations!  Presidential assassinations!  Traitorous machinations!  Everything we loved, just as before.

Also exactly as before:  Jack Bauer.  He has been one of the most consistent protagonists of any contemporary long-running series.  Not predictable, mind you—an analysis of his five governing characteristics shows him to be a deceptively unconventional hero—but consistent.  Let’s deconstruct him, a trait at a time. 

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The Case for Craft

In this, my very first post, I suggest a curriculum, compiled and customized from several different proven storytelling programs, that will teach any aspiring writer the fundamentals of narrativity:  structure, genre, and characterization.


Welcome to the blog!

Though I hold bachelor’s degrees in both film and English, most of what I learned about screenwriting—and fiction writing in general—came in the form of a decade-long “crash course” at the School of Hard Knocks (admission is easy; tuition’s a killer).  Reading and writing screenplays was the first critical step—I consciously studied formatting and unconsciously absorbed form—but gazing at a painting no more demystifies the esoteric art of illustration than listening repeatedly to a song uncloaks the “magic” of musical composition.  Command of craft in any art form, writing included, demands discipline—the skilled use of tools that can be summoned at will—and for that, I turned to the many, many screenwriting how-to books that seem to have flooded the marketplace since the Nineties.

But, why spend time reading about writing when the best way to improve is “practice, practice, practice,” right?  After all, many folks—including, in no small numbers, pro screenwriters—have dismissed the merits of so-called “screenwriting bibles” and “gurus,” and, indeed, few of them bring any new insights to the conversation.  But, the practice of deconstructing the principles of literature and drama goes at least as far back as 335 BCE with Poetics—a respected and lasting treatise on literary theory by any metric—and, as Aristotle seems to have suspected, the meticulous study of narrative patterns and mythic archetypes offers a foundation for the codification of techniques—the building blocks of craft.

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