Something occurred to me recently: we haven't had a successful show about humanity's future in outer space on television since 2005, and that with a very broad definition of "successful". Before you say "Battlestar Galactica" or one of the Stargate variants-- neither of those technically qualify. BSG, strictly speaking, is set in the distant past (sorry, spoilers), and Stargate is more in an alt-present than the future. The last real attempt was the interesting failure "Defying Gravity" in 2009, and even that was set entirely within the confines of the Solar System.
In the 1990s, we had three iterations of Star Trek, Babylon 5 and Andromeda. in the first half of the next decade: yet another Trek, Firefly and Farscape*.
So where is the next Star Trek?
Now, so I'm clear, I'm not talking about another iteration of Trek itself. Not that I would object, mind you, but I'm not sure what form it would take, given the baggage of five different series, and even the rebooted movies come laden with baggage.
But it doesn't need to be Trek-- which Babylon 5 and Firefly proved. It can be its own new thing, a brand new vision of the future. In fact, that would probably be best.
So why hasn't it been done? I mean, it's not like anyone says, "Well, we don't need another cop show" or "we don't need another lawyer show".
I think there is a huge audience out there hungry for something new that would appeal to fans of Trek (and B5, Farscape, Firefly, BSG, and so on.) So I'm downright surprised that no one has tried to capitalize on it. And it can be presented in an entirely new way, because the television landscape has changed radically since any of those shows have gone off the air. I'm also surprised that no one seems to be hungry to do it.
My first rule of writing, in terms of what I write, is "write what I would want to read". I don't bother with trend-chasing or mimicking others or even what's necessarily "sellable"-- just that simple rule that I would want to read it. If it's something I'm geeked out on, then that passion would come through, and readers would be into it as well.
That's what's at the core of the universe I built for Banshee, my simmering on the backburner work-in-progress. It's a vision of the future that's not Trek (or B5, Farscape, Firefly, BSG, etc.), but would appeal to the fans of those things.
But in the mean time, I wouldn't mind seeing a new show. Trek or otherwise.
---
*- True, Farscape is also an "alt-present".
Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts
Monday, March 10, 2014
Thursday, May 30, 2013
Perils of the Writer: The Mystery Box and the Blatant Misdirect
J.J. Abrams has often talked about using the "mystery box" as a writing tool.* The underlying idea is that the mystery of what's in the box is more interesting than what's actually in the box. The longer you can hold that mystery, the more interesting the project is.
This idea is, I think, very flawed. Mostly because it encourages lazy writing.
Probably the best example of Mystery Box done well comes from Pulp Fiction. We never learn what's in the case that Vince and Jules pick up. What it might be has fueled a ton of speculation. But what's important of why it works is that not knowing what's in the case doesn't hurt the story. Whatever it is, it's important to Marcellus Wallace, and it has a value that's intrinsically recognizable even to Pumpkin and Honey Bunny.
When it doesn't work is when the mystery-for-mystery's sake gets in the way of logical storytelling. In fantasy tropes, this is the Enigmatic Wizard-- the character who knows exactly what's going on but refuses to say for no reason other than the author wants to keep people in the dark. In fact, more often than not, in those cases, keeping the secret is the very reason things go horribly wrong. The climax sequence in Harry Potter and the Order of the Phoenix hinges on deliberate poor communication between Dumbledore and Harry. But in that case, it's actually theme: that keeping secrets is the weakness between them.
But more often than not, it's the case of a writer coming up with a mystery that they really don't know the answer to: so they prolong the mystery to spin their heels because they can't think of anything that's cool enough to match what they've built up. Sometimes they then answer the mystery box with a new one: this leads to a series of mystery-boxes-nesting-dolls, like X-Files eventually gave us: zero answers because questions had to keep spinning.
This is rarely satisfying.
This is especially troubling when, in an effort to hide the obvious answer of what's in the box, the writer works furiously to lead you away from that answer to the point where the obvious answer that it turns out to be doesn't make sense any more.
Case in point (SPOILERS FOR STAR TREK INTO DARKNESS): the movie (and the pre-press) worked furiously to not have you know that Benedict Cumberbatch's character was actually Khan. Let alone how ludicrous him being Khan in the new timeline is and why trying to re-create Wrath of Khan doesn't work in this context-- in the effort to preserve the mystery they more or less stripped everything Khan-like from the character. Go back and watch "Space Seed"-- is there any real connection between Montalban's performance and character there and Cumberbatch's? I'm not seeing it. But they wanted Who Is He? to be a mystery with a big reveal-- but again it's a reveal that plays all wrong, because it doesn't mean anything to the characters. In fact, if you read between the lines of the screenwriters' comments out there, you see that they didn't want Khan, and they more or less wedged him into a plot that didn't need him.
The best kind of mystery box is one where knowing the answer doesn't render re-read fruitless. Where the foreshadowing pays off in a satisfying way. Else it's just messing with your audience for the sake of confusing them. Why do that?
---
*- Here's a link to his TED talk on the subject.
This idea is, I think, very flawed. Mostly because it encourages lazy writing.
Probably the best example of Mystery Box done well comes from Pulp Fiction. We never learn what's in the case that Vince and Jules pick up. What it might be has fueled a ton of speculation. But what's important of why it works is that not knowing what's in the case doesn't hurt the story. Whatever it is, it's important to Marcellus Wallace, and it has a value that's intrinsically recognizable even to Pumpkin and Honey Bunny.
When it doesn't work is when the mystery-for-mystery's sake gets in the way of logical storytelling. In fantasy tropes, this is the Enigmatic Wizard-- the character who knows exactly what's going on but refuses to say for no reason other than the author wants to keep people in the dark. In fact, more often than not, in those cases, keeping the secret is the very reason things go horribly wrong. The climax sequence in Harry Potter and the Order of the Phoenix hinges on deliberate poor communication between Dumbledore and Harry. But in that case, it's actually theme: that keeping secrets is the weakness between them.
But more often than not, it's the case of a writer coming up with a mystery that they really don't know the answer to: so they prolong the mystery to spin their heels because they can't think of anything that's cool enough to match what they've built up. Sometimes they then answer the mystery box with a new one: this leads to a series of mystery-boxes-nesting-dolls, like X-Files eventually gave us: zero answers because questions had to keep spinning.
This is rarely satisfying.
This is especially troubling when, in an effort to hide the obvious answer of what's in the box, the writer works furiously to lead you away from that answer to the point where the obvious answer that it turns out to be doesn't make sense any more.
Case in point (SPOILERS FOR STAR TREK INTO DARKNESS): the movie (and the pre-press) worked furiously to not have you know that Benedict Cumberbatch's character was actually Khan. Let alone how ludicrous him being Khan in the new timeline is and why trying to re-create Wrath of Khan doesn't work in this context-- in the effort to preserve the mystery they more or less stripped everything Khan-like from the character. Go back and watch "Space Seed"-- is there any real connection between Montalban's performance and character there and Cumberbatch's? I'm not seeing it. But they wanted Who Is He? to be a mystery with a big reveal-- but again it's a reveal that plays all wrong, because it doesn't mean anything to the characters. In fact, if you read between the lines of the screenwriters' comments out there, you see that they didn't want Khan, and they more or less wedged him into a plot that didn't need him.
The best kind of mystery box is one where knowing the answer doesn't render re-read fruitless. Where the foreshadowing pays off in a satisfying way. Else it's just messing with your audience for the sake of confusing them. Why do that?
---
*- Here's a link to his TED talk on the subject.
Labels:
fantasy,
perils of the writer,
process of writing,
sci-fi,
sff,
Star Trek,
writing
Thursday, May 23, 2013
Perils of the Writer: Amazon Kindle Worlds
So the big news yesterday in the writing spheres was Amazon's announcement of its Kindle Worlds program. In short, it's a program where fanfic writers can submit short stories set in the worlds of the shows Vampire Diaries, Pretty Little Liars and Gossip Girl. And with this announcement, the internet exploded. "Get paid for fanfic?!?!" Much concern and handwringing ensued.
Now, the reasoning behind Amazon and Alloy Entertainment doing this is pretty clear: this stuff exists, and therefore money can be made off of it. And it certainly is easier for them to roll with these things existing and try and profit from it, instead of fighting upstream. Plus there's Fifty Shades of Grey as a case study: its birth was as Twilight fanfic, a point which was used as a marketing tactic... but Twilight's author and publisher didn't profit from this. So the lesson is simple: an avenue for profit is there, so ignoring it just lets someone else make that profit.
One key point of concern I've seen out there is the terms of the agreement. Yes, the fanfic writers get paid. But anything new they add to the Worlds they play in is the property of Alloy Entertainment. So if you write a story where you add in an additional Liar who isn't quite Pretty or Little*, or some other character who catches on and becomes a big thing... well, that's their character now. So there's concern that they are snatching up your intellectual property for free.
Now, I see that point, but... I don't agree that it's a problem. Because, yes, you made up a new character and that's you're baby, but... you made it specifically to play in that sandbox. It's a character in that world, for that world. What else were you going to use it for? And how much are you really giving up?
For example, I read a fair amount of Star Trek licensed fiction, and there are plenty of "new" characters who become key parts of the books, that never appeared in the books. While whichever author came up with each one deserves a nod, they were made to be part of a shared universe. Other authors picking up the ball and running with them has given them added depth. Same thing if you create a new hero or villain writing for DC or Marvel. You made it to be part of that sandbox.
And there are cases where those licensed-but-not-canon additions find their way back to the source. Por ejemplo, in Star Trek, the first names of Uhura and Sulu were never said on the show. Nor what the "T" in "James T. Kirk" stood for. Licensed fiction-- which had a pre-internet fanfictiony origin-- provided those gaps, which were later adopted by the canon. That is pretty cool. Now, does whichever author who came up with "Nyota Uhura"** deserve a paycheck because the latest movie used it? Or is the fact that she got paid for the book she wrote enough?
I mean, I've got no problem with people who write licensed fiction or fanfic, but if you are contributing to an existing property, you've got to embrace what that means.
---
*- I don't watch the show, so I don't know.
**- I want to say it was Vonda McIntyre with Strangers in the Sky, but I'm not 100% sure.***
***- Yes, I am a total geek.
Now, the reasoning behind Amazon and Alloy Entertainment doing this is pretty clear: this stuff exists, and therefore money can be made off of it. And it certainly is easier for them to roll with these things existing and try and profit from it, instead of fighting upstream. Plus there's Fifty Shades of Grey as a case study: its birth was as Twilight fanfic, a point which was used as a marketing tactic... but Twilight's author and publisher didn't profit from this. So the lesson is simple: an avenue for profit is there, so ignoring it just lets someone else make that profit.
One key point of concern I've seen out there is the terms of the agreement. Yes, the fanfic writers get paid. But anything new they add to the Worlds they play in is the property of Alloy Entertainment. So if you write a story where you add in an additional Liar who isn't quite Pretty or Little*, or some other character who catches on and becomes a big thing... well, that's their character now. So there's concern that they are snatching up your intellectual property for free.
Now, I see that point, but... I don't agree that it's a problem. Because, yes, you made up a new character and that's you're baby, but... you made it specifically to play in that sandbox. It's a character in that world, for that world. What else were you going to use it for? And how much are you really giving up?
For example, I read a fair amount of Star Trek licensed fiction, and there are plenty of "new" characters who become key parts of the books, that never appeared in the books. While whichever author came up with each one deserves a nod, they were made to be part of a shared universe. Other authors picking up the ball and running with them has given them added depth. Same thing if you create a new hero or villain writing for DC or Marvel. You made it to be part of that sandbox.
And there are cases where those licensed-but-not-canon additions find their way back to the source. Por ejemplo, in Star Trek, the first names of Uhura and Sulu were never said on the show. Nor what the "T" in "James T. Kirk" stood for. Licensed fiction-- which had a pre-internet fanfictiony origin-- provided those gaps, which were later adopted by the canon. That is pretty cool. Now, does whichever author who came up with "Nyota Uhura"** deserve a paycheck because the latest movie used it? Or is the fact that she got paid for the book she wrote enough?
I mean, I've got no problem with people who write licensed fiction or fanfic, but if you are contributing to an existing property, you've got to embrace what that means.
---
*- I don't watch the show, so I don't know.
**- I want to say it was Vonda McIntyre with Strangers in the Sky, but I'm not 100% sure.***
***- Yes, I am a total geek.
Labels:
business of writing,
fanfic,
perils of the writer,
sff,
Star Trek
Thursday, January 10, 2013
Worldbuilding: Space Opera and the Future of Food
I take the food aspect of worldbuilding pretty seriously, as you can tell. This is just as true in Sci-fi and Space Opera as it is in Fantasy.
On some level, I've often been disappointed by a lot of the SF I've read and watched along these lines. Not that I necessarily want some sort of long infodump of alien farming, but food sourcing gets elided quite often.
Take, for example, the Replicators on Star Trek. I kind of hate them. They're a cheap answer to a major element of civilized culture. On TNG, it even gives them the "high ground" to look down their nose at another species that still, you know, eats actual meat. Because in their enlightened future, they don't need to deal with any messy reality of food production. How do we feed ourselves? We talk to a hole in the wall, and it appears like magic.
But taking magic tech out of the equation, the practical realities of how people produce, store and prepare food-- especially on long, deep space flights-- should be a worldbuilding element the writer is aware of, even if they never talk about it much.
A fantastic resource Space Opera writers should check out is Mary Roach's Packing for Mars. In it, Roach digs into every little practical "but what about this?" question that NASA was thought of (and they really thought about all of them), and solutions they've come up with, as well as the ones they still struggle with. Food supplies for a manned mission to Mars is a major concern.* The whole book is worth the time.
Alien foods are another thing to consider, specifically in terms of humans eating alien foods. Now, biochemistry is not even remotely a strong suit of mine, but I'm given to understand that it's highly unlikely we'd be able to digest alien biomatter, let alone extract useful nutrients out of it. Presuming no negative reactions**, it would just pass through our systems untouched.
However-- they still may be interesting to eat. Spices, for example. We don't really get useful nutrients out of pepper or cinnamon or cumin, but they all make food more interesting. Alien spices can create unique culinary opportunities. And that's also where xenobiodiversity can come into play, especially in terms of interspecies trade. In the future you build, the trade of raw materials will, of course, be crucial, but there's nothing unique to, say the gold or molybdenum*** found on Earth compared to the gold or molydbenum on Starkasia or Paxica or wherever else people go in the galaxy. But paprika? Now that's something you can't get anywhere else. That could be worth quite a lot out there.
----
*- As is the human waste element, which Roach gets into as well. There were NASA scientists who suggested the possibility of having the problems solve each other: the waste material could be purified and used as a raw protein base to be repurposed as a food supply. Scientifically possible. But astronauts in the discussion shot this down: "We're not eat shitburgers on the ride home."
**- Which, I would imagine, would be more likely to be allergic reactions rather than toxic ones.
***- Or whatever matters. "Molybdenum" is just a fun name.
On some level, I've often been disappointed by a lot of the SF I've read and watched along these lines. Not that I necessarily want some sort of long infodump of alien farming, but food sourcing gets elided quite often.
Take, for example, the Replicators on Star Trek. I kind of hate them. They're a cheap answer to a major element of civilized culture. On TNG, it even gives them the "high ground" to look down their nose at another species that still, you know, eats actual meat. Because in their enlightened future, they don't need to deal with any messy reality of food production. How do we feed ourselves? We talk to a hole in the wall, and it appears like magic.
But taking magic tech out of the equation, the practical realities of how people produce, store and prepare food-- especially on long, deep space flights-- should be a worldbuilding element the writer is aware of, even if they never talk about it much.
A fantastic resource Space Opera writers should check out is Mary Roach's Packing for Mars. In it, Roach digs into every little practical "but what about this?" question that NASA was thought of (and they really thought about all of them), and solutions they've come up with, as well as the ones they still struggle with. Food supplies for a manned mission to Mars is a major concern.* The whole book is worth the time.
Alien foods are another thing to consider, specifically in terms of humans eating alien foods. Now, biochemistry is not even remotely a strong suit of mine, but I'm given to understand that it's highly unlikely we'd be able to digest alien biomatter, let alone extract useful nutrients out of it. Presuming no negative reactions**, it would just pass through our systems untouched.
However-- they still may be interesting to eat. Spices, for example. We don't really get useful nutrients out of pepper or cinnamon or cumin, but they all make food more interesting. Alien spices can create unique culinary opportunities. And that's also where xenobiodiversity can come into play, especially in terms of interspecies trade. In the future you build, the trade of raw materials will, of course, be crucial, but there's nothing unique to, say the gold or molybdenum*** found on Earth compared to the gold or molydbenum on Starkasia or Paxica or wherever else people go in the galaxy. But paprika? Now that's something you can't get anywhere else. That could be worth quite a lot out there.
----
*- As is the human waste element, which Roach gets into as well. There were NASA scientists who suggested the possibility of having the problems solve each other: the waste material could be purified and used as a raw protein base to be repurposed as a food supply. Scientifically possible. But astronauts in the discussion shot this down: "We're not eat shitburgers on the ride home."
**- Which, I would imagine, would be more likely to be allergic reactions rather than toxic ones.
***- Or whatever matters. "Molybdenum" is just a fun name.
Labels:
food,
sci-fi,
science,
sff,
space opera,
Star Trek,
worldbuilding
Thursday, December 13, 2012
Analyzing Flawed Arc Structure, Part 5
Parts one, two, three and four of looking at Star Trek: Enterprise's third season Xindi Arc.
"Home", the third episode* of the fourth season of Star Trek: Enterprise served as an epilogue to the Xindi Arc, primarily by dealing with the emotional fallout of the character subplots. Specifically, it focused on Capt. Archer, and Trip & T'Pol. Both of these aspects work fine in terms of the episode itself. For Archer, he's somewhat broken by the things he did in the Delphic Expanse. He specifically mentions the theft of the warp core, which as mentioned last week, was his greatest sin. But beyond that, his optimism about exploration in general is broken, despite the fact that things did end relatively well. This ties into the one other minor plot thread in "Home"-- the Enterprise crew might be hailed as heroes, but there are some people who aren't thrilled with the fact that they had spent two years running around space saying, "Hey, we're from Earth. Come on over and smack us around, why don't you?"** For Trip & T'Pol, their subplots of his grief over his dead sister (more or less resolved in "The Forgotten") and her emotional damage due to self-inflicted Trellium exposure*** dovetailed into their semi-romantic friendship. So they go to Vulcan together, and deal with T'Pol's family drama.
So, in the end, what worked, and what didn't in the Xindi Arc?
For me, the broad brushstrokes worked: a threat is presented, and to defend themselves from that threat, core principles are challenged and strained. Despite that, in the end, it is those core principles that saves the day: friendship is achieved with (most of) the Xindi council, creating a lasting peace through conversation.
What didn't work, though, is how things went in terms of character. Specifically, character never tied into plot in a real organic way. The closest was with Archer, who's moral center was challenged, but that balance between what he needed to do and what he had to bring himself to do always came more with an axe instead of a scalpel. Archer doesn't get a slow descent into darkness. He gets one questionable moment (putting a pirate in an airlock to get answers) and one really bad no-win scenario (the theft of the warp core). Beyond that, what does he do? True, he doesn't blow up the refinery in "The Shipment", but that seems less of a Moral Choice, and more thinking in terms of long-term strategy: going in guns blazing isn't the smartest thing to do if you've only got one shot at that, and you haven't found the right target. In the final third of the season, Archer seems ready-- even eager-- to die for the cause, but why he's gone semi-suicidal isn't really explored. Despite Daniels coming from the future TWICE to tell him, "Yeah, you're important, you can't die," he seems hellbent on it anyway. There is a bit of lip service of not wanting to order someone else to their deaths, but that wasn't something ever really discussed.
What also didn't work was the lack of focus. Most of the first two-thirds is spent wandering: some of it ties to the Xindi or the Spheres, but the rest is largely irrelevant. It doesn't move the plot, nor is it called back later. So it doesn't serve a purpose. Perhaps if it had done more worldbuilding of the Expanse, creating encounters that mattered, so that they could be called upon at the endgame, then it would have seemed more meaningful. And that would have also tied into a Trek solution: humans build communities, create allies, so when the chips are down, friends come to their aid. But no species in the Expanse really were important other than the Xindi and the Spherebuilders. The Spherebuilders were, at the core, the Big Bad, and the Xindi-- while having solid individual character-actors-- themselves had no definition beyond "five subspecies in fractious alliance".
As counterpoint, I might present the end of Farscape's second-season. After two seasons of more or less random encounters-- those stand-alone episodes-- the crew is faced with having to do a Big Crazy Plan. And to pull it off, John Crichton calls on various species and people they've met along the way. Now those stand-alone's tie into the solution, and to worldbuilding as a whole.
But, credit where it's due: they took chances, and in the end, created something that had value. In my recent re-watch of it all, I was largely entertained. With a little more streamlining and focus (which, admittedly, in the world of episodic television, especially a decade ago, is challenging), it really could have stood out as something special.
---
*- The first two episodes had nothing to do with the Xindi storyline. Instead it involved time-traveling Nazi aliens, and served mostly to tie off the Temporal Cold War storyline, which had never been very well handled. "Zero Hour" ended with an exceptionally bizarre Hail Mary of a cliffhanger, and those episodes are at best a serviceable affair of digging themselves out of that hole, as well as the entire TCW one.
**- Though you have to wonder why, when the Xindi weapon showed up, Earth's only defense was, apparently, a single Andorian cruiser. It made for some satisfying drama, but didn't make much sense.
***- A clumsy drug-addiction metaphor.
"Home", the third episode* of the fourth season of Star Trek: Enterprise served as an epilogue to the Xindi Arc, primarily by dealing with the emotional fallout of the character subplots. Specifically, it focused on Capt. Archer, and Trip & T'Pol. Both of these aspects work fine in terms of the episode itself. For Archer, he's somewhat broken by the things he did in the Delphic Expanse. He specifically mentions the theft of the warp core, which as mentioned last week, was his greatest sin. But beyond that, his optimism about exploration in general is broken, despite the fact that things did end relatively well. This ties into the one other minor plot thread in "Home"-- the Enterprise crew might be hailed as heroes, but there are some people who aren't thrilled with the fact that they had spent two years running around space saying, "Hey, we're from Earth. Come on over and smack us around, why don't you?"** For Trip & T'Pol, their subplots of his grief over his dead sister (more or less resolved in "The Forgotten") and her emotional damage due to self-inflicted Trellium exposure*** dovetailed into their semi-romantic friendship. So they go to Vulcan together, and deal with T'Pol's family drama.
So, in the end, what worked, and what didn't in the Xindi Arc?
For me, the broad brushstrokes worked: a threat is presented, and to defend themselves from that threat, core principles are challenged and strained. Despite that, in the end, it is those core principles that saves the day: friendship is achieved with (most of) the Xindi council, creating a lasting peace through conversation.
What didn't work, though, is how things went in terms of character. Specifically, character never tied into plot in a real organic way. The closest was with Archer, who's moral center was challenged, but that balance between what he needed to do and what he had to bring himself to do always came more with an axe instead of a scalpel. Archer doesn't get a slow descent into darkness. He gets one questionable moment (putting a pirate in an airlock to get answers) and one really bad no-win scenario (the theft of the warp core). Beyond that, what does he do? True, he doesn't blow up the refinery in "The Shipment", but that seems less of a Moral Choice, and more thinking in terms of long-term strategy: going in guns blazing isn't the smartest thing to do if you've only got one shot at that, and you haven't found the right target. In the final third of the season, Archer seems ready-- even eager-- to die for the cause, but why he's gone semi-suicidal isn't really explored. Despite Daniels coming from the future TWICE to tell him, "Yeah, you're important, you can't die," he seems hellbent on it anyway. There is a bit of lip service of not wanting to order someone else to their deaths, but that wasn't something ever really discussed.
What also didn't work was the lack of focus. Most of the first two-thirds is spent wandering: some of it ties to the Xindi or the Spheres, but the rest is largely irrelevant. It doesn't move the plot, nor is it called back later. So it doesn't serve a purpose. Perhaps if it had done more worldbuilding of the Expanse, creating encounters that mattered, so that they could be called upon at the endgame, then it would have seemed more meaningful. And that would have also tied into a Trek solution: humans build communities, create allies, so when the chips are down, friends come to their aid. But no species in the Expanse really were important other than the Xindi and the Spherebuilders. The Spherebuilders were, at the core, the Big Bad, and the Xindi-- while having solid individual character-actors-- themselves had no definition beyond "five subspecies in fractious alliance".
As counterpoint, I might present the end of Farscape's second-season. After two seasons of more or less random encounters-- those stand-alone episodes-- the crew is faced with having to do a Big Crazy Plan. And to pull it off, John Crichton calls on various species and people they've met along the way. Now those stand-alone's tie into the solution, and to worldbuilding as a whole.
But, credit where it's due: they took chances, and in the end, created something that had value. In my recent re-watch of it all, I was largely entertained. With a little more streamlining and focus (which, admittedly, in the world of episodic television, especially a decade ago, is challenging), it really could have stood out as something special.
---
*- The first two episodes had nothing to do with the Xindi storyline. Instead it involved time-traveling Nazi aliens, and served mostly to tie off the Temporal Cold War storyline, which had never been very well handled. "Zero Hour" ended with an exceptionally bizarre Hail Mary of a cliffhanger, and those episodes are at best a serviceable affair of digging themselves out of that hole, as well as the entire TCW one.
**- Though you have to wonder why, when the Xindi weapon showed up, Earth's only defense was, apparently, a single Andorian cruiser. It made for some satisfying drama, but didn't make much sense.
***- A clumsy drug-addiction metaphor.
Monday, December 10, 2012
Analyzing Flawed Arc Structure, Part 4
Parts one, two and three.
The third act of the Xindi Arc is pretty action packed. On some level, it does make up for the heel-dragging and aimlessness of the first two thirds: Episodes are: "Hatchery", "Azati Prime", "Damage", "The Forgotten", "E2", "The Council", "Countdown" and "Zero Hour".
Of these eight, really only two are inessential: "Hatchery" and "E2". But both of them do speak to the character of the Enterprise crew. Since the one character-arc that's really tied to story-arc is "How far will Archer go?", to a degree "Hatchery" answers the question, "How far will the crew let him go?" Now, it approaches it from a different angle, where Archer goes to extreme measures to help a creche of Xindi-Insectoid infants, and the crew, sensing something wrong, engage in a mini-mutiny. As Archer is Being Affected By Something (a Trek staple to avoid actual conflict or responsibility), the real conflict boils down to the crew vs. Major Hayes, since Hayes just follows orders. This is also the closest thing we get to something resembling focus on the Xindi-Insectoids, who in terms of story never amount to actual characters, simply additional muscle to back up the Reptilians. "E2" is a kind of fun what-might-be time-travel episode, where the crew meets their descendents from a failed future-version of their mission, but other than turning the screws a bit tighter on the Trip/T'Pol romance, it's largely a placeholder.
That said, the three in between those episodes, "Azati Prime", "Damage" and "The Forgotten" do a very nice job illustrating the Collapse-Retreat-Recovery aspect of the Twelve-Part structure. The ship is really hammered, but at the same time Archer makes some connection with Degra and the other Xindi-Primates. It's here that the core Trek principles are pushed to their limits: having discovered the Xindi world-destroyer weapon, the first plan is just to blow it up. This goes wrong, and Archer gets captured, but in being captured, he uses his knowledge from "Stratagem" to his advantage. This convinces Degra enough to at least listen, and stop the Reptilians from attacking the Enterprise. Degra (with the help of the semi-enigmatic Aquatics) returns Archer to the broken ship, and sends message for a secret rendezvous a few light-years away. The ship being in such a state, making that rendezvous is impossible without a new warp-coil. Fortunately, there's another damaged ship nearby, and Archer feels forced to take theirs by force in order to make the meeting. This is without question his lowest point, committing for all intents an act of piracy in the name of saving Earth. It's very non-Trek, which works excellently for the sake of drama. Capt. Archer is torn up to do it, but he feels he has no choice. You could easily see, for example, Cmdr. Adama, John Crichton or Malcolm Reynolds doing the exact same thing under the same circumstances. The only question is, would they feel the same weight? As horrible as the act is, it is in service of, ultimately, a Trek-solution: solving the Xindi situation through dialogue instead of violence.
Of course, the cracks in the plotting armor are quite evident. Degra could have this clandestine meeting somewhere easier for Archer to reach, given that Degra knows the state Enterprise is in. He even could just go to Enterprise directly, and not even be clandestine. The need for secrecy from the Reptilians (and Insectoids) is a bit artificial. And that's a big part of the problem with this plotting, in that it forces Enterprise to go from Point A to Point B (this necessitating the stolen warp coil) and then from Point B to Point C (this using the subspace passage that creates the timetravel accident in E2, which is neatly avoided, meaning the second Enterprise may have "never existed".) It's mostly hoop-jumping so Degra can use Archer as a surprise in "The Council".
"The Council" is, in theory, Archer presenting his case that Earth is not a danger to the Xindi and that the Sphere-Builders/Guardians have been playing the Xindi for their own purposes. It's the latter point that is most crucial, since the Guardians are worshiped as deities by the Xindi, though they were unaware of the connection between the Guardians and the Spheres. While the Xindi Council has five groups, really only three matter: the Arboreals back up the Primates, and the Insectoids back up the Reptilians. And the Aquatics are the enigmatic deciders. In terms of character, it really boils down to Degra (Primate) and Dolim (Reptilian).
It should be noted that Randy Oglesby and Scott MacDonald deserve a lot of praise. Both are journeyman actors who have done tons of guest roles on various shows, including all four of the modern Treks.* They do solid work, often under a lot of latex, and you have to respect that kind of actor. In fact the real dramatic centerpiece of "The Council", and to a degree the turning point of the story arc itself, is between these two actors.
The final wrap-up of "Countdown" and "Zero Hour" is serviceable, in that the Xindi-Reptilians cement their role as the irredeemable villains, who have tied themselves to the Guardians. The Guardians, of course, want to reshape reality-- terraforming our space, as it were, to one that they can survive in. The Reptilians are their willing dupes. Even the Insectoids wise-up, though all they do is wonder why the Spheres are suddenly working to help their efforts to destroy the Earth before the Reptilians sudden-but-inevitable betrayal. The final push, in which Archer enlists Reed and Hoshi to destroy the weapon, saving the Earth, while Trip, T'Pol and Phlox destroy the Spheres themselves, saving the Xindi (and all of reality)-- is entertaining and fun, but sadly mostly involves pushing buttons and punching aliens. The highlight in terms of What-Makes-It-Trek is not the bit where annoying-time-travel-exposition-fairy Daniels pulls Archer to the founding of the Federation (to convince Archer not to sacrifice himself, something Archer is pretty hellbent to do). Instead, it's the moment where the Andorians show up to help defend the Earth. Jeffery Combs-- another strong member of Trek character-actor stable-- sells the hell out of it as the Andorian Commander Shran, and that's a lot of fun.
But in the end, it's a Big Finale: Things go Boom, and the Day Is Saved? Is that all there is? Is that all there can be? That's the big question remaining.
--
*- I'm fairly certain that the two of them and Jonathan Frakes are the only actors to appear in all four modern Treks.
The third act of the Xindi Arc is pretty action packed. On some level, it does make up for the heel-dragging and aimlessness of the first two thirds: Episodes are: "Hatchery", "Azati Prime", "Damage", "The Forgotten", "E2", "The Council", "Countdown" and "Zero Hour".
Of these eight, really only two are inessential: "Hatchery" and "E2". But both of them do speak to the character of the Enterprise crew. Since the one character-arc that's really tied to story-arc is "How far will Archer go?", to a degree "Hatchery" answers the question, "How far will the crew let him go?" Now, it approaches it from a different angle, where Archer goes to extreme measures to help a creche of Xindi-Insectoid infants, and the crew, sensing something wrong, engage in a mini-mutiny. As Archer is Being Affected By Something (a Trek staple to avoid actual conflict or responsibility), the real conflict boils down to the crew vs. Major Hayes, since Hayes just follows orders. This is also the closest thing we get to something resembling focus on the Xindi-Insectoids, who in terms of story never amount to actual characters, simply additional muscle to back up the Reptilians. "E2" is a kind of fun what-might-be time-travel episode, where the crew meets their descendents from a failed future-version of their mission, but other than turning the screws a bit tighter on the Trip/T'Pol romance, it's largely a placeholder.
That said, the three in between those episodes, "Azati Prime", "Damage" and "The Forgotten" do a very nice job illustrating the Collapse-Retreat-Recovery aspect of the Twelve-Part structure. The ship is really hammered, but at the same time Archer makes some connection with Degra and the other Xindi-Primates. It's here that the core Trek principles are pushed to their limits: having discovered the Xindi world-destroyer weapon, the first plan is just to blow it up. This goes wrong, and Archer gets captured, but in being captured, he uses his knowledge from "Stratagem" to his advantage. This convinces Degra enough to at least listen, and stop the Reptilians from attacking the Enterprise. Degra (with the help of the semi-enigmatic Aquatics) returns Archer to the broken ship, and sends message for a secret rendezvous a few light-years away. The ship being in such a state, making that rendezvous is impossible without a new warp-coil. Fortunately, there's another damaged ship nearby, and Archer feels forced to take theirs by force in order to make the meeting. This is without question his lowest point, committing for all intents an act of piracy in the name of saving Earth. It's very non-Trek, which works excellently for the sake of drama. Capt. Archer is torn up to do it, but he feels he has no choice. You could easily see, for example, Cmdr. Adama, John Crichton or Malcolm Reynolds doing the exact same thing under the same circumstances. The only question is, would they feel the same weight? As horrible as the act is, it is in service of, ultimately, a Trek-solution: solving the Xindi situation through dialogue instead of violence.
Of course, the cracks in the plotting armor are quite evident. Degra could have this clandestine meeting somewhere easier for Archer to reach, given that Degra knows the state Enterprise is in. He even could just go to Enterprise directly, and not even be clandestine. The need for secrecy from the Reptilians (and Insectoids) is a bit artificial. And that's a big part of the problem with this plotting, in that it forces Enterprise to go from Point A to Point B (this necessitating the stolen warp coil) and then from Point B to Point C (this using the subspace passage that creates the timetravel accident in E2, which is neatly avoided, meaning the second Enterprise may have "never existed".) It's mostly hoop-jumping so Degra can use Archer as a surprise in "The Council".
"The Council" is, in theory, Archer presenting his case that Earth is not a danger to the Xindi and that the Sphere-Builders/Guardians have been playing the Xindi for their own purposes. It's the latter point that is most crucial, since the Guardians are worshiped as deities by the Xindi, though they were unaware of the connection between the Guardians and the Spheres. While the Xindi Council has five groups, really only three matter: the Arboreals back up the Primates, and the Insectoids back up the Reptilians. And the Aquatics are the enigmatic deciders. In terms of character, it really boils down to Degra (Primate) and Dolim (Reptilian).
It should be noted that Randy Oglesby and Scott MacDonald deserve a lot of praise. Both are journeyman actors who have done tons of guest roles on various shows, including all four of the modern Treks.* They do solid work, often under a lot of latex, and you have to respect that kind of actor. In fact the real dramatic centerpiece of "The Council", and to a degree the turning point of the story arc itself, is between these two actors.
The final wrap-up of "Countdown" and "Zero Hour" is serviceable, in that the Xindi-Reptilians cement their role as the irredeemable villains, who have tied themselves to the Guardians. The Guardians, of course, want to reshape reality-- terraforming our space, as it were, to one that they can survive in. The Reptilians are their willing dupes. Even the Insectoids wise-up, though all they do is wonder why the Spheres are suddenly working to help their efforts to destroy the Earth before the Reptilians sudden-but-inevitable betrayal. The final push, in which Archer enlists Reed and Hoshi to destroy the weapon, saving the Earth, while Trip, T'Pol and Phlox destroy the Spheres themselves, saving the Xindi (and all of reality)-- is entertaining and fun, but sadly mostly involves pushing buttons and punching aliens. The highlight in terms of What-Makes-It-Trek is not the bit where annoying-time-travel-exposition-fairy Daniels pulls Archer to the founding of the Federation (to convince Archer not to sacrifice himself, something Archer is pretty hellbent to do). Instead, it's the moment where the Andorians show up to help defend the Earth. Jeffery Combs-- another strong member of Trek character-actor stable-- sells the hell out of it as the Andorian Commander Shran, and that's a lot of fun.
But in the end, it's a Big Finale: Things go Boom, and the Day Is Saved? Is that all there is? Is that all there can be? That's the big question remaining.
--
*- I'm fairly certain that the two of them and Jonathan Frakes are the only actors to appear in all four modern Treks.
Thursday, December 6, 2012
Analyzing Flawed Arc Structure, Part 3
A continuation of my analysis of the Xindi-arc of Star Trek: Enterprise. Parts one and two.
The argument could be made that the first third was a "slow build", putting pieces in play that would be needed later. While there is some truth to that (Rajiin introduces the idea of the Xindi working on a biological weapon as a Plan B, and Exile has a B-plot in which a connection between the Spheres and the Anomalies is made clear-- but both of those are drops of data in otherwise wheel-spinning exercises.)
So, onto the middle third of the arc, things should pick up? Should, yes. But doesn't. This middle third batch of episodes are: North Star, Similitude, Carpenter Street, Chosen Realm, Proving Ground, Stratagem, Harbinger and Doctor's Orders. Of this batch of eight, only three do any heavy lifting in terms of the arc plot, and they're back-to-back-to-back: Proving Ground, Stratagem and Harbinger. The rest are very mushy mushy-middle stuff.
The two biggest missteps are North Star and Carpenter Street. Strictly speaking, Carpenter Street does do some arc-work, but it's not compelling. Both these bits suffer from having an "neat idea" supersede what the story arc really needs. In the case of North Star, it was doing an old-school, Original-series style of episode where they come across a planet that's a History Planet instead of an alien world, in this case, the Old West, and it doesn't tie to the Xindi arc at all. It's disposable. For Carpenter Street, it's having the characters time-travel to modern-day Earth. For that, it does tie to the arc, in that they go back to stop Xindi Reptilians in Earth's past who are preparing the biological weapon. The time travel is so incidental for both parties, it's pure handwavium, and raises more "If they can do that..." questions than the arc wants to answer. It does, in the end, provide Capt. Archer with something tangible, and that proves important later... but that could have been achieved without the time travel mess.
Chosen Realm is largely disposable, but it throws a small long-term setback into the mix by having all the data they've collected on the Expanse and the spheres deleted from their computer. It's only small because it doesn't seem to slow them down significantly. It also introduces the idea of Who Built The Spheres, and that said Builders might be worshiped. Similitude and Doctor's Orders are also relatively disposable, but both of them are, at least, nice character pieces. Similitude again pushes the character-arc question for Capt. Archer: how far will he go to succeed? In this case, he allows a sentient being to be born and live for a short period of time in order to save Trip's life, on the principle that he cannot succeed without Trip. The plot requires a lot more of sci-fi handwavium (Dr. Phlox happens to have a Morally Questionable Miracle in the back of his cupboard...), but it works if you can swallow that pill. Doctor's Orders is fun enough, carried largely by John Billingsley's charm. It does built off the idea that the Spheres are Changing Space, set up in Harbinger, so that helps give it some purpose.
Fortunately, Proving Ground, Stratagem and Harbinger do some good work. The first two bring the Xindi and the Xindi Weapon into focus, largely through Degra, the Xindi-Primate who is responsible for actually designing the weapon. An excellent job is done in these episodes changing him from a Nameless Councilmember to a real character, someone who has agreed to do something terrible because he believes it's necessary. Strategem in particular, is a fun exercise, because it plays the "You don't remember but it's been a few years and we're friends now" trope in reverse-- having our protagonists be the perpetrators of the trick instead of the victims. But in doing so, Archer gets to know Degra the Man, as opposed to Degra the Weapon Builder, which also helps shift things towards a more Trek-oriented Final Solution. Harbinger, of these three, does suffer somewhat because it feels more disposable than it actually is: it's mostly character work, filling the time from the travel-with-purpose to Azati Prime (the location of the weapon construction, learned in Strategem) to work on character subplots. It turns the screws on the Trip/T'Pol romance, as well as the Reed/Hayes hostility. And, as mentioned, it sets up the Real Villain: The Sphere Builders. In doing that, the stakes are changed.
However, one should avoid having the word "disposable" being used too much, especially in the middle third of a storyline. It leads your audience to wander away and say, "I don't know what's going on, really". And who wants that? In terms of twelve-part structure, I feel like this only really brings us to Part Five: Payback (with the Sphere Builders being brought into play showing the real stakes). Five/twelfths of story when we're two-thirds in? Problematic. But it does offer the opportunity for a fast-paced final act.
The argument could be made that the first third was a "slow build", putting pieces in play that would be needed later. While there is some truth to that (Rajiin introduces the idea of the Xindi working on a biological weapon as a Plan B, and Exile has a B-plot in which a connection between the Spheres and the Anomalies is made clear-- but both of those are drops of data in otherwise wheel-spinning exercises.)
So, onto the middle third of the arc, things should pick up? Should, yes. But doesn't. This middle third batch of episodes are: North Star, Similitude, Carpenter Street, Chosen Realm, Proving Ground, Stratagem, Harbinger and Doctor's Orders. Of this batch of eight, only three do any heavy lifting in terms of the arc plot, and they're back-to-back-to-back: Proving Ground, Stratagem and Harbinger. The rest are very mushy mushy-middle stuff.
The two biggest missteps are North Star and Carpenter Street. Strictly speaking, Carpenter Street does do some arc-work, but it's not compelling. Both these bits suffer from having an "neat idea" supersede what the story arc really needs. In the case of North Star, it was doing an old-school, Original-series style of episode where they come across a planet that's a History Planet instead of an alien world, in this case, the Old West, and it doesn't tie to the Xindi arc at all. It's disposable. For Carpenter Street, it's having the characters time-travel to modern-day Earth. For that, it does tie to the arc, in that they go back to stop Xindi Reptilians in Earth's past who are preparing the biological weapon. The time travel is so incidental for both parties, it's pure handwavium, and raises more "If they can do that..." questions than the arc wants to answer. It does, in the end, provide Capt. Archer with something tangible, and that proves important later... but that could have been achieved without the time travel mess.
Chosen Realm is largely disposable, but it throws a small long-term setback into the mix by having all the data they've collected on the Expanse and the spheres deleted from their computer. It's only small because it doesn't seem to slow them down significantly. It also introduces the idea of Who Built The Spheres, and that said Builders might be worshiped. Similitude and Doctor's Orders are also relatively disposable, but both of them are, at least, nice character pieces. Similitude again pushes the character-arc question for Capt. Archer: how far will he go to succeed? In this case, he allows a sentient being to be born and live for a short period of time in order to save Trip's life, on the principle that he cannot succeed without Trip. The plot requires a lot more of sci-fi handwavium (Dr. Phlox happens to have a Morally Questionable Miracle in the back of his cupboard...), but it works if you can swallow that pill. Doctor's Orders is fun enough, carried largely by John Billingsley's charm. It does built off the idea that the Spheres are Changing Space, set up in Harbinger, so that helps give it some purpose.
Fortunately, Proving Ground, Stratagem and Harbinger do some good work. The first two bring the Xindi and the Xindi Weapon into focus, largely through Degra, the Xindi-Primate who is responsible for actually designing the weapon. An excellent job is done in these episodes changing him from a Nameless Councilmember to a real character, someone who has agreed to do something terrible because he believes it's necessary. Strategem in particular, is a fun exercise, because it plays the "You don't remember but it's been a few years and we're friends now" trope in reverse-- having our protagonists be the perpetrators of the trick instead of the victims. But in doing so, Archer gets to know Degra the Man, as opposed to Degra the Weapon Builder, which also helps shift things towards a more Trek-oriented Final Solution. Harbinger, of these three, does suffer somewhat because it feels more disposable than it actually is: it's mostly character work, filling the time from the travel-with-purpose to Azati Prime (the location of the weapon construction, learned in Strategem) to work on character subplots. It turns the screws on the Trip/T'Pol romance, as well as the Reed/Hayes hostility. And, as mentioned, it sets up the Real Villain: The Sphere Builders. In doing that, the stakes are changed.
However, one should avoid having the word "disposable" being used too much, especially in the middle third of a storyline. It leads your audience to wander away and say, "I don't know what's going on, really". And who wants that? In terms of twelve-part structure, I feel like this only really brings us to Part Five: Payback (with the Sphere Builders being brought into play showing the real stakes). Five/twelfths of story when we're two-thirds in? Problematic. But it does offer the opportunity for a fast-paced final act.
Thursday, November 29, 2012
Analyzing Flawed Arc Structure, Part 2
As I mentioned earlier, I'm analyzing a flawed structure as part of an exercise to improve my own writing, specifically using the third "Xindi Arc" season of Star Trek: Enterprise.
Now, let's look at the beginning section of the arc, the first third. This would consist of the second-season finale "The Expanse" as prologue, and the first eight episodes of the third season: "The Xindi", "Anomaly", "Extinction", "Rajiin", "Impulse", "Exile", "The Shipment" and "Twilight".
In three-act parlance, which I'm not a big fan of, this is all Act I. And, as far as I'm concerned, that's part of the flaw here: these episodes mostly serve to put the pieces on the board, and there really aren't that many pieces.
The Prologue set-up of "The Expanse" does its job relatively effectively, but it doesn't quite hold up to scrutiny. Earth is the victim of a Pearl Harbor/9-11 style surprise attack, killing seven million people. The attack comes from a single-occupant probe of unknown origin. Here's where part of the problem comes in: rather than have Starfleet actual figure out its origins, at least in part, answers are handed to Capt. Archer by an exposition fairy from the future. And said answers, as they usual are from poorly conceived exposition fairies, do little more than nudge in the right direction. In other words, the information they gain could have been gained in a less clunky way, and have been just as useful. But "The Expanse" sets the tone, puts a name to the adversary (The Xindi) and a place to find the (The Delphic Expanse). The Expanse, itself, is set up as the equivalent of the "Here Be Dragons" part of the space map: physical laws don't work right there, and it's so dangerous even Vulcans and Klingons steer clear of it.
The true "Act I" of those eight episodes serve to establish a few core elements: the dangers of the Expanse (tied to bizarre spacial anomalies), which may be connected to a mysterious sphere; the stakes for the crew of the Enterprise, personally and globally; the Xindi themselves. The problem is, only three of these episodes really effectively achieve these establishment goals: Anomaly, The Shipment and Twilight. The key points in play in this section are tied to what the crew needs and wants. They want to find the Xindi, but they really don't know where to start looking on once in The Expanse. They need to keep the ship safe from the spacial anomalies they constantly run into in The Expanse. For the latter, there is a running subplot involving Trellium-D, a substance that will protect the ship, but that solution isn't acceptable: Trellium-D is toxic to T'Pol, so they can't use it.
This ties into the only real character arc in this section: what is Capt. Archer willing to sacrifice to save the Earth?* His morality takes a bit of a pounding here, at one point torturing a captive pirate to get the information he needs. He's also willing to pimp out Ens. Sato to a mysterious alien in "Exile", though that's a sacrifice Hoshi volunteers for. He spends much of these episodes at the end of his rope, because he really doesn't see the mission as anything more than a ridiculous long shot. IF they can survive the Expanse, and IF they can even find the Xindi, then they'll still be outnumbered and outgunned. This comes to a head in The Shipment, where they find a Xindi refining facility. The materials made at this facility were used in the weapon of the initial attack, and Tucker, Reed and Hayes are all ready to start blowing things up. Archer, instead, decides to get to know one of the Xindi, and reaches an understanding with a decent man who didn't know what his materials were being used for. Two key things accomplished: The Xindi aren't All Bad, and Archer moral compass veers back towards where Trek's is supposed to be.
The final step in this part is in Twilight, a psuedo-time travel story that nails home the stakes of failure: Earth will be destroyed if the Enterprise doesn't succeed in their mission, which they don't due to Capt. Archer being incapacitated by on of the spacial anomalies. It is a classic Trek "reset button", but one with a point. It doesn't just give us craziness and then undo it.
Even still, the big problem with the arc in this part is it mostly just meanders. It takes eight episodes to do the work of three or four.** Extinction, Rajiin and Exile are largely pointless, serving only to provide us with funny make-up, cheap titillation and a poor Beauty-and-the-Beast homage, in that order.
When it comes down to it, the first section only really does the work of the first two parts of the Twelve Part Arc Structure, when it should be doing the first four. Once the situation is Established in The Expanse/The Xindi/Anomaly, we don't get back on point until The Shipment/Twilight to incite the plot to really start moving. That aimless wandering in between those points is where an audience is lost.
Next up: the mushy middle of the Xindi Arc.
---
*- The other character arcs set-up here are essentially minor bits of business. Cmdr. Tucker is assigned the personal loss from the initial attack (his sister was among the seven million), but this mostly serves as an excuse to push him romantically towards T'Pol. T'Pol's main conflict is resolved in the prologue: the Vulcan High Command don't want her on the mission, but she resigns from the High Command to stay on board. Of the minor four members of the main cast, only Lt. Reed is given anything: bristling against Maj. Hayes, of the newly added MACO forces.
**- I'll allow that "Impulse" does a fair amount of work of increasing personal stakes, and ties into what the Enterprise can do to keep themselves safe from the anomalies.
Now, let's look at the beginning section of the arc, the first third. This would consist of the second-season finale "The Expanse" as prologue, and the first eight episodes of the third season: "The Xindi", "Anomaly", "Extinction", "Rajiin", "Impulse", "Exile", "The Shipment" and "Twilight".
In three-act parlance, which I'm not a big fan of, this is all Act I. And, as far as I'm concerned, that's part of the flaw here: these episodes mostly serve to put the pieces on the board, and there really aren't that many pieces.
The Prologue set-up of "The Expanse" does its job relatively effectively, but it doesn't quite hold up to scrutiny. Earth is the victim of a Pearl Harbor/9-11 style surprise attack, killing seven million people. The attack comes from a single-occupant probe of unknown origin. Here's where part of the problem comes in: rather than have Starfleet actual figure out its origins, at least in part, answers are handed to Capt. Archer by an exposition fairy from the future. And said answers, as they usual are from poorly conceived exposition fairies, do little more than nudge in the right direction. In other words, the information they gain could have been gained in a less clunky way, and have been just as useful. But "The Expanse" sets the tone, puts a name to the adversary (The Xindi) and a place to find the (The Delphic Expanse). The Expanse, itself, is set up as the equivalent of the "Here Be Dragons" part of the space map: physical laws don't work right there, and it's so dangerous even Vulcans and Klingons steer clear of it.
The true "Act I" of those eight episodes serve to establish a few core elements: the dangers of the Expanse (tied to bizarre spacial anomalies), which may be connected to a mysterious sphere; the stakes for the crew of the Enterprise, personally and globally; the Xindi themselves. The problem is, only three of these episodes really effectively achieve these establishment goals: Anomaly, The Shipment and Twilight. The key points in play in this section are tied to what the crew needs and wants. They want to find the Xindi, but they really don't know where to start looking on once in The Expanse. They need to keep the ship safe from the spacial anomalies they constantly run into in The Expanse. For the latter, there is a running subplot involving Trellium-D, a substance that will protect the ship, but that solution isn't acceptable: Trellium-D is toxic to T'Pol, so they can't use it.
This ties into the only real character arc in this section: what is Capt. Archer willing to sacrifice to save the Earth?* His morality takes a bit of a pounding here, at one point torturing a captive pirate to get the information he needs. He's also willing to pimp out Ens. Sato to a mysterious alien in "Exile", though that's a sacrifice Hoshi volunteers for. He spends much of these episodes at the end of his rope, because he really doesn't see the mission as anything more than a ridiculous long shot. IF they can survive the Expanse, and IF they can even find the Xindi, then they'll still be outnumbered and outgunned. This comes to a head in The Shipment, where they find a Xindi refining facility. The materials made at this facility were used in the weapon of the initial attack, and Tucker, Reed and Hayes are all ready to start blowing things up. Archer, instead, decides to get to know one of the Xindi, and reaches an understanding with a decent man who didn't know what his materials were being used for. Two key things accomplished: The Xindi aren't All Bad, and Archer moral compass veers back towards where Trek's is supposed to be.
The final step in this part is in Twilight, a psuedo-time travel story that nails home the stakes of failure: Earth will be destroyed if the Enterprise doesn't succeed in their mission, which they don't due to Capt. Archer being incapacitated by on of the spacial anomalies. It is a classic Trek "reset button", but one with a point. It doesn't just give us craziness and then undo it.
Even still, the big problem with the arc in this part is it mostly just meanders. It takes eight episodes to do the work of three or four.** Extinction, Rajiin and Exile are largely pointless, serving only to provide us with funny make-up, cheap titillation and a poor Beauty-and-the-Beast homage, in that order.
When it comes down to it, the first section only really does the work of the first two parts of the Twelve Part Arc Structure, when it should be doing the first four. Once the situation is Established in The Expanse/The Xindi/Anomaly, we don't get back on point until The Shipment/Twilight to incite the plot to really start moving. That aimless wandering in between those points is where an audience is lost.
Next up: the mushy middle of the Xindi Arc.
---
*- The other character arcs set-up here are essentially minor bits of business. Cmdr. Tucker is assigned the personal loss from the initial attack (his sister was among the seven million), but this mostly serves as an excuse to push him romantically towards T'Pol. T'Pol's main conflict is resolved in the prologue: the Vulcan High Command don't want her on the mission, but she resigns from the High Command to stay on board. Of the minor four members of the main cast, only Lt. Reed is given anything: bristling against Maj. Hayes, of the newly added MACO forces.
**- I'll allow that "Impulse" does a fair amount of work of increasing personal stakes, and ties into what the Enterprise can do to keep themselves safe from the anomalies.
Monday, November 26, 2012
Analyzing Flawed Arc Structure, Part 1
Of course, there is much to learn from the masters. But there is also plenty to learn from mistakes. And the great thing is, there are so many out there, you don't need to make them yourself. One thing I've made several analyses of is arc structure, specifically in the work I did to create my Twelve-Part Story Structure. Even the stuff that didn't work.
Now, for these purposes, I want to talk about something that, as a story arc, was a great example of stepping up to the plate, pointing to the fences... and then hitting a double. Not terrible, but... not really what you were hoping to do, either.
I'm going to talk about the third season "Xindi Arc" of Star Trek: Enterprise.
I can imagine all the raised eyebrows.
But bear with me here. Like I said, I'm talking about flawed works.
So, some background: Star Trek: Enterprise was the fifth and final (to date) Star Trek series, and it came loaded with controversy. As a prequel, set a century and change before the classic Trek, and two centuries before the three other modern versions, it set some fan's teeth on edge from the beginning, for a variety of reasons.*
I enjoyed the show, but where the flaws really stand out in the first two seasons, are when it comes to stakes and drama. Stakes were, frankly, consistently low, and from that, drama stayed low. The show barely took itself seriously, aiming more often for light comedy and cheap titillation** over any real human drama. When you come down to it, for much of the first two seasons, the "mission", such as it was, involved tooling around and delivering fruit baskets to the neighbors. "Hi, we're from Earth, nice to meet you!" Yeah, the mission was "explore!", but it came off more as, "Eh, fly around and see what happens."
Season Three was where they changed things up: both in terms of trying something new for Trek in general, and in raising the stakes for the characters themselves. The stakes were high for the show as well. In 2003, Firefly had come and gone, BSG had a fantastic beginning***, and Enterprise was almost quaint in comparison. The need to reinvent themselves was paramount.
So they tried a season-long arc, with a more reactive, aggressive mission. The underlying hook was pretty simple: Earth suffers a devastating surprise attack, and the Enterprise is the only ship capable of investigating-- and possibly retaliating against-- whoever was behind the attack. Woven into that was a crucial question: Can Trek maintain its relevance in modern television, while at the same time maintaining the core values of hope and peace that made Trek Trek?
The overall story-arc consumes the third season, which was a first for Trek, even though DS9 had done more than its share of long-arc plotting. But the third-season of Enterprise was far more focused towards it's arc plot, dedicating almost every episode**** to the arc, as well as the second season finale as a prologue, and the third episode of the fourth season as epilogue.
So: we can't fault the ambition behind it. You can definitely say they tried.
With that, next installment I'll break down the arc into its sections, and how each one worked or didn't work.
---
*- A lot of those reason boiled down to continuity complaints, or rather "continuity", because more often than not, Enterprise didn't contradict established continuity as much as it contradicted fandom presumptions. There are plenty of legitimate gripes with the series, but I found many hard to take seriously when they boiled down to, "This ruins my fanfic!"
**- Much has been made of the show sexing-up Jolene Blalock, which is totally true. But, to be fair, they were just as eager to strip absolutely every cast member down whenever they could remotely justify it.
***- The ending was another story...
****- Almost. Which is one of the problems I'll get into.
Now, for these purposes, I want to talk about something that, as a story arc, was a great example of stepping up to the plate, pointing to the fences... and then hitting a double. Not terrible, but... not really what you were hoping to do, either.
I'm going to talk about the third season "Xindi Arc" of Star Trek: Enterprise.
I can imagine all the raised eyebrows.
But bear with me here. Like I said, I'm talking about flawed works.
So, some background: Star Trek: Enterprise was the fifth and final (to date) Star Trek series, and it came loaded with controversy. As a prequel, set a century and change before the classic Trek, and two centuries before the three other modern versions, it set some fan's teeth on edge from the beginning, for a variety of reasons.*
I enjoyed the show, but where the flaws really stand out in the first two seasons, are when it comes to stakes and drama. Stakes were, frankly, consistently low, and from that, drama stayed low. The show barely took itself seriously, aiming more often for light comedy and cheap titillation** over any real human drama. When you come down to it, for much of the first two seasons, the "mission", such as it was, involved tooling around and delivering fruit baskets to the neighbors. "Hi, we're from Earth, nice to meet you!" Yeah, the mission was "explore!", but it came off more as, "Eh, fly around and see what happens."
Season Three was where they changed things up: both in terms of trying something new for Trek in general, and in raising the stakes for the characters themselves. The stakes were high for the show as well. In 2003, Firefly had come and gone, BSG had a fantastic beginning***, and Enterprise was almost quaint in comparison. The need to reinvent themselves was paramount.
So they tried a season-long arc, with a more reactive, aggressive mission. The underlying hook was pretty simple: Earth suffers a devastating surprise attack, and the Enterprise is the only ship capable of investigating-- and possibly retaliating against-- whoever was behind the attack. Woven into that was a crucial question: Can Trek maintain its relevance in modern television, while at the same time maintaining the core values of hope and peace that made Trek Trek?
The overall story-arc consumes the third season, which was a first for Trek, even though DS9 had done more than its share of long-arc plotting. But the third-season of Enterprise was far more focused towards it's arc plot, dedicating almost every episode**** to the arc, as well as the second season finale as a prologue, and the third episode of the fourth season as epilogue.
So: we can't fault the ambition behind it. You can definitely say they tried.
With that, next installment I'll break down the arc into its sections, and how each one worked or didn't work.
---
*- A lot of those reason boiled down to continuity complaints, or rather "continuity", because more often than not, Enterprise didn't contradict established continuity as much as it contradicted fandom presumptions. There are plenty of legitimate gripes with the series, but I found many hard to take seriously when they boiled down to, "This ruins my fanfic!"
**- Much has been made of the show sexing-up Jolene Blalock, which is totally true. But, to be fair, they were just as eager to strip absolutely every cast member down whenever they could remotely justify it.
***- The ending was another story...
****- Almost. Which is one of the problems I'll get into.
Labels:
sci-fi,
space opera,
Star Trek,
structure,
twelve part structure
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