Get Good By Reading Bad

Ask any accomplished writer or English professor and they will tell you that the secret to good writing is reading a lot. Needless to say this is good advice. Most of the greats in literature often built upon the works of previous literary giants. The same goes for screenwriting. Although the vast majority of people will only consume the contents of a script in its final iteration (the screen), budding screenwriters can learn much from reading a film in script form rather than going to your local theater. There are great resources online for this such as Script-O-Rama, Simply Scripts and sometimes from the very companies that produce them.

As useful as it can be reading Oscar nominated pieces of work, I’ve found that immersing yourself in the works of geniuses is only half of the journey. What I’m going to suggest will sound counterproductive, but has helped me immensely in my writing.

Read shitty scripts.

I’m being serious here. Get out there and spend some time reading scripts that could not, should not, ever make it to a screen.

If you’re wondering how reading absolute crap could possibly make you a better writer, your skepticism isn’t unwarranted. It’s not like universities assign copies US Weekly to their students along with Catcher In The Rye, but allow me to explain. The truth is it’s easier to find a turd than a truffle, or to be less analogous, bad writing is easier to detect than a rare work of genius.

Actually, a truffle kinda looks like a turd. Photo by dabblelicious / CC 2.0

Actually, a truffle kinda looks like a turd.
Photo by dabblelicious / CC 2.0

So, how can this help you in your own writing?

I’ve found that one of the hardest things for writers to do is catch their own mistakes. That’s why many great writers hand their work to their peers to look over. Like it or not, you’re biased of your own work. Handing it to a pair of fresh, trustworthy eyes can reveal errors that were originally invisible to you. But wouldn’t it also be nice to pick up on those errors before handing it over to a friend? This is where reading bad scripts come in to play.

Once you begin to recognize common issues in bad writing (and believe me you’ll notice them), it’s easier to recognize them in your own scripts. If you notice that a script fails to introduce a character thoroughly or doesn’t effectively solve the protagonist’s core dilemma (I find this to be a common one), you can then actually see the result of not doing so. This is something that you most likely won’t encounter if you spend time only reading good scripts. Just like a seasoned quarterback who can seemingly sense a blitz coming, recognizing bad writing will become second nature, allowing you to sidestep it within your own writing.

That sucks! Photo by Keith Allison / CC 2.0

“That sucks!”
Photo by Keith Allison / CC 2.0

So where do you find bad scripts?

If you’re active in your local film community, they’re probably all around you, at house parties, festivals, etc. Almost everybody has a script or is writing one that they plan to make into a film. All you have to do is ask to read it. Although early filmmakers can be a paranoid bunch, sometimes constantly in fear of having their work stolen, many others will be pleased you’re taking an interest in their screenplay. By taking an interest in reading amateur screenplays, you’ll come across a wide spectrum of good and bad scripts.

Another good way to read a multitude of good and bad scripts is by volunteering to be a judge at a local screenplay competition. Film festivals receive a slew of submissions and are always looking for volunteers to help them separate the wheat from the chaff, so to speak.

Finally, there are also local meetup groups for amateur screenwriters that you can find online. This is not only a good place to read a wide range of scripts of varying quality, but also a place where you can receive feedback on your own screenplays.

Now comes the word of warning.

As the spirit animal of my blog would say, “With great power comes great responsibility.” In your endeavor to read more bad scripts, one rule you must always follow is DON’T BE A DICK.

Unless it's this Dick. Be like this Dick. Photo by Alan Light / CC 2.0

Unless it’s this Dick. Be like this Dick.
Photo by Alan Light / CC 2.0

The people who share their work with you will most likely want constructive feedback so they can also improve on their writing. Even if the script is absolutely atrocious, this is not an opportunity to ridicule someone or share their work with your friends so you can all laugh at their expense. No matter what your skill level is, there is one thing that always will be true, everyone writes shit. I write shit, you write shit, even Paul Haggis probably has bottles of shit he hides from the world like Howard Hughes. The goal is for everyone to bask in everyone else’s shit so we can all produce less shit for the world. Keep that in mind. This is not an opportunity to be an elitist or to make yourself feel better about your own shit by finding something shittier.

Now that I’ve broken my record for how many times I can plug the word “shit” into one paragraph; reading bad scripts is a wonderful way to see common writing mistakes in action. By building an instinctive recognition for these mistakes you can better bypass them in your own writing.

Film and Video Games: What’s The Disconnect?

If you’re a gamer, you’re probably just as cynical as I am when you hear about the next video game based movie on the horizon. It almost seems a rule of thumb that films adapted from video games are guaranteed to disappoint. Even successful franchises like the Resident Evil series, which is now working on its sixth installment, aren’t exactly considered film gold. Yet, this doesn’t seem to slow Hollywood down as over thirty new titles are rumored to be currently in the works. So what is it about video games and film that seem so incompatible?

Structure of Video Games vs. Film, Literature and Theater

One thing that film has in common with literature and theater is that the story structure is relatively the same. All three often follow a Freytag’s Pyramid structure. Certainly this is not the always case, all three mediums play with this structure and break rules from time to time, but for the most part, this structure of storytelling is present in the vast majority of books, plays and films we consume day to day. This makes adapting a novel or play to the silver screen easier, as you pretty much already have a blueprint to get from point A to B. The rest is simply editing out what you don’t want or adding your own artistic voice to original material.
Video games, on the other hand, particularly older ones, don’t follow this style of storytelling. In early games like Pacman, very little was explained in terms of backstory. Officially, all that’s really known about Pacman is he’s really hungry guy with no appendages, being chased by angry undead. It’s essentially what would happen if you dropped Mr. Creosote from Monty Python’s The Meaning of Life into the zombie apocalypse. There are some comical cutscenes for the player to watch, but they don’t really reveal anything new to the player in terms of story. Furthermore, Pacman has no end, so what your left with is really just a situation with characters.

Later, games like Donkey Kong would begin to establish more of a narrative. The moment you play the first level it’s apparent that a giant ape with unlimited barrels and fireballs for friends has kidnapped your girlfriend. Unlike Pacman, Donkey Kong has an ending where our hero tears down the very structure of the level, causing the great ape to crack his head open. He is reunited with his girlfriend and the two look lovingly at one another while Donkey Kong exhibits the first signs of severe, irreversible brain damage.

Today’s games posses far more plot and story structure than their predecessors. Games like Farcry and The Last of Us, deal with complicated issues like revenge and the human condition. Many of their cutscenes take a page from cinema, allowing characters to express their feelings and motivations even though the player is actively controlling them.

Control Issues 

Despite the amount of progress video games have made in the storytelling department, for the most part video games are still fundamentally goal based, requiring the player to perform a set of menial tasks to drive the story forward. Even games like Gone Home, which toe the line between film and gaming, require the player to actively search for clues to tell the narrative. This affects the structure of the story in that the player decides how they want to progress. Gamers familiar with the Grand Theft Auto series are familiar with this, as it’s not uncommon to devote 20+ hours to side missions before moving on to the main storyline. Simply put, if story structure in film, literature and theater is meant to be a rollercoaster ride, video games put you in the seat of a formula one car.

Zoom, Zoom... Photo by  Julien Reboulet / CC 2.0

Zoom, Zoom…
Photo by Julien Reboulet / CC 2.0

This poses a problem when trying to adapt a game to the screen. Since the transfer from video game to film requires the viewer lose control of the character, how can you stay faithful to original source material that relies on player/character interaction to tell the story?

The Loss in Translation

People look forward to film adaptations of literature and theater because we tend to gain something from the transfer. Theater requires a certain level of distance between the viewer and the actors. Camera tricks such as close ups and point of view shots bring audience members closer, giving them an almost god-like view of the action. In literature, we give up the use of imagination, but film puts the senses of sight and sound into play that can’t fully be expressed through the written word.

Video games, particularly modern ones, interact with most of our senses, but other than maybe getting to see our favorite movie stars portray the roles, we really lose a lot when we give up the control to the actor. The desire for control is probably best illustrated by the much hated “Noisy audience member”. You know, the person who insists on directing the clueless camp counselor not to enter that cabin because we all know Jason is lurking in the shadows with a machete. Although irritating, it perfectly illustrates people’s desire for control.

Don’t get me wrong; I’m not saying that it’s impossible to make a good movie based off a video game. Still, I do believe filmmakers should attempt to make the story their own and not try and recreate certain moments from games that don’t translate well. Putting a POV shot in the Doom movie isn’t going to trick anyone into thinking they’re reliving the game any more than putting pictures in a Harry Potter novel will make someone think they’re reading in IMAX. Choices like this only serve as mindless fan service. I can only hope that cinematically inspired games like Uncharted can provide suitable enough story content to rely on, where games like Super Mario Brothers couldn’t.

Writing with Actors in Mind

It should go without saying that there are different types of writing. We all seem to instinctively know the difference between a poem and a novel even if we have no understanding of the structural differences between the two. Yet, yet when it comes to screenwriting there is one thing I notice many filmmakers misuse in their scripts that really doesn’t do any kind of service.


What is Narrative?

Narrative is really any sequence of words or pictures that tell a story. Your film is most likely a narrative and the way you edit it together results in a cohesive story. The same goes for writing, the way you combine a sentence like “Bill reached down, picked up the big stick and threw it to his dog.” tells us enough about Bill, a stick, his dog and how they are all connected to envision it as a story. Now keeping with the three subjects but changing it around, “There is Bill, a dog and a big stick in the air.” really doesn’t tell a story as much as just describes what’s objectively present.

Or should Bill throw me a ball?  Seems more poetic.

Or should Bill throw me a ball? Seems more poetic.

How It’s Used Incorrectly In Screenplays

Although a film in its entirety works to create a narrative, the narrative I’m specifically referring to is the type that takes place in the “Action” element or narrative description of a screenplay. It’s the big, block of words that you probably skim through quickly to get to the dialogue. It stretches from margin to margin rather than kept to the center of the page like dialogue.

An example would be:

Suddenly there’s banging and growling at the gate. The group huddles into the corner. Chad aims his gun at the gate. Suddenly, the banging stops. Chad turns to Bernie. He speaks to him slowly, like you would a child.


Are you ok?


I’m not deaf.


What were those things?


I don’t know.

What some writers don’t realize is that there are certain narratives that specifically don’t read well on film. In regards to acting, narratives describing the past or the internal emotions of characters oftentimes are worthless because we can’t show those types of things. It’s important to make sure that all narrative is, what is sometimes referred as, “Actable”, or in other words, something that an actor can physically portray and strays away from exposition or what the character is thinking.

All you mimes know what I'm talking about.

All you mimes know what I’m talking about.

Actable vs. Non-Actable


Novels read much different from screenplays for the simple reason that they are written be read, not acted out. In them, the writer often must describe the feelings or past situations of a character to tell the whole story. It is not uncommon to read a line like, “Danny loved cheesecake. Every Christmas Danny would make help his mother in the kitchen, preparing the crust as his mother mixed the cheese and milk. It was his fondest memory of her. Since then, every cheesecake he ordered, in every town he visited, was his way of honoring her memory.”

This sentence makes plenty of sense and tells the story of Danny, his mother and why he loves cheesecake. In a novel that requires our imagination to fully envision the story this type of description is fine, but if we were to film this scene we could only do so in pictures or have it explained within the dialogue. There is no way you can expect an actor to portray this. I don’t care how good of an actor someone is, there is no way you can act out cheesecake being your “favorite” food. You can act out that you enjoy a cheesecake (commercial actors specialize in this), but to act out that level of detail is simply impossible.

Still there are many scripts I read where a writer takes up six to seven lines of action to describe something like a character’s look that’s a result of his father’s physical abuse toward him that haunts him to this day, forcing him to punch kittens on the weekends etc., etc. In the attempt to describe a pivotal event in the character’s life, the writer spends an unnecessary amount of time and space on a page writing out something that can’t be filmed.

How this Effects Actors

I previously joked about how the Action element is the part of a script many people skim over to get to the dialogue. If there is any person that is going to pay a load of attention to this these sections it’s going to be the actors, because it tells them what they’re going to do. There are many actors, especially seasoned ones, who recognize non-actable narrative as useless and frustrating.

As someone who used to act long, long ago, nothing brought me greater joy then to connecting with a character written well, namely because a good script makes for a good production and I was a horrible actor. Now on the other hand, if you give a good actor a well-written character, the result is almost always a thing of beauty. So imagine how an actor must feel when a writer has created a great character, but has given them nothing to work with. It’s like handing someone a million dollars that they can only spend on socks. Sure socks are great and all but the best things are just out of reach, like high-powered sports cars and sex toys.

Yep, this is a real thing.

Yep, this is a real thing.

Actable narrative isn’t really hard to recognize. A good rule of thumb is to go by the “show, don’t tell” rule of writing, keeping in mind that filmmaking literally requires us to show things to an audience. You could also ask an actor to go over your script to point out anything that isn’t actable. Most importantly though, always keep in mind that film is a visual medium and that a script should always be written to represent that.

One Draft is Not Enough



Or is it Draughts?

Or is it Draughts?




George Clooney has a quote that’s always stuck with me:



When in doubt, listen to Ron Swanson.

When in doubt, listen to Ron Swanson.








