| |
|
|
||||
![]() |
||||||
| |
|
|||||
|
Four
Ways to Use Symbols to Add Symbol Type #1: Symbol of a Character s Condition or Change in Condition This use of symbols is what I call a scene-deepening technique, because you use it in a specific scene and might never use the same symbol again. Its use can be either visual or verbal, meaning that there must be either something visual on screen or something said by one of the characters that reflects what an on-screen character is going through emotionally. Example
#1:Visual. A metal plaque with the words “U.S.S. Voyager” falls off of Voyager’s bulkhead during the battle with the rogue ship. This plaque is a symbol that the spiritual core of Voyager — including the moral codes of the Federation, the Starfleet tradition of honor and humanity, and the moral center of the people who uphold these codes and traditions — has been damaged. It’s a symbol of Janeway’s and Chakotay’s conditions or changes in condition. The plaque falling off of the bulkhead affects us emotionally. If viewers make only an intellectual connection between the plaque and the abandoned Federation values, then the writer hasn’t been artful enough in his or her creation of the symbol. Example
#2:Visual. At that
exact moment, he reaches up and touches his commander’s cap. This is a
symbol of the character’s condition or change of condition. His touching
the cap is a symbol of his changing back to becoming what he once was
— an honorable British soldier. An explosion
goes off nearby that knocks him to the ground, wounded by shrapnel. When
he stands up, his cap lies on the ground, but he’s too dazed to notice
immediately. He reaches for the top of his head and realizes that the
cap is gone. He then bends down and picks it up off the ground. His reaching
toward his head for the cap, and then his picking it up off the ground,
again is the same kind of symbol, signifying that he’s become the honorable
man he once was. He puts
his conversion into immediate action. As he dies from the shrapnel wound,
he directs his fall onto a dynamite detonator, which in turn blows up
the bridge he had so painstakingly built. As was the case with the Voyager
example, most people in the audience wouldn’t consciously notice this
element. And yet it would still contribute to the depth of the audience’s
emotional experi-ence. It’s a strange moment for a writer when he or she
realizes that a great deal of writing involves trying to create emotional
effects that no one will consciously perceive, perhaps ever. Example
#3:Verbal. Contradicting
his supposed enlighten-ment is the fact that he sells drugs, is completely
emotionally detached, and is fascinated by death. In fact, his veneer
of serenity is what I call a “mask,” or a false front. (Masks, in all
their various forms, are very sophisticated character-deepening techniques.) At a certain
point in the film, Lester Burnham (Kevin Spacey) drops in on Ricky to
buy some dope — in particular the really potent stuff that he’d smoked
with Ricky a few nights earlier. Ricky pulls out a bag of dope and explains
that it’s “. . . top of the line. It’s called G-13. Genetically engineered
by the U.S. gov-ernment. Extremely potent. But a com-pletely mellow high,
no paranoia.”
LESTER: “Is this what we smoked last night?” RICKY: “This is all I ever smoke.” Why is this
a verbal symbol of a char-acter’s condition or change of condition? In the middle
of a conversation with Scully, Doggett, and Skinner, Mulder notices Skinner’s
office clock. Checking it against his own watch, he says, “Is that clock
right?” No one responds
to the question — the conversation merely proceeds. (Quite frequently,
in dialogue, not every statement or question gets a response.) Why the
throwaway line about the clock? It’s a symbol of Mulder’s condition or
change in condition. In this case, it symbolizes that he’s out of sync,
or out of step, with all the others. In effect, his time has passed. Will
anyone reading the script consciously note that line of dialogue? Unlikely,
any more than they would note Wes Bentley’s line in American Beauty about
the government-engineered pot. As with the other examples, the symbol
operates outside of the audience’s conscious awareness. Game
example. Near the
very end, he gets a magical sword that crackles with a kind of spiritual
electricity. This is a symbol of the boy’s condition or change in condition.
It symbolizes that he’s attained a level of power; the demonic creatures
that once attacked him now flee him and the sword. And it symbolizes that
he now belongs with the girl, for the electricity that the sword exudes
looks exactly like the mystical energy that the girl can wield when she
needs to, and which has the same magical abilities. Since the
boy uses the sword to accomplish his final tasks, this is what I call
a usable symbol. It serves double duty by both working to deepen the emotional
experience and also playing a role in gameplay. Hypothetical
game example #1 Hypothetical
game example #2
|
||||||||||||||
|
|