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Dialogue. Die-a-log. Dya-log.
Ian Hubert's thoughts on movie
dialogue
Dialogue for movies. It's not really needed, now that I think about it.
Heck, even visuals aren't needed. But you need at least ONE of them,
'cause otherwise it'd be silent black, and you'd think your TV was
broken. That, and it'd be pretty darn hard to tell your story, just as
it'd be pretty darn hard for me to get a point across to you by having
black text on a black background (unless, of course, you were to
highlight it, you sly dog you).
You know what Dialogue is, right? It's
people talking, a conversation between people, in the case of movies, it usually serves to progress the plot along, perform some
sort of character development, or deliver some other engaging (or
disengaging, depending on your taste) emotional tidbit. Or something
unrelated. The thing is, it's words, and they generally serve a purpose.
The thing is, though, that these words are
almost always preplanned. Scripted out. Written down beforehand.
Scratched onto a notepad. Whatever. And how do they do this? By writing
one line of dialogue, then another, then another. Generally.
Now, my point (yes, I have one, but it's
not very good), is that that's not how people talk. I mean, not usually.
Unless you communicate with some sort of decided verbal hierarchy,
you're gonna have some overlap... or gaps.
Watch a real conversation some time. Notice
how people talk. It's crazy! So much coordination and split second
decision making. It's insane!
"So we strapped the wheels onto
the bottom of the board"
"Yeah, let him tell it. He's good."
"Wait,
where did you get the wheels?"
"We took 'em off of the bottom of- oh."
"You know those roll around office chairs? We took em off
that." "Haha! I remember that."
"Wait, but don't those roll any direction?"
"Remember what?"
"Yeah, they
do, which is the point of the story..."
"When we picked up the chair!"
"Picked up the chair?"
"Cause once we started going down the hill, it would rotate"
"Yeah! From the side of the road that one night."
"Wait... which hill?"
Now, that's slight hyperbole... maybe. In fact, it's a horrible example.
Totally non-realistic.
That's my point.
Constructing realistic dialogue is difficult. Very difficult. But
the MOST difficult part is getting the actors to say it as intended. The
first instinct is to say it as written (as most writers prefer it),
first one line, then another, then another. But real people don't talk
like that. Two people may start at once, then the person with vocal
dominance continues, while the other backs down, to maybe try again once
the dominant speaker finishes, assuming they don't change the topic.
Now, we're no expert writers, so we're
trying another technique. We've given each character a clear
understanding of their character in SBFP. Then, when the scene comes, we
give each of them key points, in order, if need be, that must be brought
up at least once in the conversation.
Assuming the points make sense for the
characters to bring up, this allows us to simulate a fairly natural
conversation. Generally, it takes a few tries, each one generally being,
"Half the time, maybe a third" of the previous, in an effort to keep the
pace up, and eliminate pointless, long, or non-impacting adlibs.
Of course, this only works because hard
work went into all the characters, and to make sure that the actors and actresses, for the most
part, have a good understanding of their character. All of the people
who play main characters are good at ad-libbing to begin with, we just
gave them the framework to adlib in character, or something like that.
So that's it, really. SBFP dialogue is kinda an experiment. We don't do
this for ALL scenes, of course, because eventually there will always
come a point when you just HAVE to plan out what people are going to
say. But the adlibs give it an energy that would normally not be
there...
And heck, they come up with WAY
better ideas than we ever could.

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