Last week we talked about how to set up a scene in order to create the best dialogue. Today we’re going to go back even further than that and talk about how to create characters that lead to good dialogue. How important is character creation when it comes to dialogue? Well, you know that guy Quentin Tarantino? The screenwriter who many believe writes the best dialogue in town? All Tarantino does is he creates a series of larger-than-life characters and simply lets them talk. You could argue that unless you’re constructing some of your characters with the larger-than-life gene, you’re dooming your screenplay to bad dialogue. Think about it, how many average characters do you remember in all of the movies you’ve seen who spit out memorable dialogue? I’m guessing none.
So my first piece of advice to you when it comes to character and dialogue is to create a character who’s larger than life in some way. Now when I say, “larger than life,” I don’t mean Melissa McCarthy in Bridesmaids. I mean there’s something about your character’s personality that’s bigger than the average person. Juno is a good example. That character was talkative and opinionated, slightly larger than life. But she was still able to exist in reality. Steve Jobs in Aaron Sorkin’s “Jobs,” is another example. Big and opinionated and intelligent and thoughtful. He had that larger than life quality.
So the next question becomes, how do we vary these characters? Not everyone should be Juno. The good news is, it’s not as hard as you think. Personality comes in many different flavors. There’s the motormouth, the joker, the know-it-all, the b.s.’er, the opinionated, the walking thesaurus. Write out a list of all the people you know in your life and next to them write down what their most dominant trait is and you’ll get a sense of what types of people are fun to listen to and what types aren’t. You can also watch sit coms (Seinfeld is a good one) where characters, especially guest characters, are highlighted by a particular trait (the soup nazi is militant, for example), and get ideas that way. It’s important to note that every trait is scaleable to the tone of the movie you’re writing. There’s a version of the Soup Nazi for a move like “The Mule.” You’d just have to dial the goofiness back and make him one of the drug dealers, not a soup dealer.
One of the things that really gets in the way of good dialogue is, believe it or not, the main character. This is because your main character is often the most grounded variable in your story. Their goals and desires need a certain element of truth to them for us to care about their journey. Unfortunately, this often makes them an un-engaging conversationalist. And normal conversation isn’t as fun to read as larger-than-life conversation. This is why people remember Han Solo over Luke Skywalker, Jack Sparrow over Will Turner.
There are a couple of ways to deal with this. The first is to buck the trend of writing a grounded main character and center your story around someone larger than life. A good example of this is The Narrator (Edward Norton) in Fight Club. The guy is very thoughtful and has lots of opinions on work, love, and life, and he’s giving us a rundown of these thoughts throughout the story. He’s anything but your average grounded main character. Christy Hall’s angry man-hating heroine, Skylar, in her spec, “Get Home Safe,” is another anti-grounded character who says what’s on her mind and doesn’t care how you feel about it.
The second way to tackle this problem is to identify which character in your script shares the most screentime with your grounded lead and make sure they’re a larger-than-life character. A recent example of this is Hell or High Water. In that film, Toby Howard (Chris Pine) is our muted reserved down-to-earth lead and Tanner Howard (Ben Foster), his brother, is our alcoholic rambling joking threatening larger-than-life character. What this does is it creates contrast between the characters. Contrast results in a steady wave of conflict. And conflict is where you’re going to find all of your best dialogue. And the reason, of course, that you do this with the second biggest character is because you’ll have a ton of scenes with those characters throughout the screenplay, which guarantees you a lot of good dialogue exchanges.
One of the most dangerous things you can do in a script is create two down-to-earth grounded leads who aren’t big talkers. I’m sure a few cinephiles here can name a movie or two where that’s worked. But I’m guessing those examples are few and far between.
How many larger-than-life characters should you include in your script? That’s obviously going to depend on genre and what kind of script you’re writing. Every character will have a function in the screenplay that may or may not jive with being “larger than life.” However, one of the nice things about supporting characters is that their lives don’t have to be as fully-shaped and grounded as your leads. Therefore, you can have more fun with them. A movie with great dialogue is Good Will Hunting and pretty much every supporting character in that movie is larger than life. Chuckie (Ben Affleck) was a big goofball. Morgan (Casey Affleck) was the willing butt of the joke. Skylar was big and humorous and always ready to have fun. Lambeau (the math professor) was this fevered tortured soul desperate to see this young man reach his potential. And of course Sean the Therapist was the most animated character of them all. If there ever was a movie to prove the point of this article – that larger-than-life characters are the key to good dialogue – Good Will Hunting would be it. To summarize, there’s no limit to how many of these characters you can add. But there are situations where you have to be very judicious about adding multiple larger-than-life characters. I probably wouldn’t have a ton of them in Moonlight, for example.
I want to finish this off by saying that one of the consistent threads in the scripts I read that contain lifeless dialogue is the lack of interesting characters. It’s hard to make someone sound unique who isn’t. This is the reason for another big dialogue faux-pas, which is try-hard dialogue – characters saying big outlandish things that they would never say. This happens when writers construct uninteresting characters and then try to shove interesting words into their mouths. It doesn’t work because it never feels like the real character. It feels like the writer.
In the coming weeks, we’re going to learn how to apply these tools to actually write good dialogue. Should be fun!
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