Writing Excuses 21.34: Knowing The Distance
From https://writingexcuses.com/21-34-knowing-the-distance
Key Points: Distance, between what you're writing and your readers' context. Inside or outside audience? Distance between the reader and the story. Senses! Layers of abstraction and genre. Think or feel? Include everyday experiences. Familiarity. Grand epic or individual journey. Focus and pace. Tense, perspective. POV. Character interaction and interiority.
[Season 21, Episode 34]
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
[Season 21, Episode 34]
[Mary Robinette] This is Writing Excuses.
[DongWon] Knowing the distance.
[Erin] Tools, not rules.
[Howard] For writers, by writers.
[Mary Robinette] I'm Mary Robinette.
[DongWon] I'm DongWon.
[Erin] I'm Erin.
[Howard] And I'm Howard.
[Howard] And I want to talk about the physical metaphysical distance between the thing that you are writing, the setting that you've created, the work that you're making and the context, the environment of your reader. The best example that leaps to mind for me is if you've grown up on the coasts, if you know that your readers have grown up on the coasts, then you can freely drop the terms wharf, pier, jetty, key, dock, and they will know what you're talking about immediately. You don't need to define it. You don't need to describe it. But most people, myself included, actually have to go to a dictionary to find out what those mean. And so understanding the distance between your reader's understanding of this world and your understanding of this world is key to writing it correctly.
[Mary Robinette] There's a lot of different things to be thinking about with this distance issue. So, one of the things that you're essentially talking about is the question of whether you're writing for an inside audience or an outside audience. This is something we run into a lot in science fiction and fantasy because we're dealing with invented worlds, but it's also a matter of thinking about who your audience is. And for me, I... because I've got this background in puppet theater, there's the difference between my audience, which was children, and the people who had to buy the show, which was adults. So, I had to be thinking about that. It has to play for this group, but it has to be accessible to this other group. At the same time, there's also this other use of the word distance, which is part of how you're controlling this distance between the reader and the story, which is the narrator's distance from the story. Sometimes you're narrating from an omniscient point of view. Sometimes you are creating a deliberate distancing. Sometimes it's tight third. And I think it's basically getting into, the why of it is, well, what story are you trying to tell, and for whom, is a lot of what we're talking about here. Some of the tools that I use when I'm doing that are thinking about the difference between filtering words. If I want to create more distance, I'm going to use more filtering words. If I want to tighten the distance, I use less filtering words. That's an easy one. But then when you're dealing with the outsider insider, it's also the when am I going to define something and how.
[Howard] I love looking at distance in this way, in terms of our senses. Generally speaking, I can see it before I can hear it. I can hear it before I can smell it. I can smell it before I can touch it. And I can touch it before I can taste it. And so the closer I want the reader to feel they are to the setting, the closer senses I use. If a character can smell something, that to my mind draws the reader much closer to what's happening than if they happen to see something or hear something.
[DongWon] One general note I want to make at a meta level is as a literary trend or storytelling trend really over the past, I don't know, decades at this point, we've seen a real collapsing of distance. Distance we... in general, the default storytelling mode is much closer in than it was midcentury, or early 20th century, right? And there's a lot of theories as to why. Some people say it's social media, some say it's the way movies and video games are, but since, like, '70's realism rose in cinema, we've seen just, like, increasingly shorter and shorter distance narratively from where the perspective of the narrator is to where the experience of the character is. This is the rise of, like, first person perspective in so many novels, to the extent that sometimes there'll even be push back on third person. There was... I think we're moving out of that moment a little bit. But for a second, there was like a lot of push back if you did third person, especially if it was third person present tense, there was like... you would get real friction in reader feedback, and it was very interesting to sort of see that collapse happen, and you can still play with it, but just something to keep in mind, that there's a real expectation now of being very close to this perspective and experience of the characters.
[Erin] Yeah. And I think that... two things. One, you made me think... start thinking about tense, which is interesting because I've heard people say that present tense is more distancing because you know you're not doing the... like, as the present tense character is, like, saying like, I'm doing this, I'm doing this, you yourself, the reader, know that you are not. And so it's different than the way that a lot of us tell stories to each other, which is in the past. And so like, it makes you more conscious of the fact that you are reading a story. And so therefore, oddly, creates more distance, despite it feeling in the moment of the story like it's more present, which is just, like, mind-blowing to me. But also, I've been trying to make a box in my head. And in that box, it's sort of thinking about outsider and insider and then close and far. And I wonder if part of the reason that we are seeing more... like, less distance between where we're right on top of the narrator is because we are open to more outsider perspectives in our fiction. And when someone is telling you their story, you don't feel like you need it to be your story. Like, if you're telling me your experience of doing Writing Excuses as a podcast, I'm not going to disagree with you because it's your story. but in a much more, like, if you're doing third person omniscient, you're telling me how everyone is feeling in the moment, which can feel alienating if you're not part of the group or you don't share that perspective as a reader.
[Howard] This raises a question that I'm going to pose to all of you. How do you decide? I mean, I believe that it's better to consciously decide than to just accidentally have done it, although the vast majority of the things I've created, I have accidentally done stuff...
[DongWon] [garbled] Feeling matters. Right?
[Howard] How do you decide the distance that you want to have... the distance that you want to place between the reader and the narrative, between the narrator and the setting between the characters and the environment? How do you make that decision?
[DongWon] It's interesting because, you know, for me, this decision happens at game system level, right? Because it's layers of abstraction, right? Something like Dungeons and Dragons is modeling very... in a very detailed way how... it's like a physics engine for the world. Here's how things move through space. Here's how characters move through space. Here's how they interact with each other. Versus something like Blades in the Dark, which is very abstracted, where you're making cinematic moves. The dice roll represents a series of things that's... here's how this fight went, and you can describe a set of things, versus I swing my sword once, I swing it a second time, I swing it a third time. Right? So there's different layers of abstraction there. And there are genre implications in that as well. Not necessarily in terms of fantasy, science fiction, but in terms of are we doing something really cinematic and broad in that way, and abstract in that way, or are we doing something that's, like, very in the details nitty-gritty, where we really want to think about the mechanics of this world, right? And those are two different slightly different genre questions in terms of how much abstraction are we using. And in games that is sort of that close farness.
[Mary Robinette] I think that with that, there's kind of also the question of do you want the charact... the reader to think about this...
[DongWon] Yeah.
[Mary Robinette] Or do you want them to feel it? And often we want them to do both. I will sometimes use this kind of distancing as a tool within a story that is not particularly distanced, if a character is going through shock or something like that. There's a novel that just came out. When you are listening to this, as we are recording it, it is not out yet. But when,,, it will have come out in June. It's called Sublimation by Isabelle Kim. And it's fascinating because she is creating deliberate distance in three different ways. The first is that parts of the story are told in second person and it is... the premise is that when you cross a boundary, a border, that you instance. That there is a person who stays behind and a person who goes and that these are actual physical people. And so then you can reintegrate later. And so she uses you... she has two different you POVs for the different halves of this person who later integrates, and it is a deliberate distance because she is thinking about this is how this other me did things.
[Howard] I want to have read this book now.
[DongWon] Yeah.
[Mary Robinette] This is... it's a fantastic book. But then when they integrate, we switch to third person. and it's a different kind of distancing and disorientation, because there's an immediacy to it, but it's always the Rose did this, so Yong did this. It's this back and forth between which half of this reintegrated person did this thing, which you could only do by going into this third. It's not omniscient, but it's showing the contrast. And then there's this third distancing thing, which is that in the middle, like, there will be a scene, and then in the middle of the scene, we suddenly go to this kind of academic text about, like, how instancing happens in Odysius, because it's... in this version of our world, it's always happened. It is just a fascinating, really good use of how you can create this narrative distance, contrasted with places where we get very close to the characters. It's phenomenal. You should...
[DongWon] This book sounds so cool.
[Mary Robinette] It's so great.
[DongWon] I have been dying to read it ever since I heard about it.
[Mary Robinette] As we record this, I will say I have not finished it. I'm about halfway through and I have been want... I have been recommending it to everyone, like, basically since chapter 2.
[Howard] All right, we're going to take a quick break and then I'm going to come back and quote Mel Brooks.
[Howard] Mel Brooks, and boy, I sure hope I've got the quote right, famously said that, humor is you falling into an open manhole, tragedy is I have a hangnail. I love this, in this context. because it talks directly to proximity to the events. It's easier for me to laugh at it if it is distant, even if it's a disaster. It's easier for me to be pained by it, if it is close to me. And that's one of the tools that I think I unconsciously use when I am shifting between humor and horror in some of the darker things that I've written.
[Mary Robinette] I think that using familiarity or... can really be one of the ways that you can bring a reader in close. There's a thing that Jackie Chan does when he's... someone gets thrown through a plate glass window.
[DongWon] Yeah.
[Mary Robinette] None of us know what that feels like, but he can make it understandable by then having the character stumble back and hit their head on the shelf, which we all understand.
[DongWon] Yeah.
[Mary Robinette] So often when you're... when you've got this insider versus outsider, one of the ways that you can invite people closer in, is including things in there that are things that probably everyone has experienced, mixed in with all of the things that are unusual and unfamiliar.
[DongWon] Well, you can use distance in that way for such impact as well, right? So, if you think about, like, a Marvel movie, there's an incredible amount of violence happening on screen of all different types, versus a horror movie which is usually one person experiencing violence rather than hundreds of people experiencing violence. But because you're so close into it and this thing of familiarity, you're using that tool of familiarity where often they're being attacked with household objects, rather than a laser gun that doesn't exist in reality. Right? Even if that laser gun incinerates 50 people, it's not as impactful as one man with a hammer, right? And I think you see that visceral intensity comes from familiarity. And when you get close to the subject because you want that feeling to be relatable to you. It's why home invasion fiction works. It's why, like, certain types of horror are so unsettling to us.
[Erin] Yeah. I think, like, getting back to what you're trying to accomplish with distance makes me think about the concept of killable bodies, which is the idea that, like, in large war scenes and large, like, fantasy fight scenes, there's often a group of people who are basically considered to be, like, no one cares if you, like, got rid of the entire... the red shirts. Like, you got rid... you blew up the entire ship, whatever. Like...
[DongWon] Yeah.
[Erin] Oh, well. Like, I mean it's sad, but nobody really stops to, like, think about those people and there's like a trope among, like, GMs in TTRPGs that, like, after your party goes and, like, kills the horde of whatevers, you find the sad, like, art from the kid...
[DongWon] Yeah.
[Erin] Of, like, the head goblin that's like, "Daddy, have a great day at work." Which makes it feel small... like, that, like, all of a sudden narrows that distance. It's actually a horrible trick because you as the GM set your characters up to do the murder...
[DongWon] It makes them insane.
[Erin] And then made them feel bad about...
[DongWon] And by horrible, you mean useful.
[Erin] It's like [laughter] I hope you feel bad about the thing I told you to do.
[DongWon] Yeah. Exactly.
[Erin] Which is an interesting thing, but I think that talks about how there are reasons for distance. Maybe you're not telling a story in which you want to pause...
[DongWon] Yeah.
[Erin] And think about how bad it is for the people on the USS Red shirt that they blew up. You really want to talk about the broader war that's happening, or how it's affecting the characters on the ship that you are writing. And in those moments, zooming out allows you to kind of tell the kind of distanced, more thinky version of the story, the strategy of war or conflict as opposed to the impact, the emotional part.
[DongWon] Well, there's a great example of classic fantasy fiction that plays with scale in this way, and plays with distance in this way, which is the Lord of the Rings. Where you have two sides of the story. One is grand epic battles where thousands of people are dying on screen constantly, and then the other side of the story is two people walking through the wilderness for a long time, having an incredibly bad time of it, right? And I think one... the story of Frodo and Sam and and Smeaggel is so close in to this tight interpersonal drama, and then the other is all the broad sweeping things that are happening that add weight to their individual journey, right? And so the the relative distances in these two stories of here is Aragorn, the heir to the throne, versus here's these two simple people that are incredibly relatable to our own lives and experiences, trying to do a thing that is in a story that's too big for them, right? And using the contrast of that scale, I think Tolkien ends up sort of inventing an entire genre of fiction in that friction there, right? In that space there.
[Howard] Gandalf, between the two groups, saying, "All right, well, we got to do this big thing. I hope Froto's having a nice hike."
[DongWon] Yeah.
[Mary Robinette] Yeah. And what we're talking about here, I think, as we're talking, I'm like, "Ah, this is just, in many ways, another way to control reader focus."
[DongWon] Yes.
[Mary Robinette] And also, it's another way to control pace.
[DongWon] Yep. Weird that it's all about focus and pace.
[Mary Robinette] Weird, huh? Where do I want you to look and how long do I want you to look at it?
[DongWon] Is that all structure is?
[Mary Robinette] Yeah.
[DongWon] Yeah.
[Howard] So, in the last...
[laughter]
[Erin] The season's over...
[Howard] Well, okay, I'll just send us to homework.
[laughter]
[Howard] Okay. No, in the last couple of minutes before we go to homework, what are some tricks in your toolbox for changing the distance quickly?
[DongWon] I think...
[Howard[ I mean, we may have already covered all of them.
[DongWon] I mean, tense and perspective are some of the easiest ones, right? And you know the Isabel Kim is doing such interesting things with it, as you're describing it, of moving deliberately from POV, in terms of first person second person third person. We saw this in the Fifth Season as well, the way Nora Jemisin... N.K. Jemison plays with that... the narrator perspective, I think, really shifts closeness and far, and when you suddenly realize the narration is much closer than you thought it was, it's a really startling shift, right? And you can... I totally lost my train of thought. I'm sorry.
[Mary Robinette] But you can... I was following you and I unders... I was on board that train.
[laughter]
[Howard] And it's still rolling...
[Laughter]
[Mary Robinette] Because the thing that they're doing is they are creating a sense of immediacy by having the character interact.
[DongWon] Yeah.
[Mary Robinette] Like it's the thing that Howard was talking about, about the senses, that when you are... when you don't realize who that narrator is in the Fifth Season...
[DongWon] Yeah.
[Mary Robinette] It's because they are not interacting with the scene. They are reporting on stuff, there is a distance there. And as soon as they interact with the scene directly, that's when you're like... when everything snaps in very close. So when people talk about this character feels very distant, a lot of times it's because there's no physical sensations.
[DongWon] Yep.
[Mary Robinette] Sometimes it is because we don't have any interiority. We don't know what they're thinking. We don't know where they're feeling it in their body. Which means we don't know what they're planning, which means we are separated from them. Sometimes it's because they aren't taking any actions. They are static. And so there's this distance. And sometimes they just... in one of the failure modes, they are all over the map. They aren't focused on anything in particular. So I think if you're thinking about those kind of sort of four areas, that... what are we focusing on? What actions are we taking? I always go back to this thing that Erin said, I think last season, about identity as a verb. How are we interacting there? What sensations, what are the thoughts? Those are the things I think that can really bring you in close.
[DongWon] Well, one example that comes to mind as you're talking about that in terms of the difference between being close in with sensation and things like that versus more out in the world, I'm thinking of Severance, right? Where the Outie's are experiencing the entire world. They have their whole life history. They have all this context. And then you get that transition moment, of that incredible dolly zoom into... that has this, like, crushing collapsing effect, where now you're in the Innie's perspective of the world which they don't know anything. All they have is the immediacy of their experience in this inside life, right? And so you're so much closer to the Innie characters than you are the Outer characters, which is why in a lot of ways their emotional journey is the core of the show. Even though we are also deeply invested in what's going on outside, but the the experience of the Innies is really the heart of it and we sort of see it at the end of the last season in really exciting ways.
[Erin] And what you talked about with the dolly shot...
[DongWon] Yeah.
[Erin] Which I have never seen one second of Severance, but it sounds awesome, is...
[DongWon] It's an incredible show. You have to watch it. I'm sorry, but yeah.
[Erin] All right. That's what I'm doing. Bye, guys. No, but before I go, the dolly shot, the thing that I like about it is that I think tracking an object...
[DongWon] Yeah.
[Erin] And tracking physical space...
[Mary Robinette] Yeah.
[Erin] Is a great way to bridge distance. And I think it's because, Howard, of something you said, which is that, like, how sight... I can't remember how far out that was. Is that the furthest out or the...
[Howard] See, hear.
[Erin] Yeah. So seeing is like one of the furthest things. We can see the furthest. And so a lot of times, you'll see, like, an object, an arrow fly, the bouncing basketball, you see the whole basketball game, like, in a movie and then you follow the basketball as it rolls against one particular person's shoe...
[DongWon] Yeah.
[Erin] And now you're in that person's perspective.
[Mary Robinette] Yeah.
[Erin] And in terms of books, actually, one of the ones that I think about is, like, the earlier books in Wheel of Time, because Wheel of Time starts every book with, like, the wheel turns and, like... I'm sure this is not what actually happens. A tumble weed, like, tumbles across the world, and it tumbles past this guy, and it tumbles past this guy. And they usually... there's these small scenes that are meant to show how the larger stakes of the entire world impact people we will only see for this one scene, who are just, like, trying to take their wheat to the next town as the world falls apart around them. And I love that because it uses an object as a way to connect us. So anything you can use physically is a great way to do it.
[Howard] In the course of this discussion, I realized something that probably should have been just incredibly obvious. The reason that we have all the songs and all the food in Rivendell is so that we can get in close to the Lord of the Rings because it's a really big story.
[Howard] I have homework. I have homework for you. Y'all, this is going to be fun. We talked a little bit about Marvel movies, about action scenes. I want you to write an action scene that feels like an action scene where the heroes are violently dispatching their enemies. And now I want you to rewrite it with a perspective shift and a distance shift. So, it is a horror scene about the enemies of our heroes being so miserably dispatched.
[Mary Robinette] This has been Writing Excuses. You're out of excuses. Now go write.