Showing posts with label empathy. Show all posts
Showing posts with label empathy. Show all posts

Sunday, April 18

How to Write a Genre Story: Character Introduction: Empathy

How to Write a Genre Story: Character Introduction: Empathy



The end goal of character creation, the Holy Grail, is for your reader to feel empathy for your character. 

Jim Butcher writes:

“...if you can make people love who you want them to love and hate who you want them to hate, you’re going to have readers coming back to you over and over again.” (Characters, Jim Butcher)

Creating empathy for your character 

Empathy, like happiness, can be elusive. 

The problem: I can’t will myself to have empathy for a character anymore than I can will myself to be happy! And I certainly don’t have a magic pen that I can wave to create empathy in my readers. Writing a character people love--or love to hate!--is a dark art.

BUT, as we have seen, there are things--like exaggeration, unusual position, and verisimilitude--that can increase the chance that your reader will emotionally bond with a character. 

If I could use an example. Happiness is wonderful, but one cannot simply will oneself to be happy. Also, there’s no list of things one can do that will guarantee happiness. That said, there are activities one can do (eat ice cream, take a long stroll on a beach, and so on), states of mind one can cultivate (focus on a goal, don’t have unrealistic expectations for oneself, and so on), that will increase the chance that one will be happy.

In the same way, there are things we can do to encourage a reader to love a character.

The Key to Creating Empathy: Sequels

Butcher writes:

“Like V-Factor [verisimilitude], empathy takes time to build and it relies heavily upon the skilled use of sequels.” (Characters, Jim Butcher)

(By the way, I’ve written about sequels in my blog post: Parts of Story: The Structure of Sequels.)

Empathy and Sequels

In writing, especially genre writing, stories are made up of an unbroken string of scenes and sequels.

Scenes are where the action happens. It is where the protagonist clashes with an antagonist, whether this clash is verbal/intellectual, mental or physical. In the sequel--which is a place where characters and readers alike can take a breath between scenes--we see the characters reveal themselves, their inner persons, through how they respond/react emotionally to the set-back (or victory) they experienced in the previous section. 

It is by seeing the characters REACT that we get to know them, get to know the kind of people they are. And here’s the trick that isn’t a trick at all, it’s just a basic fact of human nature: How a person responds to a setback is a large part of what makes us admire them, love them. Or despise them, hate them.

It is in the character's response to the setbacks of life that WHO SHE IS shines through.

Think of it this way. I’m old enough to have thought (when I was a teen) oh this is what I would do if such and such happened. For example, if I caught my boss stealing his employees tips, or if I saw my neighbour being robbed, or … well, you get the idea. And then, as one goes through life, those boxes get ticked off, some of those things, things that I was so sure I knew how I would react to, actually happen. And sometimes I didn’t react at all as I thought I would. My emotions weren’t what I thought they would be. Things that I thought would make me angry made me cry and vice versa. As a result I learnt about myself.

Sequels

So. Emotional reactions--authentic emotional reactions--are crucial for exposing a fictional person’s character and so for encouraging the reader to relate to, and bond with, the character.

Okay, now we’re getting into it. In a sequel order is important. (I write about this a bit in “How to Write a Genre Story: Character Introduction: Verisimilitude.”)

The Structure of Sequels

There are different possible structures for a sequel.

Dwight V. Swain:

1. Emotional reaction
2. Cognitive reaction
3. Anticipation
4. Choice

Jim Butcher:

1. Emotional reaction
2. Review, Logic & Reason
3. Anticipation
4. Choice

Here’s how I think of it:

1. Emotional reaction ==> a) Instinctive b) Cognitive
2. Reflection (look back, figure out what was)
3. Anticipation (look ahead, figure out what could be)
4. Choice

Sequels: The Order

Part 1: Emotional Reaction

The emotional reaction breaks into two. There’s the instinctive emotional reaction and what I think of as the cognitive emotional reaction.

Instinctive Emotional Reaction

I wrote about the instinctive emotional reaction in my last post, the one on verisimilitude.

Think of burning your hand on a hot stove. You react and your hand moves away from the burner before you realize what happened.

Think of the first time you felt betrayal. Perhaps your significant other told you they had been cheating on you with you best friend for the past 20 years, or perhaps you found out your business partner emptied your joint bank account of millions of dollars and fled the country. I doubt either of those apply to you, but we have all been betrayed in both big and little ways. Think of one time you felt betrayed. What was your immediate reaction?

If you’re anything like me at first I had an almost physical reaction, it was like a punch to the gut. I couldn’t catch my breath. There was an odd dislocating sensation, it was as though I had been kicked out of the ordinary world of my normal existence.

Cognitive Emotional Reaction

THEN, in the second stage, the emotions come. Emotions like pain, disbelief and anger. Then perhaps resentment and the desire for revenge. But these emotions are what I call cognitive in the sense that they are your reactions, your emotions, where for the first few seconds or minutes, you just felt the shock, like static electricity, wash over you. 

Part 2: Reflection

After the first wash of emotions sweeps over someone, they start asking questions like, “How did this happen? Why did this happen? This involves looking back at their world and noticing how that world has changed. You thought your partner was working together with you for your mutual good when, instead, he had been lying to you. Now you wonder: How was it really? How--why--did I allow myself to be fooled, what happened? What did I do wrong? How could I prevent this from happening in the future?

Part 3: Anticipation

Next, our fictional someone looks ahead and says, perhaps with a sigh, Okay, THAT happened. Now what?

Well, there’s rarely only one possibility. If my business partner made off with the company’s money it might look something like this:

Possibility 1:
I could hire someone, perhaps a PI, to get the money back, or try to get it back myself.

Passibility 2:
Forget about the loss, write it off. He’s gone, forget him. I’ll earn the money back.

Possibility 3:
Steal the money back. Get him to trust someone like he got me to trust him and steal the money back. Do to him what he did to me.

There are more possibilities but you get the idea. Which possibility our fictional person chooses will tell you a lot about her, it will begin to reveal to you the kind of person she really is.

This brings us to…

Make sure the STAKES (what the character has to lose) and the potential REWARD is clear.

We must cash out each possibility in terms of what the hero would risk and what they stand to gain, what are the potential drawbacks and benefits?

Your reader must be crystal clear on what the personal cost and potential reward is for each contemplated course of action.

Part 4: Choice/Decision

It’s important--crucial--that the hero has a goal. A goal gives the hero a way to order possibilities, the good and the bad.

Think of a pyramid. The top of the pyramid is the hero’s goal. The idea is to order the potential plans along the pyramid. But this pyramid has different dimensions. One could order the potential courses of actions, the proposed plans, according to each plans chance of success or one could order the proposed plans according to whether each plan would necessitate the hero violating their principles, or a person could order the plans according to the likelihood that bystanders will be injured, and so on. In other words, in choosing between the proposed courses of action, tradeoffs will be introduced.

Difficult Tradeoffs

Tradeoffs are great for creating tension. Let’s say that Possible Action A would get the hero the closest to his goal but it would mean violating one of the principles he lives by. 

Does the hero want to achieve his goal so much that he is willing to violate the code that has structured his life and has made him the person he is? Or will the player abandon his goal and so stay true to the principles he lives by?

This is a difficult decision and what he chooses to do will tell us a lot about him. 

Examples:

Goal: Save a young child from an evil villain who would do nasty things to her.
Principle: I keep my word. Always.
Cost: Hero would have to break his word if he is to save the child.
Dilemma: If you keep your word you will have to allow the young child to die.

Goal: Save a village from starvation.
Principle: Saving lives is good.
Cost: The life of a young child.
Dilemma: If you let a young child die, you will be given a big sack of money and so be able to save an entire village from starvation. But that would mean letting a young child die when you could have prevented it.

Or let’s say you’re writing a romance:

Goal: Find your soulmate, the lost half of your true self.
Principle: Keep the secret of your strength/power.
Cost: The cost of being accepted by your soulmate is that the hero would have to make himself vulnerable, he would have to place himself at the mercy of someone he isn’t sure he can trust.
Dilemma: The hero has a secret that he mustn't share. If he shares it, then another will know how to weaken him and he could die. But he has fallen in love and his love is telling him: You don’t trust me! If you truly loved me, you would trust me. Share your innermost secret with me and I will know that your love for me is true.

So, what will the hero do? Will he choose the way of trust and acceptance of what he hopes is true love or will he stand by his principle and say, “You can accept me as I am or not at all. Your choice”?

Each choice a character makes will affect how your reader feels about him.

In my last example I was of course drawing from the biblical story of Samson and Delilah, but the writer could resolve this conflict however they wanted. Perhaps the girl is forcing the hero to choose because she has been charged by the hero’s enemy to get his secret and doesn’t love him. Or, perhaps, she has been burnt before and simply wants to know that the man she loves would trust her with his life and she really would die before she gave up the hero’s secret.

Well, that’s it! This is the last post in my mini-series on character introductions. Also, I’m nearly at the end of blogging my book. If you have a topic you would like me to write about, please do suggest it! Leave a comment or contact me on Twitter: @woodwardkaren. Good writing!

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Links

Characters, Jim Butcher.

Friday, April 2

How to Write a Genre Story: Character Introduction: Exaggeration

How to Write a Genre Story: Character Introduction: Exaggeration


Story Openings: Introducing a Main Character

You never get a second chance to make a first impression. Today I want to talk about character introductions. 

First, an acknowledgement. This post is inspired by Jim Butcher’s post, Characters, where he goes into all this in great and glorious detail.

Second, when I write, “a character,” what do I mean? I like what Jim Butcher has to say about this:

“Maybe your people look like sentient renaissance mice, or maybe they look like talking cats, but there are going to be beings running around your story with a bunch of conflicting desires. Those are your characters.” (Characters, Jim Butcher)

Characters must be interesting.

We all know that characters must be interesting. I mean, of course!

Jim Butcher gives five characteristics that make a character interesting. I’ll list them and go over each one.

1. Exaggeration
2. Exotic Position
3. Introduction
4. Verisimilitude
5. Empathy

We’ll go over each of these starting, today, with Exaggeration.

1. Exaggeration

Exaggerate something, some feature of the character.

Physical: Big nose, striking blue-white eyes, enormous height, and so on.
Mental: Extremely smart, clairvoyant, telekinetic, and so on.
Emotional: An extreme and irrational fear, extreme courage/bravery, and so on.

i. Exaggerated traits are more interesting.

We are hard-wired to pay attention to exaggerated characteristics. Jim Butcher gives the example of two different situations and then challenges his audience to ask themselves which situation is the most interesting. What follows is roughly based on Butcher’s example.

Imagine an ordinary path with oak trees that reach out to each other over the path (this forms a green tunnel of sorts) and an ice cream shop at the end.

Situation A:
An average sized man walks down the path, under the tree branches and enters the shop.

Situation B:
A seven foot tall man walks down the path, bangs his head on the first branch before ducking. He then tries to enter the shop but clobbers his head on the door jam.

I’m more interested in the second character because there is nothing to the first. The exaggerated trait by itself, though, isn’t all that interesting. It only becomes interesting when it comes into contact with an environment that is calibrated for people of ordinary height.

Note: This reminds me of what I wrote about in my post about settings, specifically that the setting is the crucible for your character. It’s rarely the characteristic in itself that is interesting, it is that characteristic in conjunction with an environment. For more on this see my blog post, How to Write a Genre Story: Setting and the Hero's Journey (Part 1).

ii. Exaggerated traits are more memorable.

I’ve found that exaggeration does help recall. I have a book to recommend, “Moonwalking with Einstein: The Art and Science of Remembering,” by Joshua Foer. Foer goes through the history of memory techniques, the role of memorization in history as well as how to improve one’s own recall.

Anyway, in that book Joshua Foer notes that (this is an extreme simplification) to remember something--say the capital of Delaware, Dover--it helps if it is associated with an image. The idea is then to recall this image, and have the image act as a memory prompt. 

One thing Joshua Foer stresses is that it helps recall if the image depicts something that is exaggerated. Here’s the key I think, the brain doesn’t notice things we expect to see, but it will notice something it doesn’t. The exaggerated is, by definition, unexpected.

Jim Butcher writes:

“SECOND, it's a device to create an acute mental awareness of your character for the reader. Remember that the goal of this kind of story-craft is to create that virtual world inside your reader's head. The reader is glad to help you along with that. I mean, readers will provide a lot of the background sets and extras and so on if you give them a chance--but one way to make it easier for them to get into the story is to create a clear impression of a character on them, so that they always have a clear image in their head of who that character is. Exaggeration helps with that--it gives the reader something unusual and memorable to associate with any given character.”

Well said! I’ll leave you with that. Have a wonderful weekend! I’ll talk to you again on Monday. Good writing!

Related Posts:

Story Openings: Throwing Trouble at the Protagonist
Story Openings: Five Choices
An index to Jim Butcher's posts on writing: Jim Butcher on Writing

-- --

Other posts in this extended series (I'm blogging a book):
How to Write a Genre Story: The Index

Where you can find me on the web:
Twitter: @WoodwardKaren
Pinterest: @karenjwoodward
Instagram: @KarenWoodwardWriter
YouTube: The Writer's Craft

Blog posts you might like:

Friday, March 28

Crafting Interesting Characters

Crafting Interesting Characters
As you've probably guessed, no one quality or characteristic can make a character interesting. Jim Butcher puts it like this: While no one characteristic can make a character interesting, there are five qualities that "consistently make a team contribution".

Let's examine each of these qualities in turn.

1. Exaggeration 


Interesting characters are extreme characters. Think of Stephen King's character, Carrie, from the book of the same name. Carry White, a traumatized young girl, is pushed too far, snaps, and kills half her town. Carry isn't just telepathic, she's the most powerful telepath who ever existed! 

That's extreme. 

Or take Lee Child's hero, Jack Reacher. Reacher is 6'5'' tall, has a 50-inch chest, and weighs about 250 pounds. He is a physical wrecking machine. 

That's extreme.

Jim Butcher uses one of my favorite detectives as an example when he writes "Mister Monk is not merely fussy and unstable, he is fussy and unstable to an insane degree". He really is. This is the only character I know who is scared of ... wait for it ... milk.

Rick Gekoski writes:

"The major pleasures of a Reacher book are relatively simple. The ex-army major and MP, a peripatetic loner who leaves no traces except in the hearts of those he has touched, is a one-man wrecking crew, hurling bad guys into the darkness with breathtaking efficiency. In one scene, a fight in a bar, five roughnecks are dispatched within a minute. How cool is that?"[2]

Very cool!

Why does exaggeration work? Two reasons:

i. Wish fulfillment.


Humans crave excitement. Most folks would rather read about a 6'5'' mountain of man-muscle who is a vagabond on a mission than about Joe Milquetoast, a man who makes a good wage, has 1.6 kids, takes a vacation a year; a man for whom a speeding ticket is a major event.

ii. Exaggerated traits are memorable. 


An exaggerated, extreme, over-the-top trait captures one's imagination. 

This quality of being memorable is critical. What, as storytellers, are we trying to do? Among other things, we're trying to recreate a world, our story world, inside our readers' minds. The more readers remember about our characters, the more vivid and appealing this world will be.

2. Exotic Position/Exotic Setting


Exotic position is a kind of exaggeration, but one that is focused on place and occupation. All things being equal it's more interesting for a character to be a wizard or a CEO or even an archaeology professor than to be an ordinary dad or mom with an ordinary job. 

That said, it seems to me that this particular principle is especially true of action heroes and, perhaps, less true of the work-a-day characters that often populate comedies.

3. Introduction


First impressions count. When your character comes onto the page for the first time take the opportunity to do something characteristic, unique and memorable.

Characteristic: We can make a character's introduction characteristic by using tags and traits.[1] Which tags and traits are most important to the telling of the story? Those are the ones you want your readers to remember so those are the ones that should be showcased when introducing the character.

Unique: In order for an action to be characteristic it must be unique to the character. For example, if white-blond hair is one of a character's tags then no other character should have white-blond hair. Similarly, if one of your character's tags is their beaten up leather jacket, then no other character should have a beaten up leather jacket. (That said, your antagonist could have a pristine leather jacket, this would help to compare and contrast the two men, who they are, their characters, their values.)

Memorable: Although just about anything can serve as a tag, it helps if it is memorable (something exaggerated, fun, or linked to a significant event in the character's life). So, for instance, Jim Butcher has made Harry's staff one of his tags, as well as his shield bracelet. He gets bonus points for linking these tags to significant events in the character's backstory.  

Example 1: Indiana Jones in Raider's of the Lost Ark

Although Indiana Jones is on-screen from the movie's beginning, the character is introduced the first time we see his face. In that scene he uses his whip to disarm an associate who is about to shoot him in the back. This scene introduces many of Indy's tags and at least one trait. His whip is a tag, as is his leather jacket and high-crowned, wide-brimmed, sable fedora. Traits that are consistently reinforced in the trailer are his keen sense of hearing, a well-honed survival instinct and a sense of compassion and fair play.

(I find it interesting that in the revised third draft of the script for Raiders that Indy kills his would-be executioner, Barranca, rather than, as happens in the movie, letting him go. I think the writer's final choice was the best; it shows Indy's compassion without taking away his sense of danger.)[5]

Example 2: The sisters in Frozen

One sister, Anna, pushes the other, Elsa, to use her gift and, ultimately, attempt to do things she doesn't have the control to do. At the same time, we see that Elsa has an unusually strong ability to "create and manipulate ice and snow." 

Throughout the movie Elsa struggles to conceal and control her abilities. Elsa's actions throughout most of the story are driven by her fear that she will harm others, especially her younger sister, Anna, who she loves dearly.[3] All this is encapsulated in the scene that introduces Anna and Elsa. We see Anna's naive exuberance as well as Elsa's budding gift and the potential for disaster that lies within it.

Characteristic Action


We've seen that each character should have a few memorable qualities which are depicted using tags and traits. Further, since we're likely to remember the first time we catch a glimpse of the character--and since we're likely to remember it more clearly than any other moment--it's good writing practise to use a character's introduction to indelibly inscribe the essence of that character in our readers' minds. (No pressure or anything! This is why I hate writing openings.) 

All things being equal, the character should be doing something that only they do, something that is exaggerated, over the top. Something that will allow the reader to grasp--and remember!--the essence of their character. Butcher does this with his wizard, Harry Dresdon. 

In the 6th book of his wonderful Dresdon Files series, Blood Rites, Harry Dresdon is in the midst of fighting monkey demons trying to save a litter of ... can you guess? That's right, puppies. I guess he read Blake Snyder's other book, Save The Dog! (I jest, of course) 

But, still, puppies. Can you get cuter than that? A litter of them. Talk about pulling one's heartstrings. It's a terrific read; not a bad one to start the series with.

If you haven't read Butcher's Harry Dresdon novels, think James Bond. If you've never heard of James Bond, the opening sequence of the movie will tell you everything about him you need to know. Curvy young woman (not wearing enough to clothe a toothpick) swoon over him, he is suave, a skilled fighter, and a stone cold killer.

In general, you want the reader to be able to think, afterward, "Yes, that was so them." Like Harry Dresden nuking a huge demon-monkey in the opening pages of Jim Butcher's Blood Rites.

4. True to life


Even though your character is a pseudo-person they need to be true to life. If a character isn't true to life they're not going to be believable and unbelievable characters are boring characters. 

A character has to be believable in their actions, their responses, their thoughts and their dialog. Showing a character's emotions to the reader is a huge part of creating a character that is true to life.

There are two tools of the trade that can help a writer out here: first, what I'm calling mini-sequels and, second, tags and traits.

4a. Mini-sequels


Jim Butcher writes that the best way for giving the reader the sense that your character is "a whole, full person with his own life outside the purview of this particular story" is by showing your character's emotions, reactions and decisions. That is, show how the one leads naturally into the other. Events happen and rounded characters react to these emotions believable in a way unique to them.[1]

If you haven't read Jim Butcher's posts about scenes and sequels and aren't quite sure what they are, I highly recommend them. 

4b. Tags & Traits


Tags

Jim Butcher writes:

"TAGS are words you hang upon your character when you describe them. When you're putting things together, for each character, pick a word or two or three to use in describing them. Then, every so often, hit on one of those words in reference to them, and avoid using them elsewhere when possible. By doing this, you'll be creating a psychological link between those words and that strong entry image of your character."

That's a great description. Here's another, this time from Dwight V. Swain and his book, Techniques of the Selling Writer:

"A tag is a label.

"You hang tags on story people so that your reader can tell one character from another. An impression [...] is created by the tags a character bears.

"Black hair is a tag. It helps distinguish the raven-tressed girl from another who’s a blonde.

"A stutter is a tag. It sets apart one character from others who speak without impediment.

"Shuffling your feet is a tag. It keeps people from confusing you with your friend, who strides along.

"Pessimism is a tag. It marks its victim as different from the joker.

"Tags also may translate inner state into external action. Each time the brother in Arsenic and Old Lace shouts “Charge!” and dashes up his imaginary San Juan Hill, we’re reminded that he lives in a private world."

Dwight V. Swain goes on to describe four different categories tags fall into: appearance, speech, mannerism and attitude, but that is outside the scope of this article. 

Jim Butcher writes:

"This [tags] is a really subtle psychological device, and it is far more powerful than it first seems. It's invaluable for both you as the writer, and for the construction of the virtual story for the reader."[1]

Traits

So far we've looked at tags. What are traits? Dwight V. Swain calls them tags of attitude and writes:

"Tags of attitude—sometimes called traits—mark the habitually apologetic, fearful, irritable, breezy, vain, or shy. Obsequiousness is an attitude, and so is the habit of command. Here, too, are found the men and women preoccupied with a single subject, whether it be golf or babies, business or yard or stamps or fishing. For all preoccupations, in their way, represent habit of thought or view of life.

"The key thing to remember about tags is that their primary purpose is to distinguish . . . to separate one character from another in your reader’s eyes."

After all, if the reader has trouble telling one character from another--or, worse, can't remember the character--then they can't be very interesting.

5. Empathy


Jim Butcher calls empathy the Holy Grail of character design. He writes:

"If you do your job, you will create a sense of empathy in your reader for your characters. This is what makes people burst out laughing while reading. It's what makes readers cry, or cheer, or run off to take a cold shower.

"Like V-Factor [verisimilitude], empathy takes time to build and it relies heavily upon the skilled use of sequels. But if you can get the reader to this point, as an author, then you WIN. Big time. This is the ENTIRE GOAL of all this character work, because the reader's emotional involvement is the single most important factor in how well your story is going to fly.

"Or put another way, if you can make people love who you want them to love and hate who you want them to hate, you're going to have readers coming back to you over and over again."[1]

That's it! I said, in the beginning, that this post was about characteristics that make a character interesting but, really, I think it's more about avoiding things that could make your character boring. 

Notes/Links/References

1. Jim Butcher, Characters.
2. Why I love Lee Child's Jack Reacher novels. The Guardian, August 2013.
3. Elsa (Disney), Wikipedia.
4. Dwight V. Swain, Techniques of the Selling Writer.
5. Lawrence Kasdan wrote the screenplay for Indiana Jones and Raiders of the Lost Ark while George Lucas and Philip Kaufman created the story. (See the entry for Raiders over at IMDB.)



Sunday, April 21

How To Create A Villain Your Readers Will Love To Hate

How To Create A Villain Your Readers Will Love To Hate

Have you ever had the experience of suddenly seeing something everywhere after you begin studying it? Of having something 'on your mind'?

That's what's happening to me with antagonists/villains.

A few days ago Larry Brooks wrote an excellent article, The Flipside of Hero Empathy, about the importance of crafting an antagonist your readers love to hate, and how that generates narrative drive. I thought it was brilliant so I'm sharing it with you. It's all about the basics of the craft, but those are strangely easy to forget.


Empathy


"Your reader needs to feel something for your hero."

We know this. We want our readers to care intensely about our protagonist and about whether he/she will achieve his/her goal.


Dramatic Tension


The antagonist is "the obstacle to the hero's question. Therefore a good antagonist will help build dramatic tension or what I call narrative drive.

The Antagonist


The antagonistic force tries to prevent the protagonist from acquiring his/her goal, often because the antagonist wants it, or something it would lead directly to.

Also, the antagonist is often very much like the protagonist but with one crucial difference. For instance, Luke and Darth Vader were both strong in The Force and both trained as Jedi Knights. One could say that they both wanted what was best but they had very different ideas about what that was.

Similarly, Dr. Belloq was Indiana Jones's antagonist in Raiders of the Lost Ark. They were both archaeologists, they were both passionate about finding and bringing back relics and they both liked Marion Ravenwood, Indiana's old flame. The big difference? People were more important to Indie than relics.


Empathy & Narrative Drive/Dramatic Tension


Larry Brooks holds that if readers have both a) empathy for your protagonist and b) a strong desire to see the antagonist get what's coming to him (/go down in flames) then your story will have oodles and oodles of narrative drive, that couldn't-put-it-down-if-they-tried quality which most of us would like our stories to have.

After all, if readers desperately not only want the hero to achieve his/her goal but want the antagonist to go down in flames then they will keep turning pages until that happens.


The Following


Larry Brooks writes:
I mention this killer (literally) television program [The Following] because it offers one of the most compelling, interesting and deliciously hateable villains, maybe ever.
I haven't watched this series yet, though it's on my to-do list.

Which antagonist(s) do you love to hate?

Other articles you might like:

- Joe Konrath Is Having A 99 Cent Sale
- Dean Wesley Smith Writes A Novel In 10 Days
- How To See Through Your Character's Eyes

Photo credit: "Snow" by Luis Hernandez - D2k6.es under Creative Commons Attribution 2.0.