Happy Independence Day, Americans!
My story, Three Kingdoms was just published at Kaleidotrope.
It's number 95 of The One-Thousand. Go read it here:
http://www.kaleidotrope.net/home/three-kingdoms-by-matthew-sanborn-smith/
and then come back and read what went into the making of the story
after the jump.
SPOILERS AHEAD!
And
that was it for a few years. Like hundreds of my ideas, Process Five
sat in a file, along with other character ideas, a bit of a sketch
about the world (which was never used, and a couple of scenes that
don't resemble anything that happened in the final story or anything
of the final character.
In
the early 2002 I discovered Dark Horse comics was looking at
unsolicited material for creator-owned works. I thought about what I
might do, and decided the most comic booky thing I was excited about
at the time was the world of Process Five. That was when most of the
big decisions were made about the world, the story, and the
character. Dark Horse wanted a rundown of the series and the first
eight pages of a script.
The
series was going to be called Unity, after the planet on which it
took place. For almost as long as I've been writing I've been
interested in merging opposites, especially the biological and the
mechanical. In Unity I was going to explore this in a number of ways,
some of which you saw in this story. It was going to be an ensemble
comic; Process Five and Tanse were only part of a larger story.
For
what became Three Kingdoms I stole a central idea from a disaster of
a novel I had attempted years before. The idea was that a powerful
computer was pretty amazing in many ways but couldn't compare with
humans when it came to imagination. The solution? Enslave some humans
and use their imaginations as its own. The twist was these humans
weren't just going to be kept floating in tanks. Their bodies and
what was left of their minds were going to be put to rudimentary use
so the imaginations would have some input on which to draw. These
people would be split creatures, neither half aware of the other.
The
Jaycourt Farm fell into place then, the people and the miserable
conditions. I thought the farmer most likely to pull out of this
nightmare existence would be one of the least conditioned to it: a
child.
But
what did this have to do with Process Five? I thought only a
government would be capable of constructing something as complex as
P5. But I didn't really want the whole idea of government agents or
armies trying to recover missing technology. That seemed old to me. I
didn't even want governments. I wanted a frontier system with
hundreds of factions, the law being whatever a faction could manage
at the end of its guns. Some of these factions might be military
labs, cranking out more advanced weapons than the neighbors, either
to sell, or to defend itself. That was a small enough unit to be
easily wiped off the map so P5 could be autonomous. And the trauma of
its awakening in the world could be a key part of its character.
Alan
Moore's Swamp Thing was a big influence on P5's more botanical
abilities, primarily the crazy-fast growth and the variety of
vegetation grown. But I didn't want to copy Swamp Thing outright. I
thought of some things I hadn't seen him do and what the addition of
robotics could add to the mix. It got so out of control I had
something of an unstoppable creature on my hands. How would I put the
brakes on this thing? I'd make it a coward! The Jaycourt Farm,
populated with humans of bovine-like docility, was the first place
process Five could feel safe.
The
bad guys in the first issue were mostly imagined as fodder for P5's
destructive capabilities. The other key to them was to make them
shitty people who were almost trying to out-shitty each other. They
were corporate mercenaries and The Mind Company grew out of them and
the original computer idea, rather than the other way around.
With
a sample script posted by Dark Horse as my formatting guide, I put
together a package over the next three months. Understand, I was a
salary man, putting in too many hours a week at work, and was also a
husband and father of two little kids. On top of that, I was probably
working on other writing projects.
I
sent it out. Dark Horse rejected it less than a month later. I can't
remember the reasons they gave, if any, but I think it was something
like a form rejection. C'est la vie. I had other things to work on. I
forgot about it for over a year.
In
2003 I learned Marvel was sniffing around for new talent for a
revived imprint called Epic, named after their Heavy Metal-inspired
Epic Illustrated magazine. The original imprint gave us things like
the Dreadstar comic, the excellent Elektra: Assassin mini-series by
Frank Miller and Bill Sienkiewicz, and a graphic novel adaptation of
William Gibson's Neuromancer. Epic wanted a full script for the first
issue and beat sheets for the story arc. Beat sheets were just
bullet-pointed lists, issue by issue, of the major plot points. I
blew the dust off of Unity and developed it some more.
I
figured out the pacing of the first issue by working within a basic
six-panel page layout I had decided on while using an intuition honed
by reading thousands of comics over the course of a lifetime. I had
to move sections around A LOT as I stumbled my way through it. There
was a second story going on in the first issue with other characters
who would meet Process Five and Tanse a few issues later. I
coordinated the two storylines so scenes ended at the bottom of a
page and reveals popped up on the first panel of a page, that sort of
thing. I shipped it off in mid-August.
They sent a letter, I think with
a color image of Spider-Man at the top, and it wasn't a form letter.
They couldn't accept Unity as-is, but if I could make the changes
they suggested, they wanted to see it again.
Holy
shit.
I'd
been in the writing game for more than ten years at that point and
this was the best thing from the biggest publisher I'd ever gotten.
This could lead to a steady gig! A steady, day-job-quitting gig!
Their
changes, if I remember, had to do with slowing down the pace of the
story in order to simplify and focus. They were good suggestions. I
re-wrote the shit out of that script and sent it back, more excited
than I had been in a long time.
I
never heard back from them.
After
a while, I learned that the guy at Marvel who was reviving the Epic
line had been replaced and all his projects had been dumped.
Fuuuuuuuck. I coulda been a contender. I tried the script out again
at Marvel proper. No dice.
Time
marched on.
In
2005 a close friend of mine had a few dozen business ventures going
on in various states of completion and he asked me to write a
screenplay for a feature-length animated film. There were no
guarantees and no money on the table, but he and I were tight, so I
got to work. I fleshed out Unity even more, based on the outline I
had made for the story beyond issue one. I did a substantial amount
of work, then abandoned it when I thought about the work to come and
remembered there were no guarantees and no money on the table. My
friend never got back to me on that project anyway.
Eventually
I figured I might have been out of luck with the comic (and the
screenplay), but I could break the story into smaller pieces and turn
them into the kinds of stories that didn't have pictures. I'd start
with the first story about Project Five and Tanse. It took a while to
convert the sparse sort of stage direction of a script into the
detailed narrative of a short story. Then it took many more whiles.
Three
Kingdoms was one of the grandest struggles I've ever had with a
story. It took years to get it right. I'd attack it, give up, go
away, sneak up on it, and attack it again. And again. The plot was
there. It had been there since the beginning. It was the conversion
from one medium to another where the problems cropped up.
One
thing that was tripping me up was the pacing. In comic book form, the
whole story was spread over three issues (I had finished issue two
and started issue three somewhere in there, I don't remember why),
because a comic was only twenty-two pages long and I had a couple of
other storylines worked in there with the first. Even though a story
might not be finished in a single issue, you need to plant a dramatic
punch at the end of the issue so readers will want to buy the next
one. Issue one ended when Process Five kills Norken, makes its
decision, and says, "I'm coming Tanse." If you're reading
the comic book, you're like, "Oooo. That was bad-ass, and it's
going to get even worse-ass next issue! I'd better buy that one!"
But because of that bit, I had this thing that felt like an ending
somewhere in the middle of the story that wasn't an ending. I had to
sand that thing down.
My
other problem was a point of view problem. In the comic, I sometimes
followed the action from the baddies' point of view and I had scenes
that took place at The Mind Company before Process Five ever got
there. They were small, information-relaying scenes with some
characterization work on Kale, Norken, Hewe and a computer jockey
that didn't make into the text-only version. That stuff worked great
in comic book form but worked terribly in short story form.
Imagine
an episode of the TV series Hart to Hart. It was a shitty show, but
the first one that came to mind. Hart to Hart would tell you who the
villain was from the get-go. There was no thinking needed on the part
of the viewer to solve any mystery. Anyway, the show would often have
a scene with the bad guys doing exactly what my bad guy scenes were
doing. Let's say some evil dude just finished playing tennis or is
drinking wine while looking out on Monte Carlo from his balcony. His
lady friend is present and either she or an underling delivers the
news that the Harts have been nosing around. The bad guy says "Let's
make sure the Harts have an accident on their upcoming skiing trip!"
(Or gambling excursion, or dog-walking escapade. Those Harts were always doing something!) Evil Dude's lady friend
looks on in horror. This reminds us that the bad guy is bad and keeps
us from being surprised when an errant ski boot flies from the trees
and nearly misses Jonathan Hart's big ducking head.
You
put that type of little bad guy scenelette in a short story and the modern
reader is going to say, "What the fuck? What kind of dog shit am
I reading here?" Then the reader will crumple up the computer
screen and toss it in the waste basket. Granted, my bad guy bits were
better and conveyed necessary information, but they still didn't work
in the short story version.
What
I had was a giant lumpy, lopsided mess. But I had one good thing
going for me, and that was friend-of-the-blog Grant Stone. Grant read
it and suggested I dump those scenes and stick to one point of view
for the whole story. I did it and had to do some remodeling and
painting, but I finally made the thing readable.
Although
Three Kingdoms was number 95 of The One-Thousand, Unity #1 was number
31. They are different enough from one another, and enough work went
into each, that I consider them two different stories.
Incidentally,
the main reason the story is told in first-person was to avoid the
incessant repetition of the pronoun "it" when referring to
our genderless protagonist. What "it" might refer to can
too easily be confused with any number of genderless common nouns in
a story and I'd have to do some unpleasant verbal acrobatics in many
instances so that the reader would know that I was talking about
Process Five and not a shoe. We rush past the word "it" in
a way that we don't rush past "he" or "she."
Using a different genderless pronoun that I had either made up, or
borrowed from some other writer who had dealt with the same issue,
would feel clunky to my ear. At least in the case of this story.
First-person solves all that with the stealthily genderless "I."
Good
golly! That was a lot more jabbering than I expected to do. If you're
still there and have any questions, feel free to e-mail me at
upwithgravity@gmail.com and please leave some comments at the end of
the story itself so Fred Coppersmith, who runs Kaleidotrope, can see
what you think of his choice of story.
Thanks!
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