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Q&A The concept of description and the structure of Mckee's view of story design

But something DID change, Tania's emotional attitude is changed in the last sentence, after the rain ends. The length isn't what makes a scene. Like the story in general, a scene has a beginning, ...

posted 5y ago by Amadeus‭  ·  last activity 5y ago by System‭

Answer
#4: Attribution notice removed by user avatar System‭ · 2019-12-19T22:13:45Z (almost 5 years ago)
Source: https://writers.stackexchange.com/a/44508
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#3: Attribution notice added by user avatar System‭ · 2019-12-08T11:41:09Z (almost 5 years ago)
Source: https://writers.stackexchange.com/a/44508
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision by (deleted user) · 2019-12-08T11:41:09Z (almost 5 years ago)
But something DID change, Tania's emotional attitude is changed in the last sentence, after the rain ends.

The length isn't what makes a scene. Like the story in general, a scene has a beginning, a middle, and an end. You have those elements here. (1) You establish a setting and character problem: It's hot and dry and she's sad. (2) She cleans her house, then takes a nap. (3) She wakes up and it has rained. The outside streets are cleaned, just as her house was cleaned. The opposite conditions prevail: The outside is cooler, washed and no longer dry, and inside, she's not sad anymore.

What changes in a scene doesn't have to be a BIG change, it is usually a minor change. And some scenes are descriptions necessary to create a setting. Because the job of the writer is to assist the reader's imagination; and that includes a lot of description, of setting, actions, and feelings, and how their feelings change or new feelings arise.

There is nothing wrong with description; the only sin is _boring_ description where nothing seems to be happening, and the reader feels like they are attending a lecture on geography or something. (also called "info dumps").

The way to avoid that sin of being boring is actually buried in what you have done: You want to filter descriptions through the eyes and emotions of your character, so the facts aren't dry but mean something to her.

For example, if my character is a lifelong soldier, she may automatically see a landscape and assess it as a battlefield, with strengths and weaknesses, defensible positions and dangerous positions. If she is a fashion designer, she can't help but notice how people dress and what that tells her about them.

What characters see is always colored by what they know of the world, their profession and other acquired knowledge, by their memories and experiences, and how they are feeling at the time and what has happened to them recently.

The advice to make something happen is good; but what happens doesn't have to be either permanent or momentous, it just needs to be a change that likely determines what happens next. In Tania's case, what she does next while happy, is likely different than what she would do next if she was still sad. So your scene creates some justification for "what happens next."

#1: Imported from external source by user avatar System‭ · 2019-04-09T11:18:39Z (over 5 years ago)
Original score: 1