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Handling Time in Narrative Prose

 
 
Jack Fear
17:57 / 26.07.06
If I have one weakness as a writer of fiction—and oh, how I wish I had only one weakness as a writer of fiction—it’s in the area of Moving Characters Around. Looking at my problems with simply getting from point A to point B, it occurs to me that a large part of the problem is my handling of time; not so much the pacing per se as the way time passes on the page.

Essentially, I only seem to have two modes of presentation. The first is highly detailed, moment-by-moment, roughly real-time, e.g.

His eyes did not meet mine. “What are you thinking?” I asked.

He blinked slowly, like a lizard. “Nothing,” he said.

I rubbed my nose, less a scratch than a gesture of annoyance.


And so on, often at tremendous length.


The second is the bare-bones flyover. From a work in progress:

For three days they walked vaguely south, where the prairies turned into rolling hills. Once or twice Katy fancied she felt eyes upon them; but Pismire assured her they were quite alone. Still, she noticed his hand crept often to the pommel of his sword as he walked, and he slept uneasily. Just before noon of the fourth day, they came to the long river valley and turned west, walking on with the river to their left while the moon changed shape above them.

Now, neither of these viewpoints is sufficient in itself to telling a modern mainstream narrative. The former is the stuff of experimental fiction, of those odd Nicholson Baker books where the action of the narrative is meant to unfold in same amount of time it takes to read the book, while telling an entire story in the latter style went out with Beowulf. Luckily, that one only gets trotted out when necessary and fitting.

Problem is, sometimes I want to telescope a scene—to present the decision without slogging through all the reasoning and counter-argument that leads to the decision, for instance. And neither narrative gambit is really appropriate for that. The real-time approach produces pages and pages of dialogue that takes forever to get anywhere; sometimes I feel less like a writer than a secretary, taking transcription.The overview approach, on the other hand, doesn’t lend itself to smaller increments.

Back in the day, writers had strategies to deal with this stuff. In Dickens, or Hugo, or Ford Madox Ford, there are all these middle-path passages, economical paragraphs along the lines of

Oliver pleaded his case with Mr Bumble for a quarter-hour, but in the end it profited him little; the old beadle, though at first seeming well-disposed to Oliver’s protestations of innocence, presently began to lose patience with the boy, and ascertained to settle the affair by the expedient of shouting remonstrances at Oliver, beating him soundly, and sending him off to bed with empty hands and a rumbling belly.

The thing is, I don’t think I could ever write a paragraph like that in my own work. (I mean, I wrote that one, but I was imitating someone else.) It does the job on the page, but it flouts the prohibition drilled into me by every writing teacher I’ve had since I could first hold a pencil: Show, don’t tell.

I suspect another part of the problem is my training as a screenwriter, and the general way in which the modern sensibility has been unconsciously influenced by the conventions of the movies. Because my two modes are really cinematic modes, aren’t they? We’re either in among the characters as the scene unfolds, or we’re up above in the passage-of-time montage, with pages flying off the calendar and Indiana Jones’s airplane leaving a red line along the map. The third way—the way of the faux-Dickens passage above—is inherently literary, and rarely makes it to the screen; and when it does, it inevitably requires a narrator on the soundtrack (the opening of The Royal Tenenbaums springs to mind). It can work onscreen—and brilliantly—but then, film allows you to both show and tell (as Wes Anderson does).

(And there’s a fourth mode, of course—the title card, e.g., “Ten years later,” which works pretty much the same way onscreen and on the page.)

So: questions. Is there a way around this? What narrative tricks or ploys work to keep the action from bogging down in moment-to-moment detail? Should fiction be cinematic—that is, should it contain within itself its own screen adaptation?

This post seemed a lot more clear and incisive in my head, before I started writing it down.
 
 
Quantum
18:52 / 26.07.06
This is going to sound ridiculous, but; you need to do some roleplaying. Seriously.
In interactive games you don't control the main characters so on the uneventful three day march they might decide to have an orgy and then kill each other, and as a storyteller you have to be able to cater to that sliding timescale.
So you end up with a timescale that zooms from the highest pov if you like (the days dragged by until they reached the hidden city) to the most detailed, sometimes with very little in between.
After weeks of the gruelling trek, the heroes were so grateful to happen across the hidden spring that they immediately flung themselves on their faces at the water's edge to sate their thirst, except ever-watchful Voltan. She kept her hand on her sword and well she did, as the hideous bat-beasts of blarg sprung their trap in an instant...
Well that's ugly but you get the point, zoom in on the action like Google Earth but with time.
 
 
Jack Fear
19:12 / 26.07.06
But it's that "very little in between" part that's the whole problem...
 
 
sibyline, beating Qalyn to a Q
03:25 / 27.07.06
hmmm... i'm a big fan of directing the action somewhere else for a little while, then going back to the other action, and telling the part that was missed as backstory. it feels more organic somehow, like how it would be if someone were in the room then left, then brought up to speed.
 
 
Sax
06:27 / 27.07.06
Jack, I tend to have huge chunks of real-time spit-and-polish separated by the spaces behind the action, if that makes any sense. For example, in the piece I'm working on at the moment, I've just had a lengthy scene at the arrivals lounge of Manchester Airport, and then the action with those characters picks up several hours later following a taxi drive and a couple of hours relaxing at home. I might reference the "missing" journey, as in: He was glad to sink into the familiar sofa after three hours cooped up in that cab, or similar.

This is what I generally do; move the action on and have someone pass comment that indicates subtly the passage of time: At least the relentless rain of the past three days seemed to be easing up. That sort of thing.
 
 
andrewdrilon
00:10 / 30.07.06
Time in Prose Fiction:

There's an umbrella banner for time in prose fiction, which I call Objective Time. This is, simply put, the time it takes for the reader to read from the first word of the story to the last word (it's actually more subjective, given that people have varying reading speeds, but for the sake of limiting the discussion, let's assume people generally have the same reading speeds). Objective Time directly correlates to word count, so the more words there are, the more Objective Time you have in your story.

So despite having similar if not identical word counts, why do some stories read faster than others? It has to do with the different techniques that writers use (consciously or unconsciously) to play with time a story.

Within Objective Time, there are four modes of time in prose (that occur within the story):

1. Story Time - Time that passes within the world of the story. This occurs for the duration of any action that occurs within the story, which is pretty much all of it. Story Time occurs throughout Objective Time, but it is not necessarily concurrent with it. This is due to the following techniques...

2. Real Time - the closest speed that words can have to the Time that readers experience in the real world. In a story's Objective Time, this can only be seen in dialogue--"Why is your hair purple?"--because the words used here are processed in the reader's mind as if they were actually spoken. So the use of "uhs" and "ums" and ellipses ("...") in dialogue slows time as they would in real-world conversation, and the use of exclamation points ("!") serves to speed up the sentence or phrase that it punctuates.

3. Slow Time - this occurs in most of prose fiction, and while it slows down the speed of Objective Time and Story time, it is essential to most stories. Within Objective Time, this occurs when the author fills space within the narrative to expositize (excluding dialogue, which can also be used for exposition). This is characterized in many ways--

--An observation or recollection that the narrator may have:

"Jack was an infallible sort of man, prone to fits of logic, fact and common sense."

"The room was plain, save for an untidy stack of ancient documents laid haphazardly in a far corner."

--An observation or recollection that the character has:

"As he looked at the creature, Jack remembered his time in Pangola, where he encountered many undocumented species which were as strange and alien as the one that stood before him."

"As I approached it, I noticed that smelled of history; of memories like buried treasures within the collective subconscious of God's knowledge."

Slow Time generally occurs in description, and it slows down the pace of the story, so that skilled writers tend to get the bulk of it over with at the start of a scene and pepper what's left throughout the rest of the scene, so that things move along more nicely. It has to be controlled because a huge block of Slow Time can stop a reader dead in his or her tracks, forcing them out of the story.

For clarity's sake, Slow Time is named thus because within the Real Time of the story, time slows down to accomodate these descriptions. When a character walks into a room, they don't necessarily make all these descriptive observations in the time it takes for a reader to process them--with a glance, they can get a whole paragraph, so in essence, Time slows so that we can get all these observations.

4. Quick Time - this occurs when an author skips over an amount of Story Time in order to break scenes or jump forward (or backward) in a story. It speeds up both Objective Time and Story Time. Example:

"Eons passed."

If this were dealt with in Real Time, the reader would be dead before we could get on with the rest of the story. You'd have to describe EVERYTHING that happened in relation to your character or the story during those eons. Quick Time allows you to summarize this into a simple two-word statement, speeding up the text considerably in order to skip towards the more interesting parts. Other examples:

"Jack waited for four hours."

"A week flew by."

"Later..."

Quick Time is a handy tool in the author's repertoire to delineate the passage of Story Time without having to actually deal with it. Aside from skipping over boring parts, it allows the author to establish patterns, habits and recurring details which can be mined later on. Example:

"Every Monday, Jack goes to the library."

Finally, Quick Time does not have to be delineated in words--it can also occur in the space between paragraphs, a double skip, or a "***", to show that time has passed between the last sentence you read and the sentence you are about to read (for a cuter example, VC Andrews uses the skip-skip technique to skip over sex scenes.)

---

Anyway, these are mostly basic uses of Time in prose fiction, though you'd be surprised how many authors are conscious of these. Terminologies may change depending on group or geography (I'm from the Philippines and these are the terms my LitCrit group uses), but I think that essentially, they are the same. Once you are aware of these, it's easier to play with Time in fiction.

I'm not sure if these descriptions will suffice, as there's a LOT more that can be discussed with each mode of time. If there's anything you need to clarify, feel free to ask me questions.
 
  
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