Thursday, 17 November 2011

Apocalypse Review: Last Night

Party like it's 1999. Especially if 2000 isn't going to happen.
Last Night
(Feature Film, 1998)
Written & Directed by Don McKellar

Amazon CA DVD - Amazon UK DVD
(don't bother with the US DVD - it's rubbish. The Canadian DVD isn't much better but at least it's widescreen, though possibly not anamorphic, and the transfer is supposed to be much better. The UK edition is something I haven't seen but does at least claim to be widescreen)


REVIEW (spoilers!)

The world ends in six hours. How are you going to spend the last night on Earth?

Back in 1998, the world was getting ready to end – in the cinema, anyway. Two major Hollywood blockbusters about asteroid impacts came out in swift succession. Armageddon and Deep Impact were run of the mill stuff in which the world was saved (or left with only a mild singe or two) by the usual crews of heroes with the usual bland adventures.

Then came Last Night – a tiny little Canadian film with a far more interesting premise: the world is going to end and saving it is impossible. All that’s left is for everyone to choose how to spend their last remaining hours on earth. There’s a family getting together for Christmas (though it isn’t Christmas), giving their adult children back the presents they’d had when they were kids. There’s an executive at the gas company calling every customer to reassure them that the gas will stay on until the end. There’s a guy working his way through every sexual fantasy he’s ever had. There are parties in the streets, people overturning cars for the hell of it, suicide pacts and a demented woman jogging around yelling a countdown to anyone who cares to listen.

Threading through all these choices are the recently bereaved Don McKellar, who thought he’d decided to be alone at the end but can’t quite work out the details, and Sandra Oh, who’s decided to be with her husband, but has become stranded on the wrong side of town while trying to get a few last supplies. They don’t really want to make a connection, but the film inexorably pushes them towards it as the clock ticks down towards the end.

To some extent, this is a series of interesting, often funny vignettes about what might happen at the end of the world, and that willingness to explore things happening on the sidelines rather than following the main plotline might leave some people wondering if there's a point. But when you place the apocalypse at the end of a story, there’s never any need to worry about where things are going. The ending of Last Night pulls every thread together in a moment of sublime beauty as the world ends; even watching it now after first seeing it twelve years ago, I still wept.

And unlike most of the whizz-bang apocalypse blockbusters, this film is actually about something. It’s not a terribly complicated something; it’s much more of an emotional thing. It’s about the connections between people and how important they are. Many of the choices people have made about how to spend their last hours are monumentally selfish, and the film shows how destructive that is. On the last night, most people are just too busy doing their own thing to help one another. For those few who rise above that and come together (quite literally, in one case), the last second of life on earth becomes a perfect moment.

There’s only one downside, now I look back at the film from a distance of years, only slightly less overwhelmed by the story: Don McKellar’s performance. There’s something rather flat about the way he ambles through the movie, and maybe that’s a choice, given that he’s supposed to be emotionally numb from the loss of his fiancĂ©e, who died just before the end of the world was announced. But when put up against all the other actors, he doesn’t quite ring true. Even David Cronenberg manages a better performance, and he’s not actually an actor. But in the end, it’s a minor irritation, and the rest of the film is good enough to rise above it.


DEPICTION OF THE APOCALYPSE

If there’s one thing this film doesn’t care about too much, it’s the exact mechanics of the apocalypse. And it’s right to do so, because the story is really about the people and how they face up to the end of everything, rather than anyone trying to actually do anything about it.

And now, having said that, I shall proceed to poke holes wherever I may.

The apocalypse appears to be something to do with the sun – or a sun, anyway. Towards the end, Don McKellar observes that there are no nights any more, and even as the clock approaches midnight, it still seems to be a bright sunlit day. If something had gone wrong with the sun, then this would, of course, be impossible; the Earth would still be turning, and night would still happen (okay, sure, maybe the moon would be much brighter due to reflection, but not so bright as to turn night to day).

If night has been banished forever, then there would have to be a second star coming close, which offers a more plausible method for destroying the world, though I doubt it would be so sudden: firstly, the temperature increase would be gradual, and life would not be able to continue with such ease until a sudden cut-off point. Secondly, an incoming star would make a mess of the solar system through gravitational interactions. The earth would not just plough on in the same course until it hit the star – it would most likely be flung out of the solar system altogether and freeze to death, or be bombarded with debris driven inwards as the rogue star knocks everything out of whack.

Or, of course, it could be something different entirely. Maybe aliens have decided humanity needs to be exterminated and have told them when it will happen. It really doesn’t matter to the story. But it’s clear that the exact details haven’t been worked out. Which is fine for this film. Because it doesn’t matter. Okay? IT DOESN’T MATTER. 

(I’ll just repeat that to myself for a bit…)

Where the filmmakers have put in a little thought is in the human response to the apocalypse, which is resolutely Canadian, well organised and polite. The government shut itself down in an orderly manner. There was chaos and social unrest when the end of the world was announced, but they got over it. Electricity and gas are still running. Nobody seems to have run out of petrol. Nobody’s dying of starvation (or even from a lack of alcohol).

It’s a lot like On the Beach in this regard: an inevitable apocalypse creeping up on the world, and everyone trying to keep things going until it’s all over. The partying gets a bit out of hand towards the end, and people die in stupid, pointless ways, but somehow, society keeps itself together until the final moments. Last Night chooses to believe more in the goodness of humanity in its final moments, but then it doesn’t have to contend with the bitterness of a self-inflicted apocalypse that was a very real possibility when On the Beach was written. Absolving humanity of any guilt in its own destruction – which it does, in part, by refusing to specify how the world is ending – allows the film to examine human reactions to an apocalypse without any baggage that would skew the results. It’s not responding to any issues of nuclear war, environmental breakdown, social decay or anything else; it’s purely about the characters, set free to do what they will in the last few hours before the end.



Wednesday, 9 November 2011

Apocalypse Review: Contagion

It's been a while since I blogged, so I decided I might as well give myself something to talk about - this is the first in what will be a semi-regular series of reviews of apocalyptic and post-apocalyptic films, books, comics and anything else that reaches my notice. This one comes from a very recent film, but I'll range back over older stuff too. As well as review each one, I'll add a few notes about how the apocalypse is depicted in each case.


Lots of actors means lots of actor heads
on the poster. Thus causing utter joy
for poster designers everywhere (they
only had to come to work to do the
middle bit).
Contagion
(Feature Film, 2011)
Directed by Steven Soderbergh
Written by Scott Z. Burns

Amazon US Blu-Ray/DVD (release date: 3rd Jan 2012)
Amazon UK Blu-Ray/DVD (release date: 5th March 2012)

REVIEW (spoilers!)

Somewhere in the world, two viruses meet and share RNA; a chance recombination that creates a new killer disease. Within days, it’s spreading across the globe. Within weeks, millions are dying and the world’s authorities are racing to find a cure as society collapses around them.

Contagion is a relatively realistic depiction of what might have happened if H1N1 or SARS hadn’t been spotted ahead of time and prevented from doing their worst. This time, the infection makes an unfortunate connection in a Hong Kong casino, and is taken to Japan, Europe and the US by business travellers, from where it rages uncontrolled across the world.

The film refuses to follow just a single protagonist, instead taking what seems a very sensible choice for this kind of global narrative: a number of characters push the story forward, all trying to stop the infection in one way or another: Matt Damon as a father with immunity to the disease, trying to protect his daughter who may not be immune; Laurence Fishburne at the CDC, running the US response to the disease; Kate Winslet as a scientist sent to Minnesota to persuade the state authorities to prepare; Marion Cotillard as a WHO official sent to Hong Kong to trace the beginnings of the virus; and Jude Law as a conspiracy theorist and anti-vaccination agitator. This approach works well, especially in the early stages of the film as we flit from city to city across the world and see how the infection begins, building tension without the need for hyperbole. The first half of the film is gripping and horrifying, using the medium beautifully, keeping the music low-key while focusing on shots of people touching things, implying all those methods of infection long before someone actually spells it out – by which time it’s too late. Something very like a subtle tilt/shift lens marks out the flashbacks to key moments during the initial infection, isolating the characters in frame without losing the surrounding space – but none of these tricks overwhelms the story, which refuses to sensationalise what’s happening even as the bodies start to pile up. 

But as it goes on, the multiple-narrative approach tends to work less well; it’s hard to give each character the time they need to develop, and some strands seem to vanish entirely – the Hong Kong story virtually disappeared for what felt like half an hour. Characterisation is difficult when you only have the time for broad strokes, and as realistic as the science in this film is, the characters tend to turn into shorthand tropes: the scientist testing the cure on herself, a kidnappee developing Stockholm Syndrome, the conspiracy theorist acting like an idiot, the heroic virologist told to shut down his work but then giving it just one more try and discovering something vital, the husband who knows about the threat warning his wife to get out of town and setting off a panic because she inevitably tells her best friend. If there isn’t a TV Tropes page for the characters in this film yet, there should be.

There’s another problem with the multiple narrative approach, which it shares with anthologies: one story almost always ends up being not as good as the others. In this case, it’s almost everything to do with Jude Law and his anti-vaccination conspiracy theorist, who promotes a homoeopathic remedy that doesn’t work, while claiming the actual vaccine is a lie. I’m no fan of people who endanger the lives of millions by falsely claiming that vaccines often cause conditions worse than those they protect against, but such people do at least try to give the impression of plausibility, which Law never manages. This isn’t really his fault, but rather a problem of writing. He’s been turned into a straw man: obviously wrong for no reason other than to make it clear that he’s wrong. I would have been more convinced of the danger he represents if he seemed to really have some kind of honest belief in what he was saying – if he acted as though he were the hero in his own little film, rather than an annoying crank. 

There’s one final failing which spoiled the end of the film for me, and that’s the way in which it tries to be a satisfying narrative when the reality of what would happen doesn’t easily fit into the usual template of a feature film. The main narrative tension through most of the story comes from the lack of a vaccine, and the increasing horror as the disease takes its toll. And then the vaccine is found, but that’s not where the story ends. It jumps forward several months, the time needed for the vaccine to be mass produced. These would be months of terrible privation, as people feared contact, as food supplies grew short and the medical profession would be worse than decimated through their constant contact with the infected. But while do we see little bits of social unrest and a single mass grave, the long months of social decline are mainly shown by the fact that rubbish hasn’t been collected for a long time, and it doesn’t take a worldwide pandemic to cause that (people in New York, the UK and Naples have all seen this happen for much lesser reasons at one time or another). The final act of the film has little tension in it, because all it really concerns itself with is the slow process of vaccine distribution and a return to normality. The worst is already over, but stories of this length work best when the worst comes right at the end; so all we have are a serious of somewhat flaccid scenes wrapping up the various narratives and reassuring us that everything’s going to be okay now. Sure, the world’s lost many millions of people, but Matt Damon puts on a prom night in his house for his daughter, so things must be better. And Laurence Fishburne makes up for causing the panic that doubtless killed many thousands by giving his dose of vaccine to his cleaner’s son. These endings seem false and cloying, as though the only way to cope with the horror is by smearing it with treacle.

And with nothing at stake during the conclusion of the film, the epilogue that shows how the disease got its start and spread into the casino to infect Gwyneth Paltrow and dozens of others seems superfluous. The film would have vastly more impact if this ending followed a moment of great horror, illustrating how very simply that horror began – but with all risk and tension gone, all it can do is satisfy curiosity.

But nevertheless, this film still stands head and shoulders over most stories about apocalypses, mainly because it doesn’t try to turn it into an adventure. That makes it vastly more horrifying, because we can all too easily grasp how real this threat is, and that our world can be reduced to chaos by nothing more than a disease. Despite going on a bit of rant about the second half of the film, I did largely enjoy the whole thing. I just wish it hadn't turned so sentimental at the end.



DEPICTION OF THE APOCALYPSE

Where this film largely excels is in its depiction of a viral apocalypse. Most apocalypses in film are presented as backdrops for adventure, but this one is taken seriously and shown as realistically as they can manage, given the constraints of a feature film (which are far tighter than most people realise).

Viral apocalypses are a very unlikely candidate for a full human extinction, and Contagion illustrates why this is the case. The virus depicted in the film is nowhere near as deadly as the bubonic plague, which repeatedly left Europe mourning anything up to half its population, from late antiquity (the Plague of Justinian) to early modern times (the 1665 plague). But Yersinia Pestis is no longer a real threat; either we have evolved to deal with it, or it has evolved to be less deadly. These days, the greatest threat is from bugs that take the opportunity of mass world travel to become far deadlier than they would once have been, but even these have a mortality rate of about 1% (which the film quotes for the Spanish Flu of 1918, though the death rate from the MEV contagion in the film may well be higher). This still means many millions of deaths and economic disruption that may take decades to recover from, but it’s hardly the end of the world.

(Viral apocalypses can, though, work for populations which have been isolated from the rest of the world for a long time; witness the effect of smallpox and measles in the New World, and the often 100% mortality rate for Inuit societies that traded with passing European and American whalers. While global travel spreads disease, it also helps humanity to survive by exposing us to things we might otherwise never meet, spurring us to medical research which helps to keep us far healthier than our ancestors)

The response to the disease is only marginally less realistic: the film adopts the multiple narrative style to illustrate firstly the individual patient zeroes of several countries, and then to show various aspects of the response to the plague. The difficulty of this is covered extremely well, and anyone watching should come away with a very good sense of how such a pandemic would be dealt with if it really happened, explaining key concepts like R0 by having a character try and explain this to a bureaucrat who thinks only in terms of how much the CDC are trying to steal her budget. The only real problem is that the film necessarily has to resort to shorthand; as much as it covers an event on a global scale, each story it shows has to be condensed down to a digestible size. This means that we only see one main administrator at the CDC, who seems to have only one operative in the field in one part of the US. And surely the CDC would have more than two scientists in their lab trying to figure the virus out? But no film could cope with the vast numbers of people that would really be involved in such efforts; that they show one scientist working in a lab elsewhere who makes a vital contribution does at least give some sense of distributed effort. A TV series or novel would be better to give a deeper sense of the effort needed to fight such a disease, but Contagion has to work within very narrow limits, and does an excellent job with what time it has.

Wednesday, 27 July 2011

The Superhero Apocalypse Problem

Superheroes are a problem.

Well, actually, they cause lots of problems (the biggest complaint being that they’re inherently silly), but the one that concerns me most is their intersection with the Post-Apocalyptic genre.

These two genres don’t mix. They can’t mix. The whole purpose of a superhero is to save the world, or at least some part of it. By their very nature, they mitigate against an End of the World scenario.

But at the same time, the genre invites the apocalypse to its door, again and again. Superheroes who save the world need to save the world from something. And therefore every superhero universe is constantly flirting with disaster. The apocalypse is permanently looming just over the horizon, far closer than in a sane and sensible world like ours (well, okay, a relatively sane and sensible world like ours).

But it never actually happens. At least, not for long. This is not to say that dystopian and post-apocalyptic stories haven’t been told in the superhero genre, it’s just that there’s always a way to hit the reset button, and it always gets used. The basic structure of some of these stories have been used so many times that they’re instantly recognisable. Here’s a classic example:

The hero or heroes are propelled forward into the future, and discover that something went horribly wrong at about the time they left, and now their world is a horrible wasteland/dictatorship/playground for alien invaders/whatever. They fight the enemies in the future, ally themselves with the last surviving heroes who didn’t get zapped into the future, convince them to help them get back to the past, and then make sure the problem never happens when they get home.

Every now and then someone tries to buck the trend – for example, the Wildstorm Universe had the above happening and then showed what happened when the superheroes failed to solve the problem, but even that’s about to be wiped away as the last bits and pieces of the cancelled Wildstorm imprint are folded into the DC Universe. On those rare occasions when an apocalypse does last, it’s always off on the side somewhere, like the Marvel Zombie world, or “Angor”, a world that suffered nuclear destruction mainly so that various survivors could cause problems for the Justice League. And even that one was rebooted a few years ago.

The superhero genre flirts with the apocalypse, but never marries it. Which is strange, given the attitude of the superhero genre to most others: one of utter inclusivity. It grabs bits and pieces from fantasy, science fiction and horror as and when it needs to, and is flexible enough to plunder almost anything else. Perhaps most delightfully, the Justice League was once turned into a situation comedy for a few years, both acknowledging the inherent silliness of superheroes and revelling in it (who can’t love the idea behind the one-shot Justice League Antarctica: getting rid of some annoying incompetent supervillains by placing them in a position where they can do no harm – protecting a virtually empty continent. Until they get attacked by penguin-piranha hybrids, of course...)

There’s one thing most superhero stories can’t do: come to an end. They go on, month after month, year after year, changing and modifying and telling the same basic stories to each generation as it comes, rebooting whenever things get too complicated. And because they never end, there’s one genre they can never really get hold of: Post-Apocalyptic. This is a strange paradox, because a superhero universe is, as I said above, constantly on the brink of apocalypse. Aliens are always ready to invade. Other universes hold worlds full of potential genocidal maniacs. Mad scientists are always inventing ways to end the world, even if only by accident. Brooding villains plot against the world. Disillusioned heroes can go off the rails at any moment. And let’s not forget how horrifying normal people can be when confronted with a wave of superhumans in their midst: the parallels between the Holocaust and treatment of “mutants” in Marvel comics are intentional and deliberate.

There are more than enough ways to achieve an apocalypse even in our world: how on earth do they manage it in a superhero universe when there are so many more, even given all the people trying to prevent it?

The short answer is: because the story must go on and must keep selling, or else all those people who work for Marvel and DC will be out of a job, and the shareholders of their parent companies won’t get the benefit of the constant reselling of these properties into other media. On the level of the story itself, there’s a strong impetus to show the good guy beating the bad guy, and morality winning out, however tenuously. Because, y’know, kids read these things.

This leaves an uncomfortable status quo for the superhero genre, at least for those of us whose interest has outgrown the youthful fascination with people in costumes hitting each other. Many of us are driven to look at stories outside the mainstream universes, which have the opportunity to come to a conclusion. But even then, they have a tendency towards a hopefulness that I don’t think reflects the true nature of a world that must suffer the presence of superhuman beings. Watchmen and Miracleman/Marvelman are probably the most obvious of these, both of which end up showing streets washed with blood and spattered with corpses. Despite this, both stories end on a more or less hopeful note as the terrible massacres provoke a response of rebuilding and co-operation. Both stories are, in different ways, inversions of the superhero-saving-the world story, but nevertheless, the world is saved. I think the fact that the number of superhumans in these stories is relatively small helps bring this about; a world with a wider flowering of superhumanity – such as in the mainstream superhero universes – would be in a lot more trouble.

So what might a world constructed upon the basic premise of a superhero universe be like if it actually happened? What is that premise, anyway? I think it’s this: A world roughly like ours begins to see superhumans created on a large scale, by some uncontrollable and random means; some superhumans use their powers to help people, and some use them for more selfish ends.

(note that this isn’t the premise of a superhero story; it’s the premise of a superhero universe. Also, there will be variation depending on how long ago this started happening, but I’ll leave that to one side for now as it complicates things unnecessarily)

I think that if you have enough superhumans in the world, it ends up being doomed, simply because the kind of power to destroy that we normally reserve for parliaments and presidents is given quite randomly to ordinary human beings to use and abuse at will. Of course, the world will do its best to prevent this – I expect there would be pogroms and genocides in some places, intensely strict legislation in others, and at the very minimum a registration process for anyone with a superhuman ability – but in the end, it’ll be like trying to hold back the tide.

I doubt that it would necessarily be some massive cataclysm that ends it all in some sudden way, but rather a series of smaller disasters that erode the capability of the world to sustain life. Say, for example, a melting of the icecaps. Or a disease that wipes out a huge part of humanity, or makes them sterile. Or something that wipes out the crops that feed millions. Or disperses the ozone layer, letting in a UV flood. Or wipes out a nation with grey goo. Or the destruction of the moon, wrecking the normal tidal cycle, destabilising the earth’s spin and causing multiple asteroid strikes from bits and pieces of the smashed moon. All of these things can probably be moderated or contained, and maybe even reversed in the long term, given the power available to those trying to save the wold. But it’s easier to destroy than create, and with enough people carrying these kinds of powers, I don’t hold out much hope for a world suffering the affliction of superhumanity as it's usually depicted in a superhero universe.

As much as I still love the genre, this is one reason why I haven’t read a lot of it lately. Like most people who were alive at the time, I survived the Cold War, although I had a residual and constant fear of apocalypse. Living in a superhero universe would be like this, but vastly magnified: you wouldn’t know where or how the end of the world might happen, let alone by what method. A world that could kill itself in so many ways would be a world of constant nervous terror, even among the wonders that superhumanity could bring about. Plus you’d be witnessing the constant erosion of the life you knew as more and more of it was destroyed by calamity after calamity. Definitely not somewhere you would want to live.

Which would make it an excellent place to tell a story. If I ever get round to doing it properly...



(astute readers of my work have doubtless already recognised such a world. Astute readers of the reviews of my work will likely realise this is an oblique response to some (perfectly valid) criticisms of the work. I suspect that the above is something I did not make entirely clear in my novel. Either that or a) I'm completely wrong, or b) some people don’t like superheroes at all. Oh, well...)

Tuesday, 28 June 2011

Nightmare Fuel

Imagine that you're a child, too young to understand anything much. And all the older children who think they know everything tell you: the world is going to end. That you'll die. Your brother and sister will die. Your parents will die. Your friends will die. You know they're not lying because you can see it on TV too. There are programmes your parents won't let you watch because they want to to sleep without fear, but they show trailers for them. You see a town like yours burn in a firestorm and glass milkbottles melt on doorsteps.

That's my earliest memory of the Cold War. It was 1983 or 1984, and Threads was shown one night, far too late for me to see, but the trailer kept me awake. They wanted people to know how horrifying nuclear war was, but it made no difference. The Cold War ground on for the rest of the decade and didn't stop just because people knew it was pointless and suicidal to launch nukes at each other.

It turns out that this approach was tried before, in 1956. Ed Sullivan showed a short animation on his wildly popular TV show, better known for introducing the US to The Beatles. He wanted to raise people's awareness as well. A far better blog than mine has the full story, and the BFI have gone to the trouble of sharing the film with us:



It didn't work then, either. The Cold War kept getting colder. The animation just scared a lot of children in my parent's generation, as I would be scared eighteen years later. It's been near on thirty years since then...

And the nukes are still there. And I'm still scared.

Sunday, 26 June 2011

Ideas

So I’m writing again. I have an idea for a novel – in fact, an idea I’ve had knocking around for several months. It came while I was idly musing on the multiverse in The Last Man on Earth Club; I recalled Nick Bostrom’s Simulation Argument, with its hypothesis of ancestor-simulations created by advanced races, which might spawn further simulated worlds within worlds that were already simulated, something that could continue with levels of universe-nesting only limited by the processing power in the original universe.

Well, I thought to myself, a multiverse based on that idea would be an interesting setting and rather different to the usual story excuses we have for multiverses (quantums! branes! probabilities!), which are usually based on highly speculative physics. I wouldn’t be surprised if someone has used this before, but still, if I can come up with the right characters and worlds and story it might be useful...

Which is to say, the idea is worth very little by itself. Ideas are only seeds that need to be watered with research, experience, hard work and more ideas. At this stage, I had no characters, no actual setting beyond the idea of a simulated multiverse, and no idea what the story was actually going to be about. All these things did eventually come after a lot of brainstorming, but the idea wasn’t enough on its own. In fact, the original idea might even end up being thrown out or just de-emphasised because some of the stuff I’ve created since then seems more interesting.

And yet without that original idea, I’d be nowhere.

So let’s take a look at ideas, and how to get them...

We’ve all been asked where our ideas come from, usually by friends, family and readers who can’t imagine how they could even start coming up with something like your finished book, and fail to realise how small and simple the first step can be. And half the time, we don’t even know where to look for ideas, or how to tell when we’ve found one that’s worth developing. And of course they can come from anywhere. Something that happened to you as a child. Something you saw out of the corner of your eye on the bus. Something you read in a newspaper. A shocking story about your family told over dinner by an elderly relative with Alzheimers who forgot they’d sworn never to mention it.

(oh wait... that last one is an idea in and of itself. Maybe not a great one, but certainly a seed from which a story could grow. See? You can get ideas while writing blog posts about trying to come up with ideas...)

Sometimes the universe just dumps an idea in your lap. The (very) recent death of a friend of the British Prime Minister in the middle of the Glastonbury Festival is of course a tragedy, but every writer of thrillers and mysteries in the UK has probably read the news this morning and been unable to avoid thinking how that could be the starting point for a story - after all, it's not a million miles away from the inciting incident of State of Play, an excellent TV series from a few years ago. Or maybe there's something that happened to you in your life that gets you started on a story. Or maybe someone tells you about a funny story from their life. Maybe you just stumble across something on he internet. But most of the time, you don't get that lucky. You have to go looking for ideas rather than waiting for them to come to you.

Of course, looking for an idea is usually the moment they dry up, because ideas are rarely the product of the more rational parts of your mind. They come more from the free-associating, pattern-recognising bits of your brain that usually go to work in your idler moments. You can call it daydreaming, if you like; when you’re not distracted by sensory input, or are doing something so routine that your attention can drift. Driving a car on the motorway, maybe. Public transport, for certain. Brainstorming works as well, because you’re deliberately not exercising judgement; just listing all kinds of crazy stuff that might possibly be of use, regardless of how much it makes sense. Somewhere in that list might be something unexpected and useful (which is what happened a few paragraphs ago as I was trying to come up with a list of potential places you could spot ideas).

Getting an idea is helped enormously by giving your brain something to free-associate with; information and knowledge it can recognise patterns within. So keep on reading, and not just within your own genre. Keep up with the news. Study history. Watch documentaries. The more you know, the more connections you’ll make when ideas come along. And pay attention to what people say: the smallest phrase overheard in a bar can lead to an idea. I got a short film script from hearing someone say he was playing eyeball tennis with someone he fancied; his phrase, but the visual metaphor immediately set my brain off thinking how you could actually show that happen, and make it funny.

Inspiration can go horribly wrong, of course. Especially when you’re young, and every idea you encounter seems new. The worst ideas I’ve ever seen are usually ones which are essentially rip-offs committed because the writer was bowled over by a film or a book and mistook that sense of amazement for an idea of their own. The major turning point of Fight Club, for example, inspired more than one script I had to read through back when I was helping people learn to make films, and they were all tedious, tedious, tedious.

So it’s important to exercise some judgement on your ideas when they come. That’s where the rational part of the brain wakes up and gets to do some work as well. So here’s some quick things to consider about any given idea:

• Are you interested in this? You probably are since you realised this was an idea in the first place. But you might still get ideas that don’t quite fit the kind of thing you write. The idea about the elderly relative spilling family secrets that hit me a few paragraphs ago is probably not one I’ll use, because I write science fiction. The idea was interesting as an individual scene, but I can’t see it going anywhere that keeps me interested. And if I’m not interested, I can’t expect anyone else to be. Maybe it'll be useful one day, but not right now. So make a note of it, and move on...

• Has it been done before? Well, pretty much everything has been done before, so you can’t rule out something just because someone else got there first. It depends on how specific your idea is; a multiverse based on Nick Bostrom’s simulation argument is very vague and will likely result in something different to other attempts at the idea. If, on the other hand, your idea is about an American adventurer who has his or her adventures while operating as an archaeologist, you’re likely to be compared to Indiana Jones no matter what you do. You’ll need to find a new angle that makes your idea sufficiently different, or make a note of the idea and move on...

• Can it be marketed? Okay, so you might think it’s a bit early to be considering this, but even so, you should be keeping an eye out for it. Some ideas just write the blurb all by themselves. The Last Man on Earth Club was one of these; the original idea is pretty much what’s in the description on Amazon, and people tend to comment that it’s the concept that motivated them to buy the book. You don’t need a marketable idea as your starting point, but if you find one – jump on it! (and bear in mind that you still have a hell of a lot of work to do)

• The most important thing of all: can it be turned into a story? If it’s just a setting, can characters be inserted who will do interesting things? If it’s a character, can you imagine interesting things happening to them? If it’s something else, can it be developed into something more than a static situation or scene? Of course, in order to figure this out, you need to know what a story is, so here’s one very quick and dirty definition: you get your characters up a tree; you throw rocks at them; you get them down again. It doesn’t have to be an adventure. But events need to happen, and characters need to go through them. If you can’t see how a story could happen... make a note of it, and move on.

And then once you’ve got an idea that makes you interested, that isn't completely unoriginal, and that you can turn into a story, and that can be marketed (maybe), all you’ve got to do is write the damn thing. Which is where it gets a lot harder. More on that some other time...