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Guest Post - Knives Out: A MICE Case Study by Ziv Wities

Rian Johnson’s superb Knives Out has stabbed its way into our hearts and minds. It’s not often that a screenplay so expertly crafted makes this kind of a splash. So, let’s use Knives Out to learn about MICE⁠“”a handy approach to story focus and structure, incredibly useful for writers and re-writers. And as we go, we’ll use MICE to examine some aspects of Knives Out‘s intriguing construction.

The MICE Quotient, developed by Orson Scott Card, observes that there are different kinds of reader tension or investment in a story.[1] MICE suggests four typical kinds of reader investment that a story can court:

  • Milieu: “Look, an interesting setting; let’s explore it!”
    g. touring strange sights; immersion in a particular period or culture.
  • Idea: “Look, a perplexing question or concept to puzzle over!”
    g. solving a mystery; following the consequences of an SF-nal premise.
  • Character: “Look, internal conflict!”
    g. the hero overcoming their flaws, or questioning their role in life.
  • Event: “Look, external conflict!”
    g. facing looming danger or a powerful foe; resolving a battle or a contest.

This is a rudimentary introduction to MICE’s elements, but in this piece, rudimentary is enough. Enough to understand that there is a selection of elements, of “kinds of tension” a writer can craft. With that, we’ll demonstrate MICE in action. We’ll see how to use MICE to interrogate a story, figuring out where its focus is, what kind of tension it’s building, and what makes it tick.

Knives Out, whose structure and focus are a fantastic mix of the conventional and the surprising, is the perfect case study. This piece assumes you’ve seen the film; spoilers ahoy![2]

Let’s Practice

Here’s our question: What kind of story is Knives Out?
Obviously, every story has many elements. But which feels most central? Is this story exploring a Milieu; investigating an Idea; following a Character’s development; or struggling against a threatening Event?

Seems easy enough: it’s a murder mystery. It begins by asking “Who killed Harlan Thrombey,” explores that question, and ends when it’s answered. The very model of an Idea focus.

But there’s something unusual going on; something more nuanced. The first act””let’s mark the first “act” as being everything up to the big twist””the first act, sure, is classic Idea. But that act ends with a vivid conclusion, revealing Marta as the tragic culprit.

And then we move into the second act. Where suddenly, we’re not following a murder investigation.

Instead, we’re following the ostensible murderer.

What kind of story does that give us?

Let’s see how we use MICE to answer that.

Identifying Focus

One way to tease a MICE focus out of a story is to ask what kind of buttons it’s pushing. What kind of promises is it making? What is it signaling as “the interesting part”?

Character relaxing smugly in a chair as he observes investigation.For example, Act I, with its Idea focus, is all about questions. Not only the big question of who the murderer is⁠“”it builds up lots of little questions that keep us curious. Who’s the stranger sitting in on witness interviews? Did all three of you show up at the same time? Who hired Benoit Blanc?

Many of these little questions earn an immediate answer, which helps us feel we’re constantly discovering new and significant information.

But Act II isn’t about questions; not at all. It goes out of its way to avoid them. For example, Marta doesn’t care who is blackmailing her; only how she’ll get out of it. Likewise, “What’s in Harlan’s will?” has a startling answer””but the question is initially coached as a dull one, “a community theater performance of a tax return,” Blanc predicts. It’s the family bickering that looks like the interesting bit.

Act II doesn’t lack for critical clues towards the real murderer. But there’s not a single moment that’s framed as a discovery, as progress with the case, as a question being asked or answered.

All right, then. If Act II isn’t playing on our curiosity, what is it playing on? Let’s look at those same scenes and ask what is presented as the compelling part.

Family pressing in around Marta as she tries to escape into a car.Where is our attention in the will-reading scene? It’s on the family’s intense, simmering animosity. How they all detest Ransom; how none of them can sit in the same room together. And then, when the will is revealed, all that anger and rage turns full force””on Marta.

Where is our attention for the blackmail note? It arrives when Marta is beset on all sides; Walter’s threatened her mother and Blanc is looking for her. As soon as she and Ransom have read the note, we cut to the torched, smoking crime lab. This blackmailer is ruthless.

Underneath lab report handwritten message reads "I know what you did."So the stress is on the danger to Marta, mounting higher and higher. Marta’s choice is to obey the instructions. Protecting herself is what’s important now, to Marta and to the story.

So we see that what drives Act II is threats, danger, uncertain outcomes. Will Marta be caught? Will she be exposed? Will she be bullied or guilted out of Harlan’s inheritance?

It’s an act full of external threats to Marta, and all the tension is on how they’re going to be resolved. That pegs Act II’s driving force as being Event.

Stark Separation

Most stories have multiple threads, of multiple MICE types””but usually, they’re intertwined, woven together. Knives Out does something different: it distinguishes between them, sometimes to startling extremes. One reason Knives Out makes a great case study is that it sets its Idea and Event threads cleanly side by side for comparison.

Act I was full of interrogations; questions being asked and answered. Act II introduces Ransom, in exactly the same situation. But this time, when the Lieutenant says, “We’d like to ask you a few questions⁠“””, Ransom blows right past him. Or, when Blanc thinks Greatnana has a piece of the puzzle, he doesn’t have any questions for her. He doesn’t know what to ask. He doesn’t have a line of inquiry. What a difference from Act I!

And you’ll find that threats, danger, uncertain outcomes””the bread and butter of an Event thread””are as absent from Act I as questions are absent from Act II. None of the tension is the “success or failure” variety; there is no moment of “I hope this works.” Act I offers no stakes, no consequences to finding the murderer or letting him escape; nothing beyond the promise of a complex, satisfying puzzle.

Harlan with his hand over Marta's mouth, keeping her from revealing her ostensible crime.Even where you’d expect that a sense of danger would be absolutely necessary, it’s not there. Marta’s entire motive in following Harlan’s plan is the threat to her mother, yet she’s not the one who realizes it, who feels threatened. It’s Harlan who puts that together, while Marta gapes at him. That, right there, is the difference between “Marta’s mother could be deported” serving the story as an imminent threat, vs. as the answer to a question.

MICE as a Lens

Once you have a sense of your various MICE threads, you can use them to understand your own story better. Here are some questions MICE can help you ask and answer:

What’s my beginning? What’s my end? Each MICE type makes a different kind of promise to the reader. A thread begins when a promise is made, and ends when it’s paid off.

Marta shocked and crying after Harlan has killed himself.For an Idea story, the promise is a question; the payoff is its answer. Sure enough, Knives Out opens on a dead body, and ends with the culprit revealed. Even Act I, though, feels complete: it, too, ends with an answer, and a very definitive one. When Marta sees Harlan slitting his own throat, that’s the moment where the question has been firmly and completely answered””at least in Marta’s own mind.

Close-up of cracked phone dialing 911.For an Event story, the promise is a situation of crisis; the payoff is how that crisis is resolved. Act II’s crisis is “Will Marta manage to avoid detection,” and that thread’s start is Marta trying, really really hard, to destroy the evidence without being caught. Where does it end? When we resolve the tension: when Marta stops trying; when she accepts defeat. When she decides to dial 911 rather than let Fran die, that’s Marta hitting her limit. Discovering that limit is the conclusion of this story thread.

How do I increase tension? Each kind of tension needs to be handled, and heightened, in its own particular way.

An Idea thread’s focus is a fascinating puzzle. So, increase tension by demonstrating how interesting, complex, and rewarding the puzzle is. Knives Out plays up complexity by introducing a family full of lies and intrigue; and shows it Does Puzzles Good by asking, and then solving, some small ones along the way.

In an Event thread, the focus is external conflict. So here, demonstrate how dangerous and overwhelming the threat is, and tease any potential reward. Act II keeps showing us new ways that Marta’s in great danger, but also her realization that she might become safer than ever before.

How do I introduce something important? If you want readers to care about something new, it’s easiest to connect it to something they already care about.

In an Idea thread, that means being relevant to the driving question. The family members are interesting because they’re suspects. Some of Marta’s earliest introduction is as a living investigation aid; someone who knows all the secrets and can’t lie.

In an Event thread, anything that can make the conflict go better or worse is automatically interesting. Consider Ransom, who fans the flames of the family infighting, and then swoops in to save Marta from an immediate threat. We’re interested in him not for answers, but for how he affects Marta’s situation; as a mover and shaker in the Event thread.

Conclusion

We’ve seen the clearest structural threads in Knives Out. (If you’re curious for the rest, the film has Milieu and Character threads as well. Identifying those is an excellent exercise”¦)

Hopefully, I’ve demonstrated how to use MICE to find those threads, and gain insight into them.

Don’t think of MICE like a Sorting Hat, squeezing any story into four arbitrary boxes. Remember the goal we’ve seen here: understanding what makes your particular story tick; how your story pulls readers forward, and how it pays off its promises. MICE gives you a stepping-stone to those big questions””an easy question first, to get you in the right ballpark.

Usually, you can take it from there.


All screencaptures by KissThemGoodbye.Net.

[1] MICE is detailed in Card’s writing books, How To Write Science Fiction & Fantasy and Characters and Viewpoint.
Here is a good summary, hosted by The Gunn Center for the Study of Science Fiction.

[2] For reference, the full script, via Deadline.


Selfie of Ziv Wities on a path through a forest.BIO: Ziv Wities is a short-fiction evangelist, a devoted beta-reader, and an Assistant Editor at Diabolical Plots. If you enjoyed this piece, Ziv’s website collects a selection of writing Q&A and his expert overanalyses of Too Like The Lightning and Star Trek: Discovery. He tweets, vaguely, as @QuiteVague.


If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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Guest Post: Storytelling Ourselves Out of Paralysis

Storytelling Ourselves Out of Paralysis

by Christina De La Rocha and Ariel Kroon

One of the best things about science fiction is that it lets us try futures on for size. Do you look good in dystopia, finding the hero within while you rise from the wreckage of civilization, raging through the thrills of a dangerous world? Or do you look better invading the spaces that technology is about to open up for us, stumbling into unintended consequences hilarious, heart-wrenching, and severe?  

The growing solarpunk movement thinks you’d look best in a near future of the sort we’d actually like to live in. The cheerful color scheme complements every complexion. The hope here is that by narrating ourselves into a future where things have turned out well, we can increasingly believe that such a future is possible. Then, armed with that vision of what we could accomplish, we might wake up and start working on it instead of keep sleepwalking into the perfect storm of man-made misfortunes bearing down upon us.  

Because we really are sleepwalking right now. To take it a metaphor further, we, the people of Earth, are the deer staring paralyzed into the headlights of global warming, decimated ecosystems, accelerating economic inequality, racism, sexism, homophobia, transphobia, misogyny, failing states, refugees, wars, the pandemic, misinformation and propaganda, totalitarianism, hatred, and division. The here and now could easily turn out to be the prologue of a dystopia that only the most savage will enjoy and it’s hard to imagine there will be much in the way of heroes.  

In fact, we’re doing worse than sleepwalking. Those of us who have been shouting about greenhouse gas emissions and the state of the environment for decades are baffled that the collective response of humanity has been to drive its car faster toward the brick wall.  

But at the individual level, it’s almost understandable. We are worried but overwhelmed, thinking, how could I possibly do anything about every single issue we’re facing? How could any action I take make any difference at all? So what if we’re on track for having to deal with catastrophic climate change and ecological collapse at the same time that the maximum number of human beings that will have ever simultaneously existed on Earth will all be needing to eat, live somewhere, and have a job. What can I do about that (except move to Montana and start stockpiling guns, ammo, and freeze-dried food)?  

But, honestly, enough of that narrative, says solarpunk. What a horrible, self-fulfilling prophecy. Better to decide that we can do something about these problems. That we can create a positive future for ourselves, especially if we start solving problems together. After all, problem solving and cooperation are things our species excels at.  

Would it help get us moving if we started weaving ourselves into narratives in which we have acted to make the future a better place to be? Why don’t we try it? Let’s start creating visions of ourselves having dramatic episodes in fabulous yet feasible futures.  

That can mean setting stories”’full of human dreams, passions, conflicts, and conundrums”’in a world where we have changed the way we do everything, having gone green, clean, friendly, fair, just, inclusive, and supportive of as many people as possible. It can also mean telling tales set amongst the conflicts that will arise as we ditch fossil fuels for renewables (hopefully) in time to avert global warming disaster. Other stories might involve our attempts to engage safely in sun-shading or carbon sequestration to dial global warming down before we trip over climate tipping points of no return. In these stories, characters could romp through cities that we have revamped into working better for people or through lushly rewilding landscapes made possible by our overhaul of agriculture and our abandonment of overconsumption. Some tales could even be fables woven through with the warmth of cultures that have backed away from today’s every person for themselves attitude in favor of community, belonging, and collective problem solving.  

But how could stories showing us thriving in the midst of or on the other side of the remaking we need to do to our societies, methods of energy production, and infrastructure help us take action?  

Well… what if they stoked our enthusiasm for the revolution we are about to undergo that will be as disruptive as the Industrial Revolution that dragged us toward modernity and didn’t rest until it had set the stage for world wars, the collapse of a couple of empires, and the covering of so much of the planet in roads, cars, concrete, and a whole lot more people? Then we would no longer be paralyzed by our fear of such a great set of changes.  

But even if these stories just normalize little things, like driving electric cars, living near wind farms, having solar panels and heat pumps, or availing ourselves of the extensive and convenient public transportation networks that we deserve to have, they could still help us shake that fear of the future that has been paralyzing us.  

It is, at any rate, worth a shot, and it’s a shot that Solarpunk Magazine is taking.  

You probably haven’t met Solarpunk Magazine yet, as it’s the new kid on the block who hasn’t actually moved in yet. Our first issue will burst upon the scene in January 2022. We already have some great stories, pleasing poems, and fabulous non-fiction lined up for you.  

But paying contributors professional rates takes funding and, in his day and age, that means a Kickstarter campaign. Check out ours, which will run until October 30, 2021. For $5, you can secure your copy of our inaugural issue. $10 gets you the first two issues. $25 scores you the whole first year (which is six issues). Plenty of other goodies are on offer as well!  

Every $4K that rolls in funds one issue. As of October 11th, we’ve secured enough funding for the first four issues, and we’re hopeful about getting enough funding for the entire first year. So come pitch in and help us storytell a wonderful future into existence.  

Speaking of which, you can also support Solarpunk Magazine by writing. We need your solarpunk stories, poems, essays, interviews, and articles. Our first ever window for submissions will be open from Nov 1-14, 2021 and we are looking forward to reading your visions of a future we could happily inhabit together in peace, prosperity, and greenery.


BIOS: Ariel Kroon and Christina De La Rocha are non-fiction editors at Solarpunk Magazine.

Ariel (she/her) is a recent PhD in English Literature, specifically in the field of Canadian post-apocalyptic science fiction published between 1948 and 1989. In addition to academic interests in feminist posthumanism and affect theory, she enjoys and pursues speculative futures with an environmental bent, queer optimism, radical hope, and garden dirt. She is an ancient Tumblrkid and hugely appreciative of solarpunk and hopepunk communities. You can find some of her talks on YouTube or read her personal webpage.  

Christina, a recovering biogeochemist and oceanographer raised in Los Angeles, California, has washed up on the shores of northern Germany and lives in a settlement with notably more chickens, cows, and alpacas in it than people. She has published a pop sci book or two, has had a few stories and articles published in Analog, tries to be entertaining on Twitter (@xtinadlr), and occasionally updates her website.


If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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Guest Post: Confessions of a Reluctant Writing Gamer by Janet K. Smith

Writing games. I avoided them for years because I was short on time, not ideas. Once I lifted my head from my page, I realized my focus was all wrong. This one-hour-a-week “game” held incredible lessons I couldn’t get anywhere else.

So why the reluctance? That’s the easy part. Take a first-born, type-A personality with a novel in its final draft, multiple short stories out on rejection””oops, I mean submission, numerous other half-written stories, and a second novel that’s itching for a conclusion, then disrupt that work with “games” full of nonsensical sentence prompts, and odd pictures, and you’ll find a non-believer who prefers to focus on “real” work.

I’d occasionally pop into the session, but more often than not, I’d log out as soon as I heard it was a writing game and not the story discussion or feral writing time I’d expected. If I had a deadline to meet, anything with the word “play” was dismissed automatically. Who had time for play? For five and a half years, fun writing seemed like an oxymoron.

I remember getting a rush of rejections, one after another, on stories I’d poured my soul into. I wasn’t hitting the right notes somewhere, and it was time to figure out where. Yet I joined writing games with a casual attitude, logging less than a hundred words per challenge. I had good ideas, but I’d edit my sentences as I went, placing structure and grammar above word count. Others did four or five times my number of words in the ten to fifteen minutes per prompt, and even though I knew the writing gems appeared in unfettered prose, I couldn’t stop fixing things. It wasn’t satisfying, and soon I was back to one or two sessions a month.

For the next few years, I’d join a session if I was bored or had spare time. I still considered writing games an extra, as if writing for fun was a waste of time. Professional writers repeatedly told me, “Don’t correct your work. Let it flow.” Sure, I told them, but I didn’t mean it. I hadn’t found that crucial key that added value to prompt writing. Then one session, a brave reader shared an emotionally beautiful piece of prose inspired by a prompt I’d done little with. Hearing someone else achieve so much using the same prompt in the same length of time was inspiring. I wanted that and realized I’d handicapped myself by focusing on my own writing when I should have been listening to others.

Once my focus shifted, writing games became more than “fun.” The following week I dug in and wrote 193 words, still correcting as I wrote, but less than before. I read to the group, and people waved in appreciation. Then a more seasoned writer read her work. Her character came alive in the first sentence, and she’d given her listeners a strong sense of place, so when the plot kicked in, and things got dark, I pictured the surroundings as if I were there. I instantly saw where my work fell short. I’d drafted a plot outline””a summation. I wanted those primordial elements of life on the page, and her example showed me the way. Her skills, added to all the other things I’d done to improve my craft, lit a spark of understanding, and my writing changed at that moment.

With my resistance gone, I attended each writing-games session with a “challenge accepted” attitude, and my interest leaped from a three-four to an eight-nine. The key wasn’t in the task or the prompt but in hearing what others did with it””how they started their piece, the word choices, phrasing, character description (an area where I truly suck), and other elements handled in a way I envied. I was playing, but in a way that made sense to me.

One of the regulars at writing games is so good at drilling down on a sentence. She doesn’t just write of things normally associated with the contents in the sentence; she lists the things it’s not, then builds support for what it is. For example, the prompt: “Desire is no light thing.” She wrote that a dead body is heavier than a living one, but it should be lighter since the dead no longer have desires, and desires keep people alive””grounded with a gravity that can’t be ignored. I mean, wow! Then there’s another regular who creates the best descriptions and another who launches into crazy, off-kilter prose that shoves my logical mind aside. Taking the creative leap with him is exhilarating.

The range and variety of works are fun, and not in a candy-crush time-sucking way, but fun the way reading is fun. Everyone constructs their stories differently, and whether they focus on setting, character, plot, or a beautiful meld of all three, the creativity and flex of craft are always impressive. There are still prompts that don’t tickle my muse. Take “what are we but ten minds? this is sent with love. this paper has gone far.” I was blank on this one with a capital “B,” but others in the group produced some great pieces, and listening to the “what and how” of their prose was as important to my growth as a writer as plying my own skills to the task.

Looking back, I realized I needed those first years to understand that I was creative and could pull a story from the air using a prompt. But when I wanted more, writing games offered that too.

Beauty lies in the impulsive writing, the understanding and skill brought by the other players, and the option to listen while others read their work. Of course, reading is always optional, but it’s a supportive, safe place to share when your muse strikes. No one gives critiques here, and getting those double-hand waves for a piece that delights you feels pretty nice after writing in isolation these last few years. It’s also a great place to try new techniques, viewpoints, or styles, like poetry or second person.

After six months, I can honestly say my writing has improved. It has miles to go, but that’s the fun of it. I don’t want a skill-level ceiling. Last week, I wrote 247 words in twelve minutes””my new record. I had a character with a personality twist, a plot arc, a strong antagonist, and a good ending. I drafted a story. In twelve minutes. It needs fleshing out, and there’s no setting, but I saw people gasp when the story took an unexpected turn, so I know the bones are there.

The coolest part? I didn’t get there on my own.

Join Cat Rambo and friends on Wednesdays at 11:00 a.m. Pacific Time for Writing Games.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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