Short Form and Long Form are the same
The distinction between short
form and long form is a development that stems from the going awry or
misunderstanding the focus of a game. These terms get bandied about as if they
are two separate disciplines. They are not.
Spolin used these games as
exercises to help players enter into that space where who, what and where
merge into spontaneous theater.
Once players are able to
establish and maintain the focus, the game will take as long as it takes. All
plays and short scenes are about solving of problems. Scenes have problems
that combine to make a play. The play presents a larger canvas to house the
individual scenes.
The short form, or simple
game, if misunderstood, allows actors to resist the focus and use their heads
to make something ‘stage-worthy’. Gimmicks, jokes and the other stuff people
complain about in this work is just a simple avoiding of the true focus.
The temptation in a short
form is that if nothing develops (you are in your head and panic), go for a
joke and get it over with. I think directors and players who want to stop the
joking, go for long-form, because the problem presented is larger and that
simple idea stops many players from feeling urgent about getting something to
‘happen’ in a small space of time. They then focus on another problem – that
of making something cohesive. This could be a valuable focus, if not for the
fact that it allows too much time for players to be in their heads i.e.,
comment, edit, make opinions about how it’s going and then try to insert
narrative (usually verbal) elements into the playing to move the whole thing
along. Long form allows for too many players to be directors/authors rather
than players. In other words, it encourages players to be in their head,
rather than connected for extended periods to the fellow players and the
solving of the problems (being in the space).
A short game has a simple
problem. When that is solved, it is fun theater. A long form may have many
problems within it to solve and therefore has the same potential as a short
form game. It’s not impossible, but I’ve seen it fail more often than not, for
lack of true, constant focus. Intermittent focus does make for good stretches
of playing inside a long form, but my experience is that it rarely leaves me
feeling jubilant. The feeling I get when I see a series of well played Spolin
Games. I feel like I do when coming out of a poorly done “serious piece of
theater”, feeling like I should like it more than I do.
Players should approach long
and short form with the same idea, to solve the problem of the game. Stay with
short form until that happens, break the habit of joking (avoiding the real
focus) and then, the challenge of long form will be as vibrant and
entertaining as short form improv.
Story should be considered the by-product of good scene work not the goal
.Also
I disagree with the idea of coping with narrative and story as a primary focus
because it puts most players in their heads and disconnects them from true
relation with fellow players and obscures the more immediate focus of staying
involved with their fellow players, trusting the focus and letting the story
unfold.
It is
possible to house the elements of narrative inside playing. That takes what
Spolin called detachment. Artistic detachment is achieved by having so much
focus that the problem no longer occupies the whole self and there is room for
seeing the larger picture. This is an advanced state for players and comes
easily only to the very gifted, but all players are capable of it after having
enough time in the space. Then narrative and things like that occur naturally
and do not have to be foremost in a players mind.
Also Spolin
had games that approached long form too. Games like “Hold it”, “Theme Scene”,
“Scene on Scene” and “Word Game” all hold an evenings worth of play in them.
Del Close,
I think saw the natural group mind as always uniting seemingly unrelated
things and developed the Harold to prove it. It worked. Unfortunately, I think
like Spolin, his work has been boiled down to simpler-to-grasp forms and
elemental ideas on how to mechanically get something to happen rather than
that ephemeral in-the-space, synergistic connection I imagine he and Spolin
were both after.
Gary Schwartz, 2002 North Bend WA -