2.2.2: Cinematic Language
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\(\newcommand{\avec}{\mathbf a}\) \(\newcommand{\bvec}{\mathbf b}\) \(\newcommand{\cvec}{\mathbf c}\) \(\newcommand{\dvec}{\mathbf d}\) \(\newcommand{\dtil}{\widetilde{\mathbf d}}\) \(\newcommand{\evec}{\mathbf e}\) \(\newcommand{\fvec}{\mathbf f}\) \(\newcommand{\nvec}{\mathbf n}\) \(\newcommand{\pvec}{\mathbf p}\) \(\newcommand{\qvec}{\mathbf q}\) \(\newcommand{\svec}{\mathbf s}\) \(\newcommand{\tvec}{\mathbf t}\) \(\newcommand{\uvec}{\mathbf u}\) \(\newcommand{\vvec}{\mathbf v}\) \(\newcommand{\wvec}{\mathbf w}\) \(\newcommand{\xvec}{\mathbf x}\) \(\newcommand{\yvec}{\mathbf y}\) \(\newcommand{\zvec}{\mathbf z}\) \(\newcommand{\rvec}{\mathbf r}\) \(\newcommand{\mvec}{\mathbf m}\) \(\newcommand{\zerovec}{\mathbf 0}\) \(\newcommand{\onevec}{\mathbf 1}\) \(\newcommand{\real}{\mathbb R}\) \(\newcommand{\twovec}[2]{\left[\begin{array}{r}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\ctwovec}[2]{\left[\begin{array}{c}#1 \\ #2 \end{array}\right]}\) \(\newcommand{\threevec}[3]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\cthreevec}[3]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \end{array}\right]}\) \(\newcommand{\fourvec}[4]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\cfourvec}[4]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \end{array}\right]}\) \(\newcommand{\fivevec}[5]{\left[\begin{array}{r}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\cfivevec}[5]{\left[\begin{array}{c}#1 \\ #2 \\ #3 \\ #4 \\ #5 \\ \end{array}\right]}\) \(\newcommand{\mattwo}[4]{\left[\begin{array}{rr}#1 \amp #2 \\ #3 \amp #4 \\ \end{array}\right]}\) \(\newcommand{\laspan}[1]{\text{Span}\{#1\}}\) \(\newcommand{\bcal}{\cal B}\) \(\newcommand{\ccal}{\cal C}\) \(\newcommand{\scal}{\cal S}\) \(\newcommand{\wcal}{\cal W}\) \(\newcommand{\ecal}{\cal E}\) \(\newcommand{\coords}[2]{\left\{#1\right\}_{#2}}\) \(\newcommand{\gray}[1]{\color{gray}{#1}}\) \(\newcommand{\lgray}[1]{\color{lightgray}{#1}}\) \(\newcommand{\rank}{\operatorname{rank}}\) \(\newcommand{\row}{\text{Row}}\) \(\newcommand{\col}{\text{Col}}\) \(\renewcommand{\row}{\text{Row}}\) \(\newcommand{\nul}{\text{Nul}}\) \(\newcommand{\var}{\text{Var}}\) \(\newcommand{\corr}{\text{corr}}\) \(\newcommand{\len}[1]{\left|#1\right|}\) \(\newcommand{\bbar}{\overline{\bvec}}\) \(\newcommand{\bhat}{\widehat{\bvec}}\) \(\newcommand{\bperp}{\bvec^\perp}\) \(\newcommand{\xhat}{\widehat{\xvec}}\) \(\newcommand{\vhat}{\widehat{\vvec}}\) \(\newcommand{\uhat}{\widehat{\uvec}}\) \(\newcommand{\what}{\widehat{\wvec}}\) \(\newcommand{\Sighat}{\widehat{\Sigma}}\) \(\newcommand{\lt}{<}\) \(\newcommand{\gt}{>}\) \(\newcommand{\amp}{&}\) \(\definecolor{fillinmathshade}{gray}{0.9}\)Like any language, we can break cinematic language down to its most fundamental elements. Before grammar and syntax can shape meaning by arranging words or phrases in a particular order, the words themselves must be built up from letters, characters, or symbols—the basic building blocks. In cinema, those basic building blocks are shots. A shot is one continuous capture of a span of action by a motion picture camera. It could last minutes (or even hours) or could last less than a second. Basically, a shot is everything that happens within the frame of the camera – that is, the visible border of the captured image – from the moment the director calls “Action!” to the moment she calls “Cut!”
These discrete shots rarely mean much in isolation. They are full of potential and may be quite interesting to look at on their own, but cinema is built up from the juxtaposition of these shots, dozens or hundreds of them, arranged in a particular order – a cinematic syntax – that renders a story with a collectively discernible meaning. We have a word for that, too: Editing. Editing arranges shots into patterns that make up scenes, sequences, and acts to tell a story, just like other forms of language communicate through words, sentences, and paragraphs.
We have developed a cinematic language from these basic building blocks, a set of rules and conventions by which cinema communicates meaning to the viewer. And by “we,” I mean all of us, filmmakers and audiences alike, from the earliest motion picture to the latest VR experience. Cinematic language – just like any other language – is an organic, constantly evolving, shared form of communication. It is an iterative process that is refined each time a filmmaker builds a story through a discrete number of shots and each time an audience responds to that iteration, accepting or rejecting but always engaging in the process. Together, we have developed a visual lexicon. A lexicon describes the shared set of meaningful units in any language. Think of it as the list of all available words and parts of words in a language we carry around in our heads. A visual lexicon is likewise the shared set of meaningful units in our collective cinematic language: images, angles, transitions, and camera moves that we all understand to mean something when employed in a motion picture.
But here’s the trick: We’re not supposed to notice any of it. The visual lexicon that underpins our cinematic language is invisible, or at least, it is meant to recede into the background of our comprehension. Cinema can’t communicate without it, but if we pay too much attention to it, we’ll miss what it all means. A nifty little paradox. But not so strange or unfamiliar when you think about it. It’s precisely the same with any other language. As you read these characters, words, sentences, and paragraphs, you are not stopping to parse each unit of meaning, analyze the syntax, or double-check the sentence structure. All those rules fade to the background of your own fluency, and the meaning communicated becomes clear (or at least, I sure hope it does). And that goes double for spoken language. We speak and comprehend fluently in grammar and syntax, never pausing over the rules that have become second nature, invisible, and unnoticed.
So, what are some of those meaningful units of our cinematic language? Perhaps not surprisingly, a lot of them are based on how we experience the world in our everyday lives. Camera placement, for example, can subtly orient our perspective on a character or situation. Place the camera mere inches from a character’s face – known as a close-up –and we’ll feel more intimately connected to their experience than if the camera were further away, as in a medium shot or long shot. Place the camera below the eye-line of a character, pointing up – known as a low-angle shot – and that character will feel dominant, powerful, and worthy of respect. We are literally looking up to them. Place the camera at eye level; we feel like equals. Let the camera hover above a character or situation – known as a high-angle shot – and we feel like gods, looking down on everyone and everything. Each choice affects how we see and interpret the shot, scene, and story.
We can say the same about transitions from shot to shot. Think of them as conjunctions in grammar, words meant to connect ideas seamlessly. The more obvious examples, like fade-ins, fade-outs, or long dissolves, are still drawn from our experience. Think of a slow fade-out, where the screen drifts into blackness, as an echo of our experience of falling asleep, drifting out of consciousness. In fact, fade-outs are most often used in cinema to indicate the close of an act or segment of a story, much like the end of a long day. Dissolves are not unlike how we remember events from our own experience, one moment bleeding into and overlapping with another.
But perhaps the most common and least noticed transition, by design, is a hard cut that bridges some physical action on screen. It’s called cutting on action, and it’s a critical part of our visual lexicon, enabling filmmakers to join shots, often from radically different angles and positions, while remaining largely invisible to the viewer. The concept is simple: whenever a filmmaker wants to cut from one shot to the next for a new angle on a scene, she ends the first shot in the middle of some on-screen action, opening a door or setting down a glass, then begins the next shot in the middle of that same action. The viewer’s eye is drawn to the action on screen and not the cut itself, rendering the transition relatively seamless, if not invisible to the viewer.
Camera placement and transitions, along with camera movement, lighting style, color palette, and a host of other elements, make up the visual lexicon of cinematic language, all of which we will explore in the chapters to follow. In the hands of a gifted filmmaker, these subtle adjustments work together to create a coherent whole that communicates effectively (and invisibly). In the hands of not-so-gifted filmmakers, these choices can feel haphazard, unmotivated, or perhaps worse, “showy” – all style and no substance – creating a dissonant, ineffective cinematic experience. But even then, the techniques themselves remain largely invisible. We are left with the feeling that it was a “bad” movie, even if we can’t quite explain why. (Though by the end of this book, you should be able to explain why in great detail, probably to the great annoyance of your date. You’re welcome.)