Showing posts with label Raiders of the Lost Ark. Show all posts
Showing posts with label Raiders of the Lost Ark. Show all posts

Friday, November 25

Turning An Idea Into A Story

Turning An Idea Into A Story


I know I’ve touched on this in a couple of previous posts. To be honest, there’s an old story I’ve written, one I love, but I know the structure is wrong. While I’ve become much better at spotting structural defects in the works of others, when it comes to my own work it’s devilishly hard because I’m so close to it.

I think that this is, at least in part, because I don’t need to read the words to grasp my story, it’s already in my head.

What I want to think about today is how to take an idea and treat it a bit like a piece of knitting or crochet that needs to be blocked. By this I mean, just as I would stretch a crocheted snowflake over a mould so that it would take on the appropriate shape, so a story idea can be positioned within a structure to see how well it fits, where it’s thin as well as where it bunches.

True, I wrote about this last time, but today I want to approach it from a different angle. Last time I talked about a writer’s audience and how this can influence the content of the work. Today I want to focus on shaping the story idea itself.

As always, I would love to know what you think! Are you getting a bit worn out by NaNoWriMo? What kind of articles would you like to read? If you feel that you haven’t achieved your writing goals, what would you say was the single biggest thing holding you back?

The Beginning of a Story Hypothesis


“(1) A state of affairs, present or projected, that symbolizes happiness to your hero.

“(2) A danger that threatens his chances of achieving or maintaining that state of affairs.”[1]

What I try to do is imagine each of these states of affairs as vividly and concretely as I can. Then I write them down. This serves as a foundation for my story.

Example: Silence of the Lambs by Thomas Harris.


What state of affairs symbolized happiness to Clarice Starling?

As the title of the movie suggests, the lambs being silent.

Let me unpack that. Clarice was abandoned by her mother after the death of her father. She was angry. How could her mother abandon her own child? But then Clarice abandoned the lambs because it was out of her control. Like her mother, she couldn’t do anything to help. By the time we meet FBI trainee Starling, though she is still angry with her mother on some level, she’s more angry with herself.

What danger threatens Clarice’s chances of achieving or maintaining the said silence? Two threats: the serial killer Jame Gumb and the FBI. The serial killer because he’s the one killing the girls, Clarice’s lambs. The FBI because they care more about politics and advancement than about saving a life.

Example: Raiders of the Lost Ark


The state of affairs that symbolizes happiness to Indiana Jones is taking the Ark back to the university’s museum.

The danger that threatens Indy’s chances of achieving this state of affairs is, primarily, Belloq, his nemesis. Belloq is also an archeologist, one who keeps stealing the relics Indy recovers.

Now it’s your turn. I’d like you to think of two things and creative a vivid mental picture of each of these situations:

1. What state of affairs, present or projected, symbolizes happiness to your hero?
2. What danger threatens your hero’s chance of achieving or maintaining this state of affairs.

Five Elements In Every Story


Swain writes that the following five elements are in every story (see below). In what follows I use Raiders of the Lost Ark as an example.

1. A Protagonist


A protagonist is the person who the world pushes on, the one who is threatened by a specific danger. He is also the person who, eventually, pushes back.

Example: Indiana Jones, relic hunter.

2. A Situation/The Inciting Incident


This is the “backdrop of trouble that forces him [the protagonist] to act.”[1]

Example: Two men from army intelligence visit Indiana Jones and tell him that the Nazi’s have discovered Tanis, the resting place of the Ark.

3. The Objective/Protagonist’s Goal


The concrete thing or state of affairs the protagonist desires.

Example: The Ark ensconced in the university’s museum back in the USA.

4. An Antagonist


The antagonist not only resists the protagonist, he fights against him.

Example: Whenever Indiana Jones finds a significant relic, Dr. RenĂ© Belloq is there to snatch it away from him. Now, Belloq is working for the Nazi’s and he uses his knowledge of Indiana Jones’ character against him.

5. The Disaster


If there is nothing at stake the story isn’t as exciting. Further, the stakes must be personal, they must endanger the people and things the protagonist cares about most. Also, the stakes must increase until, at the climax, the protagonist is faced with a disaster that is “Something Unutterably Awful.”[1]

Example: The Nazi’s have not only found the Ark, they open it releasing the raw power of God.

The Story Question


The story question is formed by fitting two sentences together.

Sentence 1: This is a statement and it should establish the PROTAGONIST, SITUATION and OBJECTIVE.[1]

Sentence 2: This is a question and it should establish the ANTAGONIST and the DISASTER.[1]

Here are a few different forms a Story Question could take:


Dwight V. Swain:

First form: “Will this focal character defeat his opponent, overcome his private danger, and win happiness?”[1]

Will Indiana Jones defeat Dr. René Belloq, overcome the Nazi war machine and avert global disaster?

Second form: When [Situation/Inciting Incident] [Protagonist] wants [Protagonist’s Goal/Thing That Makes Her Happy]. Will she lose her chance for happiness because [Antagonist] [Disaster]?

Example: When Indiana Jones learns that Nazi archaeologists are close to recovering the Ark of the Covenant, he sets out to claim the ark for the United States and her allies. Will he lose his chance to avert global disaster because Dr. Rene Belloq once again snatches Indy’s prize away from him?

Jim Butcher:

*WHEN SOMETHING HAPPENS*, *YOUR PROTAGONIST* *PURSUES A GOAL*. But will he succeed when *ANTAGONIST PROVIDES OPPOSITION*? [3]

Or: When [Inciting Incident occurs] [Protagonist] [Protagonist’s Goal]. But will he succeed when [Antagonist Opposes Protagonist]

Example: When Indiana Jones learns that Nazi archaeologists are going after the Ark of the Covenant he sets out to claim the Ark first. But will he succeed when Dr. Rene Belloq discovers Indiana’s plans?

Whatever form your story question takes it should be answerable with a “yes” or “no.”

Other Ways of Structuring a Story


These really aren’t other ways, they are different ways of representing or thinking about the same way. If you’re writing a short story or even a piece of flash fiction, these might be of a bit more help:

a. The Three O System: Objective, Obstacle, Outcome.[1]


Example: Indiana Jones wants to bring the Ark of the Covenant back to the USA. Unfortunately, Indy’s nemesis, Dr. Rene Belloq, is set on getting the Ark for the Nazi’s and he has no qualms about playing dirty. If Belloq succeeds the world as we know it could be destroyed.

b. Who, What, Why: WHO wants to do WHAT and WHY can’t he?[1]


Example: Indiana Jones wants to bring the Ark of the Covenant back to the USA. Unfortunately Dr. Rene Belloq and the Nazi war machine are set on taking the Ark for themselves.

The Secret Sauce: Linking this in with the protagonist’s character


I’m a fan of Jim Butcher’s Dresden Files series. A BIG fan!

Every time Butcher releases a new book I block off a few hours of my day, curl up in my favorite chair and read the book cover to cover. Sure, I’ll go back later and re-read it. The second time will be slower, more careful. I’ll look at the structure of the story and try to analyze how Butcher created certain effects in the reader. But the first time through is pure unadulterated pleasure.

One thing I’ve noticed about the books of the Dresden Files series is that the main character, Harry Dresden—though clever and able to think well in the moment—isn’t the brightest bulb. Which is convenient since Dresden is uncompromisingly committed to doing the right thing (a.k.a. the moral thing).

What’s the right thing? It’s the unselfish thing. In other words, “Adherence to principle despite the temptation to self-interest.”[1]
What’s the wrong thing? It’s the selfish thing. In other words, “Abandonment of conviction for the sake of personal advantage.”[1]

This should really come through at the climax. Make sure that the moral issue is brought into play. The hero (and this is a big part of what makes a character a hero) does what he does for unselfish motives while the villain does what he does from selfish motives. I’m not saying it’s quite as clear cut as this, but (thinking about the books I’ve read and the movies I’ve seen) self-interest seems to be a dominant trait in most antagonists.[2]

As a result, though, often heroes are more good than bright. I’ve just mentioned Harry Dresden. It’s not that he’s stupid, far from it! But there are many people who are more intelligent than him in one way or another. That said, he excels at three things. First, he can think well under pressure. Second, he can think well in the moment, making a split-second decision that will (usually!) turn out to be the correct one. Third, he’s a planner, able to think of multiple possibilities and planning for them. He’s not brilliant but he can be exceptionally clever.



Every post I pick a book or audiobook I love and recommend it to my readers. This serves two purposes. I want to share what I’ve loved with you, and, if you click the link and buy anything over at Amazon within the next 24 hours, Amazon puts a few cents in my tip jar at no cost to you. So, if you click the link, thank you! If not, that’s okay too. I’m thrilled and honored you’ve visited my blog and read my post. :-)

Today I’d like to recommend Master Lists For Writers by Bryn Donovan. The author goes over setting, various plot types, how to write action as well as dialogue—and that’s for starters! From the blurb: “Whether you’re writing novels or short fiction, screenwriting, or any other kind of storytelling, MASTER LISTS FOR WRITERS is a rich source of inspiration you’ll turn to again and again.”



That’s it! I hope NaNo is going well for you. Remember, as long as you’ve written more than you would have otherwise, you’re a winner! I’ll talk to you again on Monday. In the meantime, good writing!

Notes:


1. Techniques of the Selling Writer by Dwight V. Swain.

2. It is also true that every antagonist is the hero of his own story. The antagonist might see himself as a savior, unselfishly sacrificing himself—as well as, perhaps, those he cares about—for a greater good. Of course it could also be the case that he’s lying to himself!

3. Fundamentals—Story Skeletons by Jim Butcher.

Sunday, April 27

Stakes: How To Make Goals Matter



I've already discussed conflict and the importance of having goals, but a goal is useless without stakes.

Stakes are the possible consequences of a course of action. What will happen if the protagonist achieves her goal? What will happen if she doesn't?  

Stakes generate tension. Conflict. They create suspense.

For example, let's say we have a character, Bob. Bob is on a diet, he wants to lose 20 pounds before his brother's wedding. Here are two possible versions of the story:

a. Bob lost 20 pounds in time for his brother's wedding.
b. Bob failed to lose 20 pounds.

Either way: So what? Why should we care?

How about this:

c. Bob makes a bet with his brother that if he can't fit into his tux in time for the wedding he'll pay for the wedding. But paying for the wedding would wipe out Bob's savings and he wouldn't be able to take his girlfriend on the dream vacation he has been promising her for the past four years. If Bob doesn't make good on his promise, his girlfriend will leave him. He knows he was an idiot to make the bet but what's done is done. He can't welsh. Will Bob be able to lose the 20 pounds before the wedding or will he fail, pay for his brother's wedding and die alone?

That's better. It's still not a terribly interesting story, but there's potential. As soon as Bob has something to lose and something to gain, we can begin to care about what happens to him.

The possible consequences of a course of action must be clear.


In order for the stakes to be clear, the goal must be clear.

A protagonist wants something. She can want more than one thing, but she must want one thing desperately and more than anything else. The thing that is desperately, passionately, wanted becomes the story goal. If the protagonist achieves the goal then she's succeeded, if not then she's failed.

For instance, in Indiana Jones and Raiders of the Lost Ark, if Indiana finds the ark and brings it back with him then he has succeeded. If not, he's failed.

What are the stakes? If Indy achieves his goal then he gets professional kudos and the opportunity to study a fascinating artifact. If he doesn't, then the Nazi war machine will use the ark to help turn the tide of war in their favor.

Of course, the goal can change along the way. In The Firm Mitch McDeere starts out wanting to be a rich lawyer then, about halfway through the story, his goal changes: he just wants to be free, he doesn't want either the FBI or the mob to own him.

The stakes must matter to the characters


If the stakes don't matter to the characters that's like creating a beautiful car but neglecting to put any gas in the engine. If the stakes don't matter to the characters there's nothing to drive the story. After all, if your characters don't care about achieving the goal, why would readers?

The other day I was walking through a fairground and one of the hawkers called out to me. "Hey! You want to play this game? I know you do. It's fun and you could win a great prize." 

"Oh?" I said. "What prize?" 

The boy-man held up a big stuffed pink and green elephant.

No thanks. It would be cheaper--a lot cheaper--for me to just go out and buy myself a stuffed animal. Though if he'd held up the promise of a critique by, say, Stephen King I'd have played. Heck, he wouldn't have been able to get rid of me!

This point, about the stakes needing to matter to your characters, is also about believability. When the going gets tough and your character is getting beaten up, whether literally or figuratively, they need a strong--in other words believable--reason for why they keep on keeping on.

The stakes must tie into your characters' wants and fears.


How do you, as a storyteller, make it plausible that your characters will go through hell to achieve their goal? We've just seen how. You make the stakes matter to the characters. How do you do that? You tie the stakes into your characters wants and fears.

I think this is one reason why stakes are often life and death. Whether or not a person continues living matters a great deal and it doesn't need explanation. If a burglar pulls out a gun and points it at your character as they're taking a shortcut through a dark alley, the reader understands their panic. 

A character's wants and fears should be unique. So should the stakes.


What does the character want? What drives him? What gets him up in the morning? If he won an obscene amount of money what would he do with it? 

What does the character fear? When he was a kid what kind of beasties lived under his bed? Everyone fears hunger, pain and death, give your character unique fears. One of the things I loved about Mr. Monk was that he was scared of milk. Milk! Who is scared of milk? Monk, that's who. That says something about a character.

A character's wants should reveal something unique about him.

Why a character's wants and fears are important.


Why, from a storytelling perspective, do a character's wants and fears matter? I've heard different answers to this question. Some say they matter because they tie characters to their goals, other say they matter because they tie characters to the story. And those answers are, I think, good answers. They're both correct. 

But I would also say that the stakes tie the reader to the characters and, in so doing, to the story.

For example, in William Goldman's incomparable story, The Princess Bride, why did Inigo Montoya devote his life to becoming a master swordsman? It was because the six-fingered man (Count Rugen) killed his father and Inigo had sworn to avenge his father's death. So yes, sure, Inigo's goal was to kill Rugen but I would argue that generally, he wanted to do right by his father. The love that Inigo had for his father was the glue that kept him focused on his goal. 

What are the stakes for Inigo? When Inigo finally fights Count Rugen it seems as though Inigo is dying, felled by a sneaky, dishonorable, blow meted out by Rugen. We understand from the very beginning: the stakes of this contest, this battle, are life and death and Rugen isn't going to fight fair.

All that is true, but I would argue that for Inigo the stakes that matter to him aren't life and death--his life and death--they are whether he succeeds in avenging his father. If he were to discover that avenging his father would mean his death he wouldn't hesitate. If Inigo doesn't succeed in avenging his father's death, it seems to me that Inigo wouldn't want to live. Inigo doesn't count his life as precious, he lives with one goal in mind: avenge his father's death.

Does the reader/viewer see it that way as well? I don't think so. I think we care much more than Inigo does about his life. Yes, absolutely, we want to see justice done. We want to watch Inigo complete his quest and kill the dishonorable Count Rugen. But it is also very important to us--much more important than it is to Inigo himself--that he survive.  
So all that has been building up to this: the stakes of the character aren't necessarily our stakes. We don't necessarily care about the same things the character cares about. 

When, at the end of the story, the stakes of the battle between Inigo and Count Rugen come down to life and death, I care more about Inigo's life than he does. 

Stakes: Internal and External


Just as characters have internal and external goals so there are internal and external stakes.

For instance, in the movie Shrek the protagonist's internal conflict, his challenge, was to risk rejection and let people in, to let others know how he really felt (for example, to tell Princess Fiona he loved her). Shrek needed to risk rejection so he could make connections with others and find true love.

Shrek's outer challenge was to rescue Princess Fiona so Lord Farquaad would remove the fairytale creatures from his swamp.

Different kinds of stakes accompany different kinds of goals. If Shrek failed to rescue Princess Fiona from the castle, Lord Farquaad would have had Shrek killed. If Shrek failed to lower his defences and let people in, he would have lost the love of Princess Fiona and endured a sad and lonely existence in his now vacant swamp. A pyrrhic victory.

It's not size, it's complexity


It's not the size of the stakes that count, it's their complexity. Complex stakes involve not just a character's internal or external goals, but both together. It's not just about saving the world, it's about overcoming one's fears to save the world. 

Escalate the stakes


Stories contain complications. The hero sets out to do one thing, a complication pops up and blocks him, he tries to get around the complication by doing something but that only makes things worse, and so on.

As I discussed in the chapter on Try-Fail Cycles, the stakes escalate throughout the story until everything comes to a fever pitch at the end.

Conflicting goals mean conflicting stakes


For instance, in Indiana Jones and Raiders of the Lost Ark, there's a terrific scene in the middle where Indy ducks into a tent to hide from the bad guys and comes across Marion tied to a tent pole. Indy begins to untie Marion then realizes that if the Nazis discover Marion missing they'll know he is in the camp looking for the ark. He can't give himself away.

What does Indy do? He ties Marion back up! She is furious with him. It's a great scene.

Lets take a look at the stakes at play in this scene. At the beginning of the scene Indy is trying to hide from a guard so he ducks inside a tent.

Indiana's stakes:


Goal: Escape the guard's notice and obtain the ark.
Success: Indiana doesn't get captured and is one step closer to his goal. 
Failure: Indiana is captured, possibly tortured. He fails to obtain the ark and the world is taken over by the Nazis.

Marion's stakes:


Goal: Get untied, sneak out of the Nazi camp, go to America.
Success: Marion gets her freedom.
Failure: Marion's future is unknown. She could be tortured, various nasty things could happen to her.

In the middle of the scene the stakes change when Indy realizes he has to tie Marion back up or risk losing the ark.

Indy's Goal: To NOT completely alienate the affections of Miriam.
Success: Marion's love and gratitude.
Failure: Her lasting wrath.

For Indy to succeed in winning Marion's affection--or just to avoid making her furious with him--he must help her escape. But he can't. If he helps her, then he risks his primary mission. So he fails to achieve this minor goal, accepts Marion's wrath, ties her back up, and exits the tent.

The point is that conflicting mini-goals with their own stakes often pop up within a scene. The scene between Indiana and Marion was especially interesting, I thought, because it highlighted their diametrically opposed interests. Marion would much rather just escape and forget all about the ark, but not Indy.

*  *  *

As we've seen, characters have goals. Depending upon whether they attain these goals different things come about. Good things will happen if they attain the goals, bad things if they don't. This--the space between where the character is and where the character could be; the possible future that awaits them--creates conflict and conflict is the engine that moves a story forward. Simple as that.

Saturday, April 26

Parts of Story: Try-Fail Cycles



One of the most useful tools or techniques for writing engaging prose is the try-fail cycle. The try-fail cycle lies at the heart of how to unfold a conflict in such a way that it generates suspense.

The nuts and bolts of the try-fail cycle.


For every conflict that comes up, a question can be asked: Will our hero succeed? There are four possible answers:

1) Yes
2) Yes, BUT
3) No
4) No, AND

Let's look at each of these.

1. Yes.


Although in real life we love it when we get what we want, this is boring for others. When families get together at Christmas what's the gossip about? It's all about who got divorced, who lost their job. It's about the bad things--or at least the sad things--that have happened to the people in our lives.

Being told that, yes, the hero will succeed won't generate conflict. It's not interesting. 

Imagine someone told you the following story:

Bob woke up Wednesday morning with an overpowering desire for waffles. Bob promptly got up and took himself over to the nearest waffle house and ate a hot, flaky, buttery, waffle. The End.

Boring.

Even if we give Bob some motivation, it still doesn't help matters:

Bob's wife, Cindy, woke up Wednesday morning with an overpowering desire for waffles. Cindy was seven months pregnant and hadn't had any appetite for the last three days. Her doctor was worried. When Cindy woke up wanting waffles Bob was overjoyed. "You wait right here," he said, "I'll get you a stack of the fluffiest, most mouth watering, waffles you've ever had. Be right back." 

Bob jumped in his car, got the waffles, and gave them to his wife. She scarfed them down in no time and everyone was happy. The End.

See? Still boring.

I won't write it out, but what if we gave Bob a few obstacles? What if Bob jumped in his car and it wouldn't start? He investigates and discovers his battery is dead. Bob heads over to the neighbor's house hoping he'll help jump start his car but his neighbor isn't home.

Bob peers through the neighbor's window hoping the man just fell asleep on the couch. Instead of seeing his neighbor--an ancient relic who shuffles about, his underwear sagging dangerously--he sees an attractive young woman he doesn't recognize. She's moving around the living room putting valuables into a sack. His neighbour is being robbed!

Bob tries to call the police on his cell but can't get a signal. He wonders if he should bang on the window or say something to the intruder to scare her off. As Bob peers through the window wondering what he should do the woman turns and sees him. She screams something at him he doesn't understand (it's muffled by the glass), pulls a gun from her pocket and points it at him.

Bob, a spike of fear raising goosebumps along his arms ...

And so on.

That's not as boring. I might be able to do something with that. And it's all because we didn't give the hero what he wanted.

2. Yes, BUT ...


As we've seen, a hero needs setbacks because if what he desires were handed to him that would be dull.
With "Yes, BUT" we give the hero something he wanted but introduce a complication. For instance, in my story, Bob's goal was to drive to the waffle house and buy his wife some waffles. Is Bob able to get into his car? Yes! BUT his battery is dead. That's the complication. 

By setting up goals and obstacles and making Bob hop from one to the other, getting in more trouble each time he fails, the story becomes more interesting. Why? Because character is revealed through adversity.

3. No.


For fictional characters, answering the question, "Will the hero get what he desires?" with "No" is almost as bad as answering it with, "Yes." We don't want to see our heroes fail. We want to see them triumph over adversity, or at least make some progress toward triumphing. Imagine this scenario:

Bob woke up Wednesday morning with an overpowering desire for waffles. Bob tried to drive to a waffle house but his car wouldn't start. Dejected and waffle-less, Bob climbed back into bed. The End.

Not interesting.

4. No, AND ...


This is very common. Not only doesn't the protagonist achieve what he set out to but another complication is thrown in his path. We saw it above. The question is: will he get a jump start from his neighbour? The answer: No, AND he has a gun pointed at him.
I'll talk more about this in a minute.

Conflicts & Setbacks


Your main character has goals, he wants things. But if he got everything he wanted right away then your story would be as entertaining as watching paint dry. The solution: be mean. Give your main character setbacks, lots of them. 

In Indiana Jones and Raiders of the Lost Ark, Indiana Jones goes on a quest to find and bring back the lost Ark of the Covenant. About halfway through the movie he finds the ark but is captured and, along with Marion, sealed inside an ancient burial vault and left to die.

What follows is one of the best sequences of conflicts and setbacks I've come across. Let's start after Indy finds the ark. 

Question: Does Indy find the ark?
Answer: Yes.
Complication: BUT Indy is captured, thrown into a pit of snakes, and the antagonist takes the ark.

Remember that it has been established early on in the movie that Indiana hates snakes. Spiders and all manner of creepy-crawlies he's fine with, just don't bring him near a snake! (And, yes, I know that there's no logical reason why there would be that many snakes in an ancient burial vault, but the scene still works.)

Question: Do Indy and Marion survive the pit of snakes? 
Answer: Yes, they use torches to keep the snakes at bay.
Complication: BUT the torches are about to burn out.

Question: Do Indy and Marion escape the pit of snakes before their torches burn out?
Answer: Yes, Indy crashes a pillar through a wall providing them an escape.
Complication: BUT the room they enter is filled with skeletons that seem to come alive.

Question: Will Indy and Marion escape the ancient burial vault they've been entombed in?
Answer: Yes.
Complication: BUT the bad guys have the ark and Indy needs to get it back.

Notice that after every goal Indy achieves there is a setback.

Another fabulous sequence in the first Indiana Jones movie occurs a little after the midpoint when Indy decides he and Marion need to get on the plane that the German's will be using to fly the ark out of the country. 

Indy fails in the end (the plane blows up) but the sequence of goals and conflicts create a memorable scene. Let's take a look.

Question: Will Indy commandeer the plane?
Answer: No.
Complication: AND Indy is spotted crawling up the plane, toward the pilot.

Question: Indy and a bad guy fight. Will Indy win?
Answer: Yes.
Complication: BUT a much bigger man starts a fight with Indy (AND the pilot sees indy and knows he's trying to commandeer the plane).

Question: The pilot starts to take pot shots at Indy. Will Indy escape being hit?
Answer: Yes, Indy dodges the pilot's bullets.
Complication: BUT the pilot keeps shooting. 

Question: Indy is fighting a huge bad guy. It looks like he has no chance of winning. Will Indy, against all odds, win the fight against the Man-Mountain? 
Answer: No, Indy is not going to win a fist-fight with the Man-Mountain.
Complication: AND the pilot is still shooting at him.

Question: The pilot takes aim at Indy, from this angle he can't miss. Will Indy survive?
Answer: Yes, indy survives. Marion hits the pilot over the head and knocks him unconscious.
Complication: BUT as the pilot slumps over in the cockpit he hits some levers and starts the plane rolling forward while Indy fights the Man-Mountain on the ground below.

Question: Marion climbs into the cockpit to remove the pilot and stop the plane from moving. Does she succeed?
Answer: No.
Complication: AND Marion gets locked inside the cockpit.

You get the idea. The entire scene is well worth watching.

One thing I want to point out before I leave this chapter is that the stakes for our hero gradually escalate throughout the scene. At first Indy just wants to board the plane, then he gets into a fist fight, then there's an impossibly huge guy he has to fight, then someone starts shooting at him, then the plane begins to move, then there's a truckload of German soldiers who see him, then Marion explodes gasoline containers, then there's gasoline on the ground running toward the fire.

At the end of the scene an ocean of gasoline is rushing toward the burning remains of the gas canisters while the Man-Mountain continues to beat Indy to a pulp and, of course, the whole camp has noticed the gasoline barrels explode and is rushing to investigate. It's quite something.

Try-Fail cycles are present in every story. The next time you read a book or watch one of your favorite TV shows, look for the try-fail cycles.

Saturday, April 19

Parts of Story: A General Story Structure



Now that I've talked a bit about genre and how important it is to know what genre, and subgenre, your book falls into, I'd like to step back and look at what all genre stories have in common. What follows is a description of what I think is the most common structure for genre tales. 

A Three Act Structure


The lion's share of stories can be broken into three acts.

Act One—The Ordinary World—First Quarter


Act One is where you introduce your characters and the world they live in. As the story unfurls, readers find out more about the characters as they interact with each other as well as with the world around them, both physical and social. We see their strengths and weaknesses, their hopes and fears, their quirks and idiosyncrasies. The most important character in all this is the hero because the story is going to revolve around his quest. That's what a story is, after all: a description of a character's pursuit of a goal.[1]

The Inciting Incident And The Call To Adventure


I'll talk more about this in the next section, but The Ordinary World of the hero is relatively static, at least in the beginning. Often, there is something deeply wrong with the hero's normal existence. The hero exists in a state of imperfection. He has reached a false local optimum. He isn't happy, and he knows he's not happy, but fear prevents him from changing; the fear that if he tries to change things will get worse. 

During the Inciting Incident something happens that changes the hero's world, a change that will, eventually, shatter his status quo. The Inciting Incident creates an imbalance, an inequality, that must be addressed. This is the problem the hero seeks to solve, the wrong he seeks to right, when he answers the Call to Adventure.

For instance, in the movie Shrek the namesake character is an ogre who wants to be left alone in his swamp. Of course, what he really wants is for people not to make up their minds about him before they meet him. He wants to forge some sort of connection with others, but he's (understandably) afraid of being rejected because it happens so often.

When Lord Farquaad exiles legions of fairytale creatures to Shrek's swamp (this is the Inciting Incident), Shrek's solitude is stripped away. This sends Shrek and Donkey off on a mission to confront Lord Farquaad and convince him to send the fairy tale creatures somewhere--anywhere--else. But Lord Farquaad has another idea. 

Lord Farquaad proposes (this is Shrek's Call to Adventure) that if Shrek conquers the fire-breathing dragon and frees Princess Fiona from her imprisonment in the castle, that he will grant Shrek's wish and clear his swamp of fairytale creatures. Shrek accepts and, in the process, falls in love with the princess. Now Shrek has another goal, to tell the princess he loves her. What prevents him from doing so is his fear of rejection. This fear is what Shrek has to overcome if he is to achieve his goal and win Fiona's hand in marriage.

The Lock In


At the end of the first act it often happens that the hero is locked into his quest. He has a moment of realization and understands that if he takes up the quest he must leave his ordinary world behind. It is important that the hero understand the stakes involved and, despite the dismal odds of success, choose to take up the quest knowing that, if he does, there is no going back.

I've just talked about the movie Shrek. When Lord Farquaad gives Shrek his Call to Adventure, Shrek has a choice: accept or not. But archers perch atop the walls ready to shoot him dead if he refuses. After that, Shrek is locked in to the quest. 

In Star Wars when Luke finds his aunt and uncle dead, massacred by storm troopers, he understands there is no going back. His ordinary world is gone. 

I think the most obvious case of the lock in is The Matrix. At the end of Act One Morpheus gives Neo a choice: take the red pill or the blue bill. The red pill will change Neo's entire world and will show him the truth he has always searched for. The blue pill will restore the status quo of the Ordinary World. His choice is irreversible.

Act Two—The Special World—The Middle Half


At the end of Act One the hero answers the Call to Adventure and crosses the threshold into the Special World. Here everything is different, strange, reversed. The hero's strength (usually characters have at least one strength) isn't going to serve him as well here, perhaps it even puts him at a disadvantage. 

In the first part of Act Two the hero goes through a series of Tests And Trials, most of which he fails, and he makes new acquaintances, both Allies And Enemies. It is also here at around the beginning of Act Two that the B-story starts. Some of those the hero meets will become his staunch allies and will join his quest while others will become his enemies. This time of testing is also a time of Fun And Games. In a movie this is where you often have a feel-good montage.  

The first half of Act Two often contains a moment of bonding. If there is a romance, the hero and his love interest may deepen their relationship. After all, the hero is about to confront the antagonist and, perhaps, pay with his life. If there is no romance, the story will likely still contain a moment of bonding, a pause, a girding of the loins, as well as a review of the stakes. What will happen if the hero loses? If he wins? Who will it effect? What will be the cost? What will be the reward? 

The Midpoint


Finally, the moment of confrontation has arrived. The Ordeal has begun. Since we know the stakes of the battle, we watch anxiously as the hero risks everything to defeat his foe. The confrontation between the hero and his nemesis can be a physical one but it needn't be. Sometimes they are each going after the same item, the same treasure. In the movie Indiana Jones and Raiders of the Lost Ark, Indy loses the ark to Dr. René Belloq, his nemesis. In Star Wars Luke discovers the Death Star.

Regardless of whether a physical confrontation occurs, the midpoint represents a sea change in the story. Where before the hero was passive, now he is active. This doesn't occur all at once, but it marks the change. Often this change occurs because the hero receives information. This information could be about the antagonist. It could also be about the nature of the Special World and the Antagonist's--as well as the hero's--place in it. 

After the confrontation at the midpoint the stakes of the battle get cashed out. If the hero is successful, he will get a reward. If the hero isn't successful then usually this is just the beginning of the grief that rains down upon him and those he cares about. Often, if the hero fails at the midpoint he will also fail at the climax of the story. Similarly, if the hero wins at the midpoint he will often win at the climax.

Regardless of whether the hero wins at the midpoint, the stakes go up. Way up. The hero hasn't resolved the conflict, he has increased it. I can't stress this enough. Where before it was only the hero's life at stake now it is also the lives of the hero's allies. Perhaps, by the time we reach the climax, even the lives of his loved ones back home (as well as, perhaps, the world or even the entire galaxy) will lie in the balance. 

Another important change that occurs around the midpoint is that now it's not just the villain who is pushing the events, driving them, it is also the hero. You even see this in stories that have a non-traditional structure, stories such as The Usual Suspects.

Toward the end of Act Two matters have radically changed, and for the worse. There is often a Major Setback, quickly followed by an All Hope Is Lost moment. As the name implies, something occurs that transforms the hero's world, or his view of it, and brings him to his lowest point.

For instance, in the movie Shrek the Major Setback comes when he overhears Princess Fiona talking with Donkey. Shrek misunderstands who Fiona was talking about and jumps to the mistaken conclusion that Fiona thinks he is ugly and unlovable. Since he was working up the courage to tell Fiona he loved her, this revelation comes as quite a blow.

The All Hope Is Lost moment comes shortly after when Shrek is cruel to Donkey. Of course we, the audience, know Shrek is acting as he is because he mistakenly believes Donkey was talking against him. Shrek tells Donkey to go away, that he isn't welcome in his swamp again, ever! This is Shrek's lowest point. As a result of his own actions, Shrek has become estranged from the two people who care about him most.

Act Three—The Return Home—Last Quarter


After the All Is Lost moment the B-story is usually resolved. As a result, an important change occurs in the hero and he is able to resolve his inner conflict. As a result, the hero is able to figure out how to turn matters around and make one last desperate try to achieve his goal. 

 I don't mean a superhuman ability--though, depending on the kind of story this is, it could be. But whatever it is, the ground must have been laid for it, otherwise it would be a cheat. Perhaps the hero is now, finally, able to think clearly. Perhaps the hero understands how other people feel (he lacked empathy), or perhaps he had to release a certain way of thinking that was holding him back.

Whatever the case, something fundamental within the hero changes and, as a result, he is able to defeat the villain and achieve his goal. (I should mention, though, that not all heroes have an internal conflict. If this is the case, the hero can draw upon some characteristic that defines him such as his strength or his knowledge. Indiana Jones in Raiders of the Lost Ark is a good example of a hero without any real internal conflict.)

One way of describing this point in a story, this beat, is that the scales drop from the hero's eyes. He thought he knew how things were, but he didn't. To use Shrek as an example again, the ogre thought he knew how the Princess and Donkey felt about him, but he didn't. He was dead wrong. After the All Hope Is Lost point Donkey comes to Shrek and tells him Fiona wasn't calling him ugly and unlovable. Donkey doesn't tell Shrek she was describing herself because that's not his secret to tell. This is when the proverbial scales fall from Shrek's eyes and he realizes he acted like an idiot. Shrek decides to do what he should have done long before, he decides to risk rejection and ridicule and tell Princess Fiona he loves her.

Here's another example. At the end of The Matrix Neo realizes he's The One, and that he loves Trinity. At that moment the scales drop from his eyes; he sees what he had been blind to. He finally understands and this realization transforms him. It allows him to do something he wouldn't have otherwise been able to do. Neo triumphs over The Matrix and becomes The One. 
I'm not suggesting that this life-transforming moment of self-realization occurs at the end of every story. It doesn't. But it happens often enough that I wanted to mention it. 

But, of course, the hero doesn't have to win. Sometimes the revelation comes, but too late. Sometimes the revelation doesn't come at all.

Aftermath


In the Aftermath, or Wrap Up, the audience sees the effects of the hero's efforts. How did the hero's Ordinary World change as a result of his adventure? What was his reward? Or, if he failed, what was the cost of his failure? Tie up loose ends.

Caveat


I don't want to leave anyone with the impression that there's only one story structure. As Chuck Wendig says, every story has a structure and there are as many story structures as there are stories. No one can look at the structure of a story and say, "That's wrong!" just because it's different.

The structure I've talked about, above, is one I've been thinking about and working on for a while now. I think that it describes over 90% of the stories I've read, listened to, or watched; or at least parts of it do. That's because it looks at a story abstractly. It is a web of generalizations and so is almost guaranteed to get something right! 

I like using story structures. Often, if I feel that something is wrong with a story but I just can't put my finger on it, I go back to basics and study various story structures in an attempt to puzzle out what the problem is. I think that's the bottom line. If something helps you, use it, if it doesn't, ignore it. Let your own sense of what is right for you be the bottom line.

Links/References


1. Often stories have more than one main character. In these cases there is, still, often, one character whose arc is predominant. Where this isn't the case then I look at the story as really a combination of many stories that are held together by a common thread such as a person or theme.

Also, while I usually use the term "protagonist" to describe the main character of a story here the word "hero" seems more appropriate.