Showing posts with label mind worm. Show all posts
Showing posts with label mind worm. Show all posts

Thursday, October 9

Story World As Crucible

Story World As Crucible


Yesterday we talked about the essence of drama and the key to developing character; namely, developing a story world which will test the main character’s strengths and force him to face, and overcome, his weaknesses. (Or, if it’s a tragedy, to fail and die.)

Everything in the story universe—setting as well as characters—is chosen with the protagonist’s strengths and weaknesses in mind.

It is in this sense that all story is about character. The plot is as it is because the writer believes certain goals will be best at helping reveal character, that they will be best at forcing the protagonist to reach beyond his limits. 

Caveat


This way of looking at story (we could call it story-as-crucible) makes sense to me but I want to emphasize that not all stories are about a hero realizing his/her potential to the fullest.

Story as crucible is not, I would imagine, the way most writers think about their craft/art. That said, it’s not a bad way of looking at what we’re on about when we write a dramatic story. (Note: many stories aren’t intended to be dramatic stories.)

Thinking about the books I’ve read, the movies I’ve seen, the overwhelming majority of them fit the story-as-crucible idea. The story world and the events that unfolded within it, as well as the characters that enlivened it, can all be seen as tools used to put the main character through trials designed to burn away what is inessential. 

At the end of most dramatic stories, the main character either shatters like a flawed pot or emerges, reborn, with a realistic appraisal of both themselves and their environment. The  protagonist has come into their true strength, they have recognized and, for the most part, overcome their weaknesses. Or at least learnt how to work around them. 

Even action flicks—movies self-consciously plot oriented—bring the hero to a crises point. Think of any of the Indiana Jones movies or Die Hard.

In any case, I wanted to make the point that not all authors self-consciously sit down and decide to design a story universe as a crucible for their protagonist (nor should they). But, even when the author doesn’t, I believe that this story-as-crucible idea can still aid one’s analysis.

How to create a story world as a crucible for your main character


Well, that was a rather long summary of my previous blog post! I really just wanted to set things up for two concepts I wanted to write more about.

Now that we know what we’re on about—constructing a crucible for our main character—let’s talk about how to do this. That is, how to create a story world to serve as a crucible that will test, strengthen and transform your main character.

This is where McKee really shines, he doesn’t just talk about the importance of one’s story world being a crucible for the main character he tells you how to do it.

McKee gives the reader three techniques:

1. McKee discusses how to create a fully realized main character, one with many dimensions.

2. He also talks about how to create a supporting cast of characters, one that will force your main character reveal all his quirks, weaknesses, strengths and foibles.

3. Finally, McKee goes over how to double-check that your story world is a crucible for your protagonist. 

I wrote about (1) and (3) yesterday so tomorrow I’ll dive into how to create a cast of characters designed to put your main character through his paces.

Stay tuned!

Photo credit: "Stars and Sparks" by Zach Dischner under Creative Commons Attribution 2.0.

Tuesday, October 7

Mind Worms And The Essence of Drama

Mind Worms And The Essence of Drama


Have  you ever watched the movie, The Game? Michael Douglas plays a person with every material advantage who is, nevertheless, precariously close to killing himself. Here’s the setup:

“Nicholas Van Orton (Douglas) is a wealthy investment banker, but his success has come at a cost. He is estranged from both his ex-wife and his only sibling, his younger brother, Conrad (Penn). He remains haunted from having seen his father commit suicide on the latter's 48th birthday. For Nicholas' own 48th birthday, Conrad presents Nicholas with an unusual gift—a voucher for a "game" offered by a company called Consumer Recreation Services (CRS). Conrad promises that it will change his brother's life.” (The Game, Wikipedia)

If you’re wondering what this has to do with anything, hang on just a moment longer.

Mind Worms


In “Story” Robert McKee writes that in the Middle Ages scholars had the notion of a Mind Worm. He writes:

“Suppose a creature had the power to burrow into the brain and come to know an individual completely—dreams, fears, strength, weakness. Suppose that this Mind Worm also had the power to cause events in the world. It could then create a specific happening geared to the unique nature of that person that would trigger a one-of-a-kind adventure, a quest that would force him to use himself to the limit, to live to his deepest and fullest. Whether a tragedy or fulfillment, this quest would reveal his humanity absolutely.”

Consumer Recreation Services, from The Game is basically the modern equivalent of the Mind Worm! (BTW, if you’ve never seen the movie, Roger Ebert’s review of “The Game” was right on target and, as his reviews always were, beautifully written.)

I’ve talked about The Game and Mind Worms to lead up to what McKee says is the essence of dramatic storytelling: fully developed characters placed in a world designed to test their strengths and play on their weaknesses, to force them not only to face themselves as they are but to push past what they thought were their limits and be reborn, a new self. Or fail and die.

That’s dramatic storytelling in a nutshell. The question is: how does one do that? Today I’d like to talk about part of the answer to that question by discussing the difference between what McKee calls characterization and True Character. Let’s dive in.

The events a character experiences must fit the character.


Characters aren’t human. They aren’t persons. They’re better! Why? Because they are intentionally designed to be clear and knowable. It is possible for me to completely understand a character. I’ve never been able to say that of a flesh-and-blood person. Just when I think I have them pegged they will do something that completely bewilders me.

Character Design: Characterization vs True Character


You’ve likely heard this part before, but let's review it since we’ll be building on it in what follows:

1. Characterization


A fictional human’s characterization will include some or all of the following:

- physical appearance
- mannerisms
- style of speech
- gestures
- gender and sexuality
- age
- intelligence
- occupation
- personality
- attitudes
- values
- where he/she lives
- how he/she lives

A character’s characterization is the sum total of the observable qualities. They are what makes that character unique.

2. True Character


As we’ve seen, characterization is about the outer, the observable. True Character is about what is inside.

- Is the character loyal or disloyal?
- Are they honest or dishonest?
- Loving or cruel?
- Courageous or cowardly?
- Generous or selfish?
- Willful or weak?

True Character is expressed through choice necessitated by dilemma


McKee writes:

“How the person chooses to act under pressure is who he is—the greater the pressure, the truer and deeper the choice to character.”

The key to True Character is desire


What does the character want? McKee writes:

“A character comes to life the moment we glimpse a clear understanding of his desire—not only the conscious, but in a complex role, the unconscious as well.”

Which suggests a number of questions:

- What does the character want/desire?
- When do they want it? Now? Soon? Later?
- What is their overall desire, their chief desire?
- Does the character know he/she wants this?

What we mean by a “three-dimensional” character


But having a single, unitary, desire isn’t enough. McKee points out that truly great characters have one particular trait in common: they have contradictory desires.

Kinds of contradiction


This fundamental contradiction can take a couple of forms.

1. Contradiction deep within the character.


The character has contradictory desires. For example, Macbeth was torn between ambition and guilt.

2. Contradiction between characterization and True Character.


Another common kind of contradiction is that between the characterization—the character’s observable qualities, those that make her unique—and her True Character.

For example, a effusively complementary, gorgeous beauty queen might be seething with bitterness and anger.

That’s it! In my next post I’m going to pick up on Robert McKee’s contention that the entire story world is formed—or should be formed—as a kind of fiery forge or crucible to push the character to, and then past, his limits. That’s the heart of drama.
Photo Credit: "Love is in the Air..." by Thomas Leuthard under Creative Commons Attribution 2.0.