Showing posts with label ordinary world. Show all posts
Showing posts with label ordinary world. Show all posts

Friday, October 3

Story Composition: Variety Within Unity

Story Composition: Variety Within Unity



I’m slowly worming (bookworming!) my way through Robert McKee’s epic book on life and writing, “Story,” and have come to what I think is one of the most valuable concepts he’s covered, as well as one of the most difficult: composition.

When I see that word, “composition,” I think of all the dreary elementary school writing assignments I had to endure. But this is different.

Story Composition


When we compose an essay or a diary entry—or a story—we make decisions about how to order and link events.

Composition is about “selecting what to include, to exclude, to put before and after.”

This sort of patient ordering is something I’m especially bad at. On my first draft, possible alternate story lines like to bubble up in my thoughts like mushrooms after a rain. But that just leads to chaos (at least, it has with me!). I must impose an organizing principle, I must be selective.

McKee lists various principles that can help with this selection process:

- Unity and Variety
- Pacing
- Rhythm and Tempo
- Social and Personal Progression
- Symbolic and Ironic Ascension
- The Principle of Transition

Don’t worry! I’m only covering one of these today.

Unity and Variety


Let’s tackle unity first.


A story must be unified. As in Highlander, “There can be only one.” Yes, we can weave in numerous sub-threads, but there should be one overarching plot/arc/story thread.

What is this story thread? It follows a very simple organizing principle:

“Because of the Inciting Incident the Climax had to happen.

In every story there’s an Inciting Incident. That incident changes the protagonist’s Ordinary World in such a way that, ultimately, it is impossible for him to go on with his life as normal.

McKee uses the movie “Jaws” as an example:

“Because the shark killed a swimmer, the sheriff had to destroy the shark.”

I would say that, in “Indiana Jones and Raiders of the Lost Ark”:

Because the Nazi’s were in search of the ark, Indiana Jones had to get to it first and bring it home.

McKee continues:

“We should sense a causal link between Inciting Incident and Story Climax. The Inciting Incident is the story’s most profound cause, and, therefore, the final effect, the Story Climax, should seem inevitable. The cement that binds them is the spine, the protagonist’s deep desire to restore the balance of life.”

Now, I’m not saying that this is true—or should be true—for every single story. As McKee points out, there are different kinds of stories. But it is interesting how many stories this applies to. Take, for instance, Margaret Atwood’s most recent book, “Stone Mattress” as an example.

Margaret Atwood wields her pen like a scalpel, honing her words, her meaning, to a sharp edge as she slices into her characters, revealing their still-beating hearts, their souls.

But I digress. One of the stories from “Stone Mattress”—The Freeze-Dried Groom—follows, or embodies, the principle McKee mentions. In this story, Sam, the protagonist, is a scoundrel who we meet the morning his wife finally wises up and gives him the boot. 

That event, that severing of ties, is the Inciting Incident and sends Sam hurtling toward, not only the end of the story but, we feel, the end of his life. Or at least that’s how it unfolded in my imagination. Atwood hides the climax of her story; it occurs after the last word. She invites the reader—literally as well as figuratively—to spin out the story for themselves. It’s the perfect lead-in to a fan-fiction contest.

I mention Atwood’s story because it demonstrates an important aspect of this principle of unity: The writer’s challenge is to finish the story in such a way that whatever ending is chosen, it will seem inevitable—and come as a surprise.

That’s tricky to pull off, but the stories that do often go on to become reader/viewer favorites. For example, the end of Empire Strikes Back, when Luke finds out that Darth Vader is his father. It came as a surprise but, afterward, when I thought about it, it seemed to fit perfectly. It seemed obvious. Inevitable.

Variety


McKee writes:

“Unity is critical, but not sufficient. Within this unity, we must induce as much variety as possible.”

Action/adventure stories are often also love stories—or contain within them this thread.

Yesterday I watched “22 Jump Street.” It was a comedy about two police officers who respond to the death of a girl by arresting a drug dealer, but it was also a bromance, a romance, and an action adventure.

McKee ends this section by writing:

“[...] we don’t want to hit the same note over and over, so that every scene sounds like every other. Instead, we seek the tragic in the comic, the political in the personal, the personal driving the political, the extraordinary behind the unusual, the trivial in the exalted.”

At some later date I’ll come back to a few of McKee’s other points, but that’s enough for today. Here’s my takeaway: Within unity, variety. 

Good writing! Have a terrific and productive weekend. 

By the way, I have been sending out writing prompts on my Google+ feed. If you would like to join in the fun, please do.

Photo credit: "quiet" by 55Laney69 under Creative Commons Attribution 2.0.

Friday, February 7

The Inciting Incident vs The Call To Adventure

The Inciting Incident vs The Call To Adventure


Something I've been meaning to write about for a while is the difference between the Inciting Incident and the Call to Adventure.

This is one of those posts you might not agree with. You might think the Inciting Incident and the Call to Adventure are one and the same. If so, fine. I think there are good and credible arguments to that effect and luminaries such as Christopher Vogler don't emphasize the difference between the two.

If thinking about the Inciting Incident as synonymous with the Call to Adventure works for you, great! Ignore this post. If, however, you're curious about what might be gained by viewing these two events as distinct, or if you feel there might be a good reason for looking at the two differently, I invite you to read on.

The Inciting Incident


I used to believe that the inciting incident was pretty much the same thing as the Call to Adventure. For example, when I wrote the blog post "Larry Brooks On The Structure Of Short Stories," I talked about both under the same heading. I now think there's good reason to keep the two conceptually distinct even though, in practice, they can occur at the same time.

So, let's talk about the Inciting Incident, what are its characteristics?

First of all, the Inciting Incident is the exciting incident--or at least it should be. 

Syd Field writes in Screenplay: The Foundations of Screenwriting:

"You've only got 10 [script] pages to grab the attention of your reader or audience; that's why so many films open with an attention-grabbing sequence like the opening of Jaws [...]. Once you establish this scene or sequence, usually called the inciting incident, you can set up the rest of your story."

"Shakespeare is a master of openings. Either he opens with an action sequence, like the ghost walking the parapet in Hamlet, or the witches foretelling the future in Macbeth, or he uses a scene revealing something about the character: Richard III is hunch-backed and laments about the "winter of our discontent [...]."

"Your story determines the type of opening you choose."

The Inciting Incident does two things; it has two functions. First, it grabs the attention of the audience and, second, it draws the main character (either immediately or after a chain of actions and reactions) into the story.

The Call to Adventure


The Call to Adventure is pretty much what it sounds like.

Christopher Vogler, in The Writer's Journey, writes:
"The hero is presented with a problem, challenge, or adventure to undertake. Once presented with a Call to Adventure, she can no longer remain indefinitely in the comfort of the Ordinary World.

"Perhaps the land is dying, as in the King Arthur stories of the search for the Grail, the only treasure that can heal the wounded land. In Star Wars, the Call to Adventure is Princess Leia's desperate holographic message to wise old Obi-Wan Kenobi, who asks Luke to join in the quest."

"The Call to Adventure establishes the stakes of the game, and makes clear the hero's goal: to win the treasure or the lover, to get revenge or right a wrong, to achieve a dream, confront a challenge, or change a life."

"Typically, in the opening phase of a story, heroes have 'gotten by' somehow. They have handled an imbalanced life through a series of defenses or coping mechanisms. Then all at once some new energy enters the story that makes it impossible for the hero to simply get by any longer. A new person, condition, or information shifts the hero's balance, and nothing will ever be the same. A decision must be made, action taken, the conflict faced. A Call to Adventure has been delivered, often by a character who manifests the archetype of the Herald."

The Difference


The Ordinary World of the hero is relatively static at the beginning of the story. Often, there is something deeply wrong with the hero's normal existence, with the hero's Ordinary World, and he exists in a state of imperfection. One way of looking at this is as a kind of false, local, optima. The hero isn't happy and knows he's not happy but is scared that if he tries to change things will get worse. 

A good example of this is of Neo--or, rather, Mr. Thomas Anderson--in The Matrix. In the beginning Anderson knows that something is wrong; not just with his life but with the world. The problem: he doesn't know what. He's searching.

The hero's stasis, his status quo, the state of equilibrium he exists in, is shattered by the Inciting Incident. Something happens that introduces a change into his world, a change which will--sooner or later--shatter his status quo. The Inciting Incident creates an imbalance, an inequality that the hero must, eventually, address. 

At the beginning of The Matrix words, unbidden, flash on Anderson's computer screen: "Follow the white rabbit." I would argue that this is the inciting incident, the event that sets a series of other events in motion that, eventually, leads to his call to adventure. 

One could argue that Anderson receives a few different calls to adventure, but certainly the event that shatters his status quo and locks him into the adventure occurs at the end of Act One when he is offered the choice between the red pill and the blue pill.

Example: Star Wars IV A New Hope


Although there doesn't seem to be consensus on the point, I'm one of those who think that, in Star Wars IV: A New Hope, the Inciting Incident was when Darth Vader--seeking the plans for the Death Star the Resistance 'acquired'-- attacks and boards Princess Leia's shuttle. 

When Darth Vader attacks Princess Leia's diplomatic craft Vader introduces an imbalance, an imbalance that initiates a chain of events that eventually involve the hero and lead to the Call to Adventure.

Granted, the Call to Adventure doesn't come till much later, but the Inciting Incident (DV boarding the shuttle) has set in motion a series of events which will culminate in the call to adventure (the call occurs when OWK asks Luke Skywalker to help him deliver the plans to the resistance base on Alderaan).

Summary


Whether or not you agree with me about the Inciting Incident in Star Wars, I find it fruitful to view the Inciting Incident and the Call to Adventure as conceptually distinct because they serve different, though complementary, functions. 

The Inciting Incident (=exciting incident) functions to a) grab the audience's attention and b) sets the story in motion by breaking the status quo.

The Call to Adventure, on the other hand, connects the hero to the cataclysmic changes in the Ordinary World.

You can see how these two events would often go together.

The bottom line: If how you view the Inciting Incident and Call to Adventure works for you, then great! In the end there's only one rule: use what works for you.

Photo credit: "2014-037 the talk on the cereal box" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Thursday, February 28

Writing And The Monomyth

Writing And The Monomyth

Let's get back to talking about writing, the butt-in-chair stuff.


The Monomyth


Just as all philosophy is a footnote to Plato, all plots are variations of the monomyth. Perhaps, in writing circles, the best known version of the myth is the one popularized by Christopher Vogler in his wonderful book, The Writer's Journey.

I believe that every writer has internalized his or her own particular version of the monomyth. This is the structure that organizes our stories.

Each of our individual monoymths is going to be different because each writer is unique. We each have a different perspective on life and the world and this is going to show itself in our work.

What follows is my version of the monomyth. This version is no better than anyone else's (and hopefully no worse!) and I present it here more as an exercise for myself to make my implicit understanding of story structure explicit. If something I write resonates with you then I invite you to use it and if something doesn't then ignore it, it's not for you.


The Stages of the Monomyth


1. The ordinary world


Here we see the hero (the hero can be a male or female) in the ordinary world. This is the life he is used to. For instance, at the beginning of Star Wars: A New Hope we see Luke working on his Uncle's farm.

SHOW the hero in the ordinary world. Take this as an opportunity to show what the hero is good at. What is he comfortable with? What is he terrible at? What are his hopes and dreams?

2. Call to adventure


A force crashes into the heroes ordinary world. Something happens, something changes. Perhaps a herald/messenger comes with news that the hero's great uncle has passed away and left him a mansion. Perhaps a malfunctioning droid shows him pictures of a pretty girl pleading for help.

3. Refusal of the call


The hero doesn't always refuse the call to adventure, but at the very least he has to consider what answering the call would mean. What would he have to give up? What might he gain?

4. Meeting the mentor


If the hero refuses the call to adventure the mentor can help spell out the stakes for him and motivate him to explore the strange new world that awaaits those few brave enough to attempt the journey. Even if the hero is eager to be off, the mentor can provide him with advice, or perhaps equipment, or--if it's a fantasy--a magical charm or three.

Often the mentor travels with the hero as a helper. Nearly always the mentor dies or leaves the party before the climax of the story, leaving the hero on his own to meet the final test alone.

Think of Mr. Miyagi in The Karate Kid or Obi Wan Kenobi in Star Wars: A New Hope. The mentor knows more about the special world where the adventure will take place (e.g., the world beyond Luke's home planet of Tatooine; knowledge of The Force).

5. Entering the special world 


Before the hero leaves the ordinary world he often has to pass a test given by a threshold guardian. He doesn't quite pass the test, or he does but he makes the guardian angry, and is tossed into the belly of a whale, or trash compactor, or otherwise left for dead.

In any case, something happens to the hero such that he is swallowed into the unknown and begins--perhaps grudgingly--to adapt to the ways of the special world.

The special world is the land of adventure. There are different rules here, different social norms, different dangers. What the hero was good at he is no longer and what the hero couldn't do before now becomes possible.

After entering the special world the hero goes through a period of adjustment. Think about Luke when he goes into the Mos Eisley Cantina with Obi Wan Kenobi and the wonderful strangeness of the customers, the setting.

Have you ever used the monomyth to help structure your stories? Is there another structure you use? If so, please share!
Update: The discussion of the monomyth is continued here: Writing And The Monomyth, Part 2.

Other articles you might like:

- Steven Pressfield Gives Writers A Pep Talk In A "Get Off Your Duff And Start Writing!" Kind Of Way
- Pixar: 22 Ways To Tell A Great Story
- Podcasting on the iPad

Photo credit: "let's type" by |vvaldzen| under Creative Commons Attribution 2.0.