Creative Writing, Story Development, Story Structure, Narrative Science
Category Archives: Dramatica
Dramatica is a theory of narrative structure that became the basis for Dramatica story development software. This category covers all things Dramatica from the practical to the science behind it.
Browse through the articles or use the search box at the top of the page to find just what you are looking for, and may the Muse be with you!
For fans of the Dramatica Story Structure Theory (and software):
Here’s part of a note I recently sent to a Dramatica user who is currently focused on the concept of Duality. Now, this note won’t make much sense if you don’t know anything about Dramatica, but you can get a pretty good crash course here at http://storymind.com/dramatica/ where you can download a free copy of the Dramatica Theory Book and learn all about the concepts behind this approach to narrative.
Here’s my note:
Duality holds initial increased clarity but is a dead-end if you stop there. The quad provides all of the perspectives necessary to see any situation or feeling under study as a dynamic, rather than just two perspectives on the same thing. Two of the elements of the quad are dynamics, and two are elements. This is exactly the same as Yin and Yang. Most people see the Yin Yang symbol as just two things, male and female. But it actually has four parts: each comma-shaped area, and within each a dot. The dots are the elements, the commas are the dynamics. In a quad, mass and energy are the dots – the binary and the immediate. Space and time are the commas – the higher dimension of dynamics in which the elements exist, but are also guided by the dynamics as water might flow around a rock.
Yeah, I know, pretty philosophic from someone who co-created the very definitive Dramatica chart that operates more like a Rubik’s cube. But Chris and I were always aware that the visualization we use to present Dramatica only expresses the digital side, at the expense of the additional analog truth that operates in the same space-time.
Of late, I’ve been working with the concept that perfect story structure is a myth – and should be! As they say in the first Pirates of the Caribbean movie, “it’s more of a guideline than a rule.”
In story creation, one should ignore structure up front because we all think in narrative to begin with, subconsciously – that’s what narrative is: the pattern or framework we use to find meaning. And since narrative is how we think, every creative work we bring into the world already has an embryonic narrative structure forming in our subject matter.
The problem is that often subject matter may engender multiple potential narratives that are incompatible with one another at some or many levels. And the job of structuring is to find and refine those potential narratives so that one may be selected as the one round which you build your story.
This creative process tends to take place through four stages of story development:
1. Building your story world – who’s in it, what happens in it, what it all means.
2 Finding the path you want to follow through that world – basically your story’s timeline.
3. Adding in structural story points to act as the cornerstones and lynchpins of your story.
4. Determining the complete structural storyform that best matches your intent for the story.
In that final fourth stage, you use the storyform as a blueprint for your story, but have a lot of leeway in how closely you adhere to it. No one reads a book or goes to a movie to experience a great structure. They go because of their interest in the subject matter and a desire to have the expression of that subject matter ignite their passions.
And so, aside from the most crucial story points, an actual story (as opposed to a theoretical ideal story) can vary considerably from structural perfection whenever the process of making it more structurally accurate would undermine the flow of passion or short change the exploration of the subject matter.
Knowing, for any given story, which story points are crucial and how far one can drift, is a result of experience: the more you practice, the better you get.
Here’s a flashback article from the early days of the Dramatica theory of narrative structure back in the mid 1990s. It is the first article I wrote in a series of “Constructive Criticisms” in which I showed how Dramatica could have improved highly successful movies and books, not just ones that were obviously flawed.
We knew Dramatica was a powerful new way to look at structure. And to convey this to others, we figured that while anybody might show how to make a bad story better, we had the method to show how to make a great story superlative.
So, here’s the original article as it appeared in the first edition of our Storyforming Newsletter…
Jurassic Park: Building A Better Dinosaur!
Jurassic Park is wonderfully entertaining. The concepts are intriguing, the visuals stunning. Everything it does, it does well. Unfortunately, it doesn’t do enough. There are parts missing, little bits of story DNA that are needed to complete the chain. To be fair, these problems largely result from the mostly faithful adherence to the dramatic structure and dynamics of the book upon which the movie is based.
Storyform, the structure and dynamics of a story, is not medium dependent. What works in one medium will work in all others. Storytelling, however, must vary significantly to take advantage of the strengths and avoid the weaknesses inherent in any format. Jurassic Park makes this storytelling translation very well, but the flawed dramatics were nearly lifted intact, shackling the movie just like the book with a Pterodactyl hanging `round its neck.
Yet criticisms are a dime a dozen. Suggestions for improvement are much more rare. Fortunately that is the strong suit of the Dramatica theory. Here is one plan for building a better dinosaur.
Dramatica Background
As a starting point, Dramatica denotes a difference between a Tale and a Story. A Tale describes a series of events that lead to success or failure. It carries the message that a particular way of going about solving the problem is or is not a good one. But a Story is an argument that there is only one right way to solve a problem. It is a much more potent form that seeks to have the audience accept the author’s conclusions.
To gain an audience’s acceptance, an argument (Story) must appeal to both logic and feeling. To make the logical part of this argument, all the inappropriate ways a problem might be approached need to be addressed and shown to fail. Each one must be given its due and shown not to work except the one touted by the author. This is accomplished by looking at the characters and the plot objectively, much like a general on a hill watching a battle down below. The big picture is very clear and the scope and ramifications of the individual soldiers can be seen in relationship to the entire field.
However, to make the emotional part of the argument, the audience must become involved in the story at a personal level. To this end, they are afforded a Subjective view of the story through the eyes of the Main Character. Here they get to participate in the battle as if they were actually one of the soldiers in the trenches. It is the differential between the Subjective view of the Main Character and the Objective view of the whole battle that generates dramatic tension from which the message of the story is created.
By comparing the two views, the argument is made to the audience that the Main Character must change to accommodate the big picture, or that the Main Character is on the right track and must hold on to their resolve if they hope to succeed. Of course, the Main Character cannot see the big picture, so they must make a leap of faith near the end of the story, deciding if they want to stick it out or change.
Now this relationship between the Main Character and the Objective story makes them a very special character. In fact, they hold the key to the whole battle. They are the crucial element in the dramatic web who (through action or inaction) can wrap the whole thing up or cause it to fall apart. As a result, the personal problems they face reflect the nature of the Objective problem of the story at large.
To the audience there are two problems in a story. One is the Objective problem that everyone is concerned with; the other is the Subjective problem that the Main Character is personally concerned with. Although the problems may be greatly different in the way they are manifest, they both hinge on the crucial element in the Main Character as their common root. So, to be a complete argument a story must explore an Objective AND a Subjective problem, and show how they are both related to the same source.
Jurassic Park Analysis:
Jurassic Park attempts to be a story (not a tale) but does not make it because its exploration of the Subjective problem is lacking.
The Objective problem is clearly shown to be caused by the relationship of Order to Chaos. The message of the logical side of the argument is that the more you try to control something, the more you actually open yourself up to the effects of chaos. As Princess Leia put it to the Gran Mof Tarkin in Star Wars, “The more you tighten your grip, the more star systems will slip through your fingers.”
Since Order is actually the problem, the Chaos must be the solution. This is vaguely alluded to in Jurassic Park when the Tyrannosaurus wipes out the Raptors, unknowingly saving the humans. Although the point is not strongly stated, it is sort of there. We will come back to this point later to show how it should have been a much more dramatically integral event than it was. The important concept at the moment is that as far as it goes, the Objective Storyline is fairly close to what it should be, which is true of most action-oriented stories.
It is the Subjective Storyline that fails to fulfill its dramatic mandate in Jurassic Park. To see how we must go back to the very beginning of the film, to our Main Character, Dr. Alan Grant. Since Dr. Grant contains the crucial element, we would expect him to intersect the Objective Story’s problem by representing Order or Chaos. Clearly the author intended him to represent Order. This means that he contains the Problem element (the inappropriate attitude or approach that is the underlying source of the Story’s troubles), rather than the Solution Element, and as such must Change in order to succeed.
The entire first scene with Grant at the dig should have illustrated his love of Order. All the elements were there: a disruptive boy, a randomly sensitive computer, a helicopter that comes out of nowhere and ruins the dig. All of these things could have illustrated Grant’s hatred of Chaos and his quest for Order. Using the same events and incidents the point might have been made in any number of ways, the easiest being a simple comment by Dr. Grant himself.
Unfortunately without any direct allusion to Order being his primary concern, Dr. Grant comes off simply as finding disruptions inconvenient, faulty equipment annoying, and kids as both.
Why is it so important to set up the nature of the problem so early? Well, one of the major problems with the Jurassic Park storyform is that we really don’t know what the problem is until near the end of the first act. Certainly almost every movie goer must have been aware that this was a picture about an island where they cloned dinosaurs back to life, and they run amok wreaking havoc – that’s all storytelling. But that doesn’t say why. The “Why” is the storyform: the excuse, if you will, for having a story to tell. If the point of contention had been established up front, the whole thrust of the picture would have been given direction from scene one.
Just stating that Dr. Grant shares the problem with the story is obviously not enough. The relationship between his view of the problem and the Objective view of the problem is what explores the concept, makes the argument, and allows the Main Character to grow. Ultimately, it is the differential between the two that brings a Changing (versus Steadfast) Main Character to suspect the error of their ways and make a positive leap of faith. They see the problem outside themselves, then find it inside themselves. They change the inside, and the outside follows suit.
What does this mean for Jurassic Park? As it is, Doctor Grant’s attitude toward John Hammond’s ability to control the dinosaurs is one of skepticism, but not because of Order, because of Chaos. Grant simply agrees with Ian Malcolm, the mathematician. This makes the same point from two directions. But Grant’s function is not to tout Chaos, but to favor Order. Only this point of view would be consistent with his feelings toward the children.
As illustrated in the table scene with Hammond, Ian, and Elissa, Grant jumps from representing his original approach to representing the opposite, neutralizing his effectiveness as owner of the crucial element and taking the wind out of the dramatic sails.
This problem could have been easily avoided and strong drama created by having Dr. Grant continue to believe that the park is unsafe, but for different reasons.
(Note: The following proposed scene is designed to illustrate how Grant’s and Ian’s positions on what is needed for the park to be safe is different. The storytelling is minimal so as not to distract from the storyforming argument.
GRANT
How can you be sure your creations won’t escape?
HAMMOND
Each compound is completely encircled with electric fences.
GRANT
How many fences?
HAMMOND
Just one, but it is 10,000 volts.
GRANT
That’s not enough….
HAMMOND
I assure you, even a T-Rex respects 10,000 volts!
GRANT
No, I mean not enough fences. It’s been my experience that Dr. Malcom is right. You can’t count on things going the way you expect them. You need back-ups to your back-ups. Leave a soft spot and Chaos will find it. Put three fences around each compound, each with a separate power source and then you can bring people in here.
MALCOLM
That’s not the point at all! Chaos will happen no matter how much you prepare. In fact, the more you try to control a situation, the greater the potential that chaos will bring the whole thing down.
In the above scene, Grant stresses the need for even MORE control than Hammond used. This clearly establishes his aversion to giving in to chaos. But Ian illustrates the difference in their points of view by stating that the greater the control you exercise, the more you tighten the spring of chaos.
What would this mean for the middle of the story? Plenty. Once Grant and the children are lost in the open with the thunder lizards, he might learn gradually that one must allow Chaos to reach an equilibrium with Order. Several close encounters with the dinos might result in minor successes and failures determined by applying Order or allowing Chaos.
As it stands, Dr. Grant simply learns to care about the children. But what has really changed in him? What did he learn? Would it not have been more dramatically pleasing to have the children teach him how chaos is not just a disruptive element, but sometimes an essential component of life? And would it not make sense for someone who has spent his whole life imagining the way dinosaurs lived to be surprised by the truth when he sees them in person? What a wonderful opportunity to show how the Orderly interactions he had imagined for his beloved beasts are anything but orderly in the real world. So many opportunities to teach him the value of Chaos, yet all we get is “They DO travel in herds… I was right!” Well, that line is a nice place to start, especially if you spend the rest of the story showing how wrong he was about everything else. Truly a good place to start growing from.
Perhaps the most disappointing aspect of the Subjective Storyline is the manner in which they escape in the end. Grant and the kids are sealed in the control room, but the Raptors are right outside. The girl struggles to get the computer up so they can get the door locked. This of course, merely delays the Raptors until the helpless humans can escape into another Raptor attack. Then out of nowhere, T-Rex conveniently barges in, kills the Raptors and allows the humans to escape? Why? Why then? Was T-Rex just waiting in the wings for his cue?
Let’s describe one possible ending that would’ve tied in Chaos, Dr. Grant’s personal problem of order in the Subjective storyline, his growth as a character and eventual change, AND have all this force a successful outcome to the Objective storyline.
Imagine that earlier in the story, when the power went down it only affected some of the compounds, not all. So only some of the areas were open to the roving dinos. Rather than having Elissa get the power back on for the fences, she merely powers up the computer system, but then no one can boot it up.
Dr. Grant and the kids make it back to the control room, barely escaping the T-Rex who is trapped by one of the functional electric fences. They climb over the fence on a tree knocked down by the Tyrannosaurus. The Raptors are at the door of the control room, the girl goes to the computer to lock the door. She locks it, then tells Grant she can bring up the rest of the fences. There might be some kind of visual reminder in the room (such as a dino picture) that Grant (and the audience) associate with his major learning experience with the kids about needing to accept Chaos. Grant almost allows her to bring up the power, then yells for her to stop. He tells her not to bring it up, but to actually cut the power on all of the fences.
Just as before, the Raptors break in, the humans escape onto the dino skeletons. NOW, when T-Rex comes in to save the day, it is solely because of Dr. Grant’s decision to cut the power to the fence that was holding him in. Having learned his lesson about the benefits of Chaos and the folly of Order, he is a changed man. The author’s proof of this correct decision is their salvation courtesy of T-Rex.
Equilibrium is established on the island, Grant suddenly loves kids, he gets the girl, they escape with their lives, and all because the crucial element of Order connected both the Objective and Subjective storylines.
Certainly, Dramatica has many more suggestions for Building a Better Dinosaur, but, leapin’ lizards, don’t you think this is enough for one Constructive Criticism?
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Cool article and all, but you should try Dramatica for yourself. You can try it for 90 days risk-free. If you don’t like it after three months, just ask for a full refund. Simple as that, and definitely worth your time.
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A writer recently asked me the following question about feedback he received from the Dramatica software which suggested his character’s Purposes should be Knowledge and Actuality:
He wrote:
I don’t understand what Dramatica means by a character’s Purpose. Purpose in life?–Nobody knows what that is although some think they do. I understand Knowledge and Actuality as stated in Dramatica Dictionary. But I cannot put Purpose, knowledge, and actuality together in a meaningful, parallel context without Purpose meaning the same thing as Methodology, i.e., he uses “knowledge” and “reality”. I feel there is a SIMPLE explanation and I’m making it complex.
I replied:
In regard to “simplicity”, Dramatica theory is like Zen. There are simple explanations if all you want it a specific solution to a specific problem. But, the deeper you go, the more the simple explanations begin to form larger patterns until an overview of the whole durn mechanism of story begins to clarify. With that view comes a mastery of structure that guides creativity, channels it, but never inhibits it.
In regard to your particular problem…
First of all, Dramatica divides character into two aspects – the Subjective qualities, which represent character points of view (what the characters see) and Objective qualities, which represents how the characters function in the big picture.
From the Subjective view, one cannot see what can be seen from the “God’s Eye View” of the big picture – the view we can’t get in real life, the Objective view.
When answering questions about character Motivations, Methodologies, Evaluations, and Purposes, Dramatica is focusing on the Objective View. So, from that perspective of standing outside the story and looking in, we not only can, but MUST know our character’s Purposes. If we do not, how can we frame a cogent argument about the relative value of human qualities to our audience?
Of course, the Character will never see ANY of these aspects: not Motivations, Methods, Evaluations, nor Purposes. You see, the qualities that make us up are like the carrier waves of our self-awareness, the operating system of our personality, the foundation of our outlook. They describe where we stand, not what we are looking at. So, when choosing elements for your characters’ qualities, make sure to describe what each character really is, as seen from an Objective outside view. Describe how it functions, now how it feels. Describe how it is to be seen, not how it sees.
This phase of story creation is where you, as author, determine what the ACTUAL meaning of the story is, when all the smoke clears, when the audience can look back on the finished story and say, “This is what this character was really like – this is what kind of attributes he had, these are the human qualities it represents.”
Next, there is a common misunderstanding of what “Purpose” is. This actually occurs because writers often look at Purpose as if it were a Motivation. For example, if you ask an author what a character’s motivation is, he might say, “to be president.” But in fact, achieving the office of the presidency is his Purpose – simply defined as, what he hopes to accomplish, arrive at, or possess. His Motivation, on the other hand, is WHY he wants to be president. And, this might be any one of a number of things, such as that he never had any power as a child, or that he feels inadequate and needs the accolades. For any given Purpose, there can be any number of Motivations, and vice versa.
So, when choosing your characters’ Purposes, you need to ask yourself, what kinds of things (what categories of things) do I want this character, driven by his Motivations, to be trying to achieve? There are no limitations as to which Purposes can be the particular “goals” for any given motivations. In fact, it is the combination you choose that gives a unique identity to your character, either as an archetype where the Motivations are topically connected to similar associated Purposes or as more complex characters in which the Purposes are of completely different kinds of thing than the Motivations.
Now it might seem that a character will, in fact, see what his Purpose is. After all, if he wants to be president, he’s gotta be aware of that fact! True, but what he doesn’t see is that his UNDERLYING Purpose is “Actuality.” In such a story, there might be a character that is a power broker behind the scenes. He is the President de facto, because the actual president merely rubber-stamps our character’s decisions, and reads the speeches our character writes. But, our character’s Purpose is Actuality, so he feels as if he has achieved nothing. Only if he ACTUALLY becomes president will he ever feel he has accomplished his Purpose.
It is important to note that ANY of the Purpose Elements could show up in the story as “wanting to be president.” For example, “Knowledge” as a purpose could be written so that our character wants to KNOW what it is like to be president. He has stood next to the president, he can imagine what it is like, but unless he sits behind the desk in the Oval Office himself, he’ll never really KNOW.
So, using Knowledge and Actuality together, our character has Purpose of becoming president because he must Know what it is Actually like. ANY subject matter can be fit to ANY elements. This might seem as if nothing definitive is really being determined about your structure. In fact, it is the choice as to which elements are to be represented in the subject matter that give the subject matter a specific flavor, or spin, and thereby makes it more than simple storytelling. Only when the subject matter is presented as representing particular outlooks does it take on the mantle of dramatic significance. The matching of functional elements to the subject matter creates perspective, and it is perspective in which all dramatic meaning is held.
Again, like Zen, the exploration of story structure has many levels of depth and meaning. The more one learns about Dramatica and the Objective Character Elements, the more sophistication one develops in sculpting interesting characters of unusual identity yet valid composition. And it is upon such characters that a cogent and complete argument regarding the relative value of human qualities must be built.
The central concept of the Dramatica theory of narrative structure is the existence of a Story Mind – essentially the notion that every story has its own psychology and its own personality, as if the story itself were a character in its own right.
So it the Story Mind a radical idea, or a valuable new way of thinking about stories and how to structure them?
To answer this question, let us look into the nature of communication between an author and an audience, specifically into the telling of tales, the weaving of stories and the differences between the two.
When an author tells a tale, he describes a series of events that both makes sense and feels right. As long as there are no breaks in the logic and no mis-steps in the emotional progression, the structure of the tale is sound.
Now, from a structural standpoint, it really doesn’t matter what the tale is about, who the characters are, or how it turns out. The tale is just a truthful or fictional journey that starts in one situation, travels a straight or twisting path, and ends in another situation.
The meaning of a tale amounts to a statement that if you start from “here,” and take “this” path, you’ll end up “here.” The message of a tale is that a particular path is a good or bad one, depending on whether the ending point is better or worse than the point of departure.
This structure is easily seen in the vast majority of familiar fairy “tales.” Tales have been used since the first storytellers practiced their craft. In fact, many of the best selling novels and most popular motion pictures of our own time are simple tales, expertly told.
In a structural sense, tales have power in that they can encourage or discourage audience members from taking particular actions in real life. The drawback of a tale is that it speaks only in regard to that specific path.
But in fact, there are many paths that might be taken from a given point of departure. Suppose an author wants to address those as well, to cover all the alternatives. What if the author wants to say that rather than being just a good or bad path, a particular course of action the best or worst path of all that might have been taken?
Now the author is no longer making a simple statement, but a “blanket” statement. Such a blanket statement provides no “proof” that the path in question is the best or worst, it simply says so. Of course, an audience is not likely to be moved to accept such a bold claim, regardless of how well the tale is told.
In the early days of storytelling, an author related the tale to his audience in person. Should he aspire to wield more power over his audience and elevate his tale to become a blanket statement, the audience would no doubt cry, “Foul!” and demand that he prove it. Someone in the audience might bring up an alternative path that hadn’t been included in the tale.
The author might then counter that rebuttal to his blanket statement by describing how the path proposed by the audience was either not as good or better (depending on his desired message) than the path he did include.
One by one, he could disperse any challenges to his tale until he either exhausted the opposition or was overcome by an alternative he couldn’t dismiss.
But as soon as stories began to be recorded in media such as song ballads, epic poems, novels, stage plays, screenplays, teleplays, and so on, the author was no longer present to defend his blanket statements.
As a result, some authors opted to stick with simple tales of good and bad, but others pushed the blanket statement tale forward until the art form evolved into the “story.”
A story is a much more sophisticated form of communication than a tale, and is in fact a revolutionary leap forward in the ability of an author to make a point. Simply put, when creating a story, and author starts with a tale of good or bad, expands it to a blanket statement of best or worst, and then includes all the reasonable alternatives to the path he is promoting to preclude any counters to his message. In other words, while a tale is a statement, a story becomes an argument.
Now this puts a huge burden of proof on an author. Not only does he have to make his own point, but he has to prove (within reason) that all opposing points are less valid. Of course, this requires than an author anticipate any objections an audience might raise to his blanket statement. To do this, he must look at the situation described in his story and examine it from every angle anyone might happen to take in regard to that issue.
By incorporating all reasonable (and valid emotional) points of view regarding the story’s message in the structure of the story itself, the author has not only defended his argument, but has also included all the points of view the human mind would normally take in examining that central issue. In effect, the structure of the story now represents the whole range of considerations a person would make if fully exploring that issue.
In essence, the structure of the story as a whole now represents a map of the mind’s problem solving processes, and (without any intent on the part of the author) has become a Story Mind.
And so, the Story Mind concept is not really all that radical. It is simply a short hand way of describing that all sides of a story must be explored to satisfy an audience. And, and if this is done, the structure of the story takes on the nature of a single character.
Here’s the “digest” version of the origins of Dramatica…
Chris Huntley and I began our exploration of story structure in 1980. He and I had met a few years earlier while we were both attending the University of Southern California and both making short films.
I had left school early to go to work in the industry and, frustrated by working on the periphery of the industry at that time, I put together a low-budget feature film project and enlisted Chris’ partnership in producing a movie.
The result was a horrible little film that suffered not so much from budgetary restrictions as from our lack of knowledge of sound story structure. So, when we began to consider our next production, we thought we’d first take a stab at trying to determine what a sound story structure ought to be.
We made lists and graphs and assembled everything we knew. And we discovered… that we didn’t know much about story structure! In fact, we put the whole project on hold until we could gather a little more experience from the industry and from life in general.
Chris went into motion control special effects work for Imax movies, and I went into the industry at large as a writer/producer/director and mostly editor of non-features, high budget industrials, and educationals.
Later, Chris become the co-founder of Write Bros. – the company that created the world’s first screenplay formatting software (and won a technical achievement award from the Academy).
One day in 1991, Chris asked me to breakfast and asked if I’d like to start up our old story structure project again. I was thrilled to do so. I was editing a feature film at the time so each morning before I went off to the editing room and before Chris went off to be V.P. of his company, we’d get together over coffee and try to crack the story structure nut.
We were both committed to this project, and it wasn’t long before we started having some insights that made sense to us but that we had never heard in any of our classes at USC.
After six months, we had created a number of understandings about story structure, but lacked a unifying concept that would tie them all together. We tried starting a book about our findings, but got bogged down. Eventually, Chris suggested that we present our work to his partner, Steve Greenfield.
Steve was completely taken with the ideas we offered, and he and Chris determined that rather than a book, perhaps our best approach was to create a new piece of software for writers that would help them employ our concepts in building sound stories.
I was asked to come to their company as a consultant, and as my editing job had just completed, I agreed. Thus began a three year full-time effort to redefine the nature of what stories are and how they work.
Few are those who have the luxury of being paid to spend three years sitting in a room pondering the mechanics of story structure to the exclusion of all else. But that was the situation I was provided.
We began with index cards and post-it notes, sticking every individual concept (and there were hundreds of them) all over all four walls of my office, and later of the entire conference room!
Seeing it all spread out like that made it possible to note certain patterns and connections among some of these notions. We began to see that psychology played a large part in stories.
This came about by Chris asking a crucial question: “If the Main Character (like Scrooge in A Christmas Carol) is actually the cause of the story’s problems, why can’t he see it and just change?”
Of course, this spoke of issues far beyond stories that were essential to our own psychological issues as a species.
We started to gather all the psychological material we had developed into one place on one of the walls. Some of it seemed to fit well with the main character, but other material, though clearly psychological in nature, seemed to pertain more to the story at large, though we had no idea what to make of this. There was no pattern that explained it.
One day, while staring for the nth hour at that wall, it just hit me – maybe the psychological material we had discovered in stories weren’t about just the main character – maybe they were about the story itself. Maybe the story itself had a psychology! In fact, perhaps story structure was a model of the story’s mind!
I ran down the hall to Chris’ office and hit him with the notion. As was his practice, he leaned back in his chair, closed his eyes and fell into a meditative state, closing all else from his mind. After a few moments he sat upright and responded, “I believe you are right.”
From that point forward, everything we did was based on the Story Mind concept. We reorganized all of our material assuming that it referred to the psychology of the story’s mind. Suddenly, patterns appeared, relationships were suggested, and the various components we had discovered fell right into place.
Our arrangements became more and more complex until we found ourselves hard-pressed to make them work in a single chart. It was then that we tried putting the cards in levels, placing “smaller” units under larger umbrella units into which they seemed to fall.
But how to depict this nested structure? Chris played around with pyramid shapes, I tried twisting mobius strips around donut-shaped toroids. Eventually, we settled on the four towers – not as the only shape of story structure, but as the most convenient shape with which to appreciate its internal mechanisms and relationships.
Later, I read that Crick and Watson (the two fellows that discovered the double-helix shape of DNA) didn’t find it through observation. At the time, the best imagery available of DNA was made by bombarding DNA’s crystalline form with X-Rays.
But Crick and Watson had a gut feeling that the shape of “live” DNA was more elegant, perhaps some sort of spiral. They decided to play with a number of alternative shapes as candidates that might explain all the properties that had been observed about DNA. To this end, they ordered a set of custom-made industrial “tinker-toys” which were used by chemists to illustrate molecular bonds.
They play around with various combination until, while building a ladder shape, they twisted it to form the now-familiar double-helix. As soon as they actually saw this representation, then new intuitively that it was correct and ran off to share their work with colleagues.
Chris and I unknowingly followed the same process. In the years that followed, we came to the conclusion that the towers are like the crystalline form of DNA – it represents a mind’s psychology at rest. But the mind is a machine made of time – every component, every gear and widget is actually a process.
When you put it into motion to create a “live” model, like DNA it becomes a helix, but in the case of story structure it forms a quad-helix, rather than a double one.
That’s about as deep as I want to go into how the Dramatica Chart developed in the first place. But, as a special treat for those of you who are gluttons for punishment, here’s an explanation of the workings of the structure, conceptually (for now!).
Where to begin without getting all technical-ish… Well, that’s a good start already!
Okay. The Dramatica Chat has four levels. And it has four Towers. What do these represent? The four towers represent the four key elements of our minds. Just as DNA is made up of four bases: adenine (abbreviated A), cytosine (C), guanine (G) and thymine (T), the structure of the Story Mind is made up of four bases: knowledge (abbreviated K), thought (T), ability (A) and desire (D).
Knowledge is the Mass of the mind. Thought is the mind’s Energy. Ability is the equivalent of Space and Desire is the counterpart to Time.
Just as mass and energy can relate in a simple way, such as when force slams one billiard ball into another, thought can rearrange knowledge and bring disparate pieces of knowledge together or move them apart.
Mass and energy can also interact in a more complex manner in which, for example, a small amount of mass can release a tremendous amount of energy in a nuclear explosion. Similarly, Knowledge and thought can interact so that a small amount of knowledge can generate an awful lot of thought (and conversely, it take a lot of thought to create a single bit of true knowledge!)
Ability is like space insofar as space defines the edges of what exists from what does not. Ability defines what we know from what we don’t know. It determines how much of anything is known vs. how much is unknown. It is from this that calculation that our minds assess our ability.
Desire is functions in the mind as Time does in the universe. Desire does not exist without a comparative between what was, what is, and what may be, just as time does not exist without an appreciation of past, present, and future.
So, the four towers are Knowledge, Thought, Ability, and Desire. (Which is which and why is for a later discussion. This, after all, is just an introductory section for a conversational book about story structure!)
But, the four levels represent Mass, Energy, Space, and Time directly. The four dimensions of the outer world are reflected by the four dimensions of the inner world. In fact, each set is a reflection of the other with neither being the origin.
Existence cannot be understood wholly from either a material or immaterial perspective. Perception is required to enable existence, and vice versa. Thus, the Dramatica chart isn’t just some stupid cutesy little made-up list of a few dramatic concepts. Nope. Its actually a material/immaterial continuum in which all that exists can be described by its co-ordinates within the construct.
Now, before I start sounding like the “Architect” from the Matrix Trilogy (assuming it is not too late already), I’ll put these topics to rest for a while, and think about the next practical article on story development I can write for you.
There are two principal forms of story structure: the tale and the story.
A tale is a statement – a statement that ‘this leads to this lead to that’ and ‘here’s how it ended up’.
Using this technique, a storyteller can say “Ok, I’m going to tell you about this situation, in which if you start here and you take this series of steps you end up there and it’s a good thing or its a bad thing to be there”.
Large good, small good – little bad, big bad – that’s up to the author, depending on the message he or she wants to put forth. But in a tale, the statement made is simply this: follow this series of steps from this starting point and you will end up with this thing that is good or bad.
That’s the whole basis for fairy tales and cautionary tales, and there’s certain amount of power in that. But what kind of power could you get as an author if you were able to expand that and say ‘this is not just true for this particular case I’m telling you about, but it is also true for all such similar cases?’
In other words, if you start from here, no matter what path you try to take based on this particular problem you started with, this is the best (or worst) path to take of all that might be taken. Then the message of your tale becomes ‘this particular path is the best or the worst.’ It’s no longer just good or bad, it’s the best path or the worst path to take. Now you are aren’t just making a statement about a particular case; you are making a blanket statement covering all similar cases.
Now that has a lot more power to it because now you are telling everyone to exclude any other paths – ‘take only this one if you find yourself in this situation’ or, ‘if you find yourself in this situation no matter what you do, don’t do that’.
While a simple tale with a simple statement is designed to influence audience behavior in a specific case, a more complex tale with a blanket statement is designed to influence general behavior by an audience.
But when you make a blanket statement have you really convinced your audience to alter its behavior? In practice, an audience won’t sit still for a blanket statement without at least some supporting evidence. They will cry foul. They will at least question you.
So, for example, if an early storyteller is sitting around the campfire and says, ‘this is the best of all possible paths that I have shown you.’, his audience is going to say, ‘hey wait a minute, what about this other case, what if we try this, this and this?’
If the storyteller is to satisfy his audience and actually ‘prove’ his case to its satisfaction, he will need to be able to argue his point, saying, ‘in that case such and such, and therefore you can see why it would end up being not as good or better than this path that I’m touting.’
Another person brings up another scenario such as ‘what about going down this way and trying that.’ Then, if the point can be well made, the storyteller is again able to defend his assertion and say, ‘well that case, such and such, so you can see the point that the blanket statement I made is still true’.
Eventually either something will be found that is better than what the author was proposing and the blanket statement is rejected or the author will be able to stick it out and counter all those rebuttals and convince the audience that yes, the message of this tale is true in all such similar cases.
In a practical sense, you (the storyteller) won’t have to counter every potential different path when you are telling the story live because your audience will only come up with a certain number of them before they are satisfied that the alternatives they think are most important to look into have been adequately addressed.
But the moment that you record the story, the moment you put it into a song, stage play, a motion picture or a book, as soon as that happens, you’re no longer there to counter the rebuttals. You also don’t know exactly which potential rebuttals might come up. So if somebody looks at your story in the form of a movie in the theater and they see some pathway they think ought to be taken wasn’t even suggested, then they are going to feel that you haven’t made your case because maybe that would have been a better path than yours.
So what do you do? Well, in a recorded art form you have to anticipate all the different rebuttals that might come up about other potential solutions and preempt them by showing in your message why all these other potential reasonable solutions would not be as good or as bad as the one that you are proposing.
If you can cover them all, then you will have proven that your purported solution is in fact the best or the worst, and your audience will accept your message.
Just as simply saying something is true is the essence of a tale, proving it is true by making an argument is the essence of story. And that is why a tale is a statement and a story is an argument.
But how do you make such an argument?
Here’s a short video from my “classic” 12-hour program on story structure I recorded way back in 1999:
Make Your Story Argument with Dramatica:
Dramatica software is based on our theories about the story argument.
It is the only writing software in the world with a patented interactive Story Engine that can help you give your story perfect structure.
Over the years, there has been considerable discussion as to whether Dramatica’s rather complex storyforming process could be operated by a natural language artificial intelligence system that could read a story and parse the text to answer Dramatica’s questions and arrive at an accurate structural model of the manuscript under study.
Ranging a little more widely, over the past five years we have done considerable work for the intelligence agencies in Washington (yep, all those ones with the three letter acronyms) using narrative to try and understand the motivations of and predict the likely behavior of individual terrorists and terror groups, and even to determine the narratives at work in complex conflicts among groups of nations.
While we have had much success is accomplishing those goals, virtually every agency had one item on their wish list that stood out above all the rest: to be able to hook Dramatica into their raw data streams and have it identify narratives at work in the world that are of interest to our government and to automatically build storyforms that accurately describe those narratives so that what is currently invisible might be drawn out of that tremendous volume of ever-changing data.
Though we have outlined the requirements of such a system, we have not yet found a natural language tool capable of achieving this function. Still, we continue to look, scanning the horizon for potential solutions. And when we do, here are some of the standards by which we judge them:
There are two types of context-specificity: Reference and Inference. References include direct and indirect, as well as idioms/metaphors/similes. Inferences include contextual information that never specifically refers to the subject at all, but just as with a storyform, you paint points around it without directly addressing it, rather like a parabolic mirror in which rays coming from all angles converge on a single spot.
So, in the case of References – we need to know how well it parses natural language that contains:
1. Direct references, i.e. “His goal is to control the world.”
2. Indirect references, i.e. “He wants to control the world”
3. idioms/metaphors/similes, i.e. “The world is his oyster”/ “He is Alexander The Great” / “He’s like another Alexander The Great”
4. Inferences, i.e. “There is no level of control beyond his aspirations, which range beyond nations to the very planet itself.”
Each of these can be tagged as the Goal of the protagonist under study.
And so, a truly powerful A.I. natural language system would be able to address all four of these with some degree of accuracy. Four – imagine that – a quad of functions it must excel at.
The main thing we always keep in mind when evaluating a system is that in terms of natural language recognition, there is nothing unique about the needs of Dramatica compared to any other system. It just just a black box that requires specificity of input accurate to the subject under study.
Just though y’all might like to hear about another “hidden” area in which Dramatica is at work in the world.
In order to create tension in your audience, you will want to establish a limit to the story. This limit will indicate to the audience what will bring the story to a moment of truth, either running out of time or running out of options. If you want tension to increase as your characters run out of time, choose Timelock. If you want tension to increase as your characters run out of options, then choose Optionlock.
THEORY: Every argument must come to an end or no point can be made. The same is true for stories. For an author to explore an issue, a limit to the scope of the argument must be established.
To establish how much ground the argument will cover, authors limit the story by length or by size. Timelocks create an argument in which “anything goes” within the allotted time constraints. Optionlocks create an argument that will extend as long as necessary to provide that every specified issue is addressed.
By selecting the kind of limit at work in your story, you lock down either the duration of the argument (Timelock), or the ground covered (Optionlock).
USAGE: A Story Limit works to bring the story to a climax and a conclusion. This Limit can be accomplished in either of two ways. Either the characters run out of places to look for the solution or they run out of time to work one out. Running out of options is accomplished by an Optionlock; a deadline is accomplished by a Timelock.
Choosing a Timelock or an Optionlock has a tremendous impact on the nature of the tension the audience will feel as the story progresses toward its climax. A Timelock tends to take a single point of view and slowly fragment it until many things are going on at once. An Optionlock tends to take many pieces of the puzzle and bring them all together at the end.
A Timelock raises tension by dividing attention. An Optionlock raises tension by focusing it. A Timelock increases tension by bringing a single thing closer to being an immediate problem. An Optionlock increases tension by building a single thing that becomes a distinct problem.
Both of these means of limiting the story grow stronger as the story progresses. Optionlocks limit pieces with which to solve the problem and can create a feeling of growing claustrophobia. Timelocks limit the interval during which something can happen and can create a feeling of growing acceleration. Both types of Limits bring the story to a climax.
One cannot look just to the climax, however, to determine if a Timelock or Optionlock is working. A better way to determine which is at work is to look at the nature of the obstacles thrown in the path of the Protagonist and/or Main Character. If the obstacles are primarily delays, a Timelock is in effect; if the obstacles are caused by diversions, an Optionlock is in effect. An author may feel more comfortable building tension through delays or building tension through diversion. Choose the kind of limit most meaningful for you and most appropriate to your story.
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Here in part one of my “classic” 43 part audio program on story structure from the early 1990s, Chris and I introduce ourselves as co-creators of the Dramatica theory of Story Structure, and outline the subjects to be covered in the lecture.
Secrets of Story Structure
Part 1 – Course introduction
Overview of the course and outline of its purpose.
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