Author Archives: Melanie Anne Phillips

How Scenes Relate to Dramatica’s Story Elements

 

How does the construction of scenes relate to Dramatica’s story elements?

The concept is that a complete “scene” in structural terms is a “complete dramatic movement.” In other words, there must be a Potential, Resistance, Current, and Outcome (or Power) regarding a single issue to complete a scene.

In this way, we might think of each scene as a single dramatic “circuit.” Although it has “flow” a circuit is really seen as a unit, comprised of these four parts. Therefore, we do not necessarily have to start by setting up a Potential and then introducing a Resistance. Rather, we might start with a Resistance ( a brick wall, for example) and then introduce the Potential (a herd of galloping wild horses.)

The order in which these elements of a scene need to be introduced is not merely storytelling. In fact, there is a specific structural order to it which is determined by the meaning or impact you wish to instill in your audience. This can be understood by realizing that if we take two events from a scene, say a slap and a scream, then we find that a slap followed by a scream has a completely different meaning than a scream followed by a slap. In the first case (depending upon context) it might mean a slap was struck in anger leading to a scream in response from the pain or emotional hurt. But, a scream might begin the scene, indicating perhaps hysteria, in which case the slap would THEN be applied out of concern or “tough love” to bring the person to his or her senses,

The Dramatica Story Engine actually predicts the order (1,2,3,4) and nature (P,R,C,O) of every element in every quad in the entire structure, based on the impact you have indicated by making storyform choices. But, the data is so extensive that it takes several hundred pages to print it all out.

We determined that this flood of information would drown authors in a sea of numbers, far away from the intuitive sense of writing. And, what’s more, it is SO specific that we thought it might lead to “writing by the numbers.” The biggest tragedy would be that the audience is not really concerned with that degree of detail so much, and really tends to “give” that to the author, even if it is out of order, as long as all the pieces are there somewhere. So, why worry about being that accurate when it has so little importance in the grand scheme of things?

As a result, this information, though generated by the engine in every storyform, has no means of extraction from the software at this time.

One more bit of information, the “spiral” nature of the structure (recently described with insight by Armando) is such that the Type (Plot) level of the structure determines the dramatic circuits of ACTS, the Variation (Theme) level determines the dramatic circuits of SEQUENCES, the Element (Character) level determines the dramatic circuits from one SCENE to the next, and the spiral effect takes us back to the top Class (Genre) level which determines the dramatic circuits of the EVENTS within each Scene.

So, each Event in a Scene will have a 1,2,3,4 for sequential order, a P,R,C,O, for context, and be a Situation (Universe), Attitude (Mind), Activity (Physics), and Mentality (Psychology).

In other words, the four required Events for every complete dramatic movement at the Scene level will be something Situational, Attitude illustrative, Active, and exhibiting Mentality.

Structural Scenes illustrate these four Events in terms of Character, Plot, Theme, and Genre (no direct correlation here.) Storytelling Scenes illustrate these four Events in terms of audience impact (impacting the audience’s sense of their own Situation, affecting their Attitude, involving them in a vicarious Activity, or exploring the way their minds run by illuminating the Mentality.

Both Structural and Storytelling Scenes can be presented in Active or Passive fashion. Passive Scenes illustrate these Events in the Story or Audience. Active Scenes put them into motion, moving the story forward or invoking changes in the nature of the audience itself.

Dramatica Structure: Elements & Variations

Here’s some info on the arrangements of Elements and Variations. The name, “Elements” gives a clue that it is referring to the basic “particles” of the drama. Therefore, Elements can be said to be an appreciation of a story when it is seen “spatially” (in terms of the arrangement of dramatic items).

“Variations,” on the other hand, give a clue in their name that they “vary,” and are therefore more “temporal” appreciations, that depend on how things evolve over time.

The arrangements of both Elements and Variations change from Storyform to Storyform, but for different reasons:

Elements…

If you look at the entire Dramatica Structural Chart (the periodic table of story elements) you will see that it is divided into four separate classes, Universe, Mind, Physics, and Psychology. Each class is the name of the largest square at the top, but also refers to the entire “tower” of sub-items below it, including Types, Variations, and Elements.

The Types and Variations have different names from Class to Class, but the Elements at the bottom of each Class have the same names – in other words, the same 64 Elements appear at the bottom, most detailed level of each Class. This is because each of the four Classes is really trying to see (or get to) the most detailed understanding of the story’s problem. As a result, each Class ends up coming to the same Elemental pieces in trying to put the puzzle together.

But, each of the four Classes really represents a different “take” on the problem. Universe and Physics look to the external world for the problem (and solution). Mind and Psychology look to the internal world. Universe and Mind are fixed states (arrangements) where the problem might lay. Physics and Mind are processes (progressions) where the problem might lay. So, among the four Classes, we are trying to locate the story’s problem in terms of being an external or internal state or process.

If you stop to think about it, there is not a problem that cannot be classified as either an external or internal state or process. So, each class is a different take on the problem. As a result, there is a built-in bias to each Class. Therefore, though they all end up zeroing in on the same Elements, the ARRANGEMENT of the Elements varies from Class to Class, representing the “warped” view of the issues from each bias.

Characters are built from the Class which is selected as the Objective Story Domain. So, depending upon which Class you (or Dramatica) select, the arrangement of Elements will vary appropriately.

(Keep in mind that there is no “normal” unbiased Class among the four. Each is like a different side of an aquarium looking at a stick poking into the water at an angle. From each side, the warping of the refraction will cause the stick to appear more or less angled, and perhaps at a different direction. Only by comparing all four views together can one determine whether the stick is truly bent or straight. So, the actual problem at the heart of the story can never be found in a single Class, but rather somewhere in the middle, outside but touched on by them all. (“The Tao that can be spoken is not the eternal Tao.”)

Variations….

As for Variations, it works quite differently, seeing as how Variations are more progressive appreciations.

When you make choices in Dramatica about the 12 Essential Questions (Character, Plot, and Theme items, four each) you are really priming the Story Engine to run. What the Story Engine does is twist and turn the entire Dramatica structural model like a grandiose Rubik’s Cube. This represents the way the Story Mind is altered over time by experience – the process of mental “justification.”

The first four essential questions give a value or direction to the Knowledge, Thought, Ability, and Desire) of the Story Mind – the most basic components of self-awareness. The second four questions give a value (or direction) to Mass, Energy, Space, and Time the most basic components of the Story Mind’s environment. The last four questions determine in which realms the two forces, Consciousness and Environment, come into friction.

In a sense, the first four questions determine where you are looking from. The second four questions determine what you are looking at. The last four questions determine the perspective created between the two.

Armed with this information, the Story Engine twists and rotates the components of the periodic table of story elements, throwing them out of alignment with one another in a manner that represents the disparity between the Story Mind and its environment. Some of the principal items that might be dislodged from their normal positions are the Variations, which are fragile appreciations, easily shifted by justification.

So, when you create a Storyform, you may be applying mental perspectives to the Story Mind that shift Variations out of their own Class, just as a human being may “project” a personal problem onto a friend or onto the environment, rather than admit it resides within.

The Dramatica Structure: Elements

Most of the Dramatica Tips of the Week are very practical and immediately useful. But every once in a while, someone asks a “theory-oriented” question that requires a completely impractical answer.

Today someone wondered:

Why do the Elements at the bottom of each Class in the Dramatica Structure have the same names, but fall in different arrangements?

The answer to this gets into the heavy-duty theory at the heart of the patented Story Engine that drives the Dramatica software. Unless you just love to curl up with a good book by Einstein or Stephen Hawking, just delete this particular tip now – don’t torture yourself!

Rest assured, the very next tip will be completely practical and useful right out of the box, no assembly required! But in deference to those who believe, The Truth is Out There, and will risk even their sanity to uncover it, here is the answer to the question….

First, a quick “non-math” answer in conversational terms:

The Elements are the same names in each Class because they represent the basic truths in the story. They are in different arrangements because each Class looks at them in a different way.

A FAR longer, more complete, but still “non-math” answer:

Just like those “blue blocker” sunglasses or “seeing the world through rose-colored glasses,” looking at the Dramatica structure ( storymind.com/mental_relativity/model.htm ) we can think of each “Class” as a different filter on our world. The four classes filter things such as External or Internal States and Processes. The physics filter, for example, is an External Process and lets through more activities and tends to block out or de-emphasize situations, attitudes, and mental activities.

The next level down adds a second filter to the “pack”. In fact, that Type level shows what that already once-filtered “truth” looks like through each of the same four original filters, giving us Understanding, Learning, Doing and Obtaining, each also representing an External or Internal state or process.

But, by looking through two filters instead of one, we have not only blocked out more of the original “light of Truth” but we have also added some distortion because of the greater “thickness” between us and Truth. Ultimately, it is this progressive distortion that shifts the Elements from Class to Class.

The distortion can be seen in the different arrangement of External, Internal, State, and Process from level to level in the structure.

Here’s how that arrangement has changed:

At the top “Class” level, the upper left hand corner is Universe (External State), diagonally is Mind (Internal State), Upper right is Physics (External Process) and diagonally in the lower left is Psychology (Internal Process). So, the two External “filters” (Universe and Physics – state and process) are a the top of the chart, horizontal to each other.

Now, at the next level down in Physics, Obtaining and Doing are the External state and process, but they have moved to a Diagonal relationship instead of horizontal like Universe and Physics.

The next level down – the Variations (under Obtaining, for example) has Approach, Attitude, Morality, and Self-Interest – the results of what each of the four filters does if added to the “pack” already containing Physics and Obtaining. Here, Approach and Morality are focuses on the impact on others (External) and Self-Interest and Attitude are focused on the self (Internal) But, the distortion has now shifted the External pair again, so rather than being horizontal in the chart as in the Classes, or diagonal as in the Types, they have now become a vertical relationship in the Variations.

Now, the Elements represent the basic components of the Truth. That’s why the Element names are the same in each of the four Classes. The idea is, that no matter how you are trying to come to the Truth, it is ultimately the same Truth – only the path is different. But to get down to those components, we have to have FOUR filters in our pack. In effect, although we are approaching the same Truth, the path we have taken will have given use different experiences, and therefore clouded our appreciation of the Truth once we achieve it. This is represented by the distortion.

But we have already seen the Truth distort from horizontal to diagonal to vertical. What’s left? A complete breakdown of some of the basic connections underlying our understanding. There are so many filters, the “crystal grows dark” and our ability to find meaning loses resolution. We can see as far as Pairs of Elements, but we can’t see the Elements as individual components.

Under Morality, for example, we have the Elements Faith, Disbelief, Conscience, and Temptation. Which is more External; which more Internal? Which is more or a State or more of a Process? Individually, they seem equally comprised of aspects of External, Internal, State, and Process. For example, Faith is IN something External, but DRIVEN by an Internal commitment. It is the State of “having Faith” but also the Process of “believing.”

But when we break it all down into pairs, we have better luck in finding External and Internal. Faith and Disbelief, as a pair, seem very much to come from inside and be how we feel about things outside, so they “feel” Internal.

Conscience and Temptation “feel” like forces outside ourselves which act upon us. This is why characters are often portrayed with a little Angel and a little Devil on their shoulders – it externalizes the pair.

All this is a result of the lost of “resolution” because we have added so many layers of filters. The distortion has to be mentally swept under the carpet, because having exhausted horizontal, diagonal, and vertical, we’re fresh out of places to stash it. So, our human minds assigned that left over distortion at the Element level to the Class as a whole. Therefore, in keeping with our mental method, the Dramatica Structural Model has a different way of arranging the pairs in each of the four Classes, each representing one of the four different kinds of left over distortion.

How does this left-over distortion actually shift the Element Pairs? Well, it is a complex pattern which is not unlike the spiral pattern of DNA. But to get a “taste” of it, look at the position of the two paired Elements “Knowledge” and “Thought” in each Class. You will find them in the upper left-hand corner of the Elements. You will note that they stay in exactly the same position in each of the four classes – there is no shift for distortion. They form the “anchor” from which the degree of distortion is measured by the human mind. All Truth is measured against Knowledge and Thought (disclaimer on this later!).

There are three other pairs, each of which forms a different anchor or each of the four filters in each Class. They are Proven/Unproven, Considerations/Reconsideration, and Certainty/Potentiality. These four pairs of Elements hold the same positions in all four Classes. Why? Really they should shift, but if they did, there would no baseline from which our minds could measure anything about Truth.

A quick example of this. Do you remember as a kid, lying down in the back seat of your parent’s car and seeing a truck moving backward through the window? Do you recall how for a moment you couldn’t be sure if you were going forward or the truck was going backward? That happened because you had no frame of reference, no measuring stick. You had to look outside and see a tree or get up and see the road to determine who was moving and who was not.

Similarly, if all our distortions – all our filters – are seen as moving, how can we find solid mental ground? Wouldn’t it be nice if we could just see the Truth directly, and not have to bother with filters at all? But, to wax poetic, “The Tao that can be spoken is NOT the Eternal Tao” and “One cannot look into the face of God.” and “You can’t handle the Truth!”

Simply put, we aren’t omniscient. We are not equipped to see the whole Truth directly, but must seek to learn more about it by glimpsing a part of it, and then assembling the pieces to try and grasp the whole. But, like the carpet which curls up on one corner when we try to nail down another, one of the four filters is always slipping out of alignment when we try to measure the others. So, we sweep that distortion under the curling carpet and stand on that corner to hold it in place while we watch the others curl. In this way, we feel we at least have one solid anchor from which to judge the Truth.

It is interesting that pattern is virtually the same as the double-helix of DNA (only it is actually a quad-helix, rather than double!) Oops – sorry, I promised no math! Strike that last comment from the record and I’ll get back to basics….

Okay… The Dramatica model picks External State as the anchor for the structure, and the External Process as the anchor for the shift in distortion. It could be any combination of the four filters in any other arrangement, but once you pick an arrangement, it has to be used as the anchor EVERYWHERE in the model, in the theory, in the software. If you shift to another, then you lose your consistent measuring stick.

To understand the External State requires Knowledge and to understand the External Process requires Thought, throwing such things as feelings into the non-measuring-stick category. This, of course, is a bias that favors certain American cultural expectations. And in fact, that is why we chose this arrangement out of those available. After all, we are explaining the theory and marketing the software initially to our own culture. It made sense then to build the first of the systems to favor the standard locally preferred. It doesn’t mean it can’t be used by any other culture. It simply means that it presents a certain way of looking at things that is rather typically American. Writers from other cultures can easily “translate” that perspective.

It is my hope that some day we will be able to (we will live long enough!) to create all the other versions. But that is going to take as many years as the current system, and we’re all getting tired!

In any event, the pairs of Elements are shifted through horizontal, diagonal, and vertical arrangements from one Class to the next. This is the Structural part, driven by the External State, the anchor for Truth. But the anchor for this distortion is in Physics, the External process anchor for Distortion.

To see this in action, go to the Elements in the Physics Class. Take any group of 16, like those under the Type of Understanding, for example. Now, look at the pair of Elements, Knowledge and Thought. In Physics, that pair is matched with Ability and Desire. Knowledge, Thought, Ability, and Desire is the most “undistorted” quad of Elements in the entire model. It is the Internal equivalent of Universe, Mind, Physics, and Psychology.

Look at the pair of Elements with which Knowledge and Thought are matched in each of the other four Classes. In Mind it is Actuality and Perception. In Psychology is it Inertia and Change. In Universe it is Order and Chaos.

Now going back to the Physics Class, you can see that each of the other three pairs with which Knowledge and Thought are matched come from the horizontal, diagonal, and vertical quads of Elements, in relationship to where Knowledge and Thought are.

Of course there is all manner of math behind this, but suffice it to say that this pattern is repeated with consistent distortion throughout the structure.

The end result is that when you choose one Class as the Objective Story Domain, you are also selecting the Elements at the bottom of that Class as the building blocks of the Objective Characters. The Elements will be the same, because they represent the same ultimate Truth, but because of the distortion, they will be arranged in a different pattern that at least keeps the distortion consistent from place to place.

In this way, character relationships will illuminate an aspect of smaller truth that will seamlessly fit into the overall larger Truth stitched together in the Big Picture of the overall story.

The Quad: Dramatica’s Steering Wheel?

  A Writer comments:

So as I see it, Dynamic Diagonal characteristics conflict with one another, Companion Horizontal characteristics amplify one another, and Dependent Vertical characteristics contrast one another

My Reply:Actually, those terms are not quite accurate. When I developed that part of the theory, we only had limited screen space in the software. So, I had to come up with a REALLY terse description of these relationships to fit in the window.

I’ve never been quite pleased with them, so here is the more accurate but drawn out explanation of the pair relationships:

There are two of each kind of pair in each quad: two diagonal (Dynamic), two horizontal (Companion), and two vertical (Dependent).

For each set of two, one will be seen in your story as a POSITIVE relationship and the other as NEGATIVE.

A Positive Dynamic relationship is like “the loyal opposition” where two opposing forces butt heads, but create sparks that literally “spark” a better alternative than either would have developed on his or her own.

A Negative Dynamic relationship is where two opposing forces butt heads until each is destroyed and nothing is accomplished.

A Positive Companion relationship is like shoveling snow from your walk. But your neighbors walk and yours join in a “Y” to the street, so when you shovel off yours, you are incidentally shoveling off his as well.

A Negative Companion relationship is again like shoveling snow. But THIS time your walk and your neighbors are positioned so that when you shovel off yours you have to shovel onto his! You don’t do it intentionally – in fact you may not even be aware, but your efforts have negative fallout on him.

A Positive Dependent relationship is when two forces work together and are greater than the sum of their parts, like brain working in conjunction with brawn.

A Negative Dependent relationship is when one person feels “I am nothing without my other half.”

You will note that Conflict, Amplify, and Contrast are not really quite accurate, though similar to the real meaning. And, of course, the software makes no mention of one relationship being positive and the other negative.

In writing your stories, however, if you see one of the two pairs of a particular kind, such as Dynamic, as being the “destroy each other” variety, then the characters representing the other Dynamic pair will act in the “loyal opposition” manner, and new, better things will grow out of THEIR conflict. A handy tip!

In addition, there is a useful trick you can use with character quads from a subjective point of view. An example:

Suppose you have a little brother who thinks of his big brother as “my pal.” Well he is seeing his big brother as a Positive Companion. But, the big brother might see the little brother as an annoying little puppy, following him around everywhere – a Negative Dependent.

If you “plot” these two relationships on a quad, you end up with the Negative Dependent and the Positive Companion meeting in one corner. The “dramatic distance” between them is indicated by the open end where they do not meet.

If you draw a line from one open end to the other, you get a diagonal, or Dynamic relationship. Because one sees the relationship as positive and the other as negative, positive times negative = negative, so a Negative Dynamic relationship is created.

In other words, the situation described above will quickly degenerate into a relationship in which both sides try to destroy the other. Simple math that describe complex relationships in real life. In fact, try this at home on friends and loved ones. You be amazed at how well it works, especially if you pick a particular quad of elements and chart how each of you feel about the other’s position on those issues. In fact, you can go quad by quad through the Elements, Variations, Types, and Classes, and chart just about every aspect of your relationship to anyone else and the exact areas and kinds of positive and negative energy between you!

Finally, in regard to Co-dependent relationships, please note that the relationships so far described by the three kinds of pairings have dealt with either the objective view when creating characters ( in which the relationship is the same for both characters) or the subjective view when dealing with individuals (in which the relationship MUST be seen as different between the two people).

Determining whether the relationship will be seen as Objective or Subjective is a neat trick, but necessary to properly using pairs. This is actually accomplished by another kind of “pair” relationship altogether.

If we look at a quad, there is one more kind of relationship among the items which we can measure – are the four items all seen as being separate (independent) or as a single collective (co-dependent). This would “plot” on a quad as either four dots, one in each item for independent, or as a square within the quad that connects all four dots for co-dependent.

For an example, take the term “United States.” Okay, which is it, United or States? If they are States, they are independent. If they are United, they are co-dependent. If they are co-dependent they see things the same way. If they are independent, they don’t.

So, with our two brothers, the negative Dynamic they experience is only as long as they are being independent (even a companion can be independent because he looks at his relationship to another, not as being part of something bigger.) But, if a bully threatens the little brother, suddenly they see themselves as family (co-dependent) and as a result their relationship turns positive. (That’s why the United States works best when it has a common enemy!)

Now, the neat trick is that for the first three pairs, one kind is ALWAYS positive and the other ALWAYS negative, by definition. But with the independent and co-dependent, there is no fixed value except that one will be positive and the other negative.

So, if the family is seen as a positive thing, then the relationship will turn positive when threatened from outside. But if it is seen as a negative thing, then the relationship will worsen and perhaps completely break apart to independent when threatened from the outside.

This explains why some marriages hold together through turbulent times and others don’t. One might ask what would have happened during the American Civil War if both sides had been attacked by a common enemy. Interesting rhetorical question.

In stories, then, it is your storytelling decision about that fourth kind of pair relationship – which will be seen as positive or negative, that will determine the structural relationship of the overall quad.

(And for you math buffs, it is this aspect of the quad that moves imaginary numbers into the real number plane so that under certain conditions a positive times a positive = a negative, and under others a negative times a positive = a positive.)

A Story Is An Argument

Dramatica Unplugged

Class One: Introduction

1.3 A Story is an Argument

A tale is nothing more than a statement. A statement that ‘this lead to this lead to that’ and ‘here’s how it ended up’.

An early storyteller would be able to say ‘ok, I’m going to tell you about this situation, that 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 – but follow these series of steps from this starting point and you will end up with this thing that is good or bad.

There’s certain amount of power in that. You can fictionalize that statement to make it more human, and illustrate to people that ‘this is a path to stay away from because it’s bad’ or ‘this is a path to go towards because it’s good’.  And so you end up with fairy tales and things of that nature which, literally, are often nothing more than a tale – they are not really complete stories.

But what kind of power could you get if you were able to expand that and say ‘this is not just true for this particular case but its 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, it wouldn’t be as good (or it wouldn’t be as bad) as the one that I’m showing you.  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 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’. That has a lot more power to manipulate an audience – a lot more leverage – because even though you have only shown the one path, you convince them it’s better than any of the others you didn’t show.

But have you really convinced them?  After all, you are really just making a blanket statement and, in truth, an audience won’t sit still for a blanket statement. They will cry foul. They will at least question you. So, for example, if a caveman 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 author is to satisfy his audience and actually ‘prove’ his case to their satisfaction, he will 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 author’s point can be well made, the storyteller is 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 or the author will be able to stick it out and counter all those rebuttals and convince the audience, ‘yes that’s the case.’

Now you won’t have to counter every potential different way of doing it when you are telling the story live because the 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? In a recorded art form you have to anticipate all the different rebuttals that might come up about other potential solutions and show why these other potential solutions would not be as good or as bad as the one that you are proposing – proving therefore that if all reasonable and appropriate alternatives have been explored and yours is still the best or the worst, then you’ve made your case. You have successfully argued your point, and the blanket statement is now considered true.

In order to do that you have to anticipate all the ways the audience might look at the problem alternatively. In effect, you to think of all the ways anyone might think of solving that problem alternatively. Essentially, you have to include in your story all of the different ways any human mind might go about solving that problem.  In so doing, you have automatically created a model of the mind’s problem solving process, the Story Mind. Ultimately, you have created an analogy to the mind itself.

Now you never set out to do that, it was a byproduct never intended. No caveman ever sat down and said, ‘you know I think I will create an analogy to a single human mind trying to deal with an inequity.’ No, it didn’t happen that way, but in the process of trying to communicate a recorded art form across a medium and successfully argue one particular situation is better than all potential ones, you need to put in all the potential ones, and you thereby create a model of the mind quite by accident.

Once that’s happened, once it’s recognized, one can now look to that model of the mind from a psychological perspective. Psychoanalyze the story, and you find everything that’s in the human mind represented tangible and incarnate in the story in some form or another in the structure.

That’s what Dramatica is all about. When we had that Rosetta stone we then threw ourselves into documenting the psychology of the story and we documented the Story Mind. We created the theory and then created the software to implement a major portion of the theory to allow an author to answer questions about the impact he or she wishes to have and have.  Dramatica’s story engine then predicts the structure necessary to achieve that particular impact.

Transcribed by Marc O’Dell from
Dramatica Unplugged by Melanie Anne Phillips

Robert McKee

A writer emailed me with the following comments:

Your ideas make so much more sense than certain other writing teachers. For example, McKee.  I don’t see any logic to many of his statements.  He says things such as ‘imagine the universe of story as a triangle of possibilities.’ and he draws squiggly lines that’s supposed to represent the story going back and forth from positive to negative territory. He is proud of his ideas but they just don’t make much sense and I certainly don’t find them to be practical. I doubt he has any sort of background in math or physics or logical thinking.

My reply:

I know what you mean.  Back in the early 1990’s, just after we developed the first version of Dramatica, we invited McKee to come by our offices and give us his feedback.  We were just starting out in the field and were kind of in awe of him, as he was the leading “guru” of the time.  So, it was with nervous but eager anticipation that we awaited his comments while we demoed the Dramatica software and explained the concepts behind our Dramatica theory of story.

When it was over, he bolted up from his chair, proclaimed that this was the exact kind of crap he had been fighting against for all those years, and stormed out of the room.  We were crushed.  Our hero had just pronounced that we were less than worthless – we were the enemies of all writers.

Well, he was just the first of a long line of folks who are so into the passion of writing that they see any attempt to approach it logically as an all out assault against the Muse – an effort to subvert her and replace inspiration with scientific analysis.  It took many years after that before we really had a lock on the idea that structure is logical, storytelling is passionate.  And that structure is a carrier wave that delivers the storytelling experience.

Structure can ONLY be understood by logic; the magic of story can ONLY be engaged by our emotions.  Both the binary and the analog must be present in order to fully satisfy the human mind, from its neural networks to its biochemical drives.

What is Story Structure?

Dramatica theory is not just a bunch of words about writing. It is also a very specific model of the elements that make up all stories and the manner in which they can be arranged to create each unique story.

Now, most writers are not theorists, and don’t want to be. Still, an understanding of the way stories work can help support a writer’s instincts to make sure a flawed structure won’t get in the way of the creativity.

If you own the Dramatica software, you’ve probably noticed it comes with chart that looks something like a Rubik’s Cube on steroids, or a super-complex 3-D chess board. If you don’t have the software, you can download a copy in PDF at http://storymind.com/free-downloads/ddomain.pdf

That chart is a map of the elements that make up stories. If you were to twist it and turn it like a Rubik’s Cube, you would be “winding up” the dramatic tension of your story.

The Story Engine at the heart of the Dramatica software tracks all of those elements to make sure no dramatic “rules” are broken. What’s a Dramatic Rule? As an analogy, you can twist and turn a Rubik’s Cube, but you can’t pluck one of the little cubes out of it and swap it’s position with another little cube. In other words, you can create all kinds of patterns, but you can’t break structure. Similarly in stories, you can create all kinds of dramatic patterns, but you can’t just drop story elements wherever you want – they have to MOVE into place.

When you answer questions in Dramatica, you are expressing your dramatic intent – the dramatic pattern you want to create for your audience. That says something about the final arrangement you want with some of the “colors” in the Rubik’s Cube of your story.

Every time you make a choice, you are saying, “I want my story to look like this, as opposed to that.” You are choosing just as much what you DON’T want in your story as what you do.

The choices are cumulative – they pile up. The more you make, the more Dramatica’s Story Engine winds up. Your future choices start to become limited, not by arbitrary and rigid rules, but because you can’t do everything at one time in one place. Some choices or combination of choices simply prevent other options from being possible in that particular story.

Imagine – what would happen if you put anything you wanted into a story? Then anything goes. That means there is no good structure or bad structure, in fact there would be no structure at all.

What is structure? Structure is nothing more than making a point, either logistically or emotionally or both. Many stories don’t need structure because they are not about making a larger point or having a message, but are designed to be experiences without specific overall meaning.

That, in fact, is the difference between a Tale and Story. A Tale relates a series of experiences, a Story brings those experiences together to create an overall meaning. In other words, each experience is part of an overall pattern that becomes clear by the time the story is over.

There is nothing better or worse about a Tale compared to a Story, but authors of Stories take upon themselves a more demanding rigor. When your purpose is to have the sum of the parts amount to a greater meaning, the Structural Chart and the Story Engine can ensure that meaning is consistent and does not contradict itself.

The 12 Questions Every Writer Should Answer

 

There are 12 Essential Questions every author should know the answer to regarding his or her story. The next several tips will explore the meaning of and best way to answer Dramatica’s 12 Essential Questions. The questions are divided into three areas – Character, Plot, and Theme.

Character Questions:

1. Main Character Resolve – Change or Steadfast

2. Main Character Growth – Start or Stop

3. Main Character Approach – Do-er or Be-er

4. Main Character Mental Sex – Male of Female

Plot Questions:

5. Story Driver – Action or Decision

6. Story Limit – Timelock or Optionlock

7. Story Outcome – Success or Failure

8. Story Judgment – Good or Bad

Theme Questions:

9. Domain – four options: Universe, Physics, Mind, or Psychology

10. Concern – a choice of four depending upon choice of Domain

11. Range (Issue) – a choice of four depending upon choice of Concern

12. Problem – a choice of four depending upon choice of Range (Issue)

Why 12 questions? Imagine the structure of a story as the network of girders that form the structure of a skyscraper. Every place two or more girders connect to form an intersection is a key stress point in the structure. In stories, every place two or more dramatic forces converge is a key story point.

If you want to know something about the shape of the overall building, the four most important points are the four corners. Once those are determined, everything else falls within that perimeter.

Character, Plot, and Theme are like three different buildings in a story – three different kinds of structures. The best way to get a handle on the overall shape of each is to lock down the four corners.

By answering the 12 Essential Questions, you determine the basic shape of each of the three areas within which all other story point must fall, to which all other story points must conform. It is like determining the background or playing field against which all story elements must be played.

What about Genre? Genre is like a fourth building in the story. It provides the fourth corner in the complete structure. In fact, it determines how the other three buildings (Character, Plot, and Theme) will relate to one another.

Why aren’t there four more questions for Genre, making it 16 Essential Questions? Because Genre is not an actual structure like the other three areas, but is a description of how the other three relate to one another. It is more like a city in the sky.

Genre is determined by how you TELL the story, the other three describe the story that is to be told. As a result, Genre is dependent on the talent, inspiration, and mystical artistry of the author. That is why no computer will ever write a story as meaningful as a person can. In contrast, to think that stories are ALL art and nothing definitive and mechanical exists is to jump to the opposite extreme.

Until Dramatica, the art of storytelling was generally thought of as being inseparably intertwined with the substance of story structure. As a result, authors often created beautiful expressions of faulty structures.

By answering the 12 Essential Questions in Dramatica, authors can gain a sound understanding of the structural imperatives they have determined for their stories. Then, using that Storyform structure as a canvas and palette, they can draw their respective muses to express the intangible essence of the human heart in a meaningful and understandable form.

Archetypes in Dramatica Pro

Recently this question came my way:

So my question is how come this (from the Author’s perspective) is the first set wherein the Archetypes don’t fit in with the Dramatica rules. Specifically I am referring to the Sidekick, Skeptic, Guardian, and Antagonist’s Purposes. They all have ratings and judgments in the same quad! (Ability and Knowledge, Order and Equity, etc.) Does this mean that when using these Archetypal Purposes they will feel weaker or that they internally contradict one another? I think I remember from the online book (v.3) that when elements from the same quad are used in the same character that it kind of narrows what you can do as an author and creates a sort of internal conflict within the character.

Here is a brief response:

To answer your question, first take a look at the Dramatica structural chart. You’ll notice that the good ol’ original eight Archetypes work fine in Universe, Physics, and Psychology, but not in Mind. If you try to create them in Mind, the Elements of, say, the Protagonist (Pursuit and Consider) are in the same quad!

Why? Because the structure has a built-in bias. Simply put, when you look at anything, you aren’t looking at what’s behind you. Another way, when you look around yourself, you never see what is right under your feet. Instead, you have to synthesize that view based on the information you DO see.

This means there would be no way to see the Dramatica structure at all, unless we adopt a point of view. And, as soon as we have a point of view, we can see one part clearly and another part gets wanky.

But, the “wankiness” is consistent, so that the Story Engine can be accurate.

Now, when seen from this perspective, Motivations are the most clearly seen dimension of character. So, the 8 original Archetypes work in three out of four Classes. And, if seen as Motivation characters, then you can see their Evaluations, Methods, and Purposes. But if you shift your point of view of the characters and see them as Evaluation characters (rather than Motivation character who have Evaluations) the patterns fall apart. The patterns are equally wanky with Methods, but when you get all the way across the lake to Purposes (the farther thing from Motivations) then the patterns go completely haywire.

Still, looking at those other perspectives of Archetypes is a much better way to describe many of the stories that are told. To truly tailor Dramatica the software to accommodate that part of the theory, you would need to create four DIFFERENT arrangements of the structure that favored each of the four perspectives. We’ve talked about that, but it is a mammoth task and will require some time to get it right.

In the meantime, you may note that Dramatica’s “rule” about Elements is that characters should “never” contain dynamically opposite Elements (those that are diagonal on the chart). This is never violated by any of the new Archetypes nor the original 8. Then there is a rule of thumb that it is usually better not to put Elements from the same quad into a single character, but this is only true part of the time and should be taken with a grain of salt.

I hope this clarifies the issue a bit and makes the Archetypes a tad more accessible and a bit more useful.

Creativity vs. Dramatica

PLEASE keep in mind the difference between Dramatica theory and the process of writing!!! If nothing else, NOTE THAT!

The Dramatica theory says that “every complete story” is an analogy to a single human mind trying to deal with an inequity. But even in the very first chapter of the theory book, I point out that not all stories are complete and they are neither better nor worse because of it.

Some ways in which authors affect audiences are NOT stories and in fact, NOT about communication. They are about creating a fertile environment in which the audience can author its OWN experience. The human mind seeks patterns in all that it sees (logistically speaking) and seeks meaning (emotionally speaking) in all it experiences. When we turn out logic on our experiences, we see emotional patterns, when we turn our emotions on patterns we give them value.

One valid approach to creating a “work” for an audience would be to present a series of words that have no intended meaning, As an example, take your dictionary and arbitrarily open it and point your figure to a series of words.

Now, that will have no intent behind the sequence, yet an audience will try and even succeed in finding meaning. As an example, I’ll do that now and list what comes up: Yes, waters, invisible, everyday, techniques, another, home.

Okay, I meant nothing by that, it was completely arbitrary, but, does your mind not seek to find some order and meaning in it? Yes, waters, invisible, everyday, techniques, another, home. Heck, it’s almost poetry! In reading it now, I see connections and make in my own mind the belief that “Yes, waters of flowing force, invisible in my everyday life spur me on to master techniques, never enough, yet if I can find just another, I might finally be home.”

Now, you probably got something completely different out of it than I did. But not so totally different that it didn’t play on the words, which were the “givens.”

If I had actually CHOSEN the words by looking for them instead of pointing without looking and then seeing what word I unknowingly had chosen, then one could say I instilled some meaning in the words.

The point is that even random data is interpreted by an audience which draws on personal experience to give it meaning.

Now, at the next level, I put together “random” words, but with a purpose: Red, slicing, quivering, screaming.

No one can tell exactly what I had in mind, but the images the series of words invoke carry an impact that will likely be strongly felt. I’m still not telling a story, much less a complete one, but I am definitely beginning to communicate. In fact, I’m probably communicating all kinds of things about ME, the author, of which I’m not personally aware.

Next I write: Pig, falling, earth, trembling, run, hide, bacon.

Here I meant something particular. It may be not fully clear, but suddenly there is a picture starting to form. Some pig is falling (from a plane, a truck, a hill?). It hits the earth so hard that it trembles (or the anticipation of trembling). I (we) run and hide to avoid the gooey mess that follows (or being squished by the hog). But, we return to gather the remnants and enjoy a crispy plate of bacon. Many of you will have likely gotten some similar interpretation to the one I describe. I’ve communicated to a greater degree.

Ultimately, I might write: A boy walks down the street, he trips and falls and skins his knee.

This is much more clear, though we know little about the boy’s feelings. This is a logistic TALE, not a story. It is simply a step by step “headline” that describes a series of events which could happen.

Next I write: A boy feels that his father is full of it, so he ignores his advice and then comes to recognize his father’s wisdom.

This is a clear description of the boy’s feelings, though has little in the way of specific information. It is an emotional tale – a mood by mood emotional journey, the “heartline” that describes a series of emotions which could follow each other.

If I put them together, I create: A boy feels that his father is full of it, so he doesn’t tie his shoelaces, which he thinks are cool untied, when his father warns him about them. He crosses the street, trips on the laces and skins his knee. Through his pain he comes to realize that his father perhaps was right.

Now, this is as far as a TALE can go. It has a linear headline and heartline that work together.

If we were to add, “In fact, the boy now realized his father might be wise about a number of things and deferred to his judgement in the future,” THAT does NOT ring true! It is a blanket statement and needs to be proven on a case by case basis.

If I were to construct a work in which all appropriate experiences were included that would be necessary to bring the boy to that conclusion, however, then I would have fashioned a story.

If I were to then expand the work to “prove” that young boys should ALWAYS defer to their father’s wisdom, I would have fashioned a COMPLETE story.

As we can see, all of the above examples which became progressively more complex are contained as subsets of the complete story, with the notable exception of the random words of the very beginning.

Dramatica was designed to represent the complete story, with the understanding that authors may often wish NOT to tell a complete story but only some subset of one.

Dramatica does not look at anything OTHER than a complete story as being LESSER than a complete story – just different. Different approaches for different intents.

Further, Dramatica deals with the underlying logistic structure of the story’s argument, linear progression, or inter-related meanings. As such, it contains nothing of the passion and inventiveness an author will call up in the telling of the story.

Story Structure is a Craft. Story Telling is a Talent. Talent can’t be taught, but Craft can.

The first thing to consider is, if it works, don’t fix it! In other words, if you are having no structural problems with your tale or story, then STAY AWAY from Dramatica – you’ll just start overthing the plumbing.

And, even if you want to do something a certain way and Dramatica says it isn’t accurate, that doesn’t mean it isn’t right – just that it isn’t accurate.

Writing, to be fulfilling, must come from the heart. It might be satisfying when it comes from the head, but not fulfilling. If you’re head and heart come to different conclusions, what do you do? Well, some writers prefer to stick to the accurate structure, and others decide to go with the path that is more interesting to them. Either way is fine, as long as it is YOUR way.

If Dramatica says one thing and you want to do another, well then DO IT YOUR WAY! Even if you weaken or even break your structure, does that really matter if the path you chose is so passionate that your audience is enthralled?

Audiences don’t require perfection. They DO, however, require that you don’t try to sell them swampland. In other words, some aspects of structure can be easily discarded for the sake of a powerful statement, scenario, argument, or character moment. But others are so crucial to the underpinnings of a story’s structure that the story will collapse if they are changed.

Which are the most important? Dramatica can’t tell you that. It can just tell you what the structural elements are and how they should fit together to create a “perfect” structure. The rest depends largely on your abilities as a story teller.

So, DON’T USE DRAMATICA if it even slightly starts to inhibit your storytelling passion. Use it when you get stuck, use it to get an overview of your story’s structure – to learn about story points that ought to be there that you might not have considered. Then, go off and write. Write from the heart, write what you care about.

If it comes out just the way you want and everyone connects when they read it, don’t go back to Dramatica. But if a draft has problems you can’t identify, then analyze that draft with Dramatica, see what structure you ended up with, as opposed to what you intended to create. Take notes of where the significant problems are caused by inaccurate structure and then whip them into place.

In the end, learning the Dramatica theory helps fine tune your instincts so that the structures of your stories will become more and more sound, even when you aren’t thinking analytically, but are just creating from the heart. If and when those instincts aren’t quite on the mark, that’s when you haul out the software. The Dramatica software is nothing but a tool – in fact, a collection of tools. Use the right tool for the right job. Hammer your structure into place and then let your instincts turn the remodeled section into art. Artists use pre-mixed colors and then create their own shades. Bricklayers run strings to ensure walls stay straight. Composers choose notes and fashion chords. All of these activities can be analyzed in structural terms, but are actually performed by feel and experience.

Let your heart be your guide and Dramatica be your hammer.