Archive for the ‘Dramatica Theory’ Category

The Dramatica Concept

January 17th, 2012

Over the years there’s been so much sophisticated material written about how Dramatica deals with all kinds of complex story issues that it is easy to forget about the central purpose of Dramatica in the first place.

So, here’s a short article to help those of you new to Dramatica to get a grip on what it is and why its important.

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There’s two parts to stories – the part that gets us all excited (the subject matter and style) and the dry, frustrating part (the underlying structure).

Writers also come in two varieties – the intuitive writers who like to follow their Muse and the logical writers who like to build their stories from the ground up, according to plan.

There are very few folk who do both very well.  We usually call them “Master Storytellers” or John LeCarre or Shakespeare or Aaron Sorkin.

For the rest of us, we usually have some degree of talent in one of the two areas and a noticeable lack in the other.  Me – I’m great at following the Muse, but can’t structure a story worth a darn.

So, twenty years ago, a friend of mine and I went hunting for the answer to story structure.  Along the way, we invented a whole new theory of it called “Dramatica.”

Dramatica says that structure is like the platter on which you serve up your passion and ideas.  Structure is like the carrier wave in radio upon which the program is broadcast.

If structure is done right, it is invisible – just like that carrier way you never hear in a radio program.  But if it isn’t tuned properly, it gets in the way of the program, creating static and drop-outs.  And, you certainly don’t your readers dropping out of your story or stumbling over a logical problem when logic is the last thing you want them to be thinking about.

So, the Dramatica theory deals solely with that dry, uninteresting, but essential underlying “story argument,” because without that sound foundation, even the most interesting subject matter and most intriguing storytelling will collapse.

Well, that’s an introduction to the concept.  What I’m writing these days is like “doctorate level” dissertations – for the following of hard-core structuralists I’ve collected over the years.

Keep in mind, it is all about form, not formula.  It is more like studying good graphic design than paint by numbers.

If you are still interested, I can point you at some good videos and articles I’ve created over the years on the basic concepts.  Just let me know.

Melanie

Fractal Psychology in the Real World

January 16th, 2012

Response to a Dramatica User:

What characters represent in the Story Mind is not their own psychology but rather just the small fragment of that overall entity. Essentially, in the story at large characters are nothing more than automatons – going about their functions as “intelligent agents” controlled from above (by the structure of the story as a whole).

The reason we do not easily see this is because we endow our characters with human qualities so that we might identify with them. In a sense, we must give each character at least a rudimentary psychology of its own in order for the reader or audience to empathize or sympathize with it.

But, that psychology does not drive what the character does in the story – it merely defines its personality. Personality is like subject matter or storytelling; it is not structure and does not give the character any psychology at all when it comes to its objective function in the overall story.

Another reason we do not easily see characters as objective is because of something I call “fractal psychology” (see my video on my Storymind YouTube channel). The concept is that when we gather in groups, we form a larger Story Mind as the underlying organization of that group and each adopt roles in the group that correspond to the objective characters. For example, one of us will take the role of the voice of Reason and another will be the Skeptic.

Just as characters can be subdivided into their component elements, so too, in larger groups, its members will refine their functions and specialize until all the elemental positions are taken. Then, if the group grows larger, something really intriguing happens. Individuals will form smaller story mind groups within the overall group. So, there will be one “click” or “faction” within the group that collectively act as the voice of Reason and another that functions as the Skeptical voice. Within each sub-group (sub-story) are similarly-minded individuals who all share the same basic attitude. BUT – within each sub-group, the individuals will take on other objective roles so that, for example, someone will become the Skeptic within the group that stands for Reason – essentially he or she will function as the Skeptical voice of Reason.

And finally, as the original large overall group encounters other similarly sized groups, each group will take on a function and collectively all the groups will form an even larger mind.

This is Fractal Psychology – a pet theory of mine. It explains why we are all in a constant complex web of interrelationships with our peers, our superiors and our subordinates, sometimes being driven by our own psychologies, but socially always acting as objective characters.

And so, we expect every character to have a psychology when, in fact, stories are not complex enough for that. Stories are about dealing with a single central issue with a single Story Mind and the agents that make it up. In this level of magnitude, the objective characters have no real psychology, and yet the reader or audience will expect it, for they see the story as a slice of real life in which everyone they know, themselves included, has a psychology. We, as storytellers, then humanize our automatons so that we fool the audience, sugar coat the functions to make it appear as if they are fully developed people when they truly are not.

There are, of course, two exceptions to this – the Main Character and the Influence Character. They are special because in addition to their objective functions, they also represent our sense of self and that small “devil’s advocate” voice within us with whom we argue about whether we should stick with the tried and true, even if it appears to be failing, or adopt the new and promising, even though it has never been tested.

So these two exceptional characters need to be fully developed with their own true internal thought processes. But that, alas, is another story……

Narrative Space in the Real World

January 9th, 2012

In my last post I described how the term “narrative space” refers to the breadth and depth of the subject matter from which you will develop a story.  Like a cloud, the subject matter is just the raw material – a nebulous realm in which many story structures might be found.  Think of a story structure as a construct of tinker-toys about the size of a basketball.  And think of a narrative space as your bathtub.  With a tub full of subject matter, you can drop your tinker ball anywhere in it and encircle a different batch of water.  Without changing the structure at all, you can move it just an inch and still change the nature of the particular subject matter you’ll use in making your point.

Now look at it another way.  You have this tub full of subject matter than intrigues you.  You’d love to cram it all into the same story.  But, you ball just isn’t that big.  In other words, you’d need a book the size of an encyclopedia to cover it all, or perhaps a movie 8 days long.  Could it be done, of course!  But should it?  Not if you expect anybody to read it or go see it.

So, you assess your tub.  You’d really like the rubber duck in your story so you put the ball around that.  But, you’d also like that particular lump of suds – it just intrigues you.  You gently push that little bubbly heap into your ball as well.  In fact, you go all over your basin and pull all the water and floating things you’d specifically like into your ball.  Eventually, you can’t get anything new into the ball without pushing something else out.  That is the story equivalent of the speed of light constant.  I call it the size of mind constant, because it describes the maximum size a story can be and still be held at one time in the mind of your reader or audience.

Of course you can always plop another ball into the same tub to gather in a different collection of subject matter.  Thus, by writing a series of books, penning a television series, or hammering out a bunch of movie sequels, you might be able to get almost all the subject matter that interests you covered in one story or another – just not all in the same story!

(Naturally, you could create an over-arcing story structure in which each of the smaller stories becomes just an element in a bigger structure, but then the read or audience won’t be able to see the subject matter detail in the smaller stories at the same time that they appreciate the subject matter in the over-arcing story – just too many degrees of separation or magnitude from the biggest to the smallest to capture in a single glimpse.)

Some of your tinker balls might actually overlap in the tub, like galaxies colliding, in which they each share some elements of story structure.  Others may carve out sections that are completely separated.  And, some may nudge up against each other just close enough to have a topical point of connection.  In the end, though, you need to decide for any given story what subject matter you will include and what you will exclude.  Or, put inversely, you need to determine where in the tub to drop your ball.

Finally, to the point of this particular posting – narrative space in the real world.  By this I do not mean the practical application of story structure in fiction, but the projection of story structure concepts into the actual, physical world of living, breathing people.  Quite a departure, I know.  But recall that Dramatica is a theory of the story mind.  It holds that every story structure is a model of the mind’s problem-solving processes.  Even more, it goes so far as to contend that story structure represents the underlying structure and dynamics of our own minds upon which our unique experiences fashion our singular personalities.

Hey – too talky…  Let me try that a little more conversationally…  What works in story structure works in understanding everyday life as well.  The story mind is the same as our own minds.  It is a fully functional model of how we think – how we organize things in our own heads.  So it should not come as much of a surprise that the way we organize our stories is all the way we organize our lives.

Everything we do in life is represented in stories, at a structural level.  I’m not talking about whether you like red or blue or whether you play football or go bowling – that’s all just subject matter.  (And when I say “just” subject matter, yes I know that is where the passion lies.  We only care intellectually about structure.  In short, our heads are into structure but our hearts are into the subject matter.  Still, we’re talking about the relationship between structure and subject matter here, so I suppose it doesn’t really matter much anyhow.)

Now one person will organize his life in many story structures.  Your life is your tube and you’ll have lots of balls in it – some bigger (up to the size of mind constant, at times) but mostly smaller structures of various sizes.  You’ll have a structure for your parents and one for your kids.  You’ll have a structure for your job and, within that, one for your boss.  You’ll have a structure for your future, one for each hobby, and one for the concept of hobbies in which each smaller structure is an element in the overall concept.

We don’t think in structure, we think in topics and organize in structure.

So, one person will have many nested and isolated structures all bouncing around in his or her head all the time, shifting around the the subject matter of our lives, driven by the passions of our personalities.  But underneath it all, logistically, organizationally, there is sense in the midst of the chaos when you recognize the structures of your life and don’t try to create a “life story” but more like a “life pagent” of the ongoing progression, collision and evolution of all the little stories that make up your pitiful existence.  Oops…  got a little carried away there with the rhetoric….

Point is, one person has many stories.  And within themselves, they can see all the character you find in stories – the Reason character who represents our intellect, the Emotional archetype who stands for our passion, the Protagonist who is our initiative, the Antagonist (our reticence), the Sidekick (our confidence) the Skeptic (doubt), the Guardian (conscience), and the Contagonist (temptation).

But here’s the fun part – when we get together in groups, us humans take on the role of characters in the group story.  In short, we organize ourselves as part of a a larger group-story because story structure is how we organize.  Sounds recursive, but when you consider that the whole point of stories is to show us how to deal with situations that reflect (at some tiny or grandiose level) our own lives, add to that the notion that story structure evolved because it represents the way we think, and add to that the fact that of course we try to organize our world they way our heads are organized – well then maybe it isn’t so much recursive as it is fractal.  In fact, when I first thought of this concept, I called it “fractal psychology” – that’s my name for it and I’m sticking to it!  (Check out my videos on fractal psychology you YouTube.)

Every time you join a club, participate in a class, get involved in a political party or show up to work, you are taking a role in a bigger story than yourself, but completely like the way your own mind is organized.  So, one of us will be the voice of Reason, another the Emotional (passionate) perspective.  By each taking a role, we cover all the ways we can possibly think about the issues the group faces, we create a “big giant head” a la Mork and Mindy and populate its roles.

Now if you join an already existing organization, there might not be the position open to which you are best suited.  And, because of seniority (or lack thereof) you have to take a role that isn’t all that natural to you.  But if you don’t, you won’t have a place at the table.  So, you cram yourself into that position as best you can in the hopes that if somebody else leaves or dies or gets kicked out or whatever, when the musical chairs of reorganization occurs you may be able to snag yourself a better seat.

Though these things are always to some degree in flux (like molecules, heated, agitating and vibrating to one extent or another), there is a general inertia to each story system that holds the group together.  In time, like a person, a group may grow old and die, lose its vibrancy, or simply go to pieces.  And then, the pieces will gather together or be sopped up by other groups (again like solar systems forming from the remnants of a super nova) and the process will begin all over.

Now the last notion I’ll lay upon you (hallelujah!) is that even groups gather together in groups.  Cities become States become Nations.  Factions become Movements become Parties.  All of humanity is arranged as nested or separated groups, vibrating and evolving and overlapping as they pass through one another in the great subject matter tub of life.  Seems largely like a mess (if you watch the evening news or try to find a job) but beneath it all, very sound, stable, predictable and consistent patterns are a work, all fractally related to that little bitty brain stuffed into each of our puny heads.  A world within and a world without.

Finally, just to poke the bear one more time, go ahead and write your fictions, shoot your movies, and tell your tales.  But wouldn’t it be interesting to try and apply these same Dramatica principals not only to the realms of your creation but to all creation?  What’s the story with your spouse?  Your job?  Your future?  Which of those countries is the Skeptic in this particular international melee?  How does what happens in my town fit in with what happens in my county, and how does it mesh with the next burg over?

You want to think about it.  You know you do.  (That’s just me falling into the role of Contagonist….)

Storyforms in the Real World and the Mobius Doughnut

October 12th, 2011

Ever since we developed Dramatica as a theory to describe the elements and mechanisms of story structure, we have understood that as a model of the Story Mind, Dramatica might also be applied to the psychologies of real people as well as fictional ones.

First off, Dramatica says that every story has a mind of its own. This Story Mind is made up of a personality created by the storytelling style and an underlying psychology represented by the story’s structure.

This alone, if projected onto real people might help us understand an individual, be it a friend, stranger, or perhaps ourselves. But Dramatica also contends that fictional characters are not only personalities in their own rights, but also must play a second role as a facet or aspect of the overall Story Mind. In essence, each character is a complete mental system, but collectively they join together to form a larger mental system that is not unlike a fractal of the dynamics of each individual character.

From this notion, we developed the concept of fractal storyforms, meaning that not only would characters create a Story Mind when they came together, but a group of story structures coming together would create an even larger Story Mind in which each individual story functioned as a character.

In the real world, we hypothesized, when people come together in groups, they automatically slip into roles that represent different attributes we all possess. For example, one person might become the voice of reason in a group, assuming the role of the group’s intellect, just as there is a Reason Archetype in a fictional story. Another character might adopt the position of the group’s passion, speaking up whenever human feelings are the issue, essentially fulfilling the same character function as the Emotion Archetype.

What’s more, if a number of groups band together in a larger organization, automatically they will begin to adopt roles within the larger organization as if they were characters in a mind, thereby extending the phenomenon up one more fractal dimension. In the real world we call this “fractal psychology.”

Naturally it follows that if Story Minds exist in the real world as well as the fictional world, then might we not best understand their elements and mechanisms by applying the same Dramatica model that has proven itself in the analysis of fictional stories?

Recently, an opportunity has emerged for us to explore the application of our methods for analysis of storyforms to actual situations and organizations. At first, the task seemed simple – just analyze the situations as if they were stories. But it quickly became evident that there are substantial differences in the two endeavors.

Most notably, while the narrative space of a story is a closed system, i.e. a book, a movie or a stage play, in the real world the narrative space is open, limitless. So unlike analyses of fiction, in the real world one must first find the storyform before one can analyze it.

Alas, this brings forth another difficulty. There is usually only one story in a fiction narrative space. Sometimes there can be a sub-story hinged to the main story that is almost wholly independent, yet touches at one point, such as a character who appears in both stories.

In such a case, the character is driven most strongly by its own story, yet still plays a function in the larger story. An example is the original Star Wars movie (Episode IV) in which Han Solo’s debt story with Jabba is hinged (but not part of) the main story about the empire and the rebels.

In this example, Han’s character would never allow him to march into the detention area to rescue the princess EXCEPT that his need for money for his sub-story provides enough sideways motivation for him to act out of character and do something that puts him at more risk. A useful tool for writers, but a complication for analysts of real-world situations.

Further, some fiction narrative spaces can contain more than one complete story, like raisins in rice pudding. For example, in Woody Alan’s movie, “Crimes and Misdemeanors” there is a crime story and a misdemeanor story, each with complete and different structures and different characters that do not affect or interact with the other story. The movie is designed to force the audience to compare the two stories side by side and arrive at a more conundrum.

In the real world, this means that any number of independent stories may co-exist in the same narrative space. One may even conjecture that some real world stories may be sub-sets of others, or perhaps even overlap each other containing some unique and some shared story points.

In short, single storyforms in fiction are idealizations in which there is a single central problem. The unfolding of the story is an argument about the best way to try and solve such a problem. But in real minds and real situations, many problems are constantly emerging, playing themselves out, and passing through each other, like stars in galaxies in collision. Add to this the fractal nature of nested storyforms and you end up with a veritable mess.

And so, the task of identifying and separating a single storyform in the real world, much less the one best suited to answer the questions at hand becomes a daunting proposition.

Decades ago, when we were first trying to model Dramatica’s conceptual structure in some tangible form, we experimented with several physical constructs to represent the elements and their attendant dynamics.

Nowadays, we are all familiar with the recognizable four-tower model representing the four Classes of stories and looking like an odd blending of a three-dimensional chess set and a Rubik’s cube. But how many are actually aware of why Dramatica ended up being presented in this form?

The real story, as it were is that in the very beginning, we began with lists of elements that we observed in story. Then we realized some were higher-level appreciations and others lower-level, like members of a family that all share the same higher-level family name as well as their own. Or, like families of chemical elements in which Fluorine and Chlorine are different elements but have properties similar enough to be in the same chemical family.

But how to build a model of that which satisfied all of the mechanisms that “chemically” connected the elements?

One of the first attempts I made was to get a toroid (a doughnut-shaped piece of Styrofoam about a foot across) and then to wrap a thin metallic foil tape around it in a helix. The foil wrapped around the circumference four times by the time it passed through all four quadrants and returned to the point of origin. This represented one of the four classes.

Three more foil tapes of different colors were added, spaced so that they also wrapped around the toroid in a four-loop spiral without overlapping the others. Each was slightly staggered, so that the beginning of the next color was at the ending of the last color, creating a continuously wrapping “quad-helix” around the toroid until the end of thye very last of the four colored foils connected back to the beginning of the very first, creating, essentially and endless loop.

This was useful because you could see the relationships among elements of different classes when written equally spaced along each of the four colors. But, it was hardly practical to ship a Dramatica Steering Wheel with each software box, it who could use the thing anyway? Besides, this was just an approximation. In fact, to be wholly correct, the toroid would have had to have been wrapped by a mobius strip to include the progressive shift of dynamics in a structure which we came to refer to (in verbal shorthand) as an “inverse with a twist.” Hence, the need for a mobius doughnut.

After that, we shifted to a much more doable visualization of the very same elements and mechanics as a pyramid for each Class of story (for each of the four towers you see today).

To illustrate that each pyramid represented a point of view that the peak that fanned out into a perspective of the “Truth” at the base, we decided to put two pyramids together at the base so they formed a crystal – real new age visualization, that!

This worked much better, but we came to realize that because both points of view were looking not at different sides of the same coin but at the same side from different places, then we ran into problems because the common base that was the interface between them couldn’t be itself and also its mirror image at the same time. And besides, there were four classes, so how could they all share the same interface in a three dimensional model?

We were pretty frustrated. So, we took a clue from Crick and Watson when they were trying to be the first to discover the molecular structure of DNA. At first, they were using X-ray micrographs of DNA to try and see the structure. From that method, DNA appears to be a crystal, just as our model could. And, as we all now know, DNA is a double-helix, while our temporal component is a quad-helix.

We figured with that kind of correlation we were probably on the right track. But, since all that was still too complex for writers, we ended up simply making four towers, sub-divided into smaller and smaller components to illustrate all the familial relationships among the story points. And when we flattened it down to a two-dimensional grid, we presented this alternative view as the Dramatica Table of Story Elements that tens of thousands of writers use today.

And here we were now, twenty years later, looking at an open-system narrative space in the real world, once more trying to visualize a storyform. But not the same as in the closed system of fiction – an inverse version of that. But worse. Because the in fiction, analysis is a closed set and creation is an open set, but in the real world analysis AND creation are BOTH open sets. So, it wasn’t just an inverse, but an inverse with a twist AGAIN! Durn concept keeps coming ‘round to haunt us.

Okay, let’s take that toroid again and stick it in the middle of the real-world narrative space. We have to make it a mobius doughnut in our minds because this doughnut is a very special doughnut because to see the storyform inside, you have to turn the doughnut inside out.

And here, then, is the real problem. You can see the data inside until you turn it inside out, but you can’t turn it inside out because it is genus one with no opening on the surface. You see, if you take an inner tube and take off the valve, you can actually (or at least theoretically) pull the entire inner tube through the valve hole until the inside is on the outside and vice versa. But without a hole, in a true doughnut, there’s no loose thread, no handle, no place to get a grip or begin the process of inversion.

The mobius strip aspect indicates that it would only lay flat upon the toroid if we had one more dimension than three in which to build such a visualization. But, we don’t – not for practical purposes.

And so, we bashed our heads against the wall for some time until after many days of conjecture, we realized that the key was not in finding the best storyform in the real-world narrative space by objective standards, but the best storyform by subjective standards.

In a world of infinite overlapping structures, none is more important than any other until you impose importance upon it. Essentially, as the singer/composer Don MacLean said, “The more you pay, the more its worth.”

As an analog, consider the story creation process in fiction. It is an open system for the subject matter of interest to the author has no limits. Theoretically, this makes it impossible to pick the best story structure because it cannot be objectively determined.

But in practice, who the hell is objective? Rather, authors come to the story creation process because of their subjective interest in the subject matter. Many years ago I used to teach authors that we all get excited by the subject matter, but in truth, all of those bits of information can’t possibly live together in peaceful coexistence in the same story structure. The job of the structuring author is to pick the most important subject matter first, boil it down to story points in the structure and then continuing picking until you hit the point where something you want won’t fit into the structure. This is when the Dramatica Story Engine in the software is doing its job by telling the author, “if you include that extra piece, you’re weakening your own structure – working against yourself.”

So, when Dramatica doesn’t match what you want to do at the lower levels, its not broken. In fact, that what it was designed to do – save you from yourself (save your subjective self from making a big objective mistake!)

Now if we apply that same principal to the open-system real world narrative space, then (using the inverse with a twist) analysis should work the same way. And durned if it doesn’t.

You can’t find a story form in the real world, you have to impose one, just like an author does in creating a fiction. Essentially, what is it you want to know? What question do you want to answer, what process do you want to explore?

In practice, you simply look at the narrative space and decide what you want to know first. Then you turn a data point into a story point that will explore that for you. Then you pick the next piece and the next. You continue picking pieces until you’ve fully populated a storyform.

Of course, in the real world, you’ll never get to a complete storyform before you run out of visible data points. But thanks to the Story Engine, by the time you’ve run out of data that belongs in your subjectively defined story structure, Dramatica will suggest the kinds of data that “should” be out there in the gaps.

If you are writing a fictional story about real events, these gaps will be filled by your own creation. But in an analysis of real world data, these gaps are already filled – you just haven’t observed that data yet, but its out there somewhere, hiding for now.

Therefore, Dramatica is able to tell you more about the real world than you can see for yourself.

In summary then, in both fiction and the real world, no storyform is better than any other until you have a preference for one. In either case, you need to look to the subject matter and build a storyform that best represents the subject matter you’d like to explore.

In short, when building storyforms in the real world, forget all the pyramids and towers and mobius doughnuts – all you have to do is make the one you want.

And in conclusion, it took us weeks of work and took me six pages to describe find and describe logically something every writer worth his or her salt knows intuitively:

Build the story you want to tell.

And Dramatica? It just keeps you honest when your own preference for the subject matter gets the better of making sense.

al Awlaki, the “Uncanny Valley” and Writing Empathetic Characters

October 4th, 2011

Recently, al Awlaki (the infamous “American” Al Qaeda) was killed by American forces. He was viewed as a great threat because of his ability to speak to the domestic population of the United States in their own language and culture and to inspire terrorist acts by those susceptible to his message of jihad.

While these allegations are certainly true, they alone do not explain the intensity with which Awlaki was both feared and despised. In fact, there is another quality he possessed that amplified the trepidation and derision he precipitated: he fell into the “Uncanny Valley.”

“Uncanny Valley” is a term generally used to define any non-human entity whose attributes are just human enough to be disturbing. For example psychological test have been run that chart an empathy line against robots whose features range from fully mechanical to completely human in appearance. At first, the results were predictable: the more human the robot appeared, the more empathetic people were to it.

But, as the human qualities reached a point where they became “almost human” there was a sudden drop-off in empathy as steep as a cliff. In fact, the reaction to such an entity reached a point where it plummeted below zero empathy into the realm of negative empathy, documented as “revulsion.”

The same test was also run using stuffed animals and the results were essentially the same – our empathy increases as human likeness increases until a sharp break point is reached where additional increases quickly reverse the trend. Once the line hits bottom and as human similarity continue to increase, eventually empathy rises again into the positive, and ultimately reaches maximum when the non-human entity appears absolutely identical to a human, even though one knows it really is not.

Now this aspect of human psychology has tremendous implication for writers, especially in the creation and development of characters. While it has been explored directly in such works as the I, Robot novels by Asimov (and especially well handled in the movie, Bicentennial Man starring Robin Williams) it is always at work in the relationship between an audience and the fictional entities that populate the stories it reads and watches.

Let me propose that the Uncanny Valley not only pertains to the visual qualities of non-human entities, but to how we intuitively sense their humanity, almost as if we were automatically and subconsciously performing a Turing Test on every person we meet.

I believe we are. I believe we are prepared to accept something totally alien as a risk of unknown potential, while any creature we can identify as of human essence is a known quantity and, therefore, a predictable risk at worst. But some one or some thing that is just off-kilter enough is loose-canon when it comes to threat. We might find ourselves lulled into complacency only to be set-upon when our guard is down.

For example, we are afraid of an earthquake or tornado because it is random and chaotic. We are afraid of bears in a different way because they share our emotions and we understand what they might do. But a Terminator or a demonic spirit is far more terrifying for while we are able to frame it as an entity in our minds, we are unable to fathom its motivations or to predict its behavior, which are often contrary to humanity.

In contrast, consider animated cartoons in which cars, cattle, or cantaloupes may all engender empathy from an audience because they are carefully (albeit intuitively) crafted to fall far enough from human-looking to avoid the Uncanny Valley on one side, and close enough to human in spirit to avoid the Uncanny Valley on the other.

Many of the disfigured humans of fiction are often drawn to revolt us in appearance while connecting to us in their humanity. And, of course, many characters are written to illustrate that even the most beautiful can have revolting souls.

Now for the sake of a mental exercise, consider how this holds true in real life. For example, most of us find the Elephant Man uncomfortable to look at, yet empathize deeply with his heart. But what of those in our own live who have been badly burned or born with physical defects? What must that life be like when you are constantly reminded, subliminally, that others shun you as non-human? There are lessons here for our spiritual growth and stories to be told.

Let’s shift gears, for a moment, and go to the opposite extreme – the science of mind, the neurology of psychology. If you go to Wikipedia and look up Uncanny Valley you’ll find graph that shows the sudden dip and re-rise of the empathy line.

I was immediately struck by how similar that line is to the “action potential” of a neuron in the brain. After a neuron fires, it is chemically inhibited from firing again immediately. Rather, the “action potential” goes from maximum, down a steep cliff during the actual firing to a negative action potential until the forces that lead to the ability to fire recharge.

I’m going to make a leap here and share with you an aspect of the psychology behind Dramatica – a theory we call Mental Relativity. As part of the theory we propose (because of what we have observed in our model of story structure) that dynamics in the electro-chemical operations of the brain are reflected, almost as fractals, in the high-level dynamics of psychological processes. Simply put, psychology exhibits sympathetic vibrations of the patterns of physical brain function.

Now, I realize there are no studies (to my knowledge) that explore this, but is absolutely is a prediction of the Mental Relativity theory. But why would this be? Consider one potential explanation…

It is one of our most essential survival tools to be able to recognize objects, patterns, edges, what is part of something and what is not. The same curve we see in neurons or in the Uncanny Valley actually is just a reflection of our ability to define the limit of things.

We use this to see a rock in our path or to determine if figure coming through the mist is a friend or foe. It is what allows us to describe the nature of an object or a person and the scope of an argument or a story.

And so, with an aspect of our minds that is so foundational and all pervasive, a wise author would give it heed when building characters to be attractive or off-putting, a wise person would think twice about from whom they turn away (and why), and as for al Awlaki, well, he was American enough to connect with those who felt isolated, but just a little bit too non-American to avoid our ire.

Definitive Scientific Article on Dramatica Theory

October 2nd, 2011

Here is a link to the definitive explanation of the Dramatica theory (in PDF) from 1993, that explains all of the key concepts in text and graphics, including descriptions of non-story uses of the psychological model and the functioning of the model in terms of the dramatic circuit created by Potential, Resistance, Current, and Power (Outcome) and its relationship to the prediction of temporal story progression in terms of a quad-based 1 2 3 4 sequence.

http://storymind.com/free-downloads/sa_article.pdf

God and Dramatica

October 2nd, 2011

Now here’s a touchy subject.  Still, over the years, many have taken a philosophical, even spiritual view of Dramatica.  There are even some who have drawn a comparison between Dramatica’s 64 elements and the 64 trigrams of the I Ching.   In fact, two of them wrote articles on that topic.  Here are the links:

Noa’s Archetypes
by noted ballet coach,
Anthony Noa

The One and the Many
by C.J. Lofting

Some find this comparrison odd, and at first so did we, since neither Chris nor myself had studied the I Ching before creating Dramatica and only after having this brought to our attention did we explore the similarities.  Ultimately, for me, it is just another indicator that we are all looking for the same answers to the same universal questions.  Dramatica is just another lens through which to focus on our own existence.

A new Dramatica user recently sent to me the following:

I’m probably stating the obvious, but have you thought about the Story Mind in terms of God, and human beings in terms of representing different aspects of God?
 
Well, as you might expect, I do in fact have a few thoughts on that matter.  But before I pen them, a caveat:
 
In the early days of our development of Dramatica, some twenty years ago, Chris and I encountered legions of fans who were so enraptured with the potential of the theory as a model of the mind that they started applying it to all kinds of areas outside of the realm of the creation of fiction.
 
For example, one lawyer was using it to help structure his closing arguments in criminal trials.  A student in one of my UCLA classes began exploring how Dramatica might be applied to the patterns he encountered in sub-nuclear physics.  And another student in a Deep Theory class I taught was having her pyschiatrist apply it to help her integrate her multiple personalities.
 
Due to the comments by users and students and our own awareness of some of the philosophical implications of Dramatica, Chris and I began to worry about the potential abuse of Dramatica as the basis for some new religion.  After all, Dramatica (in its original form) dealt with four Classes – Universe, Mind, Physics, and Psychology – which were already a keystone in Dianetics (something neither of us knew until long after the theory was complete).  Of course, we use the terms differently as meaning the four posible realms of exploration in a story – External or Internal States or Processes.  Every story problem can be identified as being either an External or Internal State or Process.  Universe is an External State, Physics is an External Problem, Mind is an Internal State, Pyschology is an Internal Process.  And so, for us, this was just a story issue.  But, quite naturally, stories are about the way we think and feel and we realized that people would probably try to resolve problems in their own lives by identifying them in the same way, with the same terms.
 
So, we have always been pretty wary and on guard against any “cult-like” movements that might crop up around the ol’ theory, lest the power of Dramatica from an organizational and self-illuminating aspect might be subverted to lure in and control innocent seekers of truth.
 
(After all, in my pre-Dramatica days I had written and edited a feature length documentary on Jim Jones and the People’s Temple and the Guyana suicide.  I spent a year on that project, and it has made me ever-watchful for any charismatic leader who isolates his or her flock and professes to be the sole source of God’s Truth.  Again, the Tao that can be spoken is not the Eternal Tao.  In fact, I went on to write a song about what I learned in that year – including interviewing one-on-one a survivor from the massacre.  Here’s a link to a rendition of that song, if you are interested: on mp3 at Guyana Dreamin’ or on video at Guyana Dreamin’)
 
And so, knowing that the last thing I want to do is encourance any kind of following of my personal philosophies, please take this as just a little sharing of some of my speculations with that new user who asked:
 
I’m probably stating the obvious, but have you thought about the Story Mind in terms of God, and human beings in terms of representing different aspects of God?
 
Here’s my reply:

If God is within us and we within God, then the concept of characters within a Story Mind might be a useful perspective in our attempt to better understand our relationship with the Divine.

Consider – suppose that we experience our linear lives like scanning lines on a television. Suppose our souls do not perish at death, but simply reset to the next scanning line, so that we either have been or will at some time be and live the life of every thinking creature that has existed, currently exists, or will exist. In other words, be good to your neighbor and every bug on your wall, for it is you.

Time is irrelevant to God, for it is our one continuous life as a single soul that scans the experience of reality from a Main Character view – I think, therefore I am. But God sees all the scanning lines not as individual linear experiences, but as comprising a bigger picture – the fully scanned image, in motion, as the universal collection of thinking creatures is constantly altering as new hosts are born and old hosts die, frame by frame.

Together, we play out across God’s mind, informing God’s thoughts and, in a sense, continuously creating God as God puts us (who are really one) into play.

God is both author and audience to his own creation in a way no player on the field can ever fully appreciate, for ours is not to watch the movie but to live the role.

I call this concept “co-creation.”

Just idle speculation.  Make of it what you will.

Melanie

Enough Theory! How Does Dramatica Work on Real Stories?

June 13th, 2011

From a Dramaticapedia reader:

Your blogs seem to be always in the abstract. Let’s see something about a successful story in the real world.    I would love to see a Dramatica setup for real stories that have been successful.

My reply:

Here’s a link to more than 70 complete analyses of novels, movies, stage plays, and television programs:

http://dramatica.com/story/analyses/index.html

Now here’s a link to almost 200 additional “raw” storyforms (just the 80+ Story Engine settings) for a number of popular stories in various media:

http://dramatica.com/story/storyforms/index.html

Here’s another link to an ongoing series of podcasts, each analyzing a different story in various media:

http://dramatica.com/podcasts/index.htm

And finally, here’s a link to the master analysis home page:

http://dramatica.com/story/index.html

As for my posts being abstract, yep, you’re right – I’m the abstract one. Chris, the other co-creator of Dramatica is the more practical-minded of the two of us. (All the above links come from his company’s web site, which is far more focused on application.)

The way we work is, I advance the edges of the theory and he figures out how to put it to work. When he turns one of my concepts into something tangible, I used that as a platform to reach for the next concept. That is why we have worked so well together for over 20 years, and why Dramatica has become both so extensive in theory and useful as well.

Melanie

Applying Dramatica to the Real World

June 7th, 2011

Analyzing and Predicting the
Activities of Groups & Organizations

 

By Melanie Anne Phillips

 

Based on theories developed by
Melanie Anne Phillips & Chris Huntley

Introduction to Dramatica Theory and Applications

The Dramatica Theory of Story is a model of the mind’s problem solving processes which has been successfully employed for seventeen years in the analysis and construction of fictional stories ranging from major Hollywood productions to novels, stage plays, and television programs.

Software based on the Dramatica Theory is built around an interactive Story Engine which implements the problem-solving model as a method of determining the meaning and impact of data sets and of predicting motivations and actions based on potentials inherent in the data.

This is achieved by creating a Storyform – essentially, a schematic of the problem solving processes at work, their interactions, their outcomes, and the future course they will take.

The Dramatica system and its problem-solving algorithms can be applied with equal success to the analysis of real-world situations as well, specifically in determining the motivations behind the actions of a target group and in the prediction of their future actions and potentials for action.

Scalability and the Story Mind

To illustrate this methodology let us consider a generic target group. This might be a clique, club, movement, political faction, tribe, or nation. This highlights an important benefit of the system: Dramatica is scalable. It works equally well on individuals or groups of any size.

This kind of scalability is described by a Dramatica concept referred to as the Story Mind. In fiction, characters are not only individuals but also interact in stories as if they are aspects of a larger, overall mind set belonging to the structure of the story itself.

If, for example, one character may emerge in group actions and discussions as the voice of reason while another character, driven primarily by passion, becomes defined as the heart of the group.

Stories reflect the way people react and behave in the real world, and when individuals band together as a larger unit, they fall into roles where the unit itself takes on an identity with its own personality and its own psychology, almost as if it were an individual itself, in essence, a Story Mind.

Fractal Storyforms in the Real World

Similarly, if several groups become bound, as when factions join as members of a larger movement, the movement begins to take on an identity and the factions fall into roles representing aspects of individual problem solving processes.

Dramatica can move up and down the scale of magnitude from the individual to the national and even international level, while retaining an equally effective ability to analyze and predict based on its underlying model. This phenomenon is referred to the Fractal Storyform.

In actual practice, many groups of interest are ill defined, have blurry edges and indistinct leadership. Still, the core motivations of the target group can be determined, and from this the edges of the group can be refined sufficiently to create a storyform of the appropriate magnitude to suit the task at hand.

Memes and Story Points

Dramatica makes a key distinction between the underlying structure of a story and the subject matter that is explored by that structure. For example, every story has a goal but the specific nature of the goal is different from story to story. Elements such as a goal which are common to every story and, hence, every problem solving process, are referred to as Story Points.

Similarly a culture, ethnic group, religion, political movement, or faction will employ the same underlying story points but will clothe them in unique subject matter in order to define the organization as being distinct and to provide a sense of identity to its members.

Once a story point has been generally accepted in a specific subject matter form it becomes a cultural meme. Efforts to analyze and predict a culture based on memes alone have largely been unsuccessful.

Dramatica’s system of analysis is able to strip away the subject matter from cultural memes to reveal the underlying story points and thereby determine the specific storyform that describes that group’s story mind.

Essentially, Dramatica is able to distill critical story points from raw data and assemble them into a map of the target group’s motivations and intentions.

Passive Participation and Active Participation

One of Dramatica’s greatest strengths is that it works equally well in constructing stories as in analyzing them. We refer to analysis as Passive Participation and construction as Active Participation.

When dealing with a target group of interest, these two approaches translate into the ability to passively understand the target group and anticipate its behavior, and also to actively create courses of action by which to intervene in and/or influence the group’s future activities and attitudes.

To understand, we determine motivations and purposes.

To anticipate, we project actions and intent.

To intervene, we define leverage points for targeted action.

To influence, we determine nexus points for focused pressure.

Analysis

The passive approach is comprised of Analysis and Prediction. Analysis is achieved by first identifying independent story points and then determining which ones belong together in a single storyform.

Identifying Story Points 

In addition to cultural memes, story points can also be derived from the target group’s public and private communications, in news publications and vehicles of propaganda, in works of art (both authorized and spontaneous), in popular music and entertainment, in the allocation of resources, and in the movements and gatherings of individuals. In short, any data can directly or indirectly provide valid story points.

Identifying a Storyform

Once a collection of story points has been assembled, it must be determined which ones belong together in the same storyform. Each storyform represents a different state of mind, but there may be many states of mind in a single target group. These are not different mind sets of individuals, but different mind sets of the group itself:. And just as stories often have subplots or multiple stories in the same novel, target groups may have a number of different agendas, each with its own personality traits and outlook.

This can be illustrated with an example from everyday life: a single individual may respond as a banker at his job, a father and husband at home, a teammate in a league and a son when he visits his own parents. Similarly, a target group may have one storyform that best describes its relationship to its allies and another that describes its relationship to its enemies.

It is crucial to determine which storyform is to be analyzed so that an appropriate subset can be selected from all derived story points.

Results from Limited Data

The Story Engine at the heart of the Dramatica software cross-references the impact and influence of different kinds of story points as they interact with one another, both  for individual story pointsand for groups of story points.

Once the scope of the storyform is outlined, the software can actually determine additional story points within that closed system that had not been directly observed as part of the original data set. This creates a more detailed and complete picture of the situation under study than is evident from the limited data.

Spatial Data vs. Temporal Data

Unique to Dramatica’s software, the Story Engine is able to determine the kinds of events that must transpire and the order in which they will likely occur, based on the static picture of the situation provided by the complete storyform.

In stories, the order in which events occur determines their meaning. For example, a slap followed by a scream would have a different meaning that a scream followed by a slap. Similarly, if one understands the potentials at work in a storyform derived from story points pertaining to the target group, the Story Engine is capable of predicting what kinds of events will likely follow and in what order they will likely occur.

Conversely, if the originally observed data set includes sequential information, such as a timeline of a person’s travels or of the evolution of a sponsored program, the Story Engine can convert that temporal data into a fixed storyform that will indicate the motivations and purposes of the group that led them to engage in that sequence of events.

Prediction

The Dramatica theory and Story Engine (when properly used by experts) is able to translate the spatial layout of a situation into a temporal prediction of how things will unfold from that point forward.

Signposts and Journeys

The Dramatica storyform breaks events into Signposts and Journeys. These concepts are similar to the way one might look at a road and consider both the milestones and the progress being made along the path.

In stories, this data is described by Acts, Sequences, and Scenes, concepts which represent different magnitudes of time. Acts are the largest segments of a story, sequences one magnitude smaller, and scenes are even smaller dramatic movements.

Wheels within Wheels

It is commonplace to think of story events as simply being driven by cause and effect. A more accurate model may be roughly visualized as wheels within wheels, where a character sometimes may act in ways against its own best interest. For example, larger forces may have been brought to bear and might carry greater weight.

The outside pressures that are brought to bear on the target group build up these potentials as if one were winding a clock. In stories, this creates potentials that make each wheel (such as an act of a scene) operate as if it were a dramatic circuit.

Each story point within a given dramatic circuit is assigned a function as a Potential, Resistance, Current, or Power. Determining which of these functions is associated with each story point is essential to accurately predicting the nature and order of a target group’s future activities based on an understanding of the different magnitudes of motivation at work.

Closed Systems and Chaos

Storyforms are closed systems. They are snapshots of a moment in time in the mindset of a target group. But just as an individual or a character in a story is constantly influenced by outside events, new information, and the impact of others, so too is the target group. To the ordered world of a storyform, such outside influence is seen as chaotic interference.

The accuracy of a storyform analysis and its predictions has a short shelf life. The more volatile the environment in which the target group operates, the more quickly the accuracy of the storyform degrades.

Fortunately, storyforms can quickly incorporate new data to be updated in real time to give a constantly refreshed accuracy to the analysis.

In addition, just because a target group’s motivations and agenda is continually being altered by outside events does not mean the effects upon it are completely chaotic.

Some influences, such as an earthquake, an unexpected death, or a surprise attack are truly chaotic, while other influences only appear to be chaotic because they are not part of the closed storyform. Rather, they are part of a larger story.

Applying the concept of the fractal storyform, it is possible to create additional storyforms of both larger and smaller magnitudes to surround the target group so that it is seen not only by itself, but also as a player in a larger story or in terms of individual players within it. In this manner many events which previously appeared chaotic can be predicted and the accuracy of the target group storyform is enhanced.

Movie Frames

Another method for minimizing inaccuracy in prediction is to create a series of storyforms for the target group over a given period. These are then assembled in sequence, like frames in a movie, to determine the arc of change over time.

Truly chaotic events will largely cancel out, but ongoing influence from larger and smaller storyforms with their own individual agendas will create a predictable curve to the manner in which the target group’s storyform is changing, thereby allowing us to anticipate not only what the target group might do on its own, but what it is likely to do as the situation in which it operates continues to evolve.

Direct Intervention

In contrast to Passive methods, with Active methods we consider altering the actions and attitudes of a target group by either direct intervention or indirect influence.

Identifying a Problem

Once a storyform has been created and analysis and prediction have been employed, an assessment must be made to determine if the target group is currently of a mindset contrary to our interests and/or if it will be in the future.

Before a response can be developed, the specific nature of the problem must be fully defined. Again, the storyform and its component story points offer an accurate mechanism for determining the specific nature of the problem: the story point or story point arrangements that are in conflict with our interests.

Identifying a Solution

Some solutions simply require the alteration of a single story point to a different orientation within the storyform (corresponding to a slight shift in attitude, motivation, or actions by the target group). Often, once the specific nature of the problem is understood, a direct surgical impact on that story point may alter the direction of the story. Modifications to the storyform must be approached with caution, because a single small ill-advised move can sometimes do far more damage than the original problem. More complex problems may require replacing the current storyform with a completely different one.

“What If” Scenarios

Fortunately, Dramatica’s Story Engine allows for altering one or more story points to see the nature of the new storyform that will be created as a result. A large number of alternatives exist by simply altering a few story points, resulting in the ability to game out “what if” scenarios in real time to determine a wide variety of alternatives that would accomplish the same end.

Risk Analysis

By comparing the effectiveness, ramifications, and projected timelines of each alternative storyform solution, it is possible to create an effective risk analysis of each available option to ensure maximum impact with minimum risk.

These alternative storyforms can indicate the kinds of risks involved in each potential response to the problem, as well as the magnitude and likelihood of each risk.

Indirect Influence

Direct intervention may be inadvisable for any number of reasons. Also, if the problem with the target group is its overall attitude, the strength of its motivation, or its unity of purpose, any overt action might prove ineffective or even counter-productive, resulting in a response opposite to that intended.

In such cases, it may be more prudent to exert a gradual influence or series of influences over an extended time. Here again, Dramatica is able to provide tools to know when and for how long to apply specific kinds of visible and/or invisible influence to ultimately obtain the desired changes in the target group’s mindset.

Identifying Problem Qualities and Directions

At times, there may currently be no problem, but the storyform may reveal that, if left unaltered, the course of events will lead the target group into an undesired orientation. This allows for the allocation of our own resources in advance so that we might prevent the Target group from taking that particular course and opting instead for one more consistent with our interests.

Again, the first step is to create a storyform from available data and then determine the qualities of the target group’s story mind that are contrary to desired attributes.

Determining Desired Qualities and Directions

Once the problem qualities and/or directions have been defined, alternative storyforms can be created using “what if” scenarios and risk analysis to determine the best choice for a new storyform we would like to see in place.

This storyform may represent a new state of mind for the target group as a unit, or a different path that will take it through an alternative series of actions than it would otherwise instigate.

Context and the Larger Story

One method of manipulating a target group into a new outlook or attitude is through the subtle placement of the psychological equivalent of shaped charges. Rather that the direct impact of intervention, a number of small, seemingly unconnected exposures to information or manipulated environments can combine to create a single and powerful influence that will provide an immediate course correction to the undesired qualities and directions of the target group.

To effect such a subtle and undetectable influence is possible due to the depth and detail of the Story Engine’s ability to calculate the collective influence of many small magnitude story points on the overall storyform.

Movie Frames

Returning to the “movie frame” concept in a proactive, rather than analytical manner, it is possible to create a series of storyforms, each of which is slightly different that the previous one. As with individuals, the mind of a target group is more open to accepting small changes and establishing a new normal than to larger immediate changes which raise resistance.

Over time, subtle influences can follow a planned arc of change that leads the target to a new mindset, perhaps even diametrically opposed to its original viewpoint.

It is important to recognize that any long-term arc must be constantly updated and adjusted so that new influences are brought to bear to limit or leverage the impact of chaotic influence on the chosen alternative course.

Potential Future Implementations

Currently, the story engine requires manual operators versed in the Dramatica theory for processing and creating storyforms for purposes of Analysis, Prediction, Intervention, and Influence.

In the future, natural language processing can be coupled with the story engine’s operations to bring a degree of automation to the identification of story points using hub theory to locate them in large quantities of raw data.

Influence networks can be employed to determine which story points are likely to belong to the same storyform and to assemble them into alternative storyforms which may co-exist in the same raw data.

Employing a real-time version of Dramatica’s Story Engine could allow for real time analysis of ongoing data flow and indicate new storyforms as soon as they manifest in the mindsets of target groups, alerting operators when existing storyforms have dissolved or altered due to ongoing influences.

Natural language output can provide continuously updated options in time-crucial situations with a series of live “what if” scenario suggestions.

In Summary

The Dramatica Theory of Story and the software that implements the theory in an interactive story engine has, for the last seventeen years, successfully enabled accurate analysis and creation of story structures in motion pictures, novels, stage plays, and all forms of narrative communication.

By identifying the crucial story points in the mindsets of target groups of any size, the Story Engine is equally effective in analyzing and altering a target group’s current and future attitudes and behavior in the real world.

Written June 5, 2011 – Revised June 6, 2011 – Copyright Melanie Anne Phillips

“Ability” in Story Structure

June 7th, 2011

What’s “Ability” have to do with story structure?

If you look in Dramatica’s “Periodic Table of Story Elements” chart (you can download a free PDF of the chart at http://storymind.com/free-downloads/ddomain.pdf ) you’ll find the “ability” in one of the little squares. Look in the “Physics” class in the upper left-hand corner. You’ll find it in a “quad” of four items, “Knowledge, Thought, Ability and Desire”.

In this article I’m going to talk about how Dramatica uses the term “ability” and how it applies not only to story structure and characters but to real people, real life and psychology as well.

To begin with, a brief word about the Dramatica chart itself. The chart is sort of like a Rubik’s Cube. It holds all the elements which must appear in every complete story to avoide holes. Conceptually, you can twist it and turn it, just like a Rubik’s Cube, and when you do, it is like winding up a clock – you create dramatic potential.

How is this dramatic potential created? The chart represents all the categories of things we think about. Notice that the chart is nested, like wheels within wheels. That’s the way our mind’s work. And if we are to make a solid story structure with no holes, we have to make sure all ways of thinking about the story’s central problem or issues are covered.

So, the chart is really a model of the mind. When you twist it and turn it represents the kinds of stress (and experience) we encounter in everyday life. Sometimes things get wound up as tight as they can. And this is where a story always starts. Anything before that point is backstory, anything after it is story.

The story part is the process of unwinding that tension. So why does a story feel like tension is building, rather than lessoning? This is because stories are about the forces that bring a person to chane or, often, to a point of change.

As the story mind unwinds, it puts more and more pressure on the main character (who may be gradually changed by the process or may remain intransigent until he changes all at once). It’s kind of like the forces that create earthquakes. Tectonic plates push against each other driven by a background force (the mantle). That force is described by the wound up Dramatica chart of the story mind.

Sometimes, in geology, this force gradually raises or lowers land in the two adjacent plate. Other times it builds up pressure until things snap all at once in an earthquake. So too in psychology, people (characters) are sometimes slowly changed by the gradual application of pressure as the story mind clock is unwinding; other times that pressure applied by the clock mechanism just builds up until the character snaps in Leap Of Faith – that single “moment of truth” in which a character must decide either to change his ways or stick by his guns believing his current way is stronger than the pressure bought to bear – he believes he just has to outlast the forces against him.

Sometimes he’s right to change, sometimes he’s right to remain steadfast, and sometimes he’s wrong. But either way, in the end, the clock has unwound and the potential has been balanced.

Hey, what happened to “ability”? Okay, okay, I’m getting to that….

The chart (here we go again!) is filled with semantic terms – things like Hope and Physics and Learning and Ability. If you go down to the bottom of the chart in the PDF you’ll see a three-dimensional representation of how all these terms are stacked together. In the flat chart, they look like wheels within wheels. In the 3-D version, they look like levels.

These “levels” represent degrees of detail in the way the mind works. At the most broadstroke level (the top) there are just four items – Universe, Physics, Mind and Psychology. They are kind of like the Primary Colors of the mind – the Red, Blue, Green and Saturation (effectively the addition of something along the black/white gray scale).

Those for items in additive color theory are four categories describing what can create a continuous spectrum. In a spectrum is really kind of arbitrary where you draw the line between red and blue. Similarly, Universe, Mind, Physics and Psychology are specific primary considerations of the mind.

Universe is the external state of things – our situation or envirnoment. Mind is the internal state – an attitude, fixation or bias. Physics looks at external activities – processes and mechanisms. Psychology looks at internal activities – manners of thinking in logic and feeling.

Beneath that top level of the chart are three other levels. Each one provides a greater degree of detail on how the mind looks at the world and at itself. It is kind of like adding “Scarlet” and “Cardinal” as subcategories to the overall concept of “Red”.

Now the top level of the Dramatica chart describe the structural aspects of “Genre” Genre is the most broadstroke way of looking at a story’s structure. The next level down has a bit more dramatic detail and describes the Plot of a story. The third level down maps out Theme, and the bottom level (the one with the most detail) explores the nature of a story’s Characters.

So there you have the chart from the top down, Genre, Plot, Theme and Characters. And as far as the mind goes, it represents the wheels within wheels and the sprectrum of how we go about considering things. In fact, we move all around that chart when we try to solve a problem. But the order is not arbitrary. The mind has to go through certain “in-betweens” to get from one kind of consideration to another or from one emotion to another. You see this kind of thing in the stages of grief and even in Freud’s psycho-sexual stages of development.

All that being said now, we finally return to Ability – the actual topic of this article. You’ll find Ability, then, at the very bottom of the chart – in the Characters level – in the upper left hand corner of the Physics class. In this article I won’t go into why it is in Physics or why it is in the upper left, but rest assured I’ll get to that eventually in some article or other.

Let’s now consider “Ability” in its “quad” of four Character Elements. The others are Knowledge, Thought, Ability and Desire. I really don’t have space in this article to go into detail about them at this time, but suffice it to say that Knowledge, Thought, Ability and Desire are the internal equivalents of Universe, Mind, Physics and Pyschology. They are the conceptual equivalents of Mass, Energy, Space and Time. (Chew on that for awhile!)

So the smallest elements are directly connect (conceptually) to the largest in the chart. This represents what we call the “size of mind constant” which is what determines the scope of an argument necessary to fill the minds of readers or an audience. In short, there is a maximum depth of detail one can perceive while still holding the “big picture” in one’s mind at the very same time.

Ability – right….

Ability is not what you can do. It is what you are “able” to do. What’s the difference? What you “can” do is essentially your ability limited by your desire. Ability describes the maximum potential that might be accomplished. But people are limited by what they should do, what they feel obligated to do, and what they want to do. If you take all that into consideration, what’s left is what a person actually “can” do.

In fact, if we start adding on limitations you move from Ability to Can and up to even higher levels of “justification” in which the essential qualities of our minds, “Knowledge, Thought, Ability and Desire” are held in check by extended considerations about the impact or ramifications of acting to our full potential.

One quad greater in justification you find “Can, Need, Want, and Should” in Dramatica’s story mind chart. Then it gets even more limited by Responsibility, Obligation, Commitment and Rationalization. Finally we end up “justifying” so much that we are no longer thinking about Ability (or Knowledge or Thought or Desire) but about our “Situation, Circumstance, Sense of Self and State of Being”. That’s about as far away as you can get from the basic elements of the human mind and is the starting point of where stories begin when they are fully wound up. (You’ll find all of these at the Variation Level in the “Psychology” class in the Dramatica chart, for they are the kinds of issues that most directly affect each of our own unique brands of our common human psychology.

A story begins when the Main Character is stuck up in that highest level of justification. Nobody gets there because they are stupid or mean. They get there because their unique life experience has brought them repeated exposures to what appear to be real connections between things like, “One bad apple spoils the bunch” or “Where there’s smoke , there’s fire.”

These connections, such things as – that one needs to adopt a certain attitude to succeed or that a certain kind of person is always lazy or dishonest – these things are not always universally true, but may have been universally true in the Main Character’s experience. Really, its how we all build up our personalities. We all share the same basic psychology but how it gets “wound up” by experience determines how we see the world. When we get wound up all the way, we’ve had enough experience to reach a conclusion that things are always “that way” and to stop considering the issue. And that is how everything from “winning drive” to “prejudice” is formed – not by ill intents or a dull mind buy by the fact that no two life experiences are the same.

The conclusions we come to, based on our justifications, free out minds to not have to reconsider every connection we see. If we had to, we’d become bogged down in endlessly reconsidering everything, and that just isn’t a good survival trait if you have to make a quick decision for fight or flight.

So, we come to certain justification and build upon those with others until we have established a series of mental dependencies and assumptions that runs so deep we can’t see the bottom of it – the one bad brick that screwed up the foundation to begin with. And that’s why psychotherapy takes twenty years to reach the point a Main Character can reach in a two hour movie or a two hundred page book.

Now we see how Ability (and all the other Dramatica terms) fit into story and into psychology. Each is just another brick in the wall. And each can be at any level of the mind and at any level of justification. So, Ability might be the problem in one story (the character has too much or too little of it) or it might be the solution in another (by discovering an ability or coming to accept one lacks a certain ability the story’s problem – or at least the Main Character’s personal problem – can be solved). Ability might be the thematic topic of one story and the thematic counterpoint of another (more on this in other articles).

Ability might crop up in all kinds of ways, but the important thing to remember is that wherever you find it, however you use it, it represents the maximum potential, not necessarily the practical limit that can be actually applied.

Well, enough of this. To close things off, here’s the Dramatica Dictionary description of the world Ability that Chris and I worked out some twenty years ago, straight out of the Dramatica diction (available online at http://storymind.com/dramatica/dictionary/index.htm :

Ability • Most terms in Dramatica are used to mean only one thing. Thought, Knowledge, Ability, and Desire, however, have two uses each, serving both as Variations and Elements. This is a result of their role as central considerations in both Theme and Character

[Variation] • dyn.pr. Desire<–>Ability • being suited to handle a task; the innate capacity to do or be • Ability describes the actual capacity to accomplish something. However, even the greatest Ability may need experience to become practical. Also, Ability may be hindered by limitations placed on a character and/or limitations imposed by the character upon himself. • syn. talent, knack, capability, innate capacity, faculty, inherant proficiency

[Element] • dyn.pr. Desire<–>Ability • being suited to handle a task; the innate capacity to do or be • An aspect of the Ability element is an innate capacity to do or to be. This means that some Abilities pertain to what what can affect physically and also what one can rearrange mentally. The positive side of Ability is that things can be done or experienced that would otherwise be impossible. The negative side is that just because something can be done does not mean it should be done. And, just because one can be a certain way does not mean it is beneficial to self or others. In other words, sometimes Ability is more a curse than a blessing because it can lead to the exercise of capacities that may be negative • syn. talent, knack, capability, innate capacity, faculty, inherant proficiency