Objective Story Catalyst • [Variation] • The kind of item which serves to push the Objective Story forward • The Objective Story Catalyst is what creates breakthroughs and seems to accelerate the development of the Objective Story. In both the Objective and Subjective Stories there occur dramatic “log-jams” when things seem to be approaching a halt. This is when the Catalyst is necessary, for its introduction will either solve the puzzle that’s holding things up or else make the puzzle seem suddenly unimportant so the story can continue.
Category Archives: Dramatica Theory
Dramatica Definition: Objective Story Benchmark
Objective Story Benchmark • [Type] • The standard by which progress is measured in the Objective Story • The Objective Story Benchmark is the gauge that tells people how far along the story has progressed. It can’t say how much longer the story may go, but in regards to seeing how far away the goal is, both the Objective Characters and the audience will look to the Benchmark in order to make any kind of judgment. This Type item describes the nature of the measuring stick which will be used in the story.
When to Use Dramatica
For some authors, applying Dramatica at the beginning of a creative project might be inhibiting. Many writers prefer to explore their subject, moving in whatever direction their muse leads them until they eventually establish an intent. In this case, the storytelling comes before the structure. After the first draft is completed, such an author can look back at what he has created with the new understanding he has arrived at by the end. Often, much of the work will no longer fit the story as the author now sees it. By telling Dramatica what he now intends, Dramatica will be able to indicate which parts of the existing draft are appropriate, which are not, and what may be needed that is currently missing. In this way, the creative process is both free and fulfilling, with Dramatica serving as analyst and collaborator.
The Four Throughlines (Part 2)
Imagine our Main Character soldier making his way across the field of battle. Suddenly, through the smoke of dramatic explosions he spies a murky figure standing right in his path. In this fog of war, the Main Character cannot tell if this other soldier is a friend or foe. Either way, he is blocking the road.
As the Main Character approaches, this other soldier starts waving his arms and shouts, “Change course – get off this road!” Convinced he is on the best path, the Main Character yells back, “Get out of my way!” Again the figure shouts, “Change course!” Again the Main Character replies, “Let me pass!”
The Main Character has no way of knowing if his opposite is a comrade trying to prevent him from walking into a mine field or an enemy combatant trying to lure him into an ambush. And so, he continues on, following the plan that still seems best to him.
Eventually, the two soldiers meet, and when they do it becomes a moment of truth in which one will win out. Either the Main Character will alter course or his steadfastness will cause the other soldier to step aside.
This other soldier is called the Obstacle (and sometimes Influence or Impact) character. He represents that “devil’s advocate” voice we all have in ourselves that makes us consider changing our ways.
In our own minds we are often confronted by issues that question our approach, attitude, or the value of our hard-gained experience. But we don’t simply adopt a new point of view when our old methods have served us so well for so long. Rather, we consider how things might go if we adopted this new system of thinking.
We look at it, examine it from all sides and ask ourselves, how would my life, my self-image, my identity be if I were to become that kind of person by giving up my old views in favor of this new, unproven one that is only potentially better?
It is a long hard thing within us to reach a point of change, and so too is it a difficult feat in a Story Mind. In fact, it take the whole story to reach a climax in which all the research has been done that can be done. And even then, both sides of the argument are so well balanced that the Main Character cannot see a definite edge to either.
This crucial moment leads to those weighty decisions where Main Characters step off the cliff into the darkness, hoping they’ve made the right choice – the classic “Leap of Faith.”
Of course, not all decisions are that cataclysmic. And as we shall see, there are many other ways the differences between Main Character and Obstacle Character points of view can resolve. But for now, it suffices to acknowledge that a Story Mind that did not include and Objective view, a Main Character view, and an Obstacle Character view could not possibly feel like our own minds in real life as we seek to make the best choices based on our best information.
Many novice authors fashion only the first two points of view, believing that a general epic story and a personal view through the eyes of one of the characters is enough. More experienced authors recognize the need to show an alternative approach to that of the Main Character, and include the Obstacle Character as well. But a surprisingly small percentage of authors ever realize that a fourth perspective is necessary or a story will feel incomplete.
What is that final view point? It is the personal argument between the Main Character and the Obstacle Character as they approach each other: their own private skirmish right in the midst of the overall battle.
Movies like “The Nightmare Before Christmas” have an overall Objective story, a Main Character with a problem, and an Obstacle Character who has a different point of view about the propriety or validity of the Main Character’s approach or attitude. But even with all that, it is lacking one crucial thing – the interaction between Main and Obstacle as the duke it out philosophically.
In “Nightmare,” Jack Skellington believes he can be something beyond his nature and resolves to try. His girlfriend states that he should be happy with who he actually is, and not to try and be something that really isn’t him.
Jack will have none of it, and sets plans in motion that cause all the problems of the story. In the end, he realizes she was right and resolves from now on to be the best of what he truly is.
But the problem is that they never discussed these differing philosophies. They simply stated their opposite beliefs and in the end, Jack changes course and she remains on the road where she started.
Though there is a message, without the give and take between the Main and Obstacle, we the audience are given no information on how to achieve that change of heart within ourselves. So the message is simply acknowledged as being noble, but it isn’t personalized or taken to heart.
This fourth point of view is called the Subjective Story. It is the perspective of the battle over philosophies that explores the value of each belief system fully and completely, testing one against the other, pitting them against each other in all contexts. Only if this is seen in the Story Mind does the audience become convinced that the message is of real value to them.
So, these four throughlines – Objective, Main, Obstacle, and Subjective are all required for a story structure to feel complete. They likely seem pretty strange and unfamiliar in contrast to your usual way of approaching stories.
Fortunately, there is a much simpler way to think about these throughlines. The Main Character represents the “first person” perspective: “I”. He looks at the Obstacle Character’s philosophy and sees that character as “You.” He considers the personal skirmish between himself and the Obstacle character as defining “We,” and the view from the hill of the whole durn thing looks at “They.”
I, You, We, and They – the simpler, more familiar equivalents of Main Character, Obstacle Character, Subjective Story, and Objective Story. They are the four points of view we have in real life, and they must be represented in stories if they are to successfully press home their messages to the audiences.
The Four Throughlines (Part 1)
The structure of a story is the psychology of a single mind made tangible. For the story to be sound and ring true, the psychology must be complete and valid.
But to make a complete argument, it is not enough to simply reproduce the Story Mind structure. We must go beyond that and move into a larger realm that involves the audience.
In a nutshell, the audience will not be satisfied until they see the Story Mind presented to them from four different points of view – the Objective Story, the Main Character, the Obstacle (or Influence) character, and the Subjective Story.
Simply put, imagine the goings on in a story as a battle. We can watch that battle from up on a hill overlooking the field, as a General might. This is what we call the Objective view of the story, since it is seeing the story from the outside in.
Though from this perspective we care about what happens, it is not as if it is happening to us. Rather, we are simply watching it happen to others. Because we see the big picture, we can tell if a soldier is headed into an ambush, or how he might best achieve his goals. We can evaluate decisions made on the field as being good or bad in the grand scheme of things.
The Objective view is the same perspective we have in real life when we see others trying to deal with their problems. It is easy for us to think we see the best course, not being involved ourselves, and we often offer advice and comments like, “Why don’t you just…” or “How could you possibly have….”
Of course, this ignores how that person might feel, and dismisses any attachments or emotional needs they may have. Because we have no vested interest in the outcome, we can consider the situation dispassionately. After all, we don’t have to wake up in the morning having to deal with the consequences of their actions.
But if we zoom down onto the field and stand in the boots of one of the soldiers, we get a completely different point of view – the Main Character perspective. From here we experience the most passionate appreciation of the battle, rocked by the concussion of dramatic explosions all around us, stumbling across the field without that objective overview, just trying to do our job and survive the clash.
The Main Character view represents our own sense of self – the Story Mind’s self awareness. It is the view from the inside looking out. Though we can clearly see the situation surrounding others, that is a perspective we cannot get of ourselves. Rather, we must try to deduce the “big picture” based on the little personal glimpses of it we get while we grapple with our problems.
For an audience to feel that all the angles of the story’s problems have been explored, both of these real life points of view must be included in the structure. And yet, even they are not sufficient: there are two more perspectives required as well.
The Scope of Dramatica
Even with all the various forms of communication, Dramatica ins’t limited by addressing only the Grand Argument Story. The Grand Argument model described by Dramatica functions to present all the ways a mind can look at an issue. As a result, all other forms of communication will be drawing on a portion of those same dramatic elements, just in smaller combinations. In a previous example, we indicated that the less we said, the more the audience could use its imagination. But that pertains primarily to storytelling. When it comes to story structure, the more complete the story’s argument, the more powerful the structure. A Grand Argument Story says it all. Every point is made, even if hidden obscurely in the heart of entertainment. Other forms of communication use “slices” of the model, chunks, or levels. Even if an author is unaware of this, the fact that human minds share common essential concepts means that the author will be using concepts and patterns found in the Dramatica model.
Dramatica Definition: Dream
Dream • [Variation] • dyn.pr. Hope<–>Dream • a desired future that does not fall within reasonable expectations • Dream describes a character who speculates on a future that has not been ruled out, however unlikely. Dreaming is full of “what ifs.” Cinderella Dreamed of her prince because it wasn’t quite unimaginable. One Dreams of winning the lottery even though one “hasn’t got a hope.” Hope requires the expectation that something will happen if nothing goes wrong. Dreaming has no such limitation. Nothing has to indicate that a Dream will come true, only that it’s not impossible. Dreaming can offer a positive future in the midst of disaster. It can also motivate one to try for things others scoff at. Many revolutionary inventors have been labeled as Dreamers. Still and all, to Dream takes away time from doing, and unless one strikes a balance and does the groundwork, one can Dream while hopes go out the window for lack of effort. • syn. aspire, desiring the unlikely, pulling for the doubtful, airy hope, glimmer, far fetched desire
The Dramatica Chart
At the heart of Dramatica’s story engine is a matrix of story points: The Dramatica Chart of Story Elements (which is not unlike the Periodic Table of Elements in chemistry). You can use it to create the chemistry of your characters, plot, theme, and genre. (Download a free copy of the Dramatica Chart in PDF)
The Dramatica chart contains all the psychological processes that must exist in a Story Mind. In fact, every human mind shares all of these processes. What makes one mind different from another is not the kinds of mental activities in each, but rather how the activities are interconnected.
Just as in chemistry, various elements might be combined to create an infinite number of compounds, so too the dramatic elements of the Dramatica Chart can be combined to create virtually all valid psychological structures for stories.
At its most simple level, the chart can be seen as having four principal areas (called classes): Universe, Physics, Mind, and Psychology. These represent the only four fundamental kinds of problems that might exist in stories (or in life!)
Universe is an external state
Physics, an external process
Mind is an internal state
Psychology, an internal process.
Essentially, any problem you might confront can be classed as either an external or internal state or process.
Universe then is our external environment. Anything that is a problematic fixed situation falls into this category. For example, being stuck in a well, held captive, or missing a leg are all situational “Universe Class” problems.
Physics is about activities that cause us difficulty. Honey bees dying off across the country, the growth of a militant organization, and cancer are all “Physics Class” problems.
(Note that if having cancer is a problem – such as people being prejudiced against you because you are cancerous – that is a situation or Universe problem because it is a steady or fixed state: a condition. But if it is the spread of the disease that we see as a problem, then it is a Physics-style activity problem. It is important not to assume content in a story falls into a particular class until you determine how that content is actually problematic.)
Mind is the internal equivalent of Universe – a fixed internal state. So, a prejudice, bias, fixation, or fixed attitude would be the source of problems in a “Mind Class” story.
Psychology is the Physics of the mind – an internal process. A “Psychology Class” problem would be someone who makes a series of assumptions leading to difficulties, or someone whose self-image and confidence are eroding.
(Again, note that having a negative self-image is a state of “Mind” whereas the erosion of one’s self-image is a process that must be stopped or even reversed, and would therefore be a Psychology problem.)
In stories, as in real life, we cannot solve a problem until we can accurately define it. So, the first value of the Dramatica Chart is to present us with a tool for determining into which of the four fundamental categories of problems our particular issue falls.
Now you may think that the terms, Universe, Physics, Mind, and Psychology, are a little antiseptic, perhaps a bit scientific to be applying to something as intuitive as the writing of stories.
Back when we were naming the concepts in the Dramatica Theory, we were faced with a choice – to either use extremely accurate words that might be a bit off-putting or to use easily accessible words that weren’t quite on the mark.
Ultimately we decided that the whole point of the theory was to provide an accurate way of predicting the necessary components of a sound story structure. Therefore, we elected to use the terms that were more accurate, even if they required a little study, rather than to employ a less accurate terminology that could be grasped right away.
Returning to the chart itself, it appears as four towers, each representing one of the four classes and each class having four levels. As we go down the levels from top to bottom we subdivide each kind of problem into smaller and smaller components, thereby refining our understanding of the very particular kind of problem at the core of any given story.
The top level, being the most broad, describes the structural aspects of genre. Genre (in the traditional sense) is largely a storytelling or content-driven realm. But genre is not immune to structure. In fact, as we shall see down the line genre must be built upon a solid structural foundation or it will flounder.
The second level, slightly more refined, deals with the dramatic components that are most associated with plot, especially at act resolution. That’s an odd term, so let’s define it. An act is the largest building block of plot. Each act has a particular kinds of concern that defines all the action that goes on in that act. For example, one act may deal with looking for a lost object, the next act with trying to obtain it, and the last act with bringing it back against steep odds.
“Resolution” is a term we use in Dramatica to describe how big a dramatic component is. The Genre “classes” cover the whole story since each story falls within a particular genre. But the acts change over the course of the story, shifting from one concern in a given act to another in the next. Therefore, we say that the components of the Dramatica Chart in the second or act level, are of a smaller resolution. Just as the genre level components are called “classes,” the act level components are referred to as “types.” So, we have classes of genres and types of acts.
The third level has the greatest structural impact on a story’s theme. Each of these components is called a Variation, as in “variations of a theme.” The Variations are of an even smaller resolution, and therefore provide more detailed information about the story’s problem.
A story’s thematic conflicts can be mapped in the Variation level. Story-wise, variations are sequence sized. “Sequences” are smaller than acts and are usually comprised of a number of scenes that deal with a particular moral issue or ethical topic.
The fourth and lowest level of the chart provides the greatest resolution on a story’s problem. It is comprised of components called Elements (in reference to their indivisible nature) and has the greatest structural impact on characters.
It is here in the Element Level that we find the plethora of human traits that make up our motivations or drives. It is the interaction among characters representing these various drives that constitute the scenes of our story. So, we say that the Element Level is at scene resolution.
So, like nested dolls, scenes fall within sequences within acts within a genre. In this manner, the structure of a story can be understood not as a simple sequence as one would find in a tale, but rather as a complex mechanism built of wheels within wheels.
I’ll provide a full description of the chart and its workings later on, but for now, picture it as a cross between a three dimensional chess set, a Rubik’s Cube, and the Periodic Table of Elements, which can be used to build perfect story structures.
Dramatica – Where’d the Idea Come From?
Chris Huntley and I began our exploration of story structure in 1980. He and I had met a few years earlier while we were both attending the University of Southern California and both making short films.
I had left school early to go to work in the industry and, frustrated by working on the periphery of the industry at that time, I put together a low-budget feature film project and enlisted Chris’ partnership in producing a movie.
The result was a horrible little film that suffered no so much from budgetary restrictions as from our lack of knowledge of sound story structure. So, when we began to consider our next production, we thought we’d first take a stab at trying to determine what a sound story structure ought to be.
We made lists and graphs and assembled everything we knew. And we discovered… that we didn’t know much about story structure! In fact, we put the whole project on hold until we could gather a little more experience from the industry and from life in general.
Chris went into motion control special effects work for Imax movies, and I went into the industry at large as a writer/producer/director and mostly editor of non-features, high budget industrials, and educationals.
Later, Chris become the co-founder of Write Bros. – the company that created the world’s first screenplay formatting software (and won a technical achievement award from the Academy).
One day in 1991, Chris asked me to breakfast and asked if I’d like to start up our old story structure project again. I was thrilled to do so. I was editing a feature film at the time so each morning before I went off to the editing room and before Chris went off to be V.P. of his company, we’d get together over coffee and try to crack the story structure nut.
We were both committed to this project, and it wasn’t long before we started having some insights that made sense to us but that we had never heard in any of our classes at USC.
After six months, we had created a number of understandings about story structure, but lacked a unifying concept that would tie them all together. We tried starting a book about our findings, but got bogged down. Eventually, Chris suggested that we present our work to his partner, Steve Greenfield.
Steve was completely taken with the ideas we offered, and he and Chris determined that rather than a book, perhaps our best approach was to create a new piece of software for writers that would help them employ our concepts in building sound stories.
I was asked to come to their company as a consultant, and as my editing job had just completed, I agreed. Thus began a three year full-time effort to redefine the nature of what stories are and how they work.
Few are those who have the luxury of being paid to spend three years sitting in a room pondering the mechanics of story structure to the exclusion of all else. But that was the situation I was provided.
We began with index cards and post-it notes, sticking every individual concept (and there were hundreds of them) all over all four walls of my office, and later of the entire conference room!
Seeing it all spread out like that made it possible to note certain patterns and connections among some of these notions. We began to see that psychology played a large part in stories.
This came about by Chris asking a crucial question: “If the Main Character (like Scrooge in A Christmas Carol) is actually the cause of the story’s problems, why can’t he see it and just change?”
Of course, this spoke of issues far beyond stories that were essential to our own psychological issues as a species.
We started to gather all the psychological material we had developed into one place on one of the walls. Some of it seemed to fit well with the main character, but other material, though clearly psychological in nature, seemed to pertain more to the story at large, though we had no idea what to make of this. There was no pattern that explained it.
One day, while staring for the nth hour at that wall, it just hit me – maybe the psychological material we had discovered in stories weren’t about just the main character – maybe they were about the story itself. Maybe the story itself had a psychology! In fact, perhaps story structure was a model of the story’s mind!
I ran down the hall to Chris’ office and hit him with the notion. As was his practice, he leaned back in his chair, closed his eyes and fell into a meditative state, closing all else from his mind. After a few moments he sat upright and responded, “I believe you are right.”
From that point forward, everything we did was based on the Story Mind concept. We reorganized all of our material assuming that it referred to the psychology of the story’s mind. Suddenly, patterns appeared, relationships were suggested, and the various components we had discovered fell right into place.
Our arrangements became more and more complex until we found ourselves hard-pressed to make them work in a single chart. It was then that we tried putting the cards in levels, placing “smaller” units under larger umbrella units into which they seemed to fall.
But how to depict this nested structure? Chris played around with pyramid shapes, I tried twisting mobius strips around donut-shaped toroids. Eventually, we settled on the four towers – not as the only shape of story structure, but as the most convenient shape with which to appreciate its internal mechanisms and relationships.
Later, I read that Crick and Watson (the two fellows that discovered the double-helix shape of DNA) didn’t find it through observation. At the time, the best imagery available of DNA was made by bombarding DNA’s crystalline form with X-Rays.
But Crick and Watson had a gut feeling that the shape of “live” DNA was more elegant, perhaps some sort of spiral. They decided to play with a number of alternative shapes as candidates that might explain all the properties that had been observed about DNA. To this end, they ordered a set of custom-made industrial “tinker-toys” which were used by chemists to illustrate molecular bonds.
They play around with various combination until, while building a ladder shape, they twisted it to form the now-familiar double-helix. As soon as they actually saw this representation, then new intuitively that it was correct and ran off to share their work with colleagues.
Chris and I unknowingly followed the same process. In the years that followed, we came to the conclusion that the towers are like the crystalline form of DNA – it represents a mind’s psychology at rest. But the mind is a machine made of time – every component, every gear and widget is actually a process.
When you put it into motion to create a “live” model, like DNA it becomes a helix, but in the case of story structure it forms a quad-helix, rather than a double one.
That’s about as deep as I want to go into how the Dramatica Chart developed in the first place. But, as a special treat for those of you who are gluttons for punishment, here’s an explanation of the workings of the structure, conceptually (for now!).
Where to begin without getting all technical-ish… Well, that’s a good start already!
Okay. The Dramatica Chat has four levels. And it has four Towers. What do these represent? The four towers represent the four key elements of our minds. Just as DNA is made up of four bases: adenine (abbreviated A), cytosine (C), guanine (G) and thymine (T), the structure of the Story Mind is made up of four bases: knowledge (abbreviated K), thought (T), ability (A) and desire (D).
Knowledge is the Mass of the mind. Thought is the mind’s Energy. Ability is the equivalent of Space and Desire is the counterpart to Time.
Just as mass and energy can relate in a simple way, such as when force slams one billiard ball into another, thought can rearrange knowledge and bring disparate pieces of knowledge together or move them apart.
Mass and energy can also interact in a more complex manner in which, for example, a small amount of mass can release a tremendous amount of energy in a nuclear explosion. Similarly, Knowledge and thought can interact so that a small amount of knowledge can generate an awful lot of thought (and conversely, it take a lot of thought to create a single bit of true knowledge!)
Ability is like space insofar as space defines the edges of what exists from what does not. Ability defines what we know from what we don’t know. It determines how much of anything is known vs. how much is unknown. It is from this that calculation that our minds assess our ability.
Desire is functions in the mind as Time does in the universe. Desire does not exist without a comparative between what was, what is, and what may be, just as time does not exist without an appreciation of past, present, and future.
So, the four towers are Knowledge, Thought, Ability, and Desire. (Which is which and why is for a later discussion. This, after all, is just an introductory section for a conversational book about story structure!)
But, the four levels represent Mass, Energy, Space, and Time directly. The four dimensions of the outer world are reflected by the four dimensions of the inner world. In fact, each set is a reflection of the other with neither being the origin.
Existence cannot be understood wholly from either a material or immaterial perspective. Perception is required to enable existence, and vice versa. Thus, the Dramatica chart isn’t just some stupid cutesy little made-up list of a few dramatic concepts. Nope. Its actually a material/immaterial continuum in which all that exists can be described by its co-ordinates within the construct.
Now, before I start sounding like the “Architect” from the Matrix Trilogy (assuming it is not too late already), we’ll put these topics to rest for a while and return to our happy-go-lucky free-wheelin’ conversational introduction to Dramatica Theory. So there.

