Sunday, 30 March 2014

Notes from John Truby's The Anatomy of Story Part 1

In a recent lesson, my teacher recommended that we read The Anatomy of Story, by John Truby. Seeing as my dissertation is going to require a story, this book will be an invaluable resource, and I intend to read the book in its entirety.


[Key Point: A speaker tells a listener what someone did to get what he wanted and why]

[Key Point: All stories are a form of communication that expresses the dramatic code]

THE DRAMATIC CODE:

The dramatic code, is an artistic description of how a person can grow or evolve. This code is also a process going on underneath every story. The storyteller hides this process beneath particular characters and actions.

In the dramatic code, change is fueled by desire: "I want, therefore I am." Desire in all of its facets is what makes the world go around. It is what propels all conscious, living things and gives them direction. a story tracks what a person wants, what he'll do to get it, and what costs he'll have to pay along the way.

Once a character has a desire, the story "walks" on two "legs": acting and learning. A character pursuing a desire takes actions to get what he wants, and he learns new information about better ways to get it. Whenever he learns new information, he makes a decision and changes his course of action.

Any character who goes after a desire and is impeded is forced to struggle (otherwise the story is over). And that struggle makes him change. So the ultimate goal of the dramatic code, and of the storyteller, is to present a change in a character or to illustrate why that change did not occur.

the different forms of storytelling frame human change in different ways:
  • Film (especially American film) shows the small change a character might undergo by seeking a limited goal with great intensity.
  • Serious novels typically depict how a person interacts and changes within an entire societ or show the precise mental and emotional processes leading up to his change.
  • Television drama shows a number of characters in a minisociety struggling to change simultaneously.
Drama is a code of maturity. he focal point is the moment of change, the impact, when a person breaks free of habits and weaknesses and ghosts from his past and transforms to a richer and fuller self. The dramatic code expresses the idea that human beings can become a better version of themselves, psychologically and morally. And that's why people love it.

[Key Point: Stories don't show the audience the "real world"; they show the story world. The story world isn't a copy of life as it is. It's life as human beings imagine it could be. It is human life condensed and heightened so that the audience can gain a better understanding of how life itself works.]

[Key Point: Each subsystem of the story consists of a web of elements that help define and differentiate the other elements.]

STORY MOVEMENT:

Nature uses a few basic patterns (and a number of variations) to connect elements in a sequence, including linear, meandering spiral, branching, and explosive. Storytellers use these same patterns, individually and in combination, to connect story events over time. The linear and explosive patterns are at opposite extremes. the linear pattern has one thing happening after another on a straight-line path. Explosion has everything happening simultaneously. The meandering, spiral, and branching patterns are combinations of the linear and the explosive.

  • Linear Story: The linear story tracks a single main character from beginning to end. It implies a historical or biological explanation for what happens. Most Hollywood films are linear. they focus on a single hero who pursues a particular desire with great intensity. The audience witnesses the history of how the hero goes after his desire and is changed as a result.
  • Meandering Story: The meandering story follows a winding path without apparent direction. In nature, the meander is the form of rivers, snakes and the brain. Myths like the Odyssey, and many of Dicken's stories, such as David Copperfield, take the meandering form. The hero has a desire, but it's not intense; he covers a great deal of territory in a haphazard way; and he encounters a number of characters from different levels of society.
  • Spiral Story: A spiral is a path that circles inward to the center. In nature, spirals occur in cyclones, horns and seashells.Thrillers like Vertigo typically favour the spiral, in which a character keeps returning to a single event or memory an explores it at progressively deeper levels.
  • Branching Story: Branching is a system of paths that extend from a few central points by splitting and adding smaller and smaller parts. In nature, branching occurs in trees, leaves, and river basins. In storytelling, each branch usually represents a complete society in detail or a detailed stage of the same society that the hero explores. The branching form is found in more advanced fiction, such as social fantasies like Gulliver's Travels and It's a Wonderful Life or in multiple-hero stories like Nashville, American Graffiti, and Traffic.
  • Explosive Story: An explosion has multiple paths that extend simultaneously. In nature, the explosive pattern is found in volcanoes and dandelions. In a story, you can't show the audience a number of elements all at once, even for a single scene, because you have to tell one thing after another; so, strictly speaking, there are no explosive stories. But you can give the appearance of simultaneity. In film, this is done with the technique of the crosscut. Stories that show (the appearance of) simultaneous action imply a comparative explanation for what happens. By seeing a number of elements all at once, the audience grasps the key idea embedded in each element. These stories also put more emphasis on exploring the story world, showing the connections between the various elements there and how everyone fits, or doesn't fit, within the whole. Stories that emphasise simultaneous action tend to use a branching structure and include American Graffiti, Pulp Fiction, Traffic, Syriana, Crash, Nashville, Tristram Shandy, Ulysses, Last Year at Marienbad, Ragtime, The Canterbury Tales, L.A. Confidential, and Hannah and Her Sisters. Each represents a different combination of linear and simultaneous storytelling, but each emphasises characters exisiting together in the story world as opposed to a single character developing from beginning to end.
WRITING YOUR STORY:

  • Premise: We begin with the premise, which is your entire story condensed to a single sentence. That premise will suggest the essence of the story, and we will use that to figure out how to develop it so as to get the most out of the idea.
  • Seven Key Story Structure Steps: The seven key story structure steps are the major stages of your story's development and of the dramatic code hidden under its surface. Think of the seven structure steps as your story's DNA. Determining the seven key steps will give your story a solid, stable foundation.
  • Character: Next, we will create the characters, not by pulling them out of thin air but by drawing them out of your original story idea. We will connect and compare each character to every other character so that each one is strong and well defined. Then we'll figure out the function each must perform in helping your hero develop.
  • Theme (Moral Argument): The theme is your moral vision, your view of how people should act in the world. But instead of making the characters a mouthpiece for a message, we will express the theme that is inherent in the story idea. And we'll express the theme through the story structure so that it both surprises and moves the audience.
  • Story World: Next, we'll create the world of the story as an outgrowth of your hero. The story world will help you define your hero and show the audience a physical expression of his growth.
  • Symbol Web: Symbols are packets of highly compressed meaning. We'll figure out a web of symbols that highlight and communicate different aspects of the characters, the story world, and the plot.
  • Plot: From the characters we will discover the right story form; the plot will grow from your unique characters. Using the twenty-two story structure steps (the seven key steps plus fifteen more), we will design a plot in which all the events are connected under the surface and build to a surprising but logically necessary ending.
  • Scene Weave: In the last step before writing scenes, we'll come up with a list of every scene in the story, with all the plotlines and themes woven into a tapestry.
  • Scene Construction and Symphonic Dialogue: Finally we'll write the story, constructing each scene so that it furthers the development of your hero. We'll write dialogue that doesn't just push the plot but has a symphonic quality, blending many "instruments" and levels at one time.

PREMISE:

[Key Point: What you choose to write about is far more important than any decision you make about how to write it.]

[Key Point: Nine out of ten writers fail at the premise.]

Developing Your Premise:

Step 1: Write something that may change your life.

This is a very high standard, but it may be the most valuable piece of advice you'll ever get as a writer. If a story is that important to you, it may be that important to a lot of people in the audience. And when you're done writing the story, no matter what else happens, you've changed your life. Most writers are content to think of a premise that's a loose copy of someone else's movie, book, or play. It seems to have commercial appeal, but it's not personal to the writer in any way. This story will never rise above the generic, and so it is bound to fail.

Step 2: Look for what's possible.
One of the biggest reasons writers fail at the premise stage is that they don't know how to spot their story's true potential. This takes experience as well as technique. What you're looking for here is where the idea might go, how it might blossom. Don't jump on a single possibility right away, even if it looks really good.

[Key Point: Explore your options. The internet is here to brainstorm the many different paths the idea can take and then to choose the best one.]

Step 3: Identify the story challenges and problems.

There are rules of construction that apply to all stories. But each story has its own unique set of rules, or challenges, as well. Those are particular problems that are deeply embedded in the idea, and you cannot escape them. Nor do you want to. These problems are signposts for finding your true story. You must confront these problems head-on and solve them if you are to execute your story well. Most writers, if they identify the problems at all, do so after they've written the complete story. That's far too late. The trick is to learn how to spot inherent problems right at the premise line. Of course, even the best writers can't spot all the problems this soon in the process. But as you master the key techniques of character, plot, theme, story world, symbol, and dialogue, you will be pleasantly surprised at how well you can dig out the difficulties in any idea.

Star Wars: In any epic, but especially a space epic like Star Wars, you must introduce a wide range of characters quickly and then keep them interacting over vast space and time. You must make the futuristic story believable and recognisable in the present. And you must find a way to create character change in a hero who is morally good from the beginning.

Forest Gump: How do you turn forty years of historical moments into a cohesive, organic, personal story? Problems include creating a mentally challenged hero who is able to drive the plot, have believably deep insights, and experience character change while balancing whimsy with genuine sentiment.
Jaws: Writing a "realistic" horror story - in which characters fight one of man's natural predators - poses many problems: creating a fair fight with an opponent that has limited intelligence, setting up a situation where the shark can attack often, and ending the story with the hero going mano a mano with the shark.

Step 4: Find the designing principle.

Given the problems and the promises inherent in your idea, you must now come up with an overall strategy for how you will tell your story. Your overall story strategy, stated in one line, is the designing principle of your story. The designing principle helps you extend the premise into deep structure.

[Key Point: The designing principle is what organises the story as a whole. It is the internal logic of the story, what makes the parts hang together organically so that the story becomes greater than the sum of its parts. It is what makes the story original.]

In short the designing principle is the seed of the story. And it is the single most important factor in making your story original and effective. Sometimes, this principle is a symbol or a metaphor (known as the central symbol, the grand metaphor, or the root metaphor). But it is often larger than that. The designing principal tracks the fundamental process that will unfold over the course of the story. The designing principle is difficult to see. And in truth, most stories don't have one. They are standard stories, told generically. That's the difference between a premise, which all stories have, and a designing principle - which only good stories have. The premise is concrete; it's what actually happens. The designing principle is abstract; it is the deeper process going on in the story, told in an original way.

Designing principle = story process + original execution

[Key Point: Find the designing principle, and stick to it. Be diligent in discovering this principle, and never take your eye off it during the long writing process.]

Tootsie:
Premise: When an actor can't get work, he disguises himself as a woman and gets a role in a TV series, only to fall in love with one of the female members of the cast.
Designing Principle: Force a male chauvinist to live as a woman.

Four Weddings and a Funeral:
Premise: A man falls in love with a woman, but first one and then the other is engaged to someone else.
Designing Principle: A group of friends experiences four utopias (weddings) and a moment in hell (funeral) as they all look for their right partner in marriage.

Harry Potter Books:
Premise: A boy discovers he has magical powers and attends a school for magicians.
Designing Principle: A magician prince learns to be a man and a king by attending a boarding school for sorcerers over the course of seven school years.

A Christmas Carol:
Premise: When three ghosts visit a stingy old man, he regains the spirit of Christmas.
Designing Principle: Trace the rebirth of a man by forcing him to view his past, his present, and his future over the course of one Christmas Eve.

It's a Wonderful Life:
Premise: When a man prepares to commit suicide, an angel shows him what the world would be had he never been born.
Designing Principle: Express the power of the individual by showing what a town, and a nation, would be like if one man had never lived.

Citizen Kane:
Premise: Tell the life story of a rich newspaper baron.
Designing Principle: Use a number of storytellers to show that a man's life can never be known.


Step 5: Determining your best character in the idea.

Once you have a lock on the designing principle of your story, it's time to focus on your hero.

[Key Point: Always tell a story about your best character.]

"Best" doesn't mean "nicest". It means "the most fascinating, challenging, and complex," even if that character isn't particularly likable. The reason you want to tell a story about your best character is that this is where your interest, and the audience's interest, will inevitably go. You always want this character driving the action. The way you determine the best character embedded in the idea is to ask yourself this crucial question; Who do I love? You can find the answer by asking yourself a few more questions: Do I want to see him act? Do I love the way he thinks? Do I care about the challenges he has to overcome? If you can't find a character you love implied in the story idea, move on to another idea. If you find him but he is not currently the main character, change the premise right now so that he is. If you are developing an idea that seems to have multiple main characters, you will have as many story lines as main characters, and so you must find the best character for each story line.

Step 6: Get a sense of the central conflict.

Once you have an idea of who will drive the story, you want to figure out what your story is about at the most essential level. That means determining the central conflict of the story. To figure out the central conflict, ask yourself "who fights whom over what?" and answer the question in one succinct line. The answer to that is what your story is really about, because all conflict in the story will essentially boil down to this one issue. The next two chapters will expand on this conflict in often complex ways. But you need to keep this one-line statement of conflict, along with the designing principle, in front of you at all times.

Step 7: Get a sense of the single cause-and-effect pathway.

Every good, organic story has a single cause-and-effect pathway: A leads to B, which leads to C, and so on all the way to Z. This is the spine of the story, and if you don't have a spine or you have too many spines, your story will fall apart (we'll talk about multiple-hero stories in a moment).

[Key Point: If you are developing a premise with many main characters, each story line must have a single cause-and-effect path. And all the story lines should come together to form a larger, all-encompassing spine.]

Step 8: Determine your hero's possible character change.

After the designing principle, the most important thing to glean from your premise line is the fundamental character change of your hero. This is what gives the audience the deepest satisfaction no matter what form the story takes, even when the character change is negative (as in The Godfather). Character change is what your hero experiences by going through his struggle. At the simplest level, that change could be represented as a three-part equation (not to be confused with the three-act structure):

W x A = C


W = weaknesses, both psychological and moral.
A = the struggle to accomplish the basic action in the middle of the story.
C = the changed person.

In the vast majority of stories, a character with weaknesses struggles to achieve something and ends up changed (positively or negatively) as a result. The simple logic of a story works like this: How does the act of struggling to do the basic action (A) lead the character to change from W to C? Notice that A, the basic action, is the fulcrum. A character with certain weaknesses, when being put through the wringer of a particular struggle, is forged and tempered into a changed being.

[Key Point: The basic action should be the one action best able to force the character to deal with his weaknesses and change.]

This is the simple geometry of any story because it is the sequence of human growth. Human growth is very elusive, but it is real, and it is what you, the writer, must express above everything else (or else show why it doesn't occur). The key to doing this is to start with the basic action and then go to the opposites of that action. This will tell you who your hero is at the beginning of the story (his weaknesses) and who he is at the end (how he has changed). The steps work like this:
  1. Write your simple premise line. (Be open to modifying this premise line once you discover the character change.)
  2. Determine the basic action of your hero over the course of the story.
  3. Come up with the opposites of A (the basic action) for both W (the hero's weaknesses, psychological and moral) and C (changed person).
Going to the opposites of the basic action is crucial because that's the only way that change can occur. If your hero's weaknesses are similar to the basic action he will take during the story, he will simply deepen those weaknesses and remain who he is.

[Key Point: Write down a number of possible options for the hero's weaknesses and change.]

Just as there are a number of possibilities for developing your premise, there are many options for both the weaknesses and the changed person your hero will become. For example, let's say that the basic action of your hero is to become an outlaw during the story. Starting with this basic action, you might come up with these opposites for possible weaknesses and changes. Notice that each weakness and change is a possible opposite of the basic action.


Example 1:
An uptight, henpecked man becomes involved with a gang of outlaws and gets a divorce.
Weakness = At the beginning, an uptight, henpecked man.
Basic Action = Becomes involved with a gang of outlaws.
Changed Person = Gets a divorce.

Example 2:
An uptight, haughty banker becomes involved with a gang of outlaws and gives aid to the poor.
Weakness = At the beginning, an uptight, haughty banker.
Basic Action = Becomes involved with a gang of outlaws.
Changed Person = Gives aid to the poor.

Example 3:
A shy, timid man becomes involved with a gang of outlaws and gets drunk with fame.
Weakness = At the beginning, a shy timid man.
Basic Action = Becomes involved with a gang of outlaws.
Changed Person = Gets drunk with fame.

Star Wars:
Premise: When a princess falls into mortal danger, a young man uses his skills as a fighter to save her and defeat the evil forces of a galactic empire.
Weakness = At the beginning, naive, impetuous, paralysed, unfocused, lacking confidence.
Basic Action = Uses his skills as a fighter.
Changed Person = Self-esteem, a place among the chosen few, a fighter for good.

Luke's initial weaknesses are definitely not the qualities of a fighter. But when constantly forced to use skills as a fighter, he is strengthened into a confident fighter for the good.

The Godfather:
Premise: The youngest son of a Mafia family takes revenge on the men who shot his father and becomes the new Godfather.
Weakness = At the beginning, unconcerned, afraid, mainstream, legitimate, separated from the family.
Basic Action = Takes revenge.
Changed Person = Tyrannical, absolute ruler of the family.

The Godfather is a perfect example of why you want to go to the opposites of the basic action to determine the weaknesses and change of your hero. If Michael begins the story as a vengeful man, taking revenge on the men who shot his father will only make him seem more of the same. There's no character change. But what if he starts off the opposite of vengeful? An unconcerned, afraid, mainstream, legitimate man, separated from his Mafia family, who then takes revenge could become the tyrannical, absolute ruler of the family. This is a radical change, no doubt. But it is a totally believable one.

Step 9: Figure out the hero's possible moral choice.

The central theme of a story is often crystallised by a moral choice the hero must take, typically near the end of the story. Theme is your view of the proper way to act in the world. It is your moral vision, and it is one of the main reasons you are writing your story. Theme is best expressed through the structure of the story, through what I call moral argument. This is where you, the author, make a case for how to live, not through philosophical argument, but through the actions of characters going after a goal (for details, see Chapter 5, "Moral Argument"). Probably the most important step in that argument is the final moral choice you give to the hero. A lot of writers make the mistake of giving their hero a fake choice. A fake choice is between a positive and a negative. For example, you may force your hero to choose between going to prison and winning the girl. The outcome is obvious.

[Key Point: To be a true choice, you hero must either select one of two positive outcomes or, on rare occasions, avoid one of two negative outcomes.]

Make the options as equal as possible, with one seeming only slightly better than the other. A classic example of a choice between two positives is between love and honour. In A Farewell to Arms, the hero chooses love. In  The Maltese Falcon (and almost all detective stories), the hero chooses honour. Again, notice that this technique is about finding possible moral choices. That's because the choice you come up with now may change completely by the time you have written the full story. This technique simply forces you to start thinking, in practical terms, about your theme from the very beginning of the writing process.

Step 10: Gauge the audience appeal.

When you've done all your premise work, ask yourself one final question: Is this single story line unique enough to interest a lot of people besides me? This is the question of popularity, of commercial appeal. You must be ruthless in answering it. If you look at your premise and realise that the only people who will want to see your story are you and your immediate family, I would strongly caution you against using that premise as the basis for a full story. You should always write first for yourself; write what you care about. But you shouldn't write only for yourself. One of the biggest mistakes writers make is to fall into the trap of either-or thinking: either I write what I care about, or I write what will sell. This is a false distinction, born of the old romantic notion of writing in a garret and suffering for your art. Sometimes you get an idea that you simply must write. Or you get a great idea and you have no idea whether an audience will like it. But remember, you will have many more ideas in your life than you can possibly develop as full stories. Always try to write something that you care about and also think will appeal to an audience. Your writing should mean a lot to you personally. But writing for an audience makes it a lot easier to do what you love.

THE SEVEN KEY STEPS OF STORY STRUCTURE:

A story has a minimum of seven steps in its growth from beginning to end:
  1. Weakness and need.
  2. Desire.
  3. Opponent.
  4. Plan.
  5. Battle.
  6. Self-revelation.
  7. New equilibrium.
The seven steps are not arbitrarily imposed from the without, the way a mechanical story structure such as the three-act structure is. They exist in the story. These seven steps are the nucleus, the DNA, of your story and the foundation of your success as a storyteller because they are based on human action. They are teh steps that any human being must work through to solve a life problem. And because the seven steps are organic - implied in your premise line - they must be linked properly for the story to have the greatest impact on the audience.

1: Weakness and Need.

From the very beginning of the story, your hero has one or more great weaknesses that are holding him back. Something is missing within him that is so profound, it is ruining his life. The need is what the hero must fulfill within himself in order to have a better life. It usually involves overcoming his weaknesses and changing, or growing in some way.

Tootsie:
Weaknesses: Michael is arrogant, selfish, and a liar.
Need: Michael has to overcome his arrogance toward women and to stop lying and using women to get what he wants.

The Silence of the Lambs:
Weaknesses: Clarice is inexperienced, suffering from haunting childhood memories, and a woman in a man's world.
Need: Clarice must overcome the ghosts of her past and gain respect as a professional in a man's world.

[Key Point: Your hero should not be aware of his need at the beginning of the story.]

If the hero is already aware of what he needs, the story is over. The hero should become aware of his need at the self-revelation, near the end of the story, only after having gone through a great deal of pain (in a drama) or struggle (in a comedy).

[Key Point: Give your hero a moral need as well as a psychological need.]

 In average stories, the hero has only a psychological need. A psychological need involves overcoming a serious flaw that is hurting nobody but the hero. In better stories, the hero has a moral need in addition to a psychological need. The hero must overcome a moral flaw and learn how to act properly toward other people. A character with a moral need is always hurting others in some way (his moral weakness) at the beginning of the story.

One reason it is so important to give your hero a moral as well as a psychological need is that it increases the scope of the character; the character's actions affect others besides him. This moves the audience in a more powerful way. The other reason you want to give your hero a moral need is that it prevents him from being perfect or being a victim. Both of these are the kiss of death in storytelling. A perfect character doesn't seem real or believable. When a character has no real moral flaws, the opponent, who does, typically dominates the hero, and the story becomes reactive and predictable.

[Key Point: Keep the problem simple and specific.]

To have a moral need, the character must be hurting at least one other person at the beginning of the story.
There are two good ways to come up with the right moral need for your hero:

Connect it to the psychological need:
  1. Begin with the psychological weakness.
  2. Figure out what kind of immoral action might naturally come out of that.
  3. Identify the deep-seated moral weakness and need that are the source of this action.

Turn a strength into a weakness:
  1. Identify a virtue in your character. Then make him so passionate about it that it becomes oppressive.
  2. Come up with a value the character believes in. Then find the negative version of that value.

2: Desire.

Once the weakness and need have been decided, you must give the hero desire. Desire is what your hero wants in the story, his particular goal. Desire is intimately connected to need. In most stories, when the hero accomplishes his goal, he also fulfills his need. Let's look at a simple example from nature. A lion is hungry and needs food (a physical need). He sees a herd of antelope go by and spots a young one that he wants (desire). If he can catch the little antelope he won't be hungry anymore. End of story.

Need has to do with overcoming a weakness within the character. A hero with need is always paralysed in some way at the beginning of the story by his weakness. Need lets the audience see how the hero must change to have a better life. It is the key to the whole story, but it remains hidden, under the surface.

Desire is a goal outside the character. Once the hero comes up with his desire, he is moving in a particular direction and taking actions to reach his goal. Desire gives the audience something to want along with the hero, something they can all be moving toward through the various twists and turns - and even digressions - of the story. Desire is on the surface and is what the audience thinks the story is about.

Saving Private Ryan:
Need: Hero John Miller must do his duty in spite of his fear (psychological and moral).
Desire: He wants to find Private Ryan and bring him back alive.

The Full Monty:
Need: Each of the men in the group needs to regain his self-respect (psychological).
Desire: They want to make a lot of money by performing naked in front of a roomful of women.

The Verdict:
Need: The hero must regain his self-respect (psychological) and learn to act with justice toward others (moral).
Desire: As in all courtroom dramas, he wants to win the case.

Chinatown:
Need: Jake must overcome his cocky arrogance and learn to trust others (psychological). He also has to stop using people for money and bring a murdered to justice because it is the right thing to do (moral).
Desire: As in all detective stories, Jake's desire is to solve a mystery - in this case, to find out who killed Hollis and why.

[Key Point: Your hero's true desire is what he wants in this story, not what he wants in life.]

Opening with desire does give your story a quick start. But it also kills the payoff, the ending of the story. Weakness and need are the foundation of any story. They are what makes it possible for your hero to change at the end. They're what makes the story personal and meaningful. And they're what makes the audience care. Don't skip that first step. Ever.


3: Opponent.

Writers often mistakenly think of the opponent, also known as the antagonist, as the character who looks evil, sounds evil, or does evil things. This way of looking at the opponent will prevent you from ever writing a good story. Instead you must see the opponent structurally, in terms of his function in the story. A true opponent not only wants to prevent the hero from achieving his desire but is competing with the hero for the same goal. It is only by competing for the same goal that the hero and the opponent are forced to come into direct conflict and to do so again and again throughout the story. If you give your hero and opponent two separate goals, each one can get what he wants without coming into direct conflict. And then you have no story at all. The trick to creating an opponent who wants the same goal as the hero is to find the deepest level of conflict between them. Ask yourself "What is the most important thing they are fighting about?" That must be the focus of your story.

[Key Point: To find the right opponent, start with your hero's specific goal; whoever wants to keep him from getting it is an opponent.]

Star Wars:
Luke's opponent is the ruthless Darth Vader, and each is competing over who will control the universe. Vader represents the evil forces of the tyrannical Empire. Luke represents the forces of good, comprised of the Jedi Knights and the democratic Republic.



4: Plan.

 Action is not possible without some plan, in life and in storytelling. The plan is the set of guidelines, or strategies, the hero will use to overcome the opponent and reach the goal. The plan should always be specifically focused toward defeating the opponent and reaching the goal. A hero may have a vague plan. Or in certain genre stories like the caper or the war story, the plan is so complex that the characters may write it down so that the audience can see it.


5: Battle.

 Throughout the middle of the story, the hero and the opponent engage in a punch-counterpunch confrontation as each tries to win the goal. The conflict heats up. The battle is the final conflict between hero and opponent and determines which of the two characters wins the goal. The final battle may be a conflict of violence or a conflict of words.

The Odyssey:
Odysseus slays the suitors who have tormented his wife and destroyed his home.

Chinatown:
A cop kills Evelyn, and Noah gets away with Evelyn's daughter while Jake walks of in despair.

The Verdict:
Frank defeats opposing counsel by using brilliant lawyering and persuasive words in the courtroom.



6: Self-Revelation.

The battle is an intense and painful experience for the hero. This crucible of battle causes the hero to have a major revelation about who he really is. Much of the quality of your story is based on the quality of this self-revelation. For a good self-revelation, you must first be aware that this step, like need, comes in two forms, psychological and moral.

In a psychological self-revelation, the hero strips away the facade he has lived behind and sees himself honestly for the first time. This stripping away of the facade is not passive or easy. Rather, it is the most active, the most difficult, and the most courageous act the hero performs in the entire story. Don't have your hero come right out and say what he learned. This is obvious and preachy and will turn off your audience. Instead you want to suggest your hero's insight by the actions he takes leading up to the self-revelation.

Big:
Josh realises he has to leave his girlfriend and life at the toy company and go back to being a kid if he is to have a good and loving life as an adult.

Casablanca:
Rick sheds his cynicism, regains his idealism, and sacrifices his love for Ilsa so he can become a freedom fighter.

Chinatown:
Jake's self-revelation is a negative one. After Evelyn's death, he mumbles, "As little as possible." He seems to believe that his life is not only useless but also destructive. Once again, he has hurt someone he loves.

Dances with Wolves:
Dunbar finds a new reason to live and a new way of being a man because of his new wife and his extended Lakota Sioux family. Ironically, the Lakota way of  life is almost at an end, so Dunbar's self-revelation is both positive and negative.


If you have given your hero a moral need, his self-revelation should be moral as well. The hero doesn't just see himself in a new light; he has an insight about the proper way to act toward others. In effect, the hero realises that he has been wrong, that he has hurt others, and that he must change. He then proves he has changed by taking new moral action.

Tootsie:
Michael realises what it really means to be a man - "I was a better man with you as a woman than I ever was with a woman as a man. I just gotta learn to do it without the dress" - and he apologises for hurting the woman he loves. Notice that even though the hero comes right out and says what he learned, he says it in such a clever and funny way that it avoids sermonising.

Adventures of Huckleberry Finn:
Huck realises he has been wrong in thinking of Jim as less than human and declares that he would rather go to hell than tell Jim's owner of his whereabouts.


Need is the beginning of the hero's character change. Self-revelation is the end-point of that change. Need is the mark of the hero's immaturity at the beginning of the story. It is what is missing, what is holding him back. Self-revelation is the moment when the hero grows as a human being (unless the knowledge is so painful that it destroys him). It is what he learns, what he gains, what allows him to live a better life in the future.


7: New Equilibrium.

At the new equilibrium, everything returns to normal, and all desire is gone, Except there is now one major difference. The hero has moved to a higher or lower level as a result of going through his crucible.  fundamental and permanent change has occurred in the hero. If the self-revelation is positive - the hero realises who he truly is and learns how to live properly in the world - he moves to a higher level. If the hero has a negative revelation - learning he has committed a terrible crime that expresses a corrupt personal flaw - or is incapable of having a self-revelation, the hero falls or is destroyed.

Examples in which the hero rises:

Die Hard:
John has defeated the criminals, and saved his wife, and reaffirmed their love.

Pretty Woman:
Vivian has left the world of prostitution behind and is with the man she loves (who, fortunately, is a billionaire).

The Silence of the Lambs:
Clarice has brought Buffalo Bill to justice, has become an excellent FBI agent, and has apparently conquered her terrifying nightmares.

Examples which document the fall of the hero:

Oedipus the King:
Oedipus gouges out his eyes upon learning that he has killed his father and slept with his mother.

The Conversation:
The hero discovers he has contributed to someone's murder and ends up a shell-shocked man desparately tearing up his apartment to find a listening device.

Vertigo:
The hero drags the woman he loves to the top of a tower to get her to confess to a murder and then looks down in horror when the woman, overcome by guilt, accidentally falls to her death.

 


CHARACTER:

Most writers come at character all wrong. They start by listing all the traits of the hero, tell a story about him, and then somehow make him change at the end. What won't work, no matter how hard you try. We're going to work through a different process that I think you will find much more useful. These are the steps:

  1. We'll begin not by focusing on your main character but by looking at all your characters together as part of an interconnected web. We'll distinguish them by comparing each to the others according to story function and archetype.
  2. Next we'll individualise each character based on theme and opposition.
  3. Then we'll concentrate on the hero, "building" him step-by-step so that we end up with a multilayered, complex person that the audience cares about.
  4. We'll create the opponent in detail, since this is the most important character after your hero and, in many ways, is the key to defining your hero.
  5. We'll end by working through the character techniques for building conflict over the course of the story.
Character Web:

The single biggest mistake writers make when creating characters is that they think of the hero and all other characters as separate individuals. Their hero is alone, in a vacuum, unconnected to others. The result is not only a weak hero but also cardboard opponents and minor characters who are even weaker.

[Key Point: The most important step in creating your hero, as well as all other characters, is to connect and compare each to the others.]

Each time you compare a character to your hero, you force yourself to distinguish the hero in new ways. You also start to see the secondary characters as complete human beings, as complex and as valuable as your hero. All characters connect and define each other in four major ways: By story function, archetype, theme, and opposition.

Character Web by Function in the Story:

Every character must serve the purpose of the story, which is found in the story's designing principle. Every character has a specifically designed role, or function, to play to help the story fulfill that purpose. Even though the audience is most interested in how the hero has changed, you can't show them that change unless every character, including the hero, plays his assigned part on the team. Let's look at the story function of the major kinds of characters in fiction.

Hero:
The most important character is the main character, or hero. This is the person who has the central problem and who drives the action in an attempt to solve the problem. The hero decides to go after a goal (desire) but possesses certain weaknesses and needs that hold him back from success. All other characters in a story represent an opposition, an alliance with the hero, or some combination of the two. Indeed, the twists and turns of the story are largely the product of the ebb and flow of opposition and friendship between various characters and the hero.

Opponent:
The opponent is the character who most wants to keep the hero from achieving his desire. The opponent should not merely be a block to the hero. That is mechanical. Remember, the opponent should want the same thing as the hero. That means that the hero and the opponent must come into direct conflict throughout the story. Often this doesn't seem to be the case. That's why you must always look for the deepest conflict that your hero and opponent are fighting over. The relationship between the hero and the opponent is the single most important relationship in the story. In working out the struggle between these two characters, the larger issues and themes of the story unfold. The opponent may, or may not be, someone that the hero hates. The opponent is simply someone on the other side. He can be a nicer person than the hero, more moral, or even the hero's lover or friend.

Ally:
The ally is the hero's helper. The ally also serves as a sounding board, allowing the audience to hear the values and feelings of the lead character. Usually, the ally's goal is the same as the hero's, but occasionally, the ally has a goal of his own.

Fake-Ally Opponent:

The fake-ally opponent is a character who appears to be the hero's friend but is actually an opponent. Having this character is one of the main ways you add power to the opposition and twists to the plot. The fake-ally opponent is invariably one of the most complex and most fascinating characters in a story because he is usually torn by a dilemma. While pretending to be an ally of the hero, the fake-ally opponent comes to actually feel like an ally. So while working to defeat the hero, the fake-ally opponent often ends up helping the hero win.

Fake-Opponent Ally:
This character appears to be fighting the hero but is actually the hero's friend. the fake-opponent ally is not as common in storytelling as the fake-ally opponent, because he is not as useful to the writer. Plot comes from opposition, especially opposition that is hidden under the surface. An ally, even one who appears at first to be an opponent, cannot give you the conflict and surprises of an opponent

Subplot Character:

The subplot character is one of the most misunderstood in fiction. Most writers think of this character as the lead in the second story line - for example, as the love interest in a detective story. But that is not a true subplot character. The subplot character has a very precise function in a story, and again it involves the comparative method. The subplot is used to contrast how the hero and a second character deal with the same problem in slightly different ways. Through comparison, the subplot character highlights traits and dilemmas of the main character.

[Key Point: The subplot character is usually not the ally.]

The subplot character, like the ally and the opponent, provides another opportunity to define the hero through comparison and advance the plot. The ally helps the hero reach the main goal. The subplot character tracks a line parallel to the hero, with a different result.

Character Technique: Two Main Characters.

There are two popular genres, or story forms, that seem to have two main characters, the love story and the buddy picture. The buddy picture is actually a combination of three genres: action, love, and comedy. Let's see how the character web in these two forms actually works, based on the function that each character plays in the story.

Love Stories:
Having to create two equally well-defined characters makes certain requirements for the character web of your story. The love story is designed to show the audience the value of a community between two equals. The central concept of love stories is quite profound. Love stories say that a person does not become a true individual by being alone. A person becomes a unique and authentic individual only by entering into a community of two. It is through the love of the other that each person grows and becomes his or her deepest self. Expressing this profound idea with the right character web is no easy matter. If you try to write a love story with two main characters, you will have two spines, two desire lines, two tracks the story is trying to ride. So you have to make sure that one character is a little more central than the other. You must detail the need of both characters at the beginning of the story, but you should give one of the characters the main desire line. Most writers give that line to the man, because in our culture the man is supposed to pursue the woman. But one of the best ways to set your love story apart is to give the woman the driving line, as in Moonstruck, Broadcast News, and Gone with the Wind. When you give one character the desire line, you automatically make him or her the more powerful character. In terms of story function, this means that the lover, the desired one, is actually the main opponent, not the second hero. You typically fill out the character web with one or more outside opponent, such as family members who oppose the union. You may also have other suitors for the hero or the lover so that you can compare different versions of a desirable man or woman.

Buddy Stories:
The buddy strategy allows you essentially to cut the hero into two parts, showing two different approaches to life and two sets of talents. These two characters are "married" into a team in such a way that the audience can see their differences but also see how these differences actually help them work well together, so that the whole becomes greater than the sum of the parts. As in the love story, one of the buddies should be more central than the other. Usually it's the thinker, the schemer, or the strategist of the two, because this character comes up with the plan and starts them off on the desire line. The buddy is a kind of double of the hero, similar in important ways but also different. Structurally, the buddy is both the first opponent and the first ally of the hero. He is not the second hero. Keep in mind that this first opposition between the two buddies is almost never serious or tragic. It usually takes the form of good-natured bickering. Usually, you fill out the character web with at least one outside, dangerous, ongoing opponent. And because most buddy stories use a mythic journey, the buddies encounter a number of secondary opponents on the road. These characters are usually strangers to the buddies, and they are dispatched in quick succession. Each of these opponents should represent a negative aspect of the society that hates the buddies or wants to break them up. This technique is a great way of defining secondary characters quickly and distinguishing one from another. It also helps broaden and deepen the buddy form because you define various aspects of the society in relation to the two leads. One of the most important elements of the buddy web has to do with the fundamental conflict between the friends. There is a snag in the relationship that keeps interfering. This allows an ongoing opposition between the two leads in a traveling story where most of the other opponents are strangers who quickly come and go.

Character Technique: Multiple Heroes and Narrative Drive.

Although all the popular genres have a single main character, there are some nongenre stories that have multiple heroes. Having a number of heroes is the main way you create a sense of simultaneous story movement. Instead of tracking the development of a single character (linear), the story compares what many heroes are doing at the same time. The risk is that you show so many characters at the same time that the story is no longer a story; it has no forward narrative drive. Even the most simultaneous story must have some linear quality, sequencing events in time, one after another. To write a successful multihero story, you must put each main character through all seven steps - weakness and need, desire, opponent, plan, battle, self-revelation, and new equilibrium. Otherwise the character is not a main character; the audience has not seen him move through the minimal stages of development. Notice that having lots of heroes automatically reduces narrative drive. The more characters you must lay out in detail, the more you risk having your story literally come to a halt. These are some of the techniques you can use to add narrative drive to a multihero story:
  • Have one character emerge over the course of the story as more central than the rest.
  • Give all the characters the same desire line.
  • Make the hero of one story line the opponent in another story line.
  • Connect the characters by making them all examples of a single subject or theme.
  • Use a cliffhanger at the end of one line to trigger a jump to another line.
  • Funnel the characters from many locations into one.
  • Reduce the time. For example, the story may take place over one day or one night.
  • Show the same holiday or group event at least three times over the course of the story to indicate forward drive and change.
  • Have characters occasionally meet by coincidence.

Character Technique: Cutting Extraneous Characters.

Extraneous characters are one of the primary causes of episodic, inorganic stories. The first question you must ask yourself when creating any character is "Does this character serve an important function in the overall story?" If he doesn't - if he only provides texture or colour - you should consider cutting him entirely. His limited value probably won't justify the time he takes up in the story line.

Character Web by Archetype:

A second way that characters connect and contrast in a story is through archetype. Archetypes are fundamental psychological patterns within a person; they are roles a person may play in society, essential ways of interacting with others. Because they are basic to all human beings, they cross cultural boundaries and have universal appeal. Using archetypes as a basis for your characters can give them the appearance of weight very quickly, because each type expresses a fundamental pattern that the audience recognises, and this same pattern is reflected both within the character and through interaction in the larger society. An archetype resonates deeply with an audience and creates very strong feelings in response. But this is a blunt tool in the writer's repertoire. Unless you give the archetype detail, it can become a stereotype.

[Key Point: Always make the archetype specific and individual to your unique character.]

King or Father:
Strength: Leads his family or his people with wisdom, foresight, and resolve so that they can succeed and grow.
Inherent Weaknesses: Can force his wife, children, or people to act according to a strict and oppressive set of rules, can remove himself entirely from the emotional realm of his family and kingdom, or may insist that his family and people live solely for his pleasure and benefit.

Queen or Mother:
Strength: Provides the care and protective shell within which the child or the people can grow.
Inherent Weaknesses: Can be protective or controlling to the point of tyranny, or can use guilt and shame to hold the child close and guarantee her own comfort.

Wise Old Man, Wise Old Woman, Mentor, or Teacher:
Strength: Passes on knowledge and wisdom so that people can live better lives and society can improve.
Inherent Weaknesses: Can force students to think a certain way or speak for the glory of himself rather than the glory of his ideas.

Warrior:
Strength: The practical enforcer of what is right.
Inherent Weaknesses: Can live according to the harsh motto of "kill or be killed"; may believe that whatever is weak must be destroyed and so become the enforcer of what is wrong.

Magician or Shaman:
Strength: Can make visible the deeper reality behind the senses and can balance and control the larger or hidden forces of the natural world.
Inherent Weaknesses: Can manipulate the deeper reality to enslave others and destroy the natural order.

Trickster:
The trickster is a lower form of the magician archetype and is extremely popular in modern storytelling.
Strength: Uses confidence, trickery, and a way with words to get what he wants.
Inherent Weaknesses: May become a complete liar who looks out only for himself.

Artist or Clown:
Strengths: Defines excellence for a people or, negatively, shows them what doesn't work; shows them beauty and a vision of the future or what appears to be beautiful but is in fact ugly or foolish.
Inherent Weaknesses: Can be the ultimate fascist insisting on perfection, may create a special world where all can be controlled, or simply tears everything down so that nothing has value.

Lover:
Strength: Provides the care, understanding, and sensuality that can make someone a complete and happy person.
Inherent Weaknesses: Can lose himself in the other or force the other to stand in his shadow.

Rebel:
Strength: Has the courage to stand out from the crowd and act against a system that is enslaving people.
Inherent Weakness: Often cannot or does not provide a better alternative, so ends up only destroying the system or the society.



Individualising Characters in the Web:

 Once you have set your essential characters in opposition within the character web, the next step in the process is to make these character functions and archetypes into real individuals. But again, you don't create these unique individuals separately, out of whole cloth, with all of them just happening to coexist within the same story. You create a unique hero, opponent, and minor characters by comparing them, but this time primarily through theme and opposition. Theme is your view of the proper way to act in the world, expressed through your characters as they take action in the plot. Theme is not subject matter, such as "racism" or "freedom." Theme is your moral vision,your view of how to live well or badly, and it's unique for each story you write.

[Key Point: You begin individuating your characters by finding the moral problem at the heart of the premise. You then play out the various possibilities of the moral problem in the body of the story.]

You play out these various possibilities through the opposition. Specifically, you create a group of opponents (and allies) who force the hero to deal with the central moral problem. And each opponent is a variation on the theme; each deals with the same moral problem in a different way.

Creating Your Hero:


1: Meeting the requirements of a great hero.


  • Make your lead character constantly fascinating: one of the best ways to grab and hold the audience's attention is to make the character mysterious. Show the audience that the character is hiding something. This forces the passive audience member to reach out and actively participate in your story. He sayd to himself, "That character is hiding something, and I want to find out what it is."
  • Make the audience identify with the character, but not too much: audiences identify with a character based on two elements: desire and need (the moral problem the hero faces). Desire drives the story because the audience wants the hero to be successful. The moral problem is the deeper struggle of how to live properly with others and is what the audience wants the hero to solve.
  • Make the audience empathise with your hero, not sympathise: to empathise with someone means to care about and understand him. That's why the trick to keeping the audience's interest in a character, even when the character is not likeable or is taking immoral actions, is to show the audience the hero's motive. They will then understand the cause of the action (empathy) without necessarily approving of the action itself (sympathy).
  • Give your hero a moral as well as a psychological need: psychological need only affects the hero; a moral need has to do with learning to act properly toward others. By giving your hero both needs, you increase the effect the character has in the story and therefore increase the story's emotional power.

2: Character Change.

[Key Point: Character change doesn't happen at the end of the story; it happens at the beginning. More precisely, it is made possible at the beginning by how you set it up.]

[Key Point: True character change involves a challenging and changing of basic beliefs, leading to a new moral action by the hero.]


The story, world, characters, and aesthetics

This is the post I will use to write down ideas for the story, world and characters. Once I have fleshed out the main ideas, I am going to read through John Truby's The Anatomy of Story, and see where the story can be improved. I will keep adding to this post until I am completely happy with it.


What emotions/atmosphere do I want the player to experience in the first scene that will be in the style guide:
  • comfort
  • safety
  • happiness
  • peaceful/calm
  • picturesque/unspoiled

What emotions/atmosphere do I want the player to experience in the second scene that will be in the style guide:

  • distress
  • danger
  • sadness/anger
  • chaos/turmoil/disarray
  • hideous/harsh (buildings burning, corpses, etc)


The Main Character:

 I want the main character to be imperfect - I don't want him/her to be really strong from the get-go. This way the player can relate to the character more, as they seem more "human". The player can also bond with the character as he/she develops throughout the story. The main character will have some kind of trust issues that makes it difficult for them to bond with people. This way, when he/she finally does bond with people in the village in the first scene, it will be that much more heart-wrenching when the village is destroyed in the second scene. I intend to build up the feelings of familiarity and safety, and then take a wrecking ball to them!

  • male/female?
  • age: late teens (teenagers have a lot more to learn in life than an older person would)
  • personality? 
  • how does character change throughout the game?
  • physiology - appearance/speech/gestures/where and how they live/age/sexuality/occupation/I.Q/values/attitude/personality/etc
  • psychology - inner pain/weakness/fears/strengths
  • sociology - background/upbringing/how character interacts with story

The World:



The Story:

  • Plot Movement? (Linear, Branching, etc)
  • Before finding the village:
  • Village:
  • Leaving village:
  • Returning to village:
  • After discovering destruction of the village:




Monday, 24 March 2014

Blog Update!

The tumbleweeds on my blog got a bit out of hand, but have no fear, I have vanquished them and have returned to continue my research! (Disclaimer: I didn't really get attacked by tumbleweeds, my dissertation got buried under other modules and ongoing health problems, both of which can be just as time-consuming as angry tumbleweeds!) No matter the cause of the distraction, the academic clock waits for no one - it still ticks on, so I must move forward with it!

The teachers still have quite a few questions about the artefact I will be creating, so this post will aim to clear up any uncertainties that the teachers may still have.


What is the Volume of the Artefact?

I don't have an exact number in my head of how many pictures the style guide will contain, but the following is an example index of the rough numbers I am aiming for:

1) Village at point A in storyline: 20-30 images
2) Village at point B in storyline: 20-30 images
3) Characters (player and non-player): 5-10 images, plus a small description for the main character and each tribe or group featured in the game. So for example, the villagers that live in the village mentioned above will have a small paragraph describing the village's backstory as a whole, rather than a paragraph for each person. The main character of the game will get their own paragraph, as they feature much more heavily in the game.
4) General World Overview: 5-10 images. Just a few images of the area around the village, so game artists know what kind of world the village exists in.

I am not sure how big the artefact needs to be to get a good grade, as a lot of this project is about researching the techniques behind the pictures themselves, so I am open to feedback on increasing or decreasing the quantity of images in each section. Parts (1) and (2) in the index are the main focus, but I will want some artwork for the world and the people in it, to give game artists more scope when creating the villages.


How long is the section of gameplay that the style guide will be for?

The first time the main character visits the village, it will be about 15-30 minutes of gameplay. The village is there to act as a small break from the current quest and from combat. The second time the main character visits the village it will be a much shorter section of gameplay, as the village has been destroyed, so the return is just there to evoke emotion in the player.


How big is the village?

The village will be small, with only a handful of buildings, and no more than a few dozen inhabitants. The village is small because it is supposed to be a cosy and safe environment. A small population also allows the player to become attached to the inhabitants more easily - if it was a massive city, then the people just become nameless faces.


How will I build up knowledge?

The main way to build up knowledge will be to blog the books and articles that I am reading, and then to apply the techniques to artwork, to test the theories in practice. I can draw a basic picture, and then apply different techniques to each picture, to see how they can change the aesthetic and overall feel of the picture.


Marking the artefact:

I want to be marked on the contrast between the village at point A in storyline, and the village at point B in storyline. I want to be able to use the knowledge and skills I have gained to make the same location have an entirely different look and feel.

In one of Dave's lessons, he showed us a picture of an abandoned room. It was supposed to be an eerie/gloomy room - it didn't look quite right, but I couldn't put my finger on what was wrong with it. Dave pointed out a whole list of things that ruined the atmosphere of the scene:

- The view through the window is sunny and clear, not eerie and gloomy.
- The door has a door knob, but no latch on the door, or strike plate on the wall.
- The cracks on the wall are too uniform. What caused the cracks?
- The textures are stretched and streaky.
- The rocking chair doesn't match the rest of the room, the colour and texture stands out too much.
- How/why is the place abandoned? How long has it been abandoned? Normally there are signs of this, i.e. boarded-up windows, warning signs, etc.
- The room in general is too bright, it isn't that eerie, it just has dull colours.
- The scene needs to be given a light/tint, to unify the colours.
- What materials were used for the floor/walls/bed/etc? The textures need to look like the material they are supposed to be.
- The radiator looks like a tiny fence, the model looks rushed and takes away from the atmosphere of the scene.

- The mattress looks very neat and plain - if it's an abandoned building then where are the broken springs, stains, etc?
- Why has the other bed got a broken leg? It seems broken for the sake of it, it's not rotted and worn down.
- The room looks like an asylum, but the door has a window - doors wouldn't have windows in that kind of room.
- No thought was given to the visual narrative - objects shouldn't be placed arbitrarily.



Another thing that was pointed out in a lesson, was an example of someone drawing a picture of a library. They had been tasked with drawing a library. They just drew lots of basic square shelves with books on, and just placed them in a line. Nothing about it said that it was actually a library.


Once the errors of the abandoned room scene were pointed out to me, it seemed so obvious! The number of factors that affect a scene in a game or film fascinates me, and I am eager to learn the techniques involved. I want to be able to design a scene that really fits the intended aesthetic/atmosphere, rather than a scene that vaguely matches it. I want someone to be able to look at the two scenes that I design, and be able to recognise the contrast between those scenes, e.g. a sad scene and a happy scene, or a relaxed scene and a frantic scene.


Village at point A in storyline: this scene will be happy, relaxed, cosy, and safe.
Village at point B in storyline: this scene will be the contrast to point A - the cosy and safe atmosphere will be stripped away, leaving panic and disorder.



Hopefully that has cleared up some of the questions that the teachers have about this dissertation! My next posts will be about perspective and colour theory.

Tuesday, 3 December 2013

Creating the Characters Behind the Game

A well-rounded character will have three dimensions: physical, sociological, and psychological. These dimensions are needed for all major characters, whether they are the player character, or significant non-player characters.

The Physical Character:

The physical dimension of a character is the easiest to show to players, especially in visual media such as video games. This dimension is all about how the character's look reflect their personality. But this alone does not make a well-rounded character: we need to include the other dimensions as well.

The Sociological Character:

This dimension includes a characters past, their upbringing and their environment, both local and cultural. If a character has a past, then their actions have a reason, rather than being tacked on for the sake of it. The environment aspect includes both where the character grew up, and where they are now. It is very easy to get carried away with a character's backstory, and end up with a huge list of unimportant details. The backstory should only serve to provide relevant information that helps to mold the character.

The Psychological Character:

For a player to bond with a character, they need to know as much as they can about that character. The trick is for the player to get to know the character, without the character explaining everything themselves. As Sheldon advises, characters who explain themselves are not only boring, but not true-to-life. Very few people know everything about themselves, even the most self-centered people. If a character is well-written, then they won't have to explain themselves - they are revealed by what they choose to do.

It is often very enjoyable to an audience to know more than the characters know. Watching a character do something that they do not realise is detrimental to their situation can be amusing, or nail-bitingly awkward. Either way it will evoke that extra level of emotion from the audience or player.

It is best to reveal a character's psychological dimension in a moment of crisis. It is easier for a character to keep their cool when everything is going well, but the mask tends to get stripped away when they are under pressure.



Character Progression:

Good stories will have their major characters change as the story progresses. This can be in the form of growth, or development, which are both different aspects.

Growth:

Character growth describes the changes that occur to a character as they progress through the story. Growth helps to portray a fully developed character, but also serves to assist in the storytelling. To have character growth, we must first be aware of where the character is, psychologically, at the start of the story. Sheldon says that if a character begins triumphant we'll have to tear him down, and that if he starts in the gutter, it will be a lot easier to enjoy the road he takes to the throne.

Development:

Development is less about change, and more about unveiling information. Information may be revealed to the player, that the character will never know.



The Pivotal Character:

A pivotal character is one that sets the story in motion: they create conflict and make the story move forward. The pivotal character can be either the protagonist or the antagonist. Many RPGs begin with an evil force already at work, and the player character then reacts to the resulting crisis. If they are neither the protagonist or the antagonist, then the story must still have a pivotal character. Sometimes the sidekick is the pivotal character. A good pivotal character must have something very vital at stake. In Jak & Daxter the sidekick, Daxter, is the one that sets the story in motion. Jak's journey is the search to help Daxter regain his original physical form, after being transformed into a rodent.

The Player-Character:

The player character, while the hardest to keep entertaining, is arguably the most important character in a game story. The player character is the most complex character in the story: the player will learn more about them than any other character. The player character is normally a direct link between the player and the game, and how he interacts with the game world reveals much about his nature and the nature of the game.

When creating characters for a video game, writers must ask several questions that writers of other media don't have to face.

Is the player character meant only to be controlled by the player, or is it meant to be the player?

In most games the player character is kept distinctly separate from the player, and serves as the player's puppet. Sometimes, the player becomes the lead character in the game, most often in games where the point of view is first person. The intention behind allowing players to play themselves in a game, is to add a greater level of immersion. In earlier text adventures, referring to the player as "you" helped the reality of the worlds. Most games today however, feature player characters that are distinct from players. This is for several reasons, which Sheldon lists:

  • Computer games are happiest as a visual medium, and text is usually suffered only as a necessity.
  • We have a tradition of empathising with characters in other visual media such as film, television, and live drama.
  • Games today are attempting more sophisticated storytelling. We see this even in the development of the Myst games where the first is nothing more than the unraveling of a backstory, and the later sequels feature ongoing story in which the player character becomes actively involved.
It is now accepted that a greater immersion is actually possible if the player character is not a representation of the player. This is because we can empathise with well drawn fictional characters; because players recognise the significance that these made-up protagonists play in a story; and because with them it is far easier to involve a player in the fictional narrative.


Is the player character original, or based on a character from another medium?

While adapting a character from another medium sees a lot of the work being already done for you, it does create new work. The characters actions have to remain true to the original character at all times, or the character will feel false to the player. With this in mind, the gameplay must keep the character in mind: a game as open-ended as Grand Theft Auto wouldn't fit a character like James Bond, because he is not likely to want to gun down innocent citizens.

How much does the player know about about the character?

From an early stage, the write must decide how much of the player character's innermost thoughts are shared with the player. The writer must then decide how fleshed out the character should be. Villains are generally more fun to write, but we want the player to identify with the protagonist most. If a player character is too fully drawn, then the player may have trouble identifying with them, because they may differ too much from the player (speech, attitude, ethics, favourite sports, etc).

The writer must then keep the knowledge between the player and the player character balanced. In a film it can be beneficial for the viewer to know more than the protagonists, but in a game it can ruin the immersion if the player has too much knowledge. Sheldon insists "never, ever, ever consider amnesia as a means to keep the knowledge shared by the player character and the player consistent. It's such a cliché that to call it a cliché is a cliché." This seems like sounds advice, because there are plenty of alternatives to deal with sharing knowledge between the player and player character.

One way to balance the knowledge is to make sure that surprises in the story are surprises to both the player and the player character. To effectively maintain the fictional reality of the character, try to avoid setting up puzzles and tasks where the player character would know what to do, but the player themselves has to learn from scratch.

How much does the character know about the player?

Some player characters do what is known as "breaking the fourth wall". This is where the character acknowledges the existence of the audience or player. One example is the real time strategy game Warcraft: if you click on a character repeatedly you'll get a normal in-game response. However, if you click on a character too many times without issuing an actually order, then they tend to get angry and yell at you. This breaks the fourth wall in a humorous fashion, but also serves to help get the player back on track.

If the player character needs certain skills, does the player need to have them too?

A single game will often feature many types of gameplay. Shooters feature adventure-game-like puzzles. Role-playing games can require the hand-eye coordination of an FPS. However, simulations are one type of gameplay that doesn't travel so well. As Sheldon says, Nothing breaks a player's willing suspension of disbelief more than when they are required to be a master marksman, but must work like crazy to hit the broad side of a barn.

Similarly, if an RPG aimed at a large audience requires a high level of FPS skill to be successful in combat, this also creates a dilemma. RPG players are less likely to have honed the reflexes needed to be skilled swordsmen, or to "chain" a number of keystrokes to trigger special combat moves.

If the player can control more than one character, how does this affect the NPCs and storytelling? 

Non-player characters serve to populate the game world, and move the story along. They also provide a focus for the player's emotion, when the death of the player character is likely to evoke frustration more than sadness. The death of an army won't usually affect the player much more than being annoyed at having to restart the level, but the death of one of the player character's companions can be a potent source for much deeper emotion.

A lot of players don't want to read walls of writing, and some players will spam the ESC key at the slightest hint of text. A common solution is to provide NPCs. The more NPCs you have, the more digestible pieces you can break your story into.

While major characters are essential to the story, minor characters are also very important. They serve to add to the verisimilitude of the setting. Minor characters don't need anywhere as much detail as the major characters do, but they still often have crucial, albeit sometimes brief, roles to play in the game. If they aren't necessarily needed for the story, they can still be useful to the player (merchants, quest givers, etc).

We don't always have the luxury of being able to flesh out our characters in long descriptive paragraphs, like a novelist does, but when it comes to sketching our characters vividly, we still have quite a few tools at our disposal:

  • Recognisable character types or personalities, such as the talkative salesman, the flirty barmaid, or the tough assassin, etc. The problem is that these personalities can very easily turn into stereotypes. We need to give the characters some kind of twist to keep them unique, such as a serving wench actually being very prim and proper.
  • Professions that can quickly tell the player, from previous experience, what role they are expected to play: librarian, policeman, ticket clerk, etc.
  • Physical Mannerisms. Does the character twitch? Do they shy away from people? Do they reach for a weapon?
  • Turns of phrase or accents. If someone insists they are trustworthy they probably aren't.
  • Clothes. A beggar will not be the ideal person to ask for a loan. A scantily clad woman is probably not the best person to bring home to meet the family.
  • Distinct attitudes and opinions. A few short phrases sprinkled throughout the conversation. "Yup, the mayor has a mule for sale, but count yer change. He's a politician."
Not all extras talk, but they are equally important as ones that do. A city street is normally busy in the daytime, so if the streets were empty it would be hard to justify designing the city in that way. That's why a lot of games are set in abandoned/post apocalyptic environments, as it's easier than creating more extras. In computer games, extras tend to have one line that they repeat, which brushes off the player (either politely or impolitely), and informs them that they have nothing to offer that will further the story or enhance gameplay.




Avoiding Stereotypes:

The list of stereotypes is an extremely long one - Sheldon lists quite a few of the well known ones: "Square-jawed heroes, hook-nosed villains, gravity-defying big-breasted women, wise-cracking cowardly sidekicks, wily thieves, scheming clerics, wise bearded magicians, old crone-like witches, stubborn dwarves, grass-chewing rustics..." I'm going to endeavour to avoid as many of these as possible when creating the story for my style guide.

There are many reasons why even good writers may fall prey to the allure of stereotyping:

  • They might not realise they are stereotyping. It takes time and experience to observe and absorb knowledge, and we never know when a bit of seemingly useless information will prove valuable.
  • Stereotypes are easy to write, because the work has already been done for us.
  • We may justify their inclusion by citing time constraints. Deadlines make it very tempting to cut corners and convince ourselves we will go back and fill in the gaps later.
  • Stereotypes are often confused with archetypes.
  • Some types of games, like RPGs, rely on them for player character creation. Players want to play the stealthy rogue, the benevolent cleric, the elven archer. Since these characters are developed very mechanically on purpose, they should occupy a special exception to the rule. The largest problem with the game in this case may not lie with stereotyped characters at all, but the stereotypical setting you want them to live in.

Sunday, 1 December 2013

Creating the Story Behind the Game

I need to design the basis of a game on which to focus the art style guide. After delving into my initial idea further, it became apparent that evoking emotion in a player takes more than just a pretty environment; it also requires well thought-out characters and story. Once I have got the colour, composition, camera angles, etc to a good standard, then I will most likely use the characters in the game to add that extra level of emotion. I think that a style guide can still be good without that extra depth, but I want to include it if I can, to give it that little bit more.

I will need to create characters that the player can empathise with, and care about. But characters alone are not enough. They must be part of stories. In Character Development and Storytelling for Games, Lee Sheldon says that stories without due attention paid to characters were unlikely to touch the reader. This is very important to my artefact, as the whole point is to create something that can provoke emotions from the player.

When I have decided on the story behind the artefact, I will pick two smaller sections of it to focus on. Ideally the two sections will be contrasting to each other, evoking different emotions. This will serve to show that I am not just a one trick pony. I am currently leaning towards using the same location for the two sections, to further emphasise the contrast between those parts of the story.

Sheldon also states that the player will accept just about anything if the experience is entertaining. It is not the first time I have heard this said, and it has proven to be pretty sound advice.

Game Types:

I am almost certain that I want to go down the RPG route (Role-Playing Game), because this game type tends to be more influenced by story than other game types.

Game Genres: 

The genre is a more open decision. The well known genres are Fantasy (Elves, dwarves, magic etc), Science Fiction, War, Espionage, Crime, Mystery, Horror, Historical/Period Drama, and Western. RPG games are very often set in fantasy or science fiction worlds, but I want to attempt to create something that is at least slightly more original. I will have to put a bit more time into picking a genre, so I will make a separate blog post for that at a later date.

Linear and Non Linear Storytelling:

After weighing up the benefits between linear and non linear storytelling, I've decided that the "python" approach that Sheldon describes is probably the most favourable in this instance. In this method, the player has freedom of movement, but is still forced through an overall linear storyline.




The narrow sections are called chokepoints, and can be locked doors, collapsing bridges, guards, a boat that has run out of fuel, and so on.

Characters:

As far as the playable characters go, it will be best to stick to the actions of a single playable character, as this suits story-based games best. I will start designing characters for the game in a separate post, once I have settled on the genre.

Avoiding Clichés:

Stories are built on characters. Sheldon warns that if you build a story on stereotypes, then you will more than likely end up with clichés. Stereotypes tend to speak in clichés, make clichéd decisions, and act in clichéd ways. The best way to avoid clichés is to learn as much as we can about literature, drama and film, so that we can better recognise clichés.

Sunday, 17 November 2013

Reviewing my Dissertation Proposal

Now that I've got my mark back for my dissertation proposal, I need to read the feedback, and clear up any uncertainties that the teachers may have about my dissertation.

Timeline:

At the moment, the timeline is set out in a very basic manner. As I decide on the theme and story setting, I should be able to make the timeline more focused.

The Form of the Style Guide:

I think that the style guide will be best suited to a digital form, as it will be much easier to show to employers that way. I would like to have at least one physical copy though, time and printing budget allowing! I want to use the dissertation to practise my Photoshop and digital painting skills, but I would still like to create some pencil drawings. If I still create a digital style guide, then I can scan the pencil drawings, but keep the physical copies to put in my portfolio.

Size and Scale:

I haven't narrowed down the specifics of the section of gameplay/story that I will be focusing on yet. The last few weeks I have been focusing my blog posts on researching story techniques, such as the Hero's Journey. This is to help me decide what section of a story would be best to focus on. In the next few weeks I expect to decide on a basic story idea, and then start to focus on one section of it.

The Hero's Journey: 12 of 12 - The Return with the Reward

Now the story is over, and the hero returns to his ordinary world to resume life as normal. The player gets to see the hero enjoy the benefits of the reward, and the story is over. This is the last stage in the circular story form. The story returns completely to its starting point so that comparisons can be drawn between the hero before and after.

However, a neatly tied-up story is not always desirable. Sometimes it is nice to leave a few questions open. One of the most popular forms of ending for a story is the “new beginning.” In this type of ending, the story continues in the imagination of the player long after the game is completed. The player is left asking, “What happens next?” and the way is left open for a continuation or sequel.