Tuesday, March 24, 2009

The Story Mind

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

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What is the Story Mind? Dramatica says that "Every complete story is an analogy to a single mind trying to deal with an inequity." Now that's very scientific, but what does it really mean? It means that characters, theme, plot and genre are not just people with value standards doing things in an overall setting - rather, character, theme, plot and genre are different families of thought that go on in our own minds, mad tangible, incarnate as character, thematic arguments and plot points.

So a story is as if an author took the mechanism of our minds, made it tangible and put it out there for us to look at so we could examine the problem solving process. Rather than having to be involved in it subjectively, we are told by the author that he or she has the benefit of insight or experience, and that even though it may feel one way to us on the inside, there is a more objective understanding of how we should proceed.

In fact, the Main Character represents the reader/audience position in the story. It represents our own position in our own heads. We know who we are at any given time. In regard to any given issue, we know where we stand.

In essence then, the Story Mind concepts says, "Think of a story as if it were a person." There's only one Main Character in a story because there's only one "I" in our own minds. Further, we all have the same emotional and logical considerations, and each of these must appear as characters in a story for it to feel complete as well. If any parts are missing, the story's argument will feel incomplete.

Dramatica also says that this Story Mind system came into being as a natural by-product of the process of communication. If you want to state that the approach you are promoting in your story is either the best or worst of all that might be tried, that you have to actually show all the other approaches that might reasonably be taken and illustrate why they aren't as powerful as yours.

When you create a story argument that has no holes, then you have included all the ways a human mind might consider to solve a problem. In effect, you have created a model of the mind's problem solving process - a Story Mind.

No one set out to build this model directly. But through centuries of trial and error in storytelling, conventions were developed that worked because they built an analogy to the psychology of the mind.

Every once in a while, stand back from your story. It is so easy for an author to get so lost in the details of making all the parts work that he or she loses sight of the big picture - the overall impact of the story as a whole.

Take time to examine whether your story has a sound psychology that makes it feel like a functional person, that there are no wanky inconsistencies, and that the personality of the story itself is both human and interesting as well.

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The Dramatica Chart

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

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At the heart of the 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.

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.


Video Clip - The Dramatica Chart



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Monday, March 2, 2009

Introducing The Story Mind

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

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The central concept in Dramatica is called "The Story Mind." It is what makes Dramatica unique. Dramatica says that every complete story is an analogy to a single human mind trying to deal with an inequity.

That’s quite a mouthful, but all it really means is that a story structure is a model of the mind’s problem solving process. It means that all the dramatic elements of a story are actually psychological aspects of the human mind.

This is not the mind of the author, reader or audience, but of the story itself – a mind created symbolically in the process of communicating across a medium. It is a mind for the audience to look at, understand, and then occupy.

Moreover, characters, plot, theme, and genre are not just a bunch of people doing things with value standards in an overall setting. Rather, characters, plot, theme, and genre are different families of thought that occur in the Story Mind, in fact, in our own minds.

In story structure, these thoughts are made tangible, incarnate, so that the audience members might look into the mechanisms of their own minds, see them from the outside in, and thereby gain an understanding of how to solve similar problems in their own lives.

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A Story is an Argument

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

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A tale is a simple linear path that the author promotes as being either a good or bad one to take, depending on the outcome. There’s a certain amount of power in that. It wouldn’t take our early storyteller long to realize that he didn’t have to limit himself to relating events that actually happened. Rather, he might carry things a step farther and create a fictional tale to illustrate the benefits or dangers of following a particular course.

That is the concept behind Fairy Tales and Cautionary Tales – to encourage certain behaviors and inhibit other behaviors based on the author’s belief as to the most efficacious courses of action in life.

But what kind of power could you get as an author if you were able to not merely say, "This conclusion is true for this particular case," but rather "This conclusion is true for all such similar cases"?

In other words, if you begin "here," then no matter what path you might take from that given starting point, it wouldn’t be as good (or as bad) as the one I’m promoting. Now, rather than saying that the approach you have described is simply good or bad in and of itself, you are suggesting that of all the approaches that might have been taken, yours is the best (or worst) way to go.

Now that has a lot more power to it because you are telling everyone, "If you find yourself in this situation, exclude any other paths; take only this one," or, "If you find yourself in this situation, no matter what you do, don’t do this!"

That kind of statement has a lot more power to manipulate an audience. But, because you’ve only shown the one path (even though you are saying it is better than any others) you are making a blanket statement.

An audience simply won’t sit still for a blanket statement. They’ll cry, "Foul!" They will at least question you. So, if our caveman sitting around the fire say, "Hey, this is the best of all possible paths," the audience is going to say , "What about this other case? What if we tried this, this or this?"

If the author was able to successfully argue his case he would compare all the solutions the audience might suggest to the one he is touting and conclusively show that the promoted path is clearly the best (or worst). Or, a solution might be suggested that proves better than the author’s, in which case his blanket statement loses all credibility.

In a nutshell, for every rebuttal the audience voices, the author can attempt to counter the rebuttal until he has proven his case. Now, he wont’ have to argue every conceivable alternative solution – just the ones the audience brings up. And if he is successful, he’ll eventually exhaust their suggestions or simply tire them out to the point they are willing to accept his conclusions.

But the moment you record a story as a song ballad, a stage play, or a motion picture (for example), then the original author is no longer their to counter any rebuttals the audience might have to his blanket statement.

So if someone in the audience thinks of a potential way to resolve the problem and you haven’t addressed it in your blanket statement, they will feel there is a hole in your argument and that you haven’t made your case.

Therefore, in a recorded art form, you need to include all the other reasonable approaches that might be tried in order to "sell" your approach as the best or the worst. You need to show how each alternative is not as good (or as bad) as the one you are promoting thereby proving that your blanket statement is correct.

In order to do this, you must anticipate all the other ways the audience might consider solving the problem in question. In effect, you have include all the ways anyone might think of solving that problem. Essentially, you have to include all the ways any human mind might go about solving that problem. In so doing, you create a model of the mind’s problem-solving process: the Story Mind.

Now, no caveman ever sat down by a fire and said to himself, "I’m going to create an analogy to the mind’s problem-solving processes." Yet in the process of successfully telling a story in a recorded art form (thereby showing that a particular solution is better than all other potential ones) the structure of the story becomes a model of psychology as an accidental byproduct.

Once this is understood, you can psychoanalyze your story. And you find that everything that is in the human mind is represented in some tangible form in a story’s structure.

That’s what Dramatica is all about. Once we had that Rosetta Stone, we set ourselves to documenting the psychology of story structure. We developed a model of this structure and described it in our book, Dramatica: A New Theory of Story.

Beyond that, we implemented this construct as an interactive software engine – the Story Engine, which sits at the heart of the Dramatica software. It allows authors to answer questions about their dramatic intent in any story they are developing, then cross references the impact of their various dramatic choices and predicts the remaining structure necessary to achieve that particular impact.

Video Clip - A Story is an Argument


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A Tale is a Statement

by Melanie Anne Phillips
creator StoryWeaver, co-creator Dramatica

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Imagine the very first storyteller, perhaps a caveman sitting around a campfire. The first communication was not a full-blown story as we know them today. Rather, this caveman may have rubbed his stomach, pointed at his mouth and made a "hungry" sound.

More than likely he was able to communicate. Why? Because his "audience" would see his motions, hear his sounds, and think (conceptually), "If I did that, what would I mean?"

We all have roughly the same physical make-up, we make the assumption that we also think similarly. Therefore when that early man encoded his feelings into sound and motion, the others in his group could decode his symbolism and arrive back at his meaning.

Buoyed by his success in communication, our caveman expands his technique, moving beyond simple expressions of his immediate state to describe a linear series of experiences. For example, he might relate how to get to a place where there are berries or how to avoid a place where there are bears. He would use sign language to outline his journey and to depict the things and events he encountered along the way.

When our storyteller is able to string together a series of events and experiences he has created a tale. And that, simply put, is the definition of a tale: an unbroken linear progression.

We call this kind of tale a "head-line" because it focuses on a chain of logical connections. But you can also have a "heart-line" – an unbroken progression of feelings. For example, our caveman storyteller might have related a series of emotions he had experienced independently of any logistic path.

Tales can be just a head-line or a heart-line, or can be more complex by combining both. In such a case, the tale begins with a particular situation in which the storyteller relates his feelings at the time. Then, he proceeded to the next step which made him feel differently, and so on until he arrives at a final destination and a concluding emotional state.

In a more complex form, emotions and logic drive each other, fully entertwining both the head-line and hear-line. So, starting from a particular place in a particular mood, driven by that mood, the storyteller acted to arrive at a second point, which then made him feel differently.

The tale might be driven by logic with feelings passively responded to each step, or it might be driven completely by feelings in which each logic progression is a result of one’s mood.

And, in the most complex form of all, logic and feelings take turns in driving the other, so that feelings may cause the journey to start, then a logical event causes a feeling to change and also the next step to occur. Then, feelings change again and alter the course of the journey to a completely illogical step.

In this way, our storyteller can "break" logic with a bridge of feeling, or violate a natural progression of feelings with a logical event that alters the mood. Very powerful techniques wrapped up in a very simple form of communication!

We know that the human heart cannot just jump from one emotion to another without going through essential emotional states in between. However, if you start with any given emotion, you might be able to jump to any one of a number of emotions next, and from any of those jump to others. But you can’t jump to all of them. If you could, then we all just be bobbing about from one feeling to another. There would be no growth and no emotional development.

As an analogy, look at Freud’s psycho-sexual stages of development or consider the seven stages of grief. You have to go through them in a particular order. You can’t skip over any. If you do, there’s an emotional mis-step. It has an untrue feeling to the heart.

A story that has a character that skips an emotional step or jumps to a step he couldn’t really get to from his previous mood it will feel wanky to the audience. It will feel as if the character started developing in a manner the audience or readers can follow with their own hearts. It will pop your audience or readers right out of the story and cause them to see the character as someone with home they simply can’t identify.

So the idea is to create a linearity. But doesn’t that linearity create a formula? Well it would if you could only go from a given emotion to just one particular emotion next. But, from any given emotion there are several you might jump to – not all, but several. And from whichever one you select as storyteller, there are several more you might go to next.

Similarly with logic, from any given situation there might be any one of a number of things that would make sense if they happened next. But you couldn’t have anything happen next because some things would simply be impossible to occur if the initial situation had happened first.

Now you can start from any place and eventually get to anywhere else, but you have to go through the in-betweens. So as long as you have a head-line and/or a heart-line and it is an unbroken chain that doesn’t skip any steps, that constitutes a complete tale.


Video Clip - A Tale is a Statement


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