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Story Page 4


  PART 2

  THE

  ELEMENTS

  OF STORY

  A beautifully told story is a symphonic unity in which structure, setting, character, genre, and idea meld seamlessly. To find their harmony, the writer must study the elements of story as if they were instruments of an orchestra—first separately, then in concert.

  2

  THE STRUCTURE SPECTRUM

  THE TERMINOLOGY OF STORY DESIGN

  When a character steps into your imagination, he brings an abundance of story possibilities. If you wish, you could start the telling before the character is born, then follow him day after day, decade after decade until dead and gone. A character’s life encompasses hundreds of thousands of living hours, hours both complex and multileveled.

  From an instant to eternity, from the intracranial to the intergalactic, the life story of each and every character offers encyclopedic possibilities. The mark of a master is to select only a few moments but give us a lifetime.

  Starting at the deepest level, you might set the story within the protagonist’s inner life and tell the whole tale inside his thoughts and feelings, awake or dreaming. Or you could shift up to the level of personal conflict between protagonist and family, friends, lovers. Or expand into social institutions, setting the character at odds with school, career, church, the justice system. Or wider still, you could pit the character against the environment—dangerous city streets, lethal diseases, the car that won’t start, time running out. Or any combination of all these levels.

  But this complex expanse of life story must become the story told. To design a feature film, you must reduce the seething mass and rush of life story to just two little hours, more or less, that somehow express everything you left out. And when a story is well told, isn’t that the effect? When friends come back from a film and you ask them what it was about, have you noticed they often put the story told inside life story?

  “Great! About a guy raised on a sharecropper’s farm. As a kid he toiled with his family under the hot sun. He went to school but didn’t do too well because he had to get up at dawn, all that weeding and hoeing. But somebody gave him a guitar and he learned to play, write his own songs … finally, fed up with this backbreaking life, he ran away, living hand to mouth playing in honky-tonk bars. Then he met a beautiful gal with a great voice. They fell in love, teamed up, and, bang, their careers skyrocketed. But the trouble was the spotlight was always on her. He wrote their songs, arranged, backed her up, but people only came to see her. Living in her shadow, he turned to drink. Finally she throws him out, and there he is back on the road again, until he hits rock bottom. He wakes up in a cheap motel in a dusty Midwest town, middle of nowhere, penniless, friendless, a hopeless drunk, not a dime for the phone and no one to call if he had one.”

  In other words, TENDER MERCIES told from birth. But nothing of the above is in the film. TENDER MERCIES begins the morning Robert Duvall’s Mac Sledge wakes up at rock bottom. The next two hours cover the next year in Sledge’s life. Yet, in and between scenes, we come to know all of his past, everything of significance that happens to Sledge in that year, until the last image gives us a vision of his future. A man’s life, virtually from birth to death, is captured between the FADE IN and FADE OUT of Horton Foote’s Oscar-winning screenplay.

  Structure

  From the vast flux of life story the writer must make choices. Fictional worlds are not daydreams but sweatshops where we labor in search of material to tailor a film. Yet when asked “What do you choose?” no two writers agree. Some look for character, others for action or strife, perhaps mood, images, dialogue. But no one element, in and of itself, will build a story. A film isn’t just moments of conflict or activity, personality or emotionality, witty talk or symbols. What the writer seeks are events, for an event contains all the above and more.

  STRUCTURE is a selection of events from the characters’ life stories that is composed into a strategic sequence to arouse specific emotions and to express a specific view of life.

  An event is caused by or affects people, thus delineating characters; it takes place in a setting, generating image, action, and dialogue; it draws energy from conflict producing emotion in characters and audience alike. But event choices cannot be displayed randomly or indifferently; they must be composed, and “to compose” in story means much the same thing it does in music. What to include? To exclude? To put before and after what?

  To answer these questions you must know your purpose. Events composed to do what? One purpose may be to express your feelings, but this becomes self-indulgence if it doesn’t result in arousing emotions in the audience. A second purpose may be to express ideas, but this risks solipsism if the audience cannot follow. So the design of events needs a dual strategy.

  Event

  “Event” means change. If the streets outside your window are dry, but after a nap you see they’re wet, you assume an event has taken place, called rain. The world’s changed from dry to wet. You cannot, however, build a film out of nothing but changes in weather—although there are those who have tried. Story Events are meaningful, not trivial. To make change meaningful it must, to begin with, happen to a character. If you see someone drenched in a downpour, this has somewhat more meaning than a damp street.

  A STORY EVENT creates meaningful change in the life situation of a character that is expressed and experienced in terms of a VALUE.

  To make change meaningful you must express it, and the audience must react to it, in terms of a value. By values I don’t mean virtues or the narrow, moralizing “family values” use of the word. Rather, Story Values refers to the broadest sense of the idea. Values are the soul of storytelling. Ultimately ours is the art of expressing to the world a perception of values.

  STORY VALUES are the universal qualities of human experience that may shift from positive to negative, or negative to positive, from one moment to the next.

  For example: alive/dead (positive/negative) is a story value, as are love/hate, freedom/slavery, truth/lie, courage/cowardice, loyalty/betrayal, wisdom/stupidity, strength/weakness, excitement/boredom and so on. All such binary qualities of experience that can reverse their charge at any moment are Story Values. They may be moral, good/evil; ethical, right/wrong; or simply charged with value. Hope/despair is neither moral nor ethical, but we certainly know when we are at one end of the experience or the other.

  Imagine that outside your window is 1980s East Africa, a realm of drought. Now we have a value at stake: survival, life/death. We begin at the negative: This terrible famine is taking lives by the thousands. If then it should rain, a monsoon that brings the earth back to green, animals to pasture, and people to survival, this rain would be deeply meaningful because it switches the value from negative to positive, from death to life.

  However, as powerful as this event would be, it still does not qualify as a Story Event because it happened by coincidence. Rain finally fell in East Africa. Although there’s a place for coincidence in storytelling, a story cannot be built out of nothing but accidental events, no matter how charged with value.

  A Story Event creates meaningful change in the life situation of a character that is expressed and experienced in terms of a value and ACHIEVED THROUGH CONFLICT.

  Again, a world of drought. Into it comes a man who imagines himself a “rainmaker.” This character has deep inner conflict between his passionate belief that he can bring rain, although he has never been able to do it, and his terrible fear that he’s a fool or mad. He meets a woman, falls in love, then suffers as she tries to believe in him, but turns away, convinced he’s a charlatan or worse. He has a strong conflict with society—some follow him as if he’s a messiah; others want to stone him out of town. Lastly, he faces implacable conflict with the physical world—the hot winds, empty skies, parched earth. If this man can struggle through all his inner and personal conflicts, against social and environmental forces and finally coax rain out of a cloudless sky, that storm would be
majestic and sublimely meaningful—for it is change motivated through conflict. What I have described is THE RAINMAKER, adapted to the screen by Richard Nash from his own play.

  Scene

  For a typical film, the writer will choose forty to sixty Story Events or, as they’re commonly known, scenes. A novelist may want more than sixty, a playwright rarely as many as forty.

  A SCENE is an action through conflict in more or less continuous time and space that turns the value-charged condition of a character’s life on at least one value with a degree of perceptible significance. Ideally, every scene is a STORY EVENT.

  Look closely at each scene you’ve written and ask: What value is at stake in my character’s life at this moment? Love? Truth? What? How is that value charged at the top of the scene? Positive? Negative? Some of both? Make a note. Next turn to the close of the scene and ask, Where is this value now? Positive? Negative? Both? Make a note and compare. If the answer you write down at the end of the scene is the same note you made at the opening, you now have another important question to ask: Why is this scene in my script?

  If the value-charged condition of the character’s life stays unchanged from one end of a scene to the other, nothing meaningful happens. The scene has activity—talking about this, doing that—but nothing changes in value. It is a nonevent.

  Why then is the scene in the story? The answer is almost certain to be “exposition.” It’s there to convey information about characters, world, or history to the eavesdropping audience. If exposition is a scene’s sole justification, a disciplined writer will trash it and weave its information into the film elsewhere.

  No scene that doesn’t turn. This is our ideal. We work to round every scene from beginning to end by turning a value at stake in a character’s life from the positive to the negative or the negative to the positive. Adherence to this principle may be difficult, but it’s by no means impossible.

  DIE HARD, THE FUGITIVE, and STRAW DOGS clearly meet this test, but the ideal is also kept in subtler, though no less rigorous ways, in REMAINS OF THE DAY and THE ACCIDENTAL TOURIST. The difference is that Action genres turn on public values such as freedom/slavery or justice/injustice; the Education genre turns on interior values such as self-awareness/self-deception or life as meaningful/meaningless. Regardless of genre, the principle is universal: If a scene is not a true event, cut it.

  For example:

  Chris and Andy are in love and live together. They wake up one morning and start to squabble. Their spat builds in the kitchen as they hurry to make breakfast. In the garage, the fight becomes nastier as they climb into their car to drive to work together. Finally words explode into violence on the highway. Andy wrenches the car to the shoulder and jumps out, ending their relationship. This series of actions and locations creates a scene: It takes the couple from the positive (in love and together) to the negative (in hate and apart).

  The four shifts of place—bedroom to kitchen to garage to highway—are camera setups but not true scenes. Although they intensify behavior and make the critical moment credible, they do not change the values at stake. As the argument moves through the morning, the couple is still together and presumably in love. But when the action reaches its Turning Point—a slamming car door and Andy’s declaration, “It’s over!”—life turns upside down for the lovers, activity changes to action, and the sketch becomes a complete scene, a Story Event.

  Generally the test of whether a series of activities constitutes a true scene is this: Could it have been written “in one,” in a unity of time and place? In this case the answer is yes. Their argument could begin in a bedroom, build in the bedroom, and end the relationship in the bedroom. Countless relationships have ended in bedrooms. Or the kitchen. Or the garage. Or not on the highway but in the office elevator. A playwright might write the scene “in one” because the staging limitations of the theatre often force us to keep the unities of time and place; the novelist or screenwriter, on the other hand, might travel the scene, parsing it out in time and space to establish future locations, Chris’s taste in furniture, Andy’s driving habits—for any number of reasons. This scene could even cross-cut with another scene, perhaps involving another couple. The variations are endless, but in all cases this is a single Story Event, the “lovers break up” scene.

  Beat

  Inside the scene is the smallest element of structure, the Beat. (Not to be confused with [beat], an indication within a column of dialogue meaning “short pause”.)

  A BEAT is an exchange of behavior in action/reaction. Beat by Beat these changing behaviors shape the turning of a scene.

  Taking a closer look at the “lovers break up” scene: As the alarm goes off. Chris teases Andy and he reacts in kind. As they dress, teasing turns to sarcasm and they throw insults back and forth. Now in the kitchen Chris threatens Andy with: “If I left you, baby, you’d be so miserable …” but he calls her bluff with “That’s a misery I’d love.” In the garage Chris, afraid she’s losing him, begs Andy to stay, but he laughs and ridicules her plea. Finally, in the speeding car, Chris doubles her fist and punches Andy. A fight, a squeal of brakes. Andy jumps out with a bloody nose, slams the door and shouts, “It’s over,” leaving her in shock.

  This scene is built around six beats, six distinctively different behaviors, six clear changes of action/reaction: teasing each other, followed by a give-and-take of insults, then threatening and daring each other, next pleading and ridiculing, and finally exchanges of violence that lead to the last Beat and Turning Point: Andy’s decision and action that ends the relationship, and Chris’s dumbfounded surprise.

  Sequence

  Beats build scenes. Scenes then build the next largest movement of story design, the Sequence. Every true scene turns the value-charged condition of the character’s life, but from event to event the degree of change can differ greatly. Scenes cause relatively minor yet significant change. The capping scene of a sequence, however, delivers a more powerful, determinant change.

  A SEQUENCE is a series of scenes—generally two to five—that culminates with greater impact than any previous scene.

  For example, this three-scene sequence:

  Setup: A young business woman who’s had a notable career in the Midwest has been approached by headhunters and interviewed for a position with a New York corporation. If she wins this post, it’ll be a huge step up in her career. She wants the job very much but hasn’t won it yet (negative). She is one of six finalists. The corporate heads realize that this position has a vital public dimension to it, so they want to see these applicants on their feet in an informal setting before making the final decision. They invite all six to a party on Manhattan’s East Side.

  Scene One: A West Side Hotel where our protagonist prepares for the evening. The value at stake is self-confidence/self-doubt. She’ll need all her confidence to pull off this evening successfully, but she’s filled with doubts (negative). Fear knots her middle as she paces the room, telling herself she was a fool to come East, these New Yorkers will eat her alive. She flings clothes out of her suitcase, trying on this, trying on that, but each outfit looks worse than the one before. Her hair is an uncombable tangle of frizz. As she grapples with her clothes and hair, she decides to pack it in and save herself the humiliation.

  Suddenly, the phone rings. It’s her mother, calling to lace a good-luck toast with guilt trips about loneliness and her fear of abandonment. Barbara hangs up, realizing that the piranhas of Manhattan are no match for the great white shark at home. She needs this job! She then amazes herself with a combination of clothes and accessories she’s never tried before. Her hair falls magically into place. She plants herself in front of the mirror, looking great, eyes bright, glowing with confidence (positive).

  Scene Two: Under the hotel marquee. Thunder, lightning, pelting rain. Because Barbara’s from Terre Haute, she didn’t know to tip the doorman five bucks when she registered, so he won’t go out into the storm to find a cab for a stiff. Besides, when it r
ains in New York there are no cabs. So she studies her visitors’ map, pondering what to do. She realizes if she tries to run from the West Eighties over to Central Park West, then all the way down CPW to Fifty-ninth Street, across Central Park South to Park Avenue, and up into the East Eighties, she’ll never get to the party on time. So she decides to do what they warn never, ever to do—to run through Central Park at night. This scene takes on a new value: life/death.

  She covers her hair with a newspaper and darts into the night, daring death (negative). A lightning flash and, bang, she’s surrounded by that gang that is always out there, rain or shine, waiting for the fools who run through the park at night. But she didn’t take karate classes for nothing. She kick-fights her way through the gang, breaking jaws, scattering teeth on the concrete, until she stumbles out of the park, alive (positive).

  Scene Three: Mirrored lobby—Park Avenue apartment building. The value at stake now switches to social success/social failure. She’s survived. But then she looks in the mirror and sees a drowned rat: newspaper shredded in her hair; blood all over her clothes—the gang’s blood—but blood nonetheless. Her self-confidence plummets past doubt and fear until she bows in personal defeat (negative), crushed by her social disaster (negative).

  Taxis pull up with the other applicants. All found cabs; all get out looking New York chic. They take pity on the poor loser from the Midwest and usher her into an elevator.