This was originally written by Dan Harmon, over at Channel 101. He's a story-structure fanatic (and pretty nice guy) and has written many articles on what makes stories (long or short) tick.
This should be of great help to those entering the Indietalk Film Comp - Round 2 as not only does it talk about breaking a story down into its needed parts, but it also does it specifically for 5-minute duration stories. Thanks, Dan!
It's broken into two posts, as it won't all fit in one. (10k letter limit... boo)
______________________
I ended my last "tutorial" by saying that next, we'd start examining some 101 videos. But it's been such a long time since then, I thought I might respark first with a total review- with an emphasis on the 5 minute time limit.
When I talk about "story structure" I'm talking about something very scientific, like "geometry." Your story could have "perfect" structure, in that it hits all the resonant points craved by the audience mind, but that won't make it a perfect piece of entertainment. Example:
Once upon a time, there was a thirsty man on a couch. He got up off the couch, went to his kitchen, searched through his refrigerator, found a soda, drank it, and returned to his couch, thirst quenched.
That was "perfect story structure." On the other hand, the story sucked.
Here's a converse example:
Once upon a time, a car exploded. A Navy Seal killed a werewolf. Two beautiful naked women had sex with each other, then a robot shot the moon with a Jesus-powered laser. The world became overpopulated by zombies. The End.
Lot of exciting, creative stuff happening, but very little structure. Again, boo, but the lesbian scene did give me a boner.
What do you want? You want both. You want to be cool, but you're going to be cooler if the structure is there. Cool stuff with no structure is like that perfect scene you recorded when you left the lens cap on. "Guess you had to be there." Show me an army of zombies and I might say "cool zombies," but I'm not going to "be there."
You also want to make sure everything's lit well, and that the audio is clear, and that the edits are well-timed, and it would be great if you had fantastic actors and a makeup artist and a million other ingredients. But we are not talking about makeup right now, or lighting, acting, editing, or how to come up with cool ideas. We're focusing on one very particular aspect of a video: Its structure, the geometry of its story. A little bit helps a little, a lot helps a LOT, having none can cripple you.
The thing about Channel 101 that makes it really easy to analyze structure in action: The five minute time limit. That's 300 seconds, 75 seconds per story quarter, 37.5 per step. And what are those steps?
1) You
2) Need
3) Go
4) Search
5) Find
6) Take
7) Return
8) Change
As I've said, the easiest way to visualize these steps is by drawing a circle, dividing it into 4 equal pieces, and writing numbers around it clockwise, with (1) and (5) at the north and south "poles" of the circle, (3) and (7) at the east and west poles.
1) "You" - who are we? A squirrel? The sun? A red blood cell? America? By the end of the first 37 seconds, we'd really like to know.
2) "Need" - something is wrong, the world is out of balance. This is the reason why a story is going to take place. The "you" from (1) is an alcoholic. There's a dead body on the floor. A motorcycle gang rolls into town. Campbell phrases: Call to Adventure, Refusal of the Call, Supernatural Aid.
3) "Go" - For (1) and (2), the "you" was in a certain situation, and now that situation changes. A hiker heads into the woods. Pearl Harbor's been bombed. A mafia boss enters therapy. Campbell phrase: Crossing of the Threshold. Syd Field phrase: Plot Point 1.
4) "Search" - adapting, experimenting, getting shit together, being broken down. A detective questions suspects. A cowboy gathers his posse. A cheerleader takes a nerd shopping. Campbell phrases: Belly of the Whale, Road of Trials. Christopher Vogler phrase: Friends, Enemies and Allies.
5) "Find" - whether it was the direct, conscious goal or not, the "need" from (2) is fulfilled. We found the princess. The suspect gives the location of the meth lab. A nerd achieves popularity. Campbell phrase: Meeting with the Goddess. Syd Field phrase: mid-point. Vogler phrase: Approach to the Innermost Cave.
6) "Take" - The hardest part (both for the characters and for anyone trying to describe it). On one hand, the price of the journey. The shark eats the boat. Jesus is crucified. The nice old man has a stroke. On the other hand, a goal achieved that we never even knew we had. The shark now has an oxygen tank in his mouth. Jesus is dead- oh, I get it, flesh doesn't matter. The nice old man had a stroke, but before he died, he wanted you to take this belt buckle. Now go win that rodeo. Campbell phrases: Atonement with the Father, Death and Resurrection, Apotheosis. Syd Field phrase: plot point 2
7) "Return" - It's not a journey if you never come back. The car chase. The big rescue. Coming home to your girlfriend with a rose. Leaping off the roof as the skyscraper explodes. Campbell phrases: Magic Flight, Rescue from Without, Crossing of the Return Threshold.
8) "Change" - The "you" from (1) is in charge of their situation again, but has now become a situation-changer. Life will never be the same. The Death Star is blown up. The couple is in love. Dr. Bloom's Time Belt is completed. Lorraine Bracco heads into the jungle with Sean Connery to "find some of those ants." Campbell phrases: Master of Both Worlds, Freedom to Live.
If we assume you're going to use your full 5 minutes, then you've got 1 minute and 15 seconds to:
- Get the audience to identify with someone or something,
- Give that someone or something some kind of need,
- And start changing the circumstances.
You've got another 1:15 to:
- Have that someone or something deal with the new circumstances
- And find the thing that was needed.
You've got another 1:15 to:
- Have that someone or something pay the price of the find
- And start heading back toward the original circumstances.
And a final 1:15 to:
- show how those original circumstances have changed as a result.
In TV (including Channel 101), that last 1:15 is a good time to make it very clear to the audience that you've got a series in mind. More can happen. As a "situation changer," your protagonist is going to be going on more journeys (episodes), creating a viable series or "franchise."
You want to go nuts? Think of each of the 8 steps as consisting of 8 microcosmic substeps. Because the act of:
(1) Establishing a protagonist
could be done by showing a guy on a couch for 4 seconds, showing a closeup of his face looking thirsty for 4 seconds, and so on until you've spent 37.5 telling the "story of the guy that drank a soda." Then you could go on to
(2) Establish a need
By telling the 37.5 second story of "the guy whose soda turned out to contain poison:"
(2.1) The guy
(2.2) Makes a stink face
(2.3) Starts inspecting the soda can
(2.4) Runs finger over ingredients
(2.5) Finds "poison" in ingredients
(2.6) Chokes
(2.7) Falls down
(2.8) Dead
It's all in the context of step 2, but cycling through a mini-circle. Then you could tell the 37.5 second story of him going to heaven, followed by the story of him asking around for God, the story of him finding God, the story of God telling him he can only go back to Earth if he agrees to be a dog, etc.
I'm not recommending that you sit there with a compass and a calculator breaking down your story to the point where every 4 second line of dialogue consists of 8 syllables and tells the story of a sentence, but it's possible and sometimes "going there" can help you make decisions or get unblocked.
On the other hand, you can also just shotgun it. So what if you have to spend an extra 11 seconds making the audience love your main character, at the price of some time from other sections of the story? So what if, in today's world, we really don't need to spend a proportionate amount of time saying "happily ever after," at the expense of less karate? Nobody's going to notice. A confidently hand drawn, vaguely egg-shaped circle can be circular enough.
You won't win any prizes for being the Phillip Glass of story structure, especially if it starts compromising your creativity. Follow your bliss. If you know what to do, do it. That's called creativity. If you don't know what to do, THEN listen to some guy like me telling you what you HAVE to do.
(CONTINUED BELOW)
This should be of great help to those entering the Indietalk Film Comp - Round 2 as not only does it talk about breaking a story down into its needed parts, but it also does it specifically for 5-minute duration stories. Thanks, Dan!
It's broken into two posts, as it won't all fit in one. (10k letter limit... boo)
______________________
I ended my last "tutorial" by saying that next, we'd start examining some 101 videos. But it's been such a long time since then, I thought I might respark first with a total review- with an emphasis on the 5 minute time limit.
When I talk about "story structure" I'm talking about something very scientific, like "geometry." Your story could have "perfect" structure, in that it hits all the resonant points craved by the audience mind, but that won't make it a perfect piece of entertainment. Example:
Once upon a time, there was a thirsty man on a couch. He got up off the couch, went to his kitchen, searched through his refrigerator, found a soda, drank it, and returned to his couch, thirst quenched.
That was "perfect story structure." On the other hand, the story sucked.
Here's a converse example:
Once upon a time, a car exploded. A Navy Seal killed a werewolf. Two beautiful naked women had sex with each other, then a robot shot the moon with a Jesus-powered laser. The world became overpopulated by zombies. The End.
Lot of exciting, creative stuff happening, but very little structure. Again, boo, but the lesbian scene did give me a boner.
What do you want? You want both. You want to be cool, but you're going to be cooler if the structure is there. Cool stuff with no structure is like that perfect scene you recorded when you left the lens cap on. "Guess you had to be there." Show me an army of zombies and I might say "cool zombies," but I'm not going to "be there."
You also want to make sure everything's lit well, and that the audio is clear, and that the edits are well-timed, and it would be great if you had fantastic actors and a makeup artist and a million other ingredients. But we are not talking about makeup right now, or lighting, acting, editing, or how to come up with cool ideas. We're focusing on one very particular aspect of a video: Its structure, the geometry of its story. A little bit helps a little, a lot helps a LOT, having none can cripple you.
The thing about Channel 101 that makes it really easy to analyze structure in action: The five minute time limit. That's 300 seconds, 75 seconds per story quarter, 37.5 per step. And what are those steps?
1) You
2) Need
3) Go
4) Search
5) Find
6) Take
7) Return
8) Change
As I've said, the easiest way to visualize these steps is by drawing a circle, dividing it into 4 equal pieces, and writing numbers around it clockwise, with (1) and (5) at the north and south "poles" of the circle, (3) and (7) at the east and west poles.
1) "You" - who are we? A squirrel? The sun? A red blood cell? America? By the end of the first 37 seconds, we'd really like to know.
2) "Need" - something is wrong, the world is out of balance. This is the reason why a story is going to take place. The "you" from (1) is an alcoholic. There's a dead body on the floor. A motorcycle gang rolls into town. Campbell phrases: Call to Adventure, Refusal of the Call, Supernatural Aid.
3) "Go" - For (1) and (2), the "you" was in a certain situation, and now that situation changes. A hiker heads into the woods. Pearl Harbor's been bombed. A mafia boss enters therapy. Campbell phrase: Crossing of the Threshold. Syd Field phrase: Plot Point 1.
4) "Search" - adapting, experimenting, getting shit together, being broken down. A detective questions suspects. A cowboy gathers his posse. A cheerleader takes a nerd shopping. Campbell phrases: Belly of the Whale, Road of Trials. Christopher Vogler phrase: Friends, Enemies and Allies.
5) "Find" - whether it was the direct, conscious goal or not, the "need" from (2) is fulfilled. We found the princess. The suspect gives the location of the meth lab. A nerd achieves popularity. Campbell phrase: Meeting with the Goddess. Syd Field phrase: mid-point. Vogler phrase: Approach to the Innermost Cave.
6) "Take" - The hardest part (both for the characters and for anyone trying to describe it). On one hand, the price of the journey. The shark eats the boat. Jesus is crucified. The nice old man has a stroke. On the other hand, a goal achieved that we never even knew we had. The shark now has an oxygen tank in his mouth. Jesus is dead- oh, I get it, flesh doesn't matter. The nice old man had a stroke, but before he died, he wanted you to take this belt buckle. Now go win that rodeo. Campbell phrases: Atonement with the Father, Death and Resurrection, Apotheosis. Syd Field phrase: plot point 2
7) "Return" - It's not a journey if you never come back. The car chase. The big rescue. Coming home to your girlfriend with a rose. Leaping off the roof as the skyscraper explodes. Campbell phrases: Magic Flight, Rescue from Without, Crossing of the Return Threshold.
8) "Change" - The "you" from (1) is in charge of their situation again, but has now become a situation-changer. Life will never be the same. The Death Star is blown up. The couple is in love. Dr. Bloom's Time Belt is completed. Lorraine Bracco heads into the jungle with Sean Connery to "find some of those ants." Campbell phrases: Master of Both Worlds, Freedom to Live.
If we assume you're going to use your full 5 minutes, then you've got 1 minute and 15 seconds to:
- Get the audience to identify with someone or something,
- Give that someone or something some kind of need,
- And start changing the circumstances.
You've got another 1:15 to:
- Have that someone or something deal with the new circumstances
- And find the thing that was needed.
You've got another 1:15 to:
- Have that someone or something pay the price of the find
- And start heading back toward the original circumstances.
And a final 1:15 to:
- show how those original circumstances have changed as a result.
In TV (including Channel 101), that last 1:15 is a good time to make it very clear to the audience that you've got a series in mind. More can happen. As a "situation changer," your protagonist is going to be going on more journeys (episodes), creating a viable series or "franchise."
You want to go nuts? Think of each of the 8 steps as consisting of 8 microcosmic substeps. Because the act of:
(1) Establishing a protagonist
could be done by showing a guy on a couch for 4 seconds, showing a closeup of his face looking thirsty for 4 seconds, and so on until you've spent 37.5 telling the "story of the guy that drank a soda." Then you could go on to
(2) Establish a need
By telling the 37.5 second story of "the guy whose soda turned out to contain poison:"
(2.1) The guy
(2.2) Makes a stink face
(2.3) Starts inspecting the soda can
(2.4) Runs finger over ingredients
(2.5) Finds "poison" in ingredients
(2.6) Chokes
(2.7) Falls down
(2.8) Dead
It's all in the context of step 2, but cycling through a mini-circle. Then you could tell the 37.5 second story of him going to heaven, followed by the story of him asking around for God, the story of him finding God, the story of God telling him he can only go back to Earth if he agrees to be a dog, etc.
I'm not recommending that you sit there with a compass and a calculator breaking down your story to the point where every 4 second line of dialogue consists of 8 syllables and tells the story of a sentence, but it's possible and sometimes "going there" can help you make decisions or get unblocked.
On the other hand, you can also just shotgun it. So what if you have to spend an extra 11 seconds making the audience love your main character, at the price of some time from other sections of the story? So what if, in today's world, we really don't need to spend a proportionate amount of time saying "happily ever after," at the expense of less karate? Nobody's going to notice. A confidently hand drawn, vaguely egg-shaped circle can be circular enough.
You won't win any prizes for being the Phillip Glass of story structure, especially if it starts compromising your creativity. Follow your bliss. If you know what to do, do it. That's called creativity. If you don't know what to do, THEN listen to some guy like me telling you what you HAVE to do.
(CONTINUED BELOW)