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Story Structure and
Development
A Guide for Animators,
VFX Artists, Game Designers,
and Virtual Reality
Story Structure and
Development
A Guide for Animators,
VFX Artists, Game Designers,
and Virtual Reality
Craig Caldwell
CRC Press
Taylor & Francis Group
6000 Broken Sound Parkway NW, Suite 300
Boca Raton, FL 33487-2742
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Author xi
vii
Types of Conflict.................................................................................................. 42
Elements of Conflict....................................................................................... 43
Increasing Conflict............................................................................................... 44
Turning Points/Reversals.................................................................................... 46
Five Story Turning Points.............................................................................. 47
Cause and Effect................................................................................................... 48
Crisis...................................................................................................................... 50
References...............................................................................................................52
4 Endings 53
Endings.................................................................................................................. 54
Climax.................................................................................................................... 56
Resolution.............................................................................................................. 58
Deus ex Machina..............................................................................................59
Meaning................................................................................................................. 60
References...............................................................................................................62
5 Story Types 63
Genres.................................................................................................................... 64
Story Concepts...................................................................................................... 66
Only a Few Basic Plots......................................................................................... 68
Five Story Goals.............................................................................................. 69
References...............................................................................................................70
6 Story Elements 73
Premise: What Is It About?..................................................................................74
Theme: What Does It Mean?...............................................................................76
Emotion..................................................................................................................78
Generating Emotion....................................................................................... 79
Setting.................................................................................................................... 80
References.............................................................................................................. 82
7 Story Mechanics 83
What Is a Scene?................................................................................................... 84
Purpose of a Scene.......................................................................................... 84
Scene Components......................................................................................... 85
How Do Scenes Work?........................................................................................ 86
Types of Scene Endings.................................................................................. 86
Scene Checklist................................................................................................ 87
Narrative Questions............................................................................................. 88
Types of Narrative Questions........................................................................ 88
Surprise.................................................................................................................. 90
Techniques for Surprise..................................................................................91
Suspense................................................................................................................. 92
Techniques for Suspense................................................................................ 92
viii Contents
Comedy.................................................................................................................. 94
Subplot................................................................................................................... 96
Foreshadowing: Creating Anticipation............................................................ 98
References............................................................................................................ 100
8 Interactive Narrative 101
Why Story in Games/VR?..................................................................................102
Story versus Narrative....................................................................................... 104
Environmental Storytelling.............................................................................. 106
VR Story (Telling?)............................................................................................. 108
References.............................................................................................................110
9 Character 113
Character..............................................................................................................114
What Are the Dramatic Qualities of a Character?...................................114
Character-Driven Story......................................................................................116
Character-Driven Categories.......................................................................117
Archetypes...........................................................................................................118
Stereotypes.......................................................................................................... 120
Backstory versus Character Profile................................................................. 122
Backstory Questions (External).................................................................. 123
Character Profile Questions (Internal)...................................................... 123
Identification/Empathy..................................................................................... 124
Love Your Characters........................................................................................ 126
References............................................................................................................ 128
10 Character Elements 129
Story World as Character.................................................................................. 130
Goal: What a Character Wants........................................................................ 132
Goal Traits......................................................................................................133
Need: What a Character Really, Really Wants.............................................. 134
Conflict Reveals Character............................................................................... 136
Choices that a Character Must Make.............................................................. 138
Change................................................................................................................. 140
Types of Change............................................................................................ 140
Character Arc..................................................................................................... 142
Types of Character Arcs............................................................................... 142
Character Flaws.................................................................................................. 144
Types of Flaws................................................................................................ 144
References............................................................................................................ 146
11 Character Values/Motivation 147
The Role of Conflict........................................................................................... 148
Fear: The Inner Journey.................................................................................... 150
Unity of Opposites..............................................................................................152
Creating Interesting Characters...................................................................... 154
Contents ix
Character Traits.............................................................................................155
References............................................................................................................ 156
Index 203
x Contents
Author
xi
Part 1
Story Structure
(the Plot)
1
Plot: The Structure
3
What Is a Dramatic Story?
Every day we tell each other stories, but these are not the dramatic stories we see
in the movies or encounter in interactive games. Dramatic stories are more than
just what is happening… they are about why things
are happening and how it affects the viewer.
The dictionary definition of story is a sequence of
events. Dramatic stories are still a sequence of events,
but the fundamental difference is that they are a
sequence of connected events. Many years ago, E. M.
Forster (Figure 1.1) indicated that a story can be about
“the king died and then the queen died” but a dra-
matic story is “the king died and then the queen died
of grief.”1 The emphasis moves from what happened to
why it happened.
Stories connect audiences to what individuals
think, and what cultures value. The important ques-
tions in a story are: What do people want? Why do
they want it? How do they go about getting it? What
Figure 1.1
stops them? What are the consequences?2 These are
E. M. Forster, novelist. fundamental. Dramatic stories are about a main char-
acter, who goes after something but it gets increas-
ingly difficult (conflict)… and by the end, they are
changed, and see the world differently.
The Why underscores how we use a story to under-
stand life; why things work the way they do. Stories aid
human beings in their search for meaning; to make
sense of why we are alive. They give us a perspective
on priorities in our lives. For generations, cultures
have proposed answers to these questions through
myths (Figure 1.2): Greek plays, Shakespearean plays,
Chinese proverbs, folk tales, and interpreted dreams.3
Today, we get this information through novels, mov-
ies, animation, and interactive games. In dramatic
stories, we see a main character that (1) has a prob-
lem which can’t be avoided, (2) is faced with difficult
Figure 1.2 choices, and (3) which has serious consequences if
Ancient mythology. they are not successful.
Figure 1.4
Linda Seger, story consultant and author
of Making a Good Script Great, Samuel
French Trade, 1987.
Figure 1.5
The Three Little Pigs by Francis Glebas, Directing the Story.
Robert McKee clarifies that what a plot organizes are story elements
(Figure 1.7). Paradoxically, if the plot is well done… it won’t be remembered.
What is remembered is the story (the characters and situation). Successful story
telling is when the audience is so engrossed with the story—nothing else is
noticed. The audience is unaware of how the story is being told. Similar to VFX
(visual effects); when VFX is done really well, it is invisible.
Figure 1.8
Story elements in Gladiator.
Figure 1.9
3-Act plot structure.
Figure 1.12
Narrative elements distributed throughout the plot.
3 Act Structure 9
Act Structures
Although the beginning, middle, and end structure is the standard today, there
can be more, or less, than just 3 acts in a story. The number of acts varies. It
depends on story length, cultural standard (Bollywood vs. Hollywood), and
screen media (i.e., film, VR, games, novel, etc.).
History tells us that the ancient Greek dramas were conceived in a 3-act
structure13 (Aristotle). This expanded the concept of beginning, middle, and
end to 5-acts14 (Horace in ancient Rome). Five acts
were the norm for classic Renaissance dramas and
Shakespearean plays.15 In the late nineteenth century,
there was a resurgence of 3-acts. The early twentieth
century saw an 8-Act16 (Sequences) structure emerge,
corresponding to the number of film reels that had
to be changed every 10–15 minutes for a movie.
Television had an even greater impact on act struc-
ture—ranging from one act for cartoons to many acts
for a miniseries. The 3-act structure is synonymous
with Aristotle’s beginning, middle, and end; yet, where
it can get confusing is that stories, whether they have
one act or eight acts, also have a beginning, middle,
Figure 1.13
and end structure. That continues to be the standard
One act stories. starting point for a story… even as the number of acts
changes to fit various lengths in screen media.
1-Act stories (Figure 1.13) are found in cartoons,
commercials, shorts, cut-scenes in games…
anything with a 1–8-minute length. One act
stories are best limited to two characters, one
location setting, one familiar social situation,
and one turning point ending the story (i.e.,
Bugs Bunny, Pixar Shorts, SpongeBob).
2-Act stories (Figure 1.14) are found in television
shows and situation comedies, 30 minutes or
less. These work best within the constraints
Figure 1.14 of a limited number of characters, only a few
Two act stories. location settings, familiar social situations, and
a limit of two major turning points before the
resolution (i.e., Friends, The Big Bang Theory).
3-Acts (Figure 1.15) are traditionally found in
movie genres (i.e., Mystery, Action, Romance,
Comedy…). 3-Act plots communicate stories
that can connect the audience to their more
personal experiences. This format includes
three major turning points… at a minimum.
Epic movies often require a larger number of
acts to tell their story. Narrative interactive
Figure 1.15 games often have a 3-act structure within
Three act stories. each distinct level.
Act Structures 11
Plot: The Hero’s Journey
There are different plot structures that lay out the basic steps of a dramatic
story. One of the more popular today is the Hero’s Journey20 credited to Joseph
Campbell (Figure 1.19). This structure has gone on to become one of the most
familiar structures for action movies and first person shooter (FPS) games today
(Mission Impossible, Star Wars, Battlefield). Viewers see it so often they now
expect it, but at the same time, they want to see it in fresh configurations (Avatar,
Suicide Squad, Call of Duty). Ironically, the Hero’s Journey is based on some of
the oldest cultural stories… yet is also one of the more recent
story structures to have emerged. It heavily influenced the
plot for Star Wars which has a direct correspondence with
the Hero’s Journey structure (see Figure 1.20).
This structure is derived from Joseph Campbell’s research
on common narrative patterns in myths handed down from
generation to generation. Campbell detected that the princi-
pal myths from numerous cultures around the world share
a fundamental structure; the monomyth21 (one great story).
Campbell summarized this structure as…
A hero ventures forth from the world of common day into
a region of supernatural wonder: fabulous forces are there
encountered and a decisive victory is won: the hero comes back
from this mysterious adventure with the power to bestow boons
on his fellow man.22
Figure 1.20
Analysis of Star Wars as the Hero’s Journey.
Figure 1.21
Analysis of the Hero’s Journey in The
Matrix.
Figure 1.22
8-Point arc.
Figure 1.24
Analysis of For the Birds as 8-point structure.
Figure 1.25
The Hero with a Thousand Faces
by Joseph Campbell. 30
Figure 1.26
Hero’s Journey story theorists.
II
III
IV
When Nietzsche wrote down the phrase “transvaluation of all
values” for the first time, the spiritual movement of the centuries in
which we are living found at last its formula. Transvaluation of all
values is the most fundamental character of every civilization. For it
is the beginning of a Civilization that it remoulds all the forms of the
Culture that went before, understands them otherwise, practises
them in a different way. It begets no more, but only reinterprets, and
herein lies the negativeness common to all periods of this character.
It assumes that the genuine act of creation has already occurred,
and merely enters upon an inheritance of big actualities. In the Late-
Classical, we find the event taking place inside Hellenistic-Roman
Stoicism, that is, the long death-struggle of the Apollinian soul. In the
interval from Socrates—who was the spiritual father of the Stoa and
in whom the first signs of inward impoverishment and city-
intellectualism became visible—to Epictetus and Marcus Aurelius,
every existence-ideal of the old Classical underwent transvaluation.
In the case of India, the transvaluation of Brahman life was complete
by the time of King Asoka (250 B.C.), as we can see by comparing
the parts of the Vedanta put into writing before and after Buddha.
And ourselves? Even now the ethical socialism of the Faustian soul,
its fundamental ethic, as we have seen, is being worked upon by the
process of transvaluation as that soul is walled up in the stone of the
great cities. Rousseau is the ancestor of this socialism; he stands,
like Socrates and Buddha, as the representative spokesman of a
great Civilization. Rousseau’s rejection of all great Culture-forms and
all significant conventions, his famous “Return to the state of
Nature,” his practical rationalism, are unmistakable evidences. Each
of the three buried a millennium of spiritual depth. Each proclaimed
his gospel to mankind, but it was to the mankind of the city
intelligentsia, which was tired of the town and the Late Culture, and
whose “pure” (i.e., soulless) reason longed to be free from them and
their authoritative form and their hardness, from the symbolism with
which it was no longer in living communion and which therefore it
detested. The Culture was annihilated by discussion. If we pass in
review the great 19th-Century names with which we associate the
march of this great drama—Schopenhauer, Hebbel, Wagner,
Nietzsche, Ibsen, Strindberg—we comprehend in a glance that