Summary – The Grand Argument Story

February 8th, 2010

We have described a story as a battle. The overview that takes in the full scope of the battle is the Objective Story Throughline.

Within the fray is one special soldier through whom we experience the battle first-hand. How he fares is the Main Character Throughline.

The Main Character is confronted by another soldier, blocking the path. Is he friend or foe? Either way, he is an obstacle, and the exploration of his impact on the Main Character is the Obstacle Character Throughline.

The Main and Obstacle Characters engage in a skirmish. Main says, “Get out of my way!”, and Obstacle says, “Change course!” In the end, the steadfast resolution of one will force the other to change. The growth of this interchange constitutes the Subjective Story Throughline.

Taken together, the four throughlines comprise the author’s argument to the audience. They answer the questions: What does it feel like to have this kind of problem? What’s the other side of the issue? Which perspective is the most appropriate for dealing with that problem? What do things look like in the “big picture?”

Only through the development of these four simultaneous throughlines can the Story Mind truly reflect our own minds, pitting reason against emotion and immediate advantage against experience in the hope of resolving a problem in the most beneficial manner.

From the Dramatica Theory Book

The Scope of Dramatica

February 4th, 2010

Even with all the various forms of communication, Dramatica ins’t limited by addressing only the Grand Argument Story. The Grand Argument model described by Dramatica functions to present all the ways a mind can look at an issue. As a result, all other forms of communication will be drawing on a portion of those same dramatic elements, just in smaller combinations. In a previous example, we indicated that the less we said, the more the audience could use its imagination. But that pertains primarily to storytelling.  When it comes to story structure, the more complete the story’s argument, the more powerful the structure.  A Grand Argument Story says it all. Every point is made, even if hidden obscurely in the heart of entertainment. Other forms of communication use “slices” of the model, chunks, or levels. Even if an author is unaware of this, the fact that human minds share common essential concepts means that the author will be using concepts and patterns found in the Dramatica model.

Grand Argument Stories

February 4th, 2010

Grand Argument Stories

The question arises: Is telling a story better than telling a non-story? No. Stories are not “better” than any other form of communication — just different. To see this difference we need to define “story” so we can tell what a story is and what it is not. Herein lies a political problem. No matter how one defines “story,” there will be an author someplace who finds his favorite work has been defined out, and feels it is somehow diminished by not being classified as a story. Rather than risk the ire of countless creative authors, we have limited our definition to a very special kind of story: the Grand Argument Story.

As its name indicates, a Grand Argument Story presents an argument. To be Grand, the argument must be a complete one, covering all the ways the human mind might consider a problem and showing that only one approach is appropriate to solving it. Obviously, this limits out a lot of creative, artistic, important works — but not out of being stories, just out of being Grand Argument
Stories. So, is a Grand Argument Story better than any other kind? No. It is just a specific kind.

The Grand Argument Story

February 3rd, 2010

Why does the Dramatica Chart have a limited size, especially since we, as a species, seem to have an unlimited supply of problems? The quick answer is that we only have a limited number of kinds of problems, they just manifest themselves in different specifics.

But there’s an even better explanation. Bear with me…. It is a well-known psychological fact that short-term memory can hold seven items (+ or – 2). We have seven days in a week, seven is considered a magic or lucky number, phone numbers are seven digits (minus the area code).

Why is seven so important? And more important, what does this have to do with story and the size of the Dramatica Chart? As described above, the Dramatica Chart is built from eight items – the four external dimensions and the four internal ones. And that’s about as big a thought as the mind can hold at one time.

As an illustration, try this thought experiment. Picture a piece of twine. Easy to do. Now, picture that twine twisted along its length like a candy-cane. Again, pretty easy. Next, imagine that twisted twine again twisted into a spiral shape like a slinky. In your mind’s eye, you can probably still see the twists on the twine itself, even while you are also seeing the length of twine wrapped into that spiral shape.

Now, take that slinky-line twine, and spiral the spiral. You know, like you used to do as a kid. You take a slinky, stretch it out, then wrap it around your leg in a spiral. At this point, though it take a bit of work, you can probably still see the candy-cane twists along the body of the twine, even while simultaneously observing the slinky shape of the overall length of the twine and the bigger spiral as it wraps around your leg.

Finally, remove your leg from the center of the largest spirals and assume the twine holds its shape. Try to go one more level and twist the spiraled spiral into a larger spiral, even while maintaining the candy cane twists on the twine itself.

If you are like most people, you’ve reached your limit. You can focus on any part of this construct and see it clearly, as well as the twists one level larger and one level smaller. But to try and picture a three dimensional object that is twisting at four different levels – well that’s seven things to consider and is the limit of short-term memory.

Go any larger and you’d be hard pressed to find someone who could see the smallest twist all the way to the largest at the same time. Theoretically, it is not possible for a mind that exists in a three dimensional brain to go that far.

Why? Well, we have four dimensions in the external world and four dimensions in the inner world. (They really all exist in our minds, but we have four kinds of external measurements we can take to see how things are – Mass, Energy, Space, and Time – and four internal measurements available – Knowledge, Thought, Ability, and Desire.

This gives us eight places to look. But, at any given moment, our mind – the seat of our consciousness – has to be somewhere. So, our “self” sits on one of these areas to look at the other seven. That gives us one place to be and seven slots we can fill with information. And that is why our short-term memory is just seven items.

Getting back to the Dramatica Chart, because it provides all eight dimensions, it can produce with it as much detail as we can hold in our minds at one time without losing track of the big picture.

Recall our discussion of how a story structure needed to include all the ways the audience might consider to solve the story’s problem in order to prove to their satisfaction that the author’s purported solution is the best of the worst. What is to keep the audience from coming up with an infinite number of alternatives?

Simply, for any given problem, the capacity of the audience mind is limited by the same seven dimensions (plus one to stand on) factor. If you satisfy all the potential solutions within those eight dimensions, you satisfy the audience because anything larger or small that goes beyond that scope would seem unreasonable or not pertinent.

In Dramatica Theory we call this limit, the Size of Mind Constant. And, we call any story that covers all the reasonable ways in which a given problem might be solved a Grand Argument Story.

Author’s arguments may be insufficient or may be overstated, but a Grand Argument story is one in which the argument is just big enough and no bigger than necessary to cover all reasonable alternatives as defined by the size of mind constant.

And that limit? Well, that’s what determines that the Dramatica Chart is four towers, each with four levels.

So leaving theory behind (for quite a while we hope) all you need to do as an author is explore your story’s problem to full extent of the Dramatica Chart and your argument will be exactly the right size to convince any audience.

A Story is an Argument

February 3rd, 2010

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.

 


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