Marshall Dotson's Blog, page 7

April 12, 2017

Six Act Breakdown Request: The Shallows

Shout-out to Drew with www.spittinimagefilms.com for submitting a Six Act breakdown request. If you have a movie you’d like to see broken down be sure to drop me a message on the contact page.


Format: Movie


Released: 2016


Written By: Anthony Jaswinski


Directed By: Jaume Collet-Serra


Run Time: 86 Minutes


Character: Nancy Adams


ACT ONE: DEALING WITH AN IMPERFECT SITUATION


A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal . But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role .


Med student, Nancy Adams lost her mother to cancer (the imperfect situation) and is scolded by her father (oppressive opposition) for dropping out of school to travel aimlessly and surf her mother’s beach in Mexico (initial goal). But when Nancy spots a whale carcass in the ocean and investigates it, she’s bitten by a shark (the disturbance) and stranded alone on a tiny island (the dilemma) as a marooned shark attack survivor (the new role).


The Imperfect Situation: Med student, Nancy, dropped out of school when her mother died from what appears to be cancer. The doctors’ inability to save her mom has caused Nancy to lose her faith in the healing power of modern medicine. For the last however many undefined units of time, Nancy has been either backpacking or globetrotting in an attempt to run away from the loss of her mother.


Initial Goal: Nancy goes to Mexico, America’s untidy beard, to surf her mom’s beach in an effort to bring closure to her mother’s death.


Oppressive Opposition: Nancy’s father wants her to come home and face the fact her mother is dead. All the locals refuse to tell Nancy the name of the beach she’s at. Her friend flakes out on her to nurse a hangover and hang out with a hot guy.


Turning Point Catalyst – The Disturbance: After catching some gnarly tube and having a snack, Nancy reenters the water, missing the text from her harlot friend that she won’t be coming to the beach. Waiting for a wave, she is startled by a pod of fleeing dolphins. Nancy sees a colony of seagulls flocking to something and swims toward it despite the ominous music playing. The object turns out to be a dead whale. Nancy gets a bad feeling about this and tries to catch a wave to shore only to be attacked by a great white shark and lose her surfboard.


Walk it off, Nancy.

The shark bites her leg and swims off. Nancy swims to the whale carcass and climbs on top of it just as the shark closes in.


Turning Point One – The Dilemma: Start Time: 25:45 (30%) Nancy sees the two local surfers she met earlier hop into their jeep and attempts to flag them down. There’s a false moment of triumph when they stop, but they’re only tucking something in and have no interest in the hot, single girl they were surfing with earlier. Nancy is now stranded and all alone. As the shark begins to drag the whale carcass into the sea, Nancy looks around for something else to swim to and spots a tiny island. The frustrated shark rams the whale, and Nancy dives into the water to swim to the island, narrowly escaping the shark, but stepping on some of the gnarly fire corral.


The New Role: Nancy becomes a marooned shark attack survivor.


If only Samuel L. were he- never mind.

Act Run Time: 30 of 86 minutes (35%)


ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION


The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal . But when he receives a Reality Check , he makes a Commitment to his New Role.


Act Start Time: 30 of 86 minutes (34%)


Stranded on a rock and injured (the unfamiliar situation), Nancy contends with freezing temperatures and her damaged leg (incidental opposition) while she waits for someone to come to the beach to help her (transitional goal). But when the shark prevents her from recovering her surfboard (the reality check), she spots a drunkard on the beach who robs her instead of helping only to be eaten by the shark (the commitment).


The Unfamiliar Situation: Gravely injured, Nancy is now stranded on a rock in the bay with a bloodthirsty shark preventing her from reaching shore.


Transitional Goal: Nancy intends to wait it out on her little rock until someone comes to the beach to help her.


Incidental Opposition: Nancy now faces opposition from the elements and her injuries, performing a hasty surgery on her leg. When the sun sets, Nancy is defenseless against the cold. She must deal with her injured leg, the squawking seagull, sea crabs, and her hunger.


Turning Point Catalyst – The Reality Check: 37:30 – With the shark nowhere in sight, Nancy sees her surfboard and tries to swim to it. On her way, she sees the shark’s fin and makes a hasty retreat back to her island. She now knows escape is impossible.


Turning Point Two – The Commitment: Start Time: 40 (46.5%) Nancy spots a drunk man passed out on the beach and calls for help. When he awakens and sees her, she motions him to her backpack. Seeing all her fancy Gringo things, the man decides to rob her instead of helping. He sees her surfboard in the water before he leaves and swims out to steal that too, only to be dismembered by the shark as Nancy looks on in horror.


The doctor said he’ll never surf again.

She has now been involuntarily committed to her marooned shark attack survivor role.


Act Run Time: 16 of 86 minutes (19%)


ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT


The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal . But when there is a grave Turn of events, he has a Moment of Truth .


Act Start Time: 46 of 86 Minutes (53%)


Nancy realizes it’s truly her versus the shark (the central conflict) when the shark eats everyone who enters the water (intentional opposition) as she tries to prevent others from becoming shark food so she can survive (false goal). But when her surfer friends enter the water only to be eaten as well (the turn), Nancy fights to retrieve the dead surfer’s camera and decides to fight with all she’s got (the moment of truth).


The Central Conflict: The People v. Shark


False Goal: Nancy now wants to prevent others from being eaten by the shark while also rescuing herself.


Intentional Opposition: Though Nancy does manage to flag down and warn the surfers she met the day prior, the Shark intentionally opposes her plan of sending them for help by eating them up. It also tries to stop her from getting the GoPro camera and seems excessively upset when she does.


Turning Point Catalyst – The Turn: Nancy wakes up to the seagull squawking. She shushes it, only to realize it’s just trying to tell her the surfer dudes have returned to the beach. Nancy stops them before they swim too far offshore, but when they attempt to offer assistance, the shark intervenes by eating them.


Nom nom nom

Nancy now has no hope of rescue from the secluded beach.


Turning Point Three – The Moment of Truth: Start Time: 51 (58%) – Nancy returns to her medical training we first learned of in Act One by fixing the seagull’s injured wing.  When she sees the dead surfer’s helmet cam in the water she uses her superior human brain to time the shark’s movements. Although she gets the camera, the shark returns and nearly eats her. Nancy watches the GoPro footage before recording a message to her dad and little sister saying she intends to fight to survive like her momma did.


Act Run Time: 15 of 86 (17%)


ACT FOUR: IMPLEMENTING A DOOMED PLAN


The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal . But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve .


Act Start Time: 61 of 86 minutes (70%)


Nancy attempts to swim to the buoy (the doomed plan), intentionally passing through a swarm of jellyfish (self-inflicted opposition) in attempt to prolong her life until rescue arrives (penultimate goal). But when the lone ship passing through the harbor doesn’t see her flare and she gives up (the lowpoint), she recalls her mother’s resolve and decides to fight for survival (the newfound resolve).


The Doomed Plan: Nancy attempts to swim to the buoy, but only succeeds in pissing off the shark.


Penultimate Goal: Nancy wants to use the buoy to prolong her life.


Self-Inflicted Opposition: Nancy swims directly into a bloom of jellyfish as means of avoiding the shark and is stung in the process. The shark is stung as well, which further infuriates it at the tasty morsel’s tenacity.


Turning Point Catalyst – The Lowpoint: 69 – Nancy sees a ship sailing past the lagoon and tries to get its attention by unlocking the flare gun compartment aboard the buoy. After initially dropping the flares in the water, she manages to collect them and impotently fires the gun. The ship has sailed behind the mountain and doesn’t see it, setting off on a course away from the bay of death. Nancy collapses in defeat, seemingly acceptance her fate.


Turning Point Four – The Newfound Resolve: Start Time: 70 (81%)


On the beach, a little boy finds the GoPro camera Nancy recorded her last goodbyes on. Meanwhile, Nancy flashes back to her conversation with her dad and decides to be a fighter like her mom taught her.


Act Run Time: 10 of 86 minutes: (12%)


ACT FIVE: TRYING A LONGSHOT


The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal . But just when it seems All is Lost , he makes a Final Push against the forces of antagonism and either succeeds or fails.


Act Start Time: 71 of 86 minutes (83%)


Nancy decides to fight the shark (the longshot) who is basically the king of the ocean (ultimate opposition) in attempt to defeat it and continue living (ultimate goal). But when Nancy sets the shark on fire and it destroys the buoy (all is lost) she hatches a plan to kill the shark with the buoy’s anchor (the final push).


The Longshot: Nancy decides to fight a great white shark. In the ocean. I wouldn’t recommend it.


Unless of course, you’re Batman.

Ultimate Goal: Defeat the shark and continue to live.


Ultimate Opposition: The shark now wants Blake Lively desperately. Perhaps it’s internally a sixteen-year-old boy.


Nom nom nom.

Turning Point Catalyst – All is Lost: Nancy further enrages the shark by using the flare gun to ignite the oil from the whale carcass and momentarily setting the shark on fire. The shark attacks the buoy and knocks it over, spilling Nancy into the water and destroying her little safe haven.


Turning Point Five – The Final Push: Start Time: 74 (86%) – Now in the water with the shark, Nancy sees the frayed rebar anchoring the buoy below the surface and comes up with a plan. She tethers her surf band to the buoy chain and uses it as a propellant to drag herself to the bottom. The shark with its inferior little brain, races after her only to impale itself on the rebar when she changes direction at the last moment.


The GoPro boy returns with his dad, who is revealed to be Carlos who drove Nancy to the beach in the Act One. Carlos plucks her from the water but doesn’t perform any kind of CPR or cover with his shirt, leaving it up to her to survive. Nancy sees Steven Seagull made it safely to shore. She also sees her dead mother smiling down on her and says she’s alright.


Act Run Time: 8 of 86 minutes (9%)


ACT SIX: LIVING IN A NEW SITUATION


Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation .


Act Start Time: 79 (92%)


Nancy is now a doctor. Her father tells her that her mother would be proud of her; and her sister as well. (the new situation).


The New Situation: Back in Galveston a year later, Nancy is now a doctor and she and her kid sister prepare to go surfing as their dad looks on proudly.


Act Run Time: 7 minutes (8%)


To learn more about six act structure, purchase your copy of “ Actions and Goals: The Story Structure Secret ” today!


 

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Published on April 12, 2017 07:02

April 3, 2017

Film Structure Video: Wreck-it-Ralph

New video breakdown of Six Act Structure in Wreck-it-Ralph. Be sure to hit that like button or drop your thoughts in the comments here or on YouTube. Next up: the 2016 survival thriller The Shallows.



 


 

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Published on April 03, 2017 15:01

March 31, 2017

Visual Map of Six Act Story Structure

Salutations, storytellers.


The new Story Structure video breakdown for Wreck-it-Ralph should be posted this weekend. While I’m making the finishing touches, I decided to whip up the below blueprint of Six Act Structure for those who enjoy visuals. As you can see, there are two Acts contained in each of the three traditional Dramatic Phases. With the exception of Act Six (and Act One if there’s a prologue), each Act contains three Dramatic Episodes, the last of which being the Act Turning Point.


I didn’t get to cover The 16 Dramatic Episodes in Actions and Goals, unfortunately. The book was already pushing 400 pages! But, I intend to make the Dramatic Episodes the focus of the follow-up book. I hope to start work on that soon, but I’m currently focused on promoting and gathering feedback on the current book.


If you read Actions and Goals and found the information useful, I encourage you to leave a review on Amazon here! Good or bad, your feedback is very much appreciated.


Enjoy the blueprint and feel free to drop a comment to share your thoughts!


MD


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Published on March 31, 2017 06:43

March 6, 2017

Film Structure Video: The Empire Strikes Back

Finally got the first video done! I suppose it’s technically the second one. I originally began work on a video breakdown for Inception, but ran into some copyright content issues that led me to set it aside for awhile. I should have that one posted this month. In the interim here’s the video analysis for The Empire Strikes Back. If you enjoy it don’t forget to “like” on YouTube!


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Published on March 06, 2017 10:07

Video Breakdown: The Empire Strikes Back

Finally got the first video done! I suppose it’s technically the second one. I originally began work on a video breakdown for Inception, but ran into some copyright content issues that led me to set it aside for awhile. I should have that one posted this month. In the interim here’s the video analysis for The Empire Strikes Back. If you enjoy it don’t forget to “like” on YouTube!


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Published on March 06, 2017 10:07

February 20, 2017

Where’s Marshall?

Hey there, story peeps.


You may have noticed I haven’t posted anything in a nearly a month. A very astute observation on your part, but it’s all for good cause, I swear.


I’m happy to announce I have recently decided to add video breakdowns of Six Act Structure in films to my analytical repertoire. Yay.


Unfortunately, because I have little experience in video editing the process entails a bit of a learning curve that has taken longer than expected to climb. I had to find a good video software solution (I’m using HitFilm 4 Express), figure out how to use it (lots of tutorial watching), chop videos, write scripts, navigate YouTube copyright terms, etc. etc. etc. I won’t bore you with the details.


Suffice it to say that the first video should be posted by the end of February. Once the learning curve is surmounted, new posts should come more frequently. I still intend to post written breakdowns as well if that’s your bag.


Stay tuned. Good writing to all!


MD

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Published on February 20, 2017 16:52

January 25, 2017

Film Structure Breakdown: Wreck-it-Ralph

Format: Movie


Released: 2012


Directed by: Rich Moore


Written By: Phil Johnston and Jennifer Lee


Run Time: 93 minutes


Character: Wreck-it-Ralph


ACT ONE: DEALING WITH AN IMPERFECT SITUATION


A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal . But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role .


Wreck-it-Ralph, a video game villain who’s grown tired of being the bad guy (the imperfect situation), is looked down upon and mistreated by the other video game characters (oppressive opposition) as he tries to come to terms with his lot in life (initial goal). But when the residents of his game throw a thirty-year anniversary party without him (the disturbance), he’s challenged to prove he’s more than just a bad guy by winning a medal (the dilemma) from another game (the new role).


The Imperfect Situation: After thirty years of being the bad guy in his game who everyone hates, Ralph has become disgruntled. He doesn’t fit in with anyone in his game. He doesn’t get along with the bad guys of other games. He has no friends.


Initial Goal: Ralph wants to come to terms with his place in the video game world.


Action Toward Initial Goal: Ralph attends a Bad-Anon meeting for the first time on the wake of his game’s 30 year anniversary.


After 30 years, you’d think they’d move on to world domination.

Oppressive Opposition: Ralph is harassed by the surge protector at Game Central station. Other characters at the station are fearful of him. The Nicelanders throw an anniversary party without him.


Turning Point Catalyst – The Disturbance: When the Nicelanders throw an anniversary party without inviting him, Ralph goes up to the penthouse where the party is being held. When Felix convinces everyone to let him come in for a piece of cake, he gets into an argument with one of the Nicelanders, Gene, and inadvertently smashes the cake and wrecks the party. Gene tells Ralph he is incapable of doing anything good and will always be a bad guy.


Turning Point One – The Dilemma: Start Time: 14 of 93 minutes (15%) After Ralph tells Gene he will win a medal and leaves the party, he heads to the local watering hole, Tappers. There, he meets a soldier from Hero’s Duty who tells him in his game you win a medal for climbing a building and fighting bugs. When the soldier knocks himself unconscious while fleeing a bug, Ralph decides to don the soldier’s uniform and go into Hero Duty to win a medal.


The New Role: Ralph becomes a game jumper.


Act Run Time: 16 of 93 minutes (17.2%)


ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION


The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal . But when he receives a Reality Check , he makes a Commitment to his New Role.


Act Start Time: 16 of 93 minutes (17.2%)


Ralph sneaks into Hero’s Duty (the unfamiliar situation) and is nearly killed by cybugs (incidental opposition) as he tries to win a medal (transitional goal). But when he accidentally activates a cybug egg and takes an escape pod out of Hero’s Duty into Sugar Rush (the reality check), Vanellope steals his medal and he vows to get it back (the commitment).


The Unfamiliar Situation: Ralph goes into Hero’s Duty to get a medal and discovers that the game is a lot more dangerous than he initially concluded.


Transitional Goal: Win a medal in Hero’s Duty.


Incidental Opposition: When the game begins, Ralph is attacked by vicious cybugs who want to kill everyone. Afterward, he’s berated by Gunnery Sergeant Calhoun.


Because you are a disgusting fat body!

When he climbs up the tower and sneaks into the medal room, he inadvertently awakens a cybug egg and does battle with it.


Turning Point Catalyst – The Reality Check: After failing to get the medal through playing Hero’s Duty, Ralph instead steals it, only to activate a cybug egg and accidentally take an escape pod out of the game into Sugar Rush. The little girl whose game of Hero Duty Ralph ruined plays Fix-it-Felix. Seeing Ralph is gone, the arcade owner puts Ralph’s game out of order.


Turning Point Two – The Commitment: Start Time: 27 of 93 minutes (29%) Ralph crash lands into Sugar Rush. Vanellope steals Ralph’s medal and he vows to get it back from her. Felix and Calhoun go into Sugar Rush to find Ralph and the cybug he brought in with him, even though they both know if they die outside of their game they won’t regenerate.


Act Run Time: 17 of 93 minutes (18.2%)


ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT


The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal . But when there is a grave Turn of events, he has a Moment of Truth .


Act Start Time: 33 of 93 minutes (35.5%)


Ralph squares off with King Candy (the central conflict) who wants to kick Ralph out of Sugar Rush (intentional opposition) before he can get his medal back his medal back from Vanellope (the false goal). But when the king captures Ralph, tells him his medal has been turned to code and orders him booted from the game (the turn), Ralph escapes, saves Vanellope from being bullied by the other racers and agrees to help her win the race to get his medal back (the moment of truth).


The Central Conflict: Ralph vs. King Candy/Turbo.


Footage from the presidential inauguration.

False Goal: Ralph wants to take his medal back from Vanellope.


Intentional Opposition: King Candy tells Ralph he can’t have his medal back and to leave the game immediately. When Ralph escapes, King Candy sends his goons to stop him.


Turning Point Catalyst – The Turn: King Candy captures Ralph and informs him that his medal has been turned into code and can’t be retrieved until someone wins the race.


Turning Point Three – The Moment of Truth: Start Time: 40 of 93 minutes (43%) – Ralph sees Vanellope being accosted by the other Sugar Rush racers and intervenes. Vanellope convinces him to help her break into the cart factory to get a cart so she can win the race and he can get his medal back.


Felix and Calhoun track down the shuttle Ralph took into Sugar Rush and he tells Calhoun the story of Turbo. After they escape the Nesquik sand, it is revealed to the audience that the cybug Ralph brought into the game is still alive.


Act Run Time: 15 of 93 minutes (16%)


ACT FOUR: IMPLEMENTING A DOOMED PLAN


The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal . But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve .


Act Start Time: 48 of 93 minutes (51.6%)


Ralph helps Vanellope acquire a cart and learn to drive (the doomed plan) and incurs the wrath of King Candy (self-inflicted opposition) while attempting to help her win the race to get his medal back (penultimate goal). But when King Candy convinces Ralph that Vanellope is banned from racing for her own good, and Ralph smashes her cart to prevent her from entering the race (the lowpoint), he returns to his own game, sees Vanellope’s face on the side of the Sugar Rush console, and races back to her game to find out the truth (the newfound resolve)


The Doomed Plan: Ralph attempts to help Vanellope win the race by assisting with building a cart and teaching her how to drive.


Remember, pedestrians are worth extra points.

Penultimate Goal: Help Vanellope win the race to get his medal back.


Self-Inflicted Opposition: When the king realizes Ralph is helping Vanellope, he vows to stop him.


Turning Point Catalyst – The Lowpoint: King Candy finds Ralph while Vanellope is inside and convinces him that she is barred from racing for her own benefit. This convinces Ralph to stop Vanellope from racing by smashing her cart. Afterwards she tells him that he really is a bad guy. Way to go, Ralph.


Turning Point Four – The Newfound Resolve: 69 of 93 minutes (74.2%) – Ralph returns to his own game dejected, only to realize that everyone has deserted. There he sees Vanellope’s face on the side of Sugar Rush and realizes there are sinister plots afoot at the Circle K. Ralph races back to Sugar Rush, find’s the king’s right hand piece of candy, Sour Bill, and salivaboards the truth about the king out of him. Meanwhile, Calhoun discovers the cybug nursery and realizes Sugar Rush is doomed.


Act Run Time: 25 of 93 minutes (26.8%)


ACT FIVE: TRYING A LONGSHOT


The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal . But just when it seems All is Lost , he makes a Final Push against the forces of antagonism and either succeeds or fails.


Act Start Time: 73 of 93 minutes (78.4%)


Ralph must solicit the aid of Felix to help Vanellope enter the race (the longshot) to defeat King Candy and the other racers (ultimate opposition) and win the race to reset Sugar Rush (the ultimate goal). But when the cybugs overrun Sugar Rush before she can cross the finish line and Vanellope can’t evacuate the game (all is lost), Ralph attempts to use Diet Cola mountain as a beacon to destroy the cybugs and must do battle with cybug King Candy (the final push)


The Longshot: Ralph must convince Felix to help the novice racer, Vanellope, win the race and defeat King Candy.


Ultimate Goal: Defeat King Candy/Turbo and the cybugs.


And he’d gone to such great lengths to hide his jaundice from the world.

Ultimate Opposition: Vanellope and Ralph face off with King Candy and the attack of the Cybugs.


Turning Point Catalyst – All is Lost: The Cybugs overrun Sugar Rush and destroy the finish line before Vanellope can cross.


Evil, yet delicious.

Everyone tries to evacuate the game, but Ralph can’t get Vanellope out because she is a glitch.


Turning Point Five – The Final Push: Start Time: 83 of 93 minutes (89.2%) – Ralph gets the idea to use Diet Cola mountain as a beacon to destroy the cybugs, but is confronted by Turbo/King Candy Cybug and must fight him to set off the beacon.


Act Run Time: 14 of 93 minutes (15%)


ACT SIX: LIVING IN A NEW SITUATION


Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation .


Act Start Time: 87 of 93 minutes (93.5%)


Ralph is a hero to Vanellope, and no longer disgruntled about his role as a bad guy in his game.


The New Situation: Ralph and Vanellope are friends. The Nicelanders are now nice to Ralph and he moves out of the dump into his own little house.


I could literally kill you with my pinky.

Act Run Time: 14 of 93 minutes (15%)


To learn more about six act structure, purchase your copy of “ Actions and Goals: The Story Structure Secret ” today!
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Published on January 25, 2017 06:42

Six Act Structure in: Wreck-it-Ralph

Format: Movie


Released: 2012


Directed by: Rich Moore


Written By: Phil Johnston and Jennifer Lee


Run Time: 93 minutes


Character: Wreck-it-Ralph


ACT ONE: DEALING WITH AN IMPERFECT SITUATION


A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal . But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role .


Wreck-it-Ralph, a video game villain who’s grown tired of being the bad guy (the imperfect situation), is looked down upon and mistreated by the other video game characters (oppressive opposition) as he tries to come to terms with his lot in life (initial goal). But when the residents of his game throw a thirty-year anniversary party without him (the disturbance), he’s challenged to prove he’s more than just a bad guy by winning a medal (the dilemma) from another game (the new role).


The Imperfect Situation: After thirty years of being the bad guy in his game who everyone hates, Ralph has become disgruntled. He doesn’t fit in with anyone in his game. He doesn’t get along with the bad guys of other games. He has no friends.


Initial Goal: Ralph wants to come to terms with his place in the video game world.


Action Toward Initial Goal: Ralph attends a Bad-Anon meeting for the first time on the wake of his game’s 30 year anniversary.


After 30 years, you’d think they’d move on to world domination.

Oppressive Opposition: Ralph is harassed by the surge protector at Game Central station. Other characters at the station are fearful of him. The Nicelanders throw an anniversary party without him.


Turning Point Catalyst – The Disturbance: When the Nicelanders throw an anniversary party without inviting him, Ralph goes up to the penthouse where the party is being held. When Felix convinces everyone to let him come in for a piece of cake, he gets into an argument with one of the Nicelanders, Gene, and inadvertently smashes the cake and wrecks the party. Gene tells Ralph he is incapable of doing anything good and will always be a bad guy.


Turning Point One – The Dilemma: Start Time: 14 of 93 minutes (15%) After Ralph tells Gene he will win a medal and leaves the party, he heads to the local watering hole, Tappers. There, he meets a soldier from Hero’s Duty who tells him in his game you win a medal for climbing a building and fighting bugs. When the soldier knocks himself unconscious while fleeing a bug, Ralph decides to don the soldier’s uniform and go into Hero Duty to win a medal.


The New Role: Ralph becomes a game jumper.


Act Run Time: 16 of 93 minutes (17.2%)


ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION


The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal . But when he receives a Reality Check , he makes a Commitment to his New Role.


Act Start Time: 16 of 93 minutes (17.2%)


Ralph sneaks into Hero’s Duty (the unfamiliar situation) and is nearly killed by cybugs (incidental opposition) as he tries to win a medal (transitional goal). But when he accidentally activates a cybug egg and takes an escape pod out of Hero’s Duty into Sugar Rush (the reality check), Vanellope steals his medal and he vows to get it back (the commitment).


The Unfamiliar Situation: Ralph goes into Hero’s Duty to get a medal and discovers that the game is a lot more dangerous than he initially concluded.


Transitional Goal: Win a medal in Hero’s Duty.


Incidental Opposition: When the game begins, Ralph is attacked by vicious cybugs who want to kill everyone. Afterward, he’s berated by Gunnery Sergeant Calhoun.


Because you are a disgusting fat body!

When he climbs up the tower and sneaks into the medal room, he inadvertently awakens a cybug egg and does battle with it.


Turning Point Catalyst – The Reality Check: After failing to get the medal through playing Hero’s Duty, Ralph instead steals it, only to activate a cybug egg and accidentally take an escape pod out of the game into Sugar Rush. The little girl whose game of Hero Duty Ralph ruined plays Fix-it-Felix. Seeing Ralph is gone, the arcade owner puts Ralph’s game out of order.


Turning Point Two – The Commitment: Start Time: 27 of 93 minutes (29%) Ralph crash lands into Sugar Rush. Vanellope steals Ralph’s medal and he vows to get it back from her. Felix and Calhoun go into Sugar Rush to find Ralph and the cybug he brought in with him, even though they both know if they die outside of their game they won’t regenerate.


Act Run Time: 17 of 93 minutes (18.2%)


ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT


The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal . But when there is a grave Turn of events, he has a Moment of Truth .


Act Start Time: 33 of 93 minutes (35.5%)


Ralph squares off with King Candy (the central conflict) who wants to kick Ralph out of Sugar Rush (intentional opposition) before he can get his medal back his medal back from Vanellope (the false goal). But when the king captures Ralph, tells him his medal has been turned to code and orders him booted from the game (the turn), Ralph escapes, saves Vanellope from being bullied by the other racers and agrees to help her win the race to get his medal back (the moment of truth).


The Central Conflict: Ralph vs. King Candy/Turbo.


Footage from the presidential inauguration.

False Goal: Ralph wants to take his medal back from Vanellope.


Intentional Opposition: King Candy tells Ralph he can’t have his medal back and to leave the game immediately. When Ralph escapes, King Candy sends his goons to stop him.


Turning Point Catalyst – The Turn: King Candy captures Ralph and informs him that his medal has been turned into code and can’t be retrieved until someone wins the race.


Turning Point Three – The Moment of Truth: Start Time: 40 of 93 minutes (43%) – Ralph sees Vanellope being accosted by the other Sugar Rush racers and intervenes. Vanellope convinces him to help her break into the cart factory to get a cart so she can win the race and he can get his medal back.


Felix and Calhoun track down the shuttle Ralph took into Sugar Rush and he tells Calhoun the story of Turbo. After they escape the Nesquik sand, it is revealed to the audience that the cybug Ralph brought into the game is still alive.


Act Run Time: 15 of 93 minutes (16%)


ACT FOUR: IMPLEMENTING A DOOMED PLAN


The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal . But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve .


Act Start Time: 48 of 93 minutes (51.6%)


Ralph helps Vanellope acquire a cart and learn to drive (the doomed plan) and incurs the wrath of King Candy (self-inflicted opposition) while attempting to help her win the race to get his medal back (penultimate goal). But when King Candy convinces Ralph that Vanellope is banned from racing for her own good, and Ralph smashes her cart to prevent her from entering the race (the lowpoint), he returns to his own game, sees Vanellope’s face on the side of the Sugar Rush console, and races back to her game to find out the truth (the newfound resolve)


The Doomed Plan: Ralph attempts to help Vanellope win the race by assisting with building a cart and teaching her how to drive.


Remember, pedestrians are worth extra points.

Penultimate Goal: Help Vanellope win the race to get his medal back.


Self-Inflicted Opposition: When the king realizes Ralph is helping Vanellope, he vows to stop him.


Turning Point Catalyst – The Lowpoint: King Candy finds Ralph while Vanellope is inside and convinces him that she is barred from racing for her own benefit. This convinces Ralph to stop Vanellope from racing by smashing her cart. Afterwards she tells him that he really is a bad guy. Way to go, Ralph.


Turning Point Four – The Newfound Resolve: 69 of 93 minutes (74.2%) – Ralph returns to his own game dejected, only to realize that everyone has deserted. There he sees Vanellope’s face on the side of Sugar Rush and realizes there are sinister plots afoot at the Circle K. Ralph races back to Sugar Rush, find’s the king’s right hand piece of candy, Sour Bill, and salivaboards the truth about the king out of him. Meanwhile, Calhoun discovers the cybug nursery and realizes Sugar Rush is doomed.


Act Run Time: 25 of 93 minutes (26.8%)


ACT FIVE: TRYING A LONGSHOT


The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal . But just when it seems All is Lost , he makes a Final Push against the forces of antagonism and either succeeds or fails.


Act Start Time: 73 of 93 minutes (78.4%)


Ralph must solicit the aid of Felix to help Vanellope enter the race (the longshot) to defeat King Candy and the other racers (ultimate opposition) and win the race to reset Sugar Rush (the ultimate goal). But when the cybugs overrun Sugar Rush before she can cross the finish line and Vanellope can’t evacuate the game (all is lost), Ralph attempts to use Diet Cola mountain as a beacon to destroy the cybugs and must do battle with cybug King Candy (the final push)


The Longshot: Ralph must convince Felix to help the novice racer, Vanellope, win the race and defeat King Candy.


Ultimate Goal: Defeat King Candy/Turbo and the cybugs.


And he’d gone to such great lengths to hide his jaundice from the world.

Ultimate Opposition: Vanellope and Ralph face off with King Candy and the attack of the Cybugs.


Turning Point Catalyst – All is Lost: The Cybugs overrun Sugar Rush and destroy the finish line before Vanellope can cross.


Evil, yet delicious.

Everyone tries to evacuate the game, but Ralph can’t get Vanellope out because she is a glitch.


Turning Point Five – The Final Push: Start Time: 83 of 93 minutes (89.2%) – Ralph gets the idea to use Diet Cola mountain as a beacon to destroy the cybugs, but is confronted by Turbo/King Candy Cybug and must fight him to set off the beacon.


Act Run Time: 14 of 93 minutes (15%)


ACT SIX: LIVING IN A NEW SITUATION


Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation .


Act Start Time: 87 of 93 minutes (93.5%)


Ralph is a hero to Vanellope, and no longer disgruntled about his role as a bad guy in his game.


The New Situation: Ralph and Vanellope are friends. The Nicelanders are now nice to Ralph and he moves out of the dump into his own little house.


I could literally kill you with my pinky.

Act Run Time: 14 of 93 minutes (15%)


To learn more about six act structure, purchase your copy of “ Actions and Goals: The Story Structure Secret ” today!
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Published on January 25, 2017 06:42

January 24, 2017

Film Structure Breakdown: Inception

Format: Movie


Released: 2010


Written and Directed By: Christopher Nolan


Run Time: 141 minutes


Character: Dom Cobb


ACT ONE: DEALING WITH AN IMPERFECT SITUATION


A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal. But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role.


Professional dream thief and fugitive on the run (imperfect situation), Dom Cobb, faces interference from the government, his employer and his malicious ex-wife, Mal (oppressive opposition), as he attempts to steal corporate secrets from wealthy businessman, Mr. Saito (initial goal). But when the extraction fails, and Saito recognizes the skill of Dom’s deception (the disturbance), he offers to get him pardoned (the dilemma) if Dom performs an Inception on Saito’s corporate rival, Robert Fischer (the new role).


The Imperfect Situation: Saito suspects something is up. Dom inadvertently brings Mal into the dream, and she quickly ruins everything. It is revealed their employer will kill them for their failure, and they must now go on the run. Again. Additionally, Dom can’t return to the States for fear of imprisonment.


Initial Goal: We meet Dom and Arthur as they attempt to extract information from Saito in a dream.


Oppressive Opposition: Saito is skeptical of Dom and Arthur and appears suspicious of what they are selling. Mal shows up and makes it clear she intends to throw around some monkey wrenches. She rats them out to Saito who has them apprehended and shot before they can get the information they were trying to steal.


Turning Point Catalyst – The Disturbance: When their plan to raid the safe fails, they take Saito up to what turns out to be the next dream level. There, Saito reveals he set the whole thing up as an audition for Dom and his team, which they have failed.


My sideways gat should tell you I’m gangsta.

But as the dreamer’s unconscious constructions raid the city with torches, Saito realizes he is still dreaming and is impressed with their abilities, prompting him to consider hiring them for himself.


Turning Point One – The Dilemma: Start Time: 18 of 141 minutes (12.7%) – Saito tracks down Dom and Arthur. He offers to fix Dom’s legal issues and allow him to return home to his children in exchange for performing an Inception. Dom must choose between never seeing his kids again, and performing an impossible inception for Saito.


The New Role: While Dom is a skilled extractor, if he takes Saito’s offer he must become an inceptionist.


Act Run Time: 22 of 141 minutes (15.6%)


ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION


The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal. But when he receives a Reality Check, he makes a Commitment to his New Role.


Act Start Time: 22 of 141 minutes (15.6%)


Dom and his newly assembled team try to figure out how to perform an Inception (the unfamiliar situation) and must contend with Dom’s increasingly aggressive projection of his wife and Cobol’s murderous goons (incidental opposition) while trying to formulate a plan to implant an Inception in Fischer’s mind (the transitional goal). But when Ariadne follows Dom into his self-induced dream, it is revealed he is intentionally storing memories of Mal who is trying to convince him to stay in Limbo (reality check). When they awaken, they learn the elder Fischer has died, and Ariadne demands to come along on the mission for the safety of the team (the commitment).


The Unfamiliar Situation: Dom has to convince his father-in-law of the impossible; he has a way to clear his name. In fact, they must do many impossible things: find a new architect, find a chemist with enough skill to fit their needs, and figure out how to perform an inception.


Transitional Goal: Dom wants to assemble a team and figure out how to perform the inception.


Incidental Opposition: Dom is introduced to Ariadne who he initiates in dream sharing.


And then this happened.

But when Mal shows up and sticks a knife in Ariadne’s gut, their new architect reconsiders taking up this new line of work. Later, Dom visits Mombasa to recruit Eames, the forge, and is nearly shot up by Cobol’s goons. The team struggles to devise a plan because doing an inception is really hard.


Turning Point Catalyst – The Reality Check: Ariadne follows Dom into his Yusuf induced dream to see what he’s been up to. There she learns he is intentionally keeping memories of Mal. Ariadne also learns Mal is trying to convince Dom to stay in Limbo, as well as (a portion of) how she died.


Turning Point Two – The Commitment: Start Time: 60 of 141 minutes (42.5%) – When Dom and Ariadne awaken, it is revealed the elder Fischer has died. Knowing the risk Mal poses to the team, Ariadne demands to tag along on the heist. Dom agrees, committing himself to his New Roles as an inceptionist for Saito and psychiatric patient for Ariadne. This brings them into the Central Conflict of Fischer’s dream in the following act.


Act Run Time: 39 of 141 minutes (27.6%)


ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT


The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal. But when there is a grave Turn of events, he has a Moment of Truth.


Act Start Time: 61 of 141 minutes (43.2%)


Cobb and the team enter into Fischer’s protected dream world (the central conflict) and must contend with his unexpectedly weaponized subconscious (intentional opposition) to implement their simple plan for the inception (the false goal). But when Saito is shot, and it is revealed Fischer’s subconscious has been militarized to protect itself from extraction (the turn), Cobb realizes the only way to survive to is to complete the mission and comes clean to Ariadne about how Mal died (the moment of truth).


The Central Conflict: Dom and his team battle Mal and Fischer’s projections.


False Goal: The team enters the dream world and attempts to kidnap Fischer.


Intentional Opposition: The team must outsmart a suspicious Fischer by slipping a mickey in his drink. When they enter the dream and kidnap Fischer, it suddenly comes to light that his subconscious has been militarized to protect itself from extraction. Saito is mortally wounded in the ensuing gun battle. The team narrowly escapes with Fischer and meets up at the warehouse rendezvous point where they establish their plan has effectively gone to excrement. Fischer’s projections move in on the building as the team tries to convince a resistant Fischer to fall for their ploy.


Turning Point Catalyst – The Turn: Ariadne gets in a car with Dom and a freight train immediately smashes into it.


In his defense, Mr. Magoo thought he was mowing the lawn.

Saito is shot. Fischer’s subconscious has been militarized to protect itself from extraction. If any member of the team dies they will be stuck in Limbo forever. The only way to survive is to continue the mission.


Turning Point Three – The Moment of Truth: Start Time: 70 of 141 minutes (49.6%) – Ariadne confronts Dom about Mal and the guilt he has brought into the dream. Dom tells Ariadne the (almost) full story of how Mal died. He tells her he and Mal went so deep in the dream levels they landed in their subconsciouses where they were stuck for fifty years. When they finally awoke, Mal believed the real world was a dream, and they needed to wake up. Mal set Dom up on their anniversary and killed herself for him to join her. Now he is on the run.


This effectively explains why Dom is willing to fight, no matter what, to finish the mission. Ariadne tells Dom he needs to forgive himself and confront Mal. She volunteers to confront Mal with him. This is masterful storytelling by Christopher Nolan. Dom has been willing to fight since the beginning, but it is in this moment we learn the (partly) true reason why.


Act Run Time: 21 of 141 minutes (14.8%)


ACT FOUR: IMPLEMENTING A DOOMED PLAN


The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal. But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve.


Act Start Time: 82 of 141 minutes (58.1%)


The team goes into the next dream to run the Mr. Charles gambit (the doomed plan) and intentionally draws attention to themselves (self-inflicted opposition) to convince Fischer that Browning set him up and trick him into willingly entering the inception room (the penultimate goal). But when Mal appears in the snow fortress and kills Fischer (the lowpoint), Ariadne comes up with the idea to go into Limbo after them and synchronize the kicks to pull everyone out (the newfound resolve).


The Doomed Plan: The Mr. Charles Gambit in the hotel and the trip into the snow fortress level are all for naught when Mal puts a bullet in Fischer.


Penultimate Goal: Dom and the team attempt to convince Fischer that Browning set him up, and trick him into willingly entering the inception room.


Self-Inflicted Opposition: The team attempts to pull off the Mr. Charles gambit, which involves making Fischer aware of the fact he’s in a dream. This deliberately brings the wrath of Fischer’s subconscious projections on them. Because of this, the team is pursued through the hotel, and Arthur must do battle with the projections while everyone else goes into the next dream level.


When you’re the designated driver.

There, the others storm a heavily fortified fortress. The coup de grâce to their doomed plan occurs when Mal shows up to assassinate Fischer and Dom can’t bring himself to shoot her first. This is self-inflicted opposition at its finest.


Turning Point Catalyst – The Lowpoint: Fischer is shot and killed by Mal. Dom and Eames logically conclude this scheme of theirs has failed.


Turning Point Four – The Newfound Resolve: Start Time: 113 of 141 minutes (80.1%) – Ariadne comes up with a plan to go into Limbo, rescue Fischer, complete the inception and pull everyone out with a synchronized kick. Good thing she haphazardly decided to tag along.


Dom makes the decision to face his projection of Mal to return to his kids.


Act Run Time: 33 of 141 minutes (23.4%)


ACT FIVE: TRYING A LONGSHOT


The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal. But just when it seems All is Lost, he makes a Final Push against the forces of antagonism and either succeeds or fails.


Act Start Time: 115 of 141 minutes (81.5%)


Dom and Ariadne go into Limbo to rescue Fischer (the longshot) and confront Dom’s guilty projection of Mal (ultimate opposition) to finish the inception (the ultimate goal). But when the rest of the team is overrun, and it seems Dom will be overpowered by his guilt for Mal (all is lost), he reveals he was responsible for implanting the inception that drove Mal to suicide, and that he’s finally ready to let her go (the final push).


The Longshot: Dom and Ariadne go into Limbo to stop Mal, save Fischer, and allow the team to finish the inception.


Ultimate Goal: Dom wants to confront his projection of Mal, rescue Fischer from Limbo and finish the inception.


Ultimate Opposition: Dom must face Mal and his regret over implanting the inception that led drove her to suicide. Arthur’s sets up charges in an elevator for the hotel kick. The projections close in on the snow fortress. Eames sets up charges in the hospital while Saito tries to hold off the projections. Saito repeats the no room for tourists line before kicking the bucket.


Turning Point Catalyst – All is Lost: Eames is overpowered by Fischer’s projections. Saito dies. It appears Dom will be overpowered by his guilt for Mal.


Turning Point Five – The Final Push: Start Time: 10 of 141 minutes (7%) – All the kicks go off at once. Ariadne leaps to her “death” to awaken to the next dream level. Dom decides to stay behind to find Saito in Limbo, knowing he may end up trapped there as well. Fischer tells Browning/Eames he will break up his father’s company. Dom washes up on the now wrinkly Saito’s doorstep and convinces him to shoot himself in the head to wake up.  


Just let me finish my prunes first.

Act Run Time: 22 of 141 minutes (15.6%)


ACT SIX: LIVING IN A NEW SITUATION


Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation.


Act Start Time: 137 of 141 minutes (97.2%)


Having successfully performed the inception, the team (and Fischer) awakens back on the airplane. Saito makes a phone call, and Dom is granted entry to the United States.


The New Situation: The team awakens on the airplane. Everyone is all smiles, while Fischer looks thoughtful, seeming to have taken the Inception. Yay! Saito makes a phone call, and Dom walks through customs without being sent to prison for the rest of his life. Dom’s father-in-law, Michael Caine, picks him up at the airport, and the two go to Dom’s house. Dom sees his children playing in the backyard and reunites with them… until the sequel.



Act Run Time: 4 of 141 minutes (2.8%)


To learn more about six act structure, purchase your copy of “ Actions and Goals: The Story Structure Secret ” today!
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Published on January 24, 2017 12:50

Six Act Structure in: Inception

Format: Movie


Released: 2010


Written and Directed By: Christopher Nolan


Run Time: 141 minutes


Character: Dom Cobb


ACT ONE: DEALING WITH AN IMPERFECT SITUATION


A character in an Imperfect Situation faces Oppressive Opposition as he pursues an Initial Goal. But when there is a Disturbance to his routine, he faces a Dilemma regarding his situation, and must assume a New Role.


Professional dream thief and fugitive on the run (imperfect situation), Dom Cobb, faces interference from the government, his employer and his malicious ex-wife, Mal (oppressive opposition), as he attempts to steal corporate secrets from wealthy businessman, Mr. Saito (initial goal). But when the extraction fails, and Saito recognizes the skill of Dom’s deception (the disturbance), he offers to get him pardoned (the dilemma) if Dom performs an Inception on Saito’s corporate rival, Robert Fischer (the new role).


The Imperfect Situation: Saito suspects something is up. Dom inadvertently brings Mal into the dream, and she quickly ruins everything. It is revealed their employer will kill them for their failure, and they must now go on the run. Again. Additionally, Dom can’t return to the States for fear of imprisonment.


Initial Goal: We meet Dom and Arthur as they attempt to extract information from Saito in a dream.


Oppressive Opposition: Saito is skeptical of Dom and Arthur and appears suspicious of what they are selling. Mal shows up and makes it clear she intends to throw around some monkey wrenches. She rats them out to Saito who has them apprehended and shot before they can get the information they were trying to steal.


Turning Point Catalyst – The Disturbance: When their plan to raid the safe fails, they take Saito up to what turns out to be the next dream level. There, Saito reveals he set the whole thing up as an audition for Dom and his team, which they have failed.


My sideways gat should tell you I’m gangsta.

But as the dreamer’s unconscious constructions raid the city with torches, Saito realizes he is still dreaming and is impressed with their abilities, prompting him to consider hiring them for himself.


Turning Point One – The Dilemma: Start Time: 18 of 141 minutes (12.7%) – Saito tracks down Dom and Arthur. He offers to fix Dom’s legal issues and allow him to return home to his children in exchange for performing an Inception. Dom must choose between never seeing his kids again, and performing an impossible inception for Saito.


The New Role: While Dom is a skilled extractor, if he takes Saito’s offer he must become an inceptionist.


Act Run Time: 22 of 141 minutes (15.6%)


ACT TWO: LEARNING THE RULES OF AN UNFAMILIAR SITUATION


The character Learns the Rules of an Unfamiliar Situation and faces Incidental Opposition in pursuit of a Transitional Goal. But when he receives a Reality Check, he makes a Commitment to his New Role.


Act Start Time: 22 of 141 minutes (15.6%)


Dom and his newly assembled team try to figure out how to perform an Inception (the unfamiliar situation) and must contend with Dom’s increasingly aggressive projection of his wife and Cobol’s murderous goons (incidental opposition) while trying to formulate a plan to implant an Inception in Fischer’s mind (the transitional goal). But when Ariadne follows Dom into his self-induced dream, it is revealed he is intentionally storing memories of Mal who is trying to convince him to stay in Limbo (reality check). When they awaken, they learn the elder Fischer has died, and Ariadne demands to come along on the mission for the safety of the team (the commitment).


The Unfamiliar Situation: Dom has to convince his father-in-law of the impossible; he has a way to clear his name. In fact, they must do many impossible things: find a new architect, find a chemist with enough skill to fit their needs, and figure out how to perform an inception.


Transitional Goal: Dom wants to assemble a team and figure out how to perform the inception.


Incidental Opposition: Dom is introduced to Ariadne who he initiates in dream sharing.


And then this happened.

But when Mal shows up and sticks a knife in Ariadne’s gut, their new architect reconsiders taking up this new line of work. Later, Dom visits Mombasa to recruit Eames, the forge, and is nearly shot up by Cobol’s goons. The team struggles to devise a plan because doing an inception is really hard.


Turning Point Catalyst – The Reality Check: Ariadne follows Dom into his Yusuf induced dream to see what he’s been up to. There she learns he is intentionally keeping memories of Mal. Ariadne also learns Mal is trying to convince Dom to stay in Limbo, as well as (a portion of) how she died.


Turning Point Two – The Commitment: Start Time: 60 of 141 minutes (42.5%) – When Dom and Ariadne awaken, it is revealed the elder Fischer has died. Knowing the risk Mal poses to the team, Ariadne demands to tag along on the heist. Dom agrees, committing himself to his New Roles as an inceptionist for Saito and psychiatric patient for Ariadne. This brings them into the Central Conflict of Fischer’s dream in the following act.


Act Run Time: 39 of 141 minutes (27.6%)


ACT THREE: STUMBLING INTO THE CENTRAL CONFLICT


The character stumbles into the Central Conflict and faces Intentional Opposition in pursuit of a False Goal. But when there is a grave Turn of events, he has a Moment of Truth.


Act Start Time: 61 of 141 minutes (43.2%)


Cobb and the team enter into Fischer’s protected dream world (the central conflict) and must contend with his unexpectedly weaponized subconscious (intentional opposition) to implement their simple plan for the inception (the false goal). But when Saito is shot, and it is revealed Fischer’s subconscious has been militarized to protect itself from extraction (the turn), Cobb realizes the only way to survive to is to complete the mission and comes clean to Ariadne about how Mal died (the moment of truth).


The Central Conflict: Dom and his team battle Mal and Fischer’s projections.


False Goal: The team enters the dream world and attempts to kidnap Fischer.


Intentional Opposition: The team must outsmart a suspicious Fischer by slipping a mickey in his drink. When they enter the dream and kidnap Fischer, it suddenly comes to light that his subconscious has been militarized to protect itself from extraction. Saito is mortally wounded in the ensuing gun battle. The team narrowly escapes with Fischer and meets up at the warehouse rendezvous point where they establish their plan has effectively gone to excrement. Fischer’s projections move in on the building as the team tries to convince a resistant Fischer to fall for their ploy.


Turning Point Catalyst – The Turn: Ariadne gets in a car with Dom and a freight train immediately smashes into it.


In his defense, Mr. Magoo thought he was mowing the lawn.

Saito is shot. Fischer’s subconscious has been militarized to protect itself from extraction. If any member of the team dies they will be stuck in Limbo forever. The only way to survive is to continue the mission.


Turning Point Three – The Moment of Truth: Start Time: 70 of 141 minutes (49.6%) – Ariadne confronts Dom about Mal and the guilt he has brought into the dream. Dom tells Ariadne the (almost) full story of how Mal died. He tells her he and Mal went so deep in the dream levels they landed in their subconsciouses where they were stuck for fifty years. When they finally awoke, Mal believed the real world was a dream, and they needed to wake up. Mal set Dom up on their anniversary and killed herself for him to join her. Now he is on the run.


This effectively explains why Dom is willing to fight, no matter what, to finish the mission. Ariadne tells Dom he needs to forgive himself and confront Mal. She volunteers to confront Mal with him. This is masterful storytelling by Christopher Nolan. Dom has been willing to fight since the beginning, but it is in this moment we learn the (partly) true reason why.


Act Run Time: 21 of 141 minutes (14.8%)


ACT FOUR: IMPLEMENTING A DOOMED PLAN


The character implements a Doomed Plan and faces Self-Inflicted Opposition in pursuit of a Penultimate Goal. But when an unthinkable Lowpoint occurs, he pulls himself together and discovers a Newfound Resolve.


Act Start Time: 82 of 141 minutes (58.1%)


The team goes into the next dream to run the Mr. Charles gambit (the doomed plan) and intentionally draws attention to themselves (self-inflicted opposition) to convince Fischer that Browning set him up and trick him into willingly entering the inception room (the penultimate goal). But when Mal appears in the snow fortress and kills Fischer (the lowpoint), Ariadne comes up with the idea to go into Limbo after them and synchronize the kicks to pull everyone out (the newfound resolve).


The Doomed Plan: The Mr. Charles Gambit in the hotel and the trip into the snow fortress level are all for naught when Mal puts a bullet in Fischer.


Penultimate Goal: Dom and the team attempt to convince Fischer that Browning set him up, and trick him into willingly entering the inception room.


Self-Inflicted Opposition: The team attempts to pull off the Mr. Charles gambit, which involves making Fischer aware of the fact he’s in a dream. This deliberately brings the wrath of Fischer’s subconscious projections on them. Because of this, the team is pursued through the hotel, and Arthur must do battle with the projections while everyone else goes into the next dream level.


When you’re the designated driver.

There, the others storm a heavily fortified fortress. The coup de grâce to their doomed plan occurs when Mal shows up to assassinate Fischer and Dom can’t bring himself to shoot her first. This is self-inflicted opposition at its finest.


Turning Point Catalyst – The Lowpoint: Fischer is shot and killed by Mal. Dom and Eames logically conclude this scheme of theirs has failed.


Turning Point Four – The Newfound Resolve: Start Time: 113 of 141 minutes (80.1%) – Ariadne comes up with a plan to go into Limbo, rescue Fischer, complete the inception and pull everyone out with a synchronized kick. Good thing she haphazardly decided to tag along.


Dom makes the decision to face his projection of Mal to return to his kids.


Act Run Time: 33 of 141 minutes (23.4%)


ACT FIVE: TRYING A LONGSHOT


The character tries a Longshot and faces Ultimate Opposition while trying to accomplish the Ultimate Goal. But just when it seems All is Lost, he makes a Final Push against the forces of antagonism and either succeeds or fails.


Act Start Time: 115 of 141 minutes (81.5%)


Dom and Ariadne go into Limbo to rescue Fischer (the longshot) and confront Dom’s guilty projection of Mal (ultimate opposition) to finish the inception (the ultimate goal). But when the rest of the team is overrun, and it seems Dom will be overpowered by his guilt for Mal (all is lost), he reveals he was responsible for implanting the inception that drove Mal to suicide, and that he’s finally ready to let her go (the final push).


The Longshot: Dom and Ariadne go into Limbo to stop Mal, save Fischer, and allow the team to finish the inception.


Ultimate Goal: Dom wants to confront his projection of Mal, rescue Fischer from Limbo and finish the inception.


Ultimate Opposition: Dom must face Mal and his regret over implanting the inception that led drove her to suicide. Arthur’s sets up charges in an elevator for the hotel kick. The projections close in on the snow fortress. Eames sets up charges in the hospital while Saito tries to hold off the projections. Saito repeats the no room for tourists line before kicking the bucket.


Turning Point Catalyst – All is Lost: Eames is overpowered by Fischer’s projections. Saito dies. It appears Dom will be overpowered by his guilt for Mal.


Turning Point Five – The Final Push: Start Time: 10 of 141 minutes (7%) – All the kicks go off at once. Ariadne leaps to her “death” to awaken to the next dream level. Dom decides to stay behind to find Saito in Limbo, knowing he may end up trapped there as well. Fischer tells Browning/Eames he will break up his father’s company. Dom washes up on the now wrinkly Saito’s doorstep and convinces him to shoot himself in the head to wake up.  


Just let me finish my prunes first.

Act Run Time: 22 of 141 minutes (15.6%)


ACT SIX: LIVING IN A NEW SITUATION


Having accomplished (or failed to have accomplished) the Ultimate Goal, the character is shown living in a New Situation.


Act Start Time: 137 of 141 minutes (97.2%)


Having successfully performed the inception, the team (and Fischer) awakens back on the airplane. Saito makes a phone call, and Dom is granted entry to the United States.


The New Situation: The team awakens on the airplane. Everyone is all smiles, while Fischer looks thoughtful, seeming to have taken the Inception. Yay! Saito makes a phone call, and Dom walks through customs without being sent to prison for the rest of his life. Dom’s father-in-law, Michael Caine, picks him up at the airport, and the two go to Dom’s house. Dom sees his children playing in the backyard and reunites with them… until the sequel.



Act Run Time: 4 of 141 minutes (2.8%)


To learn more about six act structure, purchase your copy of “ Actions and Goals: The Story Structure Secret ” today!
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Published on January 24, 2017 12:50