What Makes A Good Story?

[image error]


Exurb1a recently discussed what makes for a good story, based upon three important pillars: pictures, feelings, and ideas. Or as he put it:


Hello and welcome to another instalment of “Exurb1a lectures you on matters he himself knows nothing about”.



Like with everything that has a simple explanation (and even some complicated ones), I think the response to these sorts of posited arguments is “I think you’ll find it is a little bit more complicated than that.” But this one was funny, so points for effort.


A lot has been written on how to tell good stories. Seriously, every second creative person in history has a list of rules or advice. So here is a list of seven things that make for good stories, because seven is more than three, and it was on the first page of my Google search:



A central premise.
Strong three-dimensional characters who change over time.
A confined space — often referred to as a crucible.
A protagonist who is on some sort of quest.
An antagonist of some sort bent on stopping the hero.
An arch in everything — everything is getting better or worse.
And perhaps most important — Conflict. (Source: from Inducing Reality: The Holy Grail of Storytelling by Ken “frobber” Ramsley)

I think Ramsley’s explanation is more of a traditional checklist of things you need in your storytelling. Exurb1a’s, in contrast, is a more generalist feel of where a story sits on one of those trinity diagrams. Neither, in my opinion, is right. And as a creative person, I’m now going to make a list of rules and advice….


Joking. Joking. Because I don’t think it works like that. I think that what makes a story good is the execution of the various story elements, done at the right time, finding the right audience, and being interesting enough to be remembered.


As an example, Star Wars is regarded as good, despite containing clunky dialogue, wooden acting, and passable directing. Why is it good? Because it hits all the story elements of the hero’s journey, it was one of the first space operas that hit the baby boomer generation and their kids, and had cool ideas like light sabres, space battles, The Force, and merchandising before that was really a big thing, to be remembered.


I’ve previously discussed how the luck factor of being a good story works. One example I cited was of Moby Dick and how it became good literature by accident/chance. Essentially one person dug it up, liked it, wrote favourably on it, and the rest is history. Shakespeare is in a similar boat, as his works were collected posthumously by 5 fans (750 copies, 250 surviving). These are examples of how finding the right audience is important, and how timing may not coincide with when something is made. How many other potentially good works were lost because they didn’t have an advocate who chanced upon them?


Of course, that’s just my thoughts. It’s probably more complicated than that.

 •  0 comments  •  flag
Share on Twitter
Published on February 27, 2018 16:00
No comments have been added yet.