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Kindle Notes & Highlights
by
Robert McKee
Read between
July 6 - August 6, 2019
Look closely at each scene you’ve written and ask: What value is at stake in my character’s life at this moment? Love? Truth? What? How is that value charged at the top of the scene? Positive? Negative? Some of both? Make a note. Next turn to the close of the scene and ask, Where is this value now? Positive? Negative? Both? Make a note and compare. If the answer you write down at the end of the scene is the same note you made at the opening, you now have another important question to ask: Why is this scene in my script?
If the value-charged condition of the character’s life stays unchanged from one end of a scene to the other, nothing meaningful happens. The scene has activity—talking about this, doing that—but nothing changes in value. It is a nonevent.
Why then is the scene in the story? The answer is almost certain to be “exposition.” It’s there to convey information about characters, world, or history to the eavesdropping audience. If exposition is a scene’s sole justification, a disciplined writ...
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No scene that doesn’t turn. This is our ideal. We work to round every scene from beginning to end by turning a value at stake in a character’s life from the positive to...
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Generally the test of whether a series of activities constitutes a true scene is this: Could it have been written “in one,” in a unity of time and place?
Beat
Inside the scene is the smallest element of structure, the Beat.
A BEAT is an exchange of behavior in action/reaction. Beat by Beat these changing behaviors shape the turning of a scene.
Sequence
Beats build scenes. Scenes then build the next largest movement of story design, the Sequence. Every true scene turns the value-charged condition of the character’s life, but from event to event the degree of change can differ greatly. Scenes cause relatively minor yet significant change. The capping scene of a sequence, however, delivers a more powerful, determinant change.
A SEQUENCE is a series of scenes—generally two to five—that culminates with greater impact than any previous scene.
Act
Scenes turn in minor but significant ways; a series of scenes builds a sequence that turns in a moderate, more impactful way; a series of sequences builds the next largest structure, the Act, a movement that turns on a major reversal in the value-charged condition of the character’s life. The difference between a basic scene, a scene that climaxes a sequence, and a scene that climaxes an act is the degree of change, or, more precisely, the degree of impact that change has, for better or worse, on the character—on the character’s inner life, personal relationships, fortunes in the world, or
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An ACT is a series of sequences that peaks in a climactic scene which causes a major reversal of values, more powerful in its impact than any previous sequence or scene.
Story
A series of acts builds the largest structure of all: the Story. A story is simply one huge master event. When you look at the value-charged situation in the life of the character at the beginning of the story, then compare it to the value-charge at the end of the story, you should see the arc of the film, the great sweep of change that takes life from one condition at the opening to a changed condition at the end. This final condition, this end change, must be absolute and irreversible.
STORY CLIMAX: A story is a series of acts that build to a last act climax or story climax which brings about absolute and irreversible change.
Make your beats build scenes, scenes build sequences, sequences build acts, acts build story to its climax.
THE STORY TRIANGLE
To PLOT means to navigate through the dangerous terrain of story and when confronted by a dozen branching possibilities to choose the correct path. Plot is the writer’s choice of events and their design in time.
Again, what to include? Exclude? Put before and after what? Event choices must be made; the writer chooses either well or ill; the result is plot.
Plot, therefore, doesn’t mean ham-handed twists and turns, or high-pressure suspense and shocking surprise. Rather, events must be selected and their patterning displayed through time. In this sense of composition or design, all stories are plotted.
Archplot, Miniplot, Antiplot
Although the variations of event design are innumerable, they are not without limits. The far corners of the art create a triangle of formal possibi...
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To understand your place in this universe, study the coordinates of this map, compare them to your work-in-progress, and let them guide you to that point you share with other writers of a similar vision.
At the top of the story triangle are the principles that constitute Classical Design. These principles are “classical” in the truest sense: timeless and transcultural, fundamental to every earthly society, civilized and primitive, reaching back through millennia of oral storytelling into the shadows of time.
CLASSICAL DESIGN means a story built around an active protagonist who struggles against primarily external forces of antagonism to pursue his or her desire, through continuous time, within a consistent and causally connected fictional reality, to a closed ending of absolute, irreversible change.
This collection of timeless principles I call the Archplot: Arch (pronounced “ark” as in archangel) in the dictionary sense of “eminent above others of the same kind.”
The Archplot, however, is not the limit of storytelling shapes. In the left corner, I place all examples of minimalism. As the word suggests, minimalism means that the writer begins with the elements of Classical Design but then reduces them—shrinking or compressing, trimming or truncating the prominent features of the Archplot. I call this set of minimalist variations Miniplot.
In the right corner is Antiplot, the cinema counterpart to the antinovel or Nouveau Roman and Theatre of the Absurd. This set of antistructure variations doesn’t reduce the Classical but reverses it, contradicting traditional forms to exploit, perhaps ridicule the very idea of formal principles.
FORMAL DIFFERENCES WITHIN THE STORY TRIANGLE
Closed Versus Open Endings
The Archplot delivers a closed ending—all questions raised by the story are answered; all emotions evoked are satisfied. The audience leaves with a rounded, closed ...
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Miniplot, on the other hand, often leaves the ending somewhat open. Most of the questions raised by the telling are answered, but an unanswered question or two may trail out of the film, leaving...
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A Story Climax of absolute, irreversible change that answers all questions raised by the telling and satisfies all audience emotion is a CLOSED ENDING.
A Story Climax that leaves a question or two unanswered and some emotion unfulfilled is an OPEN ENDING.
Active Versus Passive Protagonist
The single protagonist of an Archplot tends to be active and dynamic, willfully pursuing desire through ever-escalating conflict and change. The protagonist of a Miniplot design, although not inert, is relatively reactive and passive. Generally this passivity is compensated for either by giving the protagonist a powerful inner struggle
or by surrounding him with dra...
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An ACTIVE PROTAGONIST, in the pursuit of desire, takes action in direct conflict with the people and the world around him.
A PASSIVE PROTAGONIST is outwardly inactive while pursuing desire inwardly, in conflict with aspects of his or her own nature.
Causality Versus Coincidence
The Archplot stresses how things happen in the world, how a cause creates an effect, how this effect becomes a cause that triggers yet another effect.
It lays bare the network of chain-linked causalities that, when understood, gives life meaning. The Antiplot, on the other hand, often substitutes coincidence for causality, putting emphasis on the random collisions of things in the universe that break the chains of causality and lead to fragmentation, meaninglessness, and absurdity.
CAUSALITY drives a story in which motivated actions cause effects that in turn become the causes of yet other effects, thereby interlinking the various levels of conflict in a chain reaction of episodes to the Story Climax, expressing the interconnectedness of reality.
COINCIDENCE drives a fictional world in which unmotivated actions trigger events that do not cause further effects, and therefore fragment the story into divergent episodes and an open ending, expressing the disconnectedness of existence.
Consistent Versus Inconsistent Realities
CONSISTENT REALITIES are fictional settings that establish modes of interaction between characters and their world that are kept consistently throughout the telling to create meaning.
INCONSISTENT REALITIES are settings that mix modes of interaction so that the story’s episodes jump inconsistently from one “reality” to another to create a sense of absurdity.
Each tale you create says to the audience: “I believe life is like this.” Every moment must be filled with your passionate conviction or we smell a phony.