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Aug. 29, 1997
The Need for Structure, Part 1
There is a little coffeehouse/used-bookstore
near Venice Beach where a lot of young screenwriters show up with laptop
computers and work on their scripts. Several times I have seen
some of these young writers actually bring a three-foot square corkboard,
pushpins, and index cards with all of their scenes listed on them then
play musical chairs with the structure of their screenplay. This
is completely ridiculous.
Each of the three acts of
a script must be distinct from the other two, each act having
a unique purpose. If a scene can be moved from act 1 to act 2
or from act 2 to act 3, then your structure is wrong, and you need to
rethink your story. Acts 1 and 2 must end definitively
in a position of no recourse for the lead character. If they don't
end that way, they're wrong.
Your lead character is
your point. If your lead character has no point, then your story
has no point. That which is pointless is dull, and dullness is
the enemy of good storytelling. Anybody can be dull; it doesn't
take the slightest bit of skill. Good stories are never
dull. Also, your lead character must be going through a
change of some sort that is important to him or her.
These specifications are necessary
to a good script; they are not optional -- you must address them.
Even if you follow these rules, your script won't necessarily be good,
but, if you don't follow them, your script will absolutely be
bad.
Are there exceptions to these
rules? Of course. But don't bother yourself with the exceptions;
they are too rare to have any meaning to most of us. Screenwriting
is a craft and a very difficult one at that. You must master a
craft before hoping to go beyond craft to art.
Art generally arises from
that which is extremely well crafted. To become a good craftsman
is a worthy goal in life. Ultimately, it is for others to decide
what is "art." Damn near all of the great film directors
-- Wyler, Hitchcock, Ford, Huston, Hawks -- saw themselves as craftsman,
not artists. It is foolish to think of oneself as an artist in
film. Filmmaking is a difficult craft that has on rare occasions
risen to the level of art, frequently to the complete surprise of the
filmmakers. If your goal is to be part of that charmed few, then
you'd better know more than everybody.
In 1940 pretty much every
writer in Hollywood knew this information. Some put it to better
use than others, but even B-movies were usually well structured back
then. We're now seeing $50 to $200 million movies that are not
nearly as well written as the old 1930s Republic westerns.
Every script that I have ever
read by friends, acquaintances, or peers -- and I've read many, many
scripts -- is structurally incorrect, dull, and pointless. Each
time I read yet another dull, formless mess, it weighs heavily upon
me. What's going on? Is everybody brain-dead?
I'm not entirely sure why
these concepts of dramatic structure have fallen into disuse, but I
would offer sheer laziness as a prime possibility. It's much easier
to piss and moan that you are a misunderstood artist than to put in
the time and effort it takes to do the work properly.
This is not brain surgery,
and you don't have to be Albert Einstein to understand these concepts
and put them to use. The dramatic three-act structure is very
much like a house, the three acts being: the foundation, the walls,
and the roof. Writing a well-structured, three-act script with
a point is no harder than building a house that follows the building
codes and will pass inspection, but it's probably no easier.
You cannot wake up one morning
and say, "Today I am an architect and will design a house,"
then draw a proper blueprint containing all of the building codes that
carpenters can read and from which they can subsequently build a house
that can be lived in. All of the information is readily available,
and with enough research and practice you too can draw a proper blueprint
from which a house can be built that will pass inspection. There
will be a plug on every wall and a bathroom on every floor. But
this information is not innate to anyone; it must be learned.
The same goes for screenwriting. Nobody was born knowing how drainage
is achieved in a foundation anymore than they were born knowing three-act
dramatic structure. Yet people are constantly approaching screenwriting
as if it were a God-given gift.
Certainly, to be a great architect
or a great screenwriter (or a great anything), one probably must have
some God-given talent. Nevertheless, most architects, just like
most screenwriters, are working with approximately the same glob of
goo between their ears as everyone else. If you are exceptionally
talented, that will make itself apparent; if not, that will make itself
known, too.
If you start to pay close
attention to dramatic three-act structure (and this goes for comedies
as well), it will become obvious very quickly in anything you watch
or read whether it is there or not. And, when it is not there,
thirty to forty minutes into the film your butt will start to hurt.
Harry Cohn, former head of Columbia Pictures, once said that he knew
a good or a bad film by whether or not his ass burned while he watched
it. When act 1 does not end properly, thirty to forty minutes
into the story, you know deep down in your guts that acts 2 and 3 will
not be right, either. Now you face twice the length of what you've
just sat through with a mounting sense of dread, and your ass starts
to burn.
There are really only two
kinds of movies in the world: the kind where your ass burns and the
kind where your ass doesn't burn. That's it.
The three acts of a story are: setup, confrontation, and
resolution. They are each completely different things and should
be approached as such. Continuing with the house metaphor, the
foundation is not constructed anything like the walls, which are not
constructed the same way as the roof; each has its own appearance and
its own purpose.
In act 1 you can set up anything
you damn well want (including the introduction of your characters),
but that's all you're doing is setting up; you're asking questions.
No questions are confronted or answered, however, in act 1. The
act should end on a point of no recourse.
In act 2 you confront the
problem you've set up in act 1. This is generally the main action
of the story. Act 2 should also end on a point of no recourse.
In act 3 you resolve the problem. It's simple and totally indispensable.
If a joke is not told in its proper order, it will not be funny; if
a story is not told in its proper order, it will not be compelling or
satisfying.
Stories are just long jokes, in a way. You'll have to excuse me
for choosing a dumb blonde joke as an example, but it comes to mind
and makes me chuckle.
ACT 1:
A guy walks into a bar holding
an alligator and proclaims, "I'll let this alligator bite
my dick for a full minute for one hundred dollars. Any takers?"
The amused patrons of the bar throw money until there are a hundred
dollars on the floor then look at the guy and his alligator expectantly.
ACT 2:
The guy pries open the alligator's
mouth, sticks his dick in, snaps the razor-sharp teeth closed, then
grits his teeth while the whole bar counts out the sixty seconds.
At the count of sixty the guy pounds on the alligator's head with his
fist as hard as he can. The alligator opens his mouth, the guy
pulls out his dick, then the jaws snap closed.
The guy turns to the bar's
patrons and challenges, "All right, now I'll pay two hundred dollars
to anyone who will do the same thing! Come on, I'll make it three
hundred dollars!"
ACT 3:
A dumb blonde girl steps out
and says, "Okay, I'll do it. But you have to promise not
to hit me on the head so hard."
If you wrote
this joke out paragraph by paragraph on index cards, could you put the
end at the beginning or the beginning at the end? No. It
follows in a specific order. Certainly you could tell it backward;
it just wouldn't be funny.
I
recently had the great pleasure of seeing the first screening of a brand-new
70mm print of William Wyler's 1959 film Ben Hur at the Los Angeles
County Museum of Art. Wyler is my favorite director, and even
though I don't think Ben Hur is one of his best films (even if
it won eleven Oscars, more than any other film), I still think it's
one helluva good example of filmmaking and storytelling. At the
end of three hours and thirty-two minutes the audience gave the film
a standing ovation.
Nothing that occurs in act
1 of Ben Hur could possibly happen in acts 2 or 3. Act
1 ends with Messala (Stephen Boyd) having Ben Hur's mother and sister
(improbably played by Martha Scott and Cathy O'Donnell) being taken
away to jail and Judah Ben Hur (Charlton Heston) condemned to the galleys.
Judah vows revenge, saying he will kill Messala when he returns from
the galleys. Messala amusedly quips, "Return?" and Judah
Ben Hur is taken away. Certainly a definitive ending of an act,
at a point of no recourse for the hero.
In act 2 Ben Hur rows in the
galley of a Roman warship, and during a giant sea battle he saves the
life of the Roman commander (Jack Hawkins). Ben Hur is subsequently
taken to Rome, becomes a great charioteer, and is given his freedom.
He immediately sets off to find his imprisoned mother and sister.
Upon his return home, Judah Ben Hur is informed that his mother and
sister are dead, whereas we the audience really know that they are not
dead but are in fact lepers. No matter, Ben Hur believes that
they are dead and now resolves to kill Messala, which, as we are well
aware, he will accomplish in the chariot arena.
Intermission. Will we
be coming back to see act 3? Without question.
Act 3 is the chariot race
and Messala's death; then Ben Hur saves his mother and sister from the
horrors of leprosy by taking them to the Crucifixion of Christ, where
they are healed. Now that's entertainment.
No scene from act 1 can go
into act 2, and no scene from act 2 can go into act 3. You do
not need index cards and a corkboard. If you think you do, then
you are approaching the problem the wrong way.
The lead character of most
scripts and films these days is generally the dullest character in the
story. Why is that? Simply put, your lead character embodies
the point of your story. If you don't know the point of your story,
neither will the lead character. If your lead character is pointless,
then you can bet that your whole story is going to be pointless.
That which is pointless is generally dull. Dullness, if I may
reiterate, is disastrous to good storytelling.
Your point doesn't even have
to be a good one, but it's better to have any point than none at all.
Judah Ben Hur's point is that
he will not betray his people for his friendship with Messala.
This makes Ben Hur noble, but it's not a great point because it doesn't
relate to the rest of the story; he never has to put the betrayal of
his people or a friend on the line again.
Now take William Wyler's film
The Big Country as an example of a lead character with a good
point. Gregory Peck is a sea captain in the 1880s who, previous
to our story, met Caroll Baker back east, fell in love, and has now
come west to claim his bride. Peck is met by his fiancé
then is promptly taken advantage of by ruffians (led by a very young
Chuck Conners) against whom he makes no attempt to fight back.
His bride-to-be immediately assumes that he is a coward. At the
big ranch where Baker lives, the handsome foreman (Charlton Heston)
tries to get Peck to ride a wild, bucking stallion, and Peck humbly
declines. Everyone thinks he's a coward. Heston calls Peck
a fool in front of everyone, and still Peck won't fight him. Now
everyone is certain he's a coward. When no one is around,
however, Peck rides the wild stallion. And in the middle of the
night he comes and fights Heston all alone in the moonlight.
Gregory Peck the sea captain
doesn't need to prove himself to anyone but himself. He knows
who he is, and he has a point. Everything he does reflects that
point. It would be much easier to say, as in Joseph Lewis's Gun
Crazy, that the guy just loved guns. It wasn't because his
penis was small or his father abused him; he simply liked guns, and
given half a chance he used them. It's not complex, but it's clear.
Or you can go in the other
direction, where not only does your lead character make a point but
every other character in the story is making a variation on the same
point. This is called having a theme. Wyler's favorite
theme was the effects of war on a family, which he dealt with beautifully
in Mrs. Miniver ("Best Picture" 1942), The Best
Years of Our Lives ("Best Picture" 1946), and Friendly
Persuasion ("Best Picture" nominee 1956).
Friendly Persuasion
is the story of a Quaker family, led by Gary Cooper and Dorothy McGuire,
during the American Civil War. Quakers are totally nonviolent;
war is violent -- what do they do? Individually, everyone in the
family -- a daughter and two sons (the older son being a very young
Anthony Perkins) -- each must make his or her own decisions. We
think that Gary Cooper will revert to violence, being that he's Gary
Cooper, and a man, except he doesn't. Whereas Dorothy McGuire,
who is not only the most vocally nonviolent but also a minister in the
church, when provoked, does revert to violence. Gary Cooper hears
of this from his younger son, "Then Momma hit the soldier with
a broom!" Coop raises his eyebrows and proclaims, "By
sugar, that's news!"
One can go farther still along
the road of complex storytelling, into the nebulous realms of irony,
allegory, and parable. None of them get in the way of the basic
three-act structure. These concepts work in tandem with the three
acts.
Part of my reason for writing
this little essay is so that I can attach it to scripts I'm asked to
read instead of having to say the same thing over and over again.
Also, if it helps reverse the downward trend even slightly and spurs
one writer somewhere to write a better script, then it has been worth
the effort. I can only hope.
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