Story structure

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Story structure or narrative structure is the recognizable or comprehensible way in which a narrative's different elements are unified, including in a particularly chosen order and often specifically referring to the ordering of the plot: the narrative series of events. In a play or work of theatre especially, this can be called dramatic structure, which is presented in audiovisual form. The following overviews how story structure works in a cross-cultural and general sense.

Contents

Definition

Story is a sequence of events, which can be true or fictitious, that appear in prose, verse or script, designed to amuse or inform an audience. [1] Story structure is a way to organize the story's elements into a recognizable sequence. It has been shown to influence how the brain organizes information. [2] Story structures can vary culture to culture and throughout history. The same named story structure may also change over time as the culture also changes.

Variations

Three-act structure

The three-act structure is a common structure in classical film and other narrative forms in or associated with the West. [3] [4] It is attributed to Aristotle, who originally conceived the canonical model as consisting of a beginning, a middle, and an end. [4] The first act begins with setup, where all of the main characters and their basic situations are introduced, as well as the setting. It contains the primary level of characterization for both of these (exploring the characters' backgrounds and personalities, the relationships between them, and the dynamics of the world they live in). This setup is often called the exposition. [5]

Later in the first act, the protagonist experiences a dynamic event known as the inciting incident (or catalyst). Their initial actions are to deal with this event and attempt to reestablish order. [6] These lead to the first plot point, where the first act ends and a dramatic question is raised; for example, "Will X disable the bomb?" or "Will Y get the girl?"

The second act, or confrontation, is considered to be the bulk of the story. Here, the characters' conflict is most developed (particularly between the protagonist and antagonist) as well as any changes in values and personality one or more characters may undergo (known as character development, or a character arc). This leads to the second plot point, where the second act ends and the protagonist returns to their ordinary world.

The third act, or resolution, is when the problem in the story boils over, forcing the characters to confront it, allowing all the elements of the story to come together, leading to the climax, which is the answer to the dramatic question, being hand in hand with the end of the conflict.

Kishōtenketsu

Kishōtenketsu is a structure mainly derived from classic Chinese, Korean, and Japanese narratives.

Kishōtenketsu is divided into four sections, which have been defined and used differently by narratives from each of the three cultures where the form is most commonly found. The first section is generally considered an introduction of sorts across all three interpretations, albeit understood by each in a different way. The second may refer to the development, or to a beginning of an action related to self-realization. The third section is based around a turning point, change in direction, reversal, or twist. The fourth and final section concerns itself with a result or conclusion, a consequence thereof, or a 'coming to fruition'.

History

First described in ancient times by Greek philosophers (such as Aristotle and Plato), the notion of narrative structure saw renewed popularity as a critical concept in the mid-to-late-20th century, when structuralist literary theorists including Roland Barthes, Vladimir Propp, Joseph Campbell, and Northrop Frye attempted to argue that all human narratives have certain universal, deep structural elements in common. This argument fell out of fashion when advocates of poststructuralism such as Michel Foucault and Jacques Derrida asserted that such universally shared, deep structures were logically impossible. [7]

In Northrop Frye's Anatomy of Criticism , he deals extensively with what he calls myths of spring, summer, fall, and winter: [8]

In Frye's Great Code, he offers two narrative structures for plots: [9]

Categories

Most forms of narrative fall under two main categories: linear narrative and nonlinear narrative. [10] Other forms also include interactive narration, and interactive narrative.

Linear narrative

Flashbacks, often confused with true narratives, are not strictly linear, but the concept relies upon a fundamentally linear understanding of the narrative. An example would be Citizen Kane by Orson Welles. Although some films appear to open (very briefly) with the ending, flashback movies almost immediately jump back to the very beginning of the story to proceed linearly from there. Usually the film will proceed past the supposed "ending" shown at the beginning of the movie.

Nonlinear narrative

Cinema can only provide the illusion through broken narrative, a famous example of this being the 1994 film Pulp Fiction . The film is ostensibly three short stories, which, upon closer inspection, are actually three sections of one story with the chronology broken up; Quentin Tarantino constructs the narrative without resorting to classic "flashback" techniques.

An even more ambitious attempt at constructing a film based on non-linear narrative is Alain Resnais's 1993 French film Smoking/No Smoking . The plot contains parallel developments, playing on the idea of what might have happened had the characters made different choices.

Outside of film, some novels also present their narrative in a non-linear fashion. Creative writing professor Jane Alison describes nonlinear narrative "patterns" such as spirals, waves, and meanders in her 2019 book Meander, Spiral, Explode: Design and Pattern in Narrative. [11] The chapters of Chitra Banerjee Divakaruni's novel Before We Visit the Goddess are not arranged based on the linear sequence of events, but rather in a way that fulfills certain literary techniques. This allows the characters in the novel to have a believable life timeline while still employing the techniques that make a story enjoyable.

Interactive narration

In works of interactive narration there is only one narrative but the method of delivery requires the user to actively work to gain the next piece of the narrative, or have to piece the parts of narrative that they have together in order to form a coherent narrative.

This is the narrative approach of some modern video games. A player will be required to reach an objective, complete a task, solve a puzzle, or finish a level before the narrative continues.

Interactive narrative

An interactive narrative is one which is composed with a branching structure where a single starting point may lead to multiple developments and outcomes. The principle of all such games is that, at each step of the narrative, the user makes choices that advance the story, leading to a new series of choices. Authoring non-linear narrative or dialogue thus implies imagining an indefinite number of parallel stories.

In a gamebook, readers are told to turn to a certain page according to the choice they wish to make to continue the story. Typically, the choice will be an action rather than dialogue. For example, the hero hears a noise in another room and must decide to open the door and investigate, run away, or call for help. This kind of interactive experience of a story is possible with video games and books (where the reader is free to turn the pages) but less adapted to other forms of entertainment. Improvisational theatre is similarly open-ended, but of course cannot be said to be authored.

Graphic narrative

A simple graphic narrative, such as in comics, has four stages: an introduction of the characters and a description of a situation; the introduction of a problem, unexpected opportunity, or other complication into the situation; a resolution in the form of a partial or complete response to the problem by one or more of the characters; and the denouement, the aftermath of the response that makes clear the success, partial success, non-success, or uncertain success of the response. This fourth stage may also show how the original situation has changed due to what has taken place in the Complication and Resolution stages of the narrative. [12]

In a simple narrative, the four stages appear in order. That is, the sequence of the telling or presentation follows the chronology of the told. In a more complex story, the order of the telling may vary. For instance, such a story may begin with the Denouement and then present the Situation, Complication, and Resolution in a flashback. But this is not the case with a simple narrative. [13]

See also

Related Research Articles

<span class="mw-page-title-main">Plot (narrative)</span> Cause-and-effect sequence of events in a narrative

In a literary work, film, or other narrative, the plot is the sequence of events in which each event affects the next one through the principle of cause-and-effect. The causal events of a plot can be thought of as a series of events linked by the connector "and so". Plots can vary from the simple—such as in a traditional ballad—to forming complex interwoven structures, with each part sometimes referred to as a subplot or imbroglio.

<span class="mw-page-title-main">Story within a story</span> Literary device

A story within a story, also referred to as an embedded narrative, is a literary device in which a character within a story becomes the narrator of a second story. Multiple layers of stories within stories are sometimes called nested stories. A play may have a brief play within it, such as in Shakespeare's play Hamlet; a film may show the characters watching a short film; or a novel may contain a short story within the novel. A story within a story can be used in all types of narration including poems, and songs.

<span class="mw-page-title-main">Narrative</span> Account that presents connected events

A narrative, story, or tale is any account of a series of related events or experiences, whether nonfictional or fictional. Narratives can be presented through a sequence of written or spoken words, through still or moving images, or through any combination of these. The word derives from the Latin verb narrare, which is derived from the adjective gnarus. The formal and literary process of constructing a narrative—narration—is one of the four traditional rhetorical modes of discourse, along with argumentation, description, and exposition. This is a somewhat distinct usage from narration in the narrower sense of a commentary used to convey a story. Many additional narrative techniques, particularly literary ones, are used to build and enhance any given story.

<span class="mw-page-title-main">Foreshadowing</span> Literary technique

Foreshadowing is a narrative device in which a storyteller gives an advance hint of what is to come later in the story. Foreshadowing often appears at the beginning of a story, and it helps develop or subvert the audience's expectations about upcoming events.

Narration is the use of a written or spoken commentary to convey a story to an audience. Narration is conveyed by a narrator: a specific person, or unspecified literary voice, developed by the creator of the story to deliver information to the audience, particularly about the plot: the series of events. Narration is a required element of all written stories, presenting the story in its entirety. It is optional in most other storytelling formats, such as films, plays, television shows and video games, in which the story can be conveyed through other means, like dialogue between characters or visual action.

<span class="mw-page-title-main">Conflict (narrative)</span> Literary element of challenge that stands in the way of a goal

Traditionally, conflict is a major element of narrative or dramatic structure that creates challenges in a story by adding uncertainty as to whether the goal will be achieved. In works of narrative, conflict is the challenge main characters need to solve to achieve their goals. However, narrative is not limited to a single conflict. In narrative, the term resolution refers to the closure or conclusion of the conflict, which may or may not occur by the story's end.

Narratology is the study of narrative and narrative structure and the ways that these affect human perception. It is an anglicisation of French narratologie, coined by Tzvetan Todorov. Its theoretical lineage is traceable to Aristotle (Poetics) but modern narratology is agreed to have begun with the Russian formalists, particularly Vladimir Propp, and Mikhail Bakhtin's theories of heteroglossia, dialogism, and the chronotope first presented in The Dialogic Imagination (1975).

A plot twist is a literary technique that introduces a radical change in the direction or expected outcome of the plot in a work of fiction. When it happens near the end of a story, it is known as a twist ending or surprise ending. It may change the audience's perception of the preceding events, or introduce a new conflict that places it in a different context. A plot twist may be foreshadowed, to prepare the audience to accept it, but it usually comes with some element of surprise. There are various methods used to execute a plot twist, such as withholding information from the audience, or misleading them with ambiguous or false information. Not every plot has a twist, but some have multiple lesser ones, and some are defined by a single major twist.

<i>Anatomy of Criticism</i> Literary criticism book by Northrop Frye

Anatomy of Criticism: Four Essays is a book by Canadian literary critic and theorist Northrop Frye that attempts to formulate an overall view of the scope, theory, principles, and techniques of literary criticism derived exclusively from literature. Frye consciously omits all specific and practical criticism, instead offering classically inspired theories of modes, symbols, myths and genres, in what he termed "an interconnected group of suggestions." The literary approach proposed by Frye in Anatomy was highly influential in the decades before deconstructivist criticism and other expressions of postmodernism came to prominence in American academia circa 1980s.

Anagnorisis is a moment in a play or other work when a character makes a critical discovery. Anagnorisis originally meant recognition in its Greek context, not only of a person but also of what that person stood for. Anagnorisis was the hero's sudden awareness of a real situation, the realisation of things as they stood, and finally, the hero's insight into a relationship with an often antagonistic character in Aristotelian tragedy.

A flashback is an interjected scene that takes the narrative back in time from the current point in the story. Flashbacks are often used to recount events that happened before the story's primary sequence of events to fill in crucial backstory. In the opposite direction, a flashforward reveals events that will occur in the future. Both flashback and flashforward are used to cohere a story, develop a character, or add structure to the narrative. In literature, internal analepsis is a flashback to an earlier point in the narrative; external analepsis is a flashback to a time before the narrative started.

<span class="mw-page-title-main">Nonlinear gameplay</span> Gameplay involving unordered sequences

A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order.

A flashforward is a scene that temporarily takes the narrative forward in time from the current point of the story in literature, film, television and other media. Flashforwards are often used to represent events expected, projected, or imagined to occur in the future. They may also reveal significant parts of the story that have not yet occurred, but soon will in greater detail. It is similar to foreshadowing, in which future events are not shown but rather implicitly hinted at. It is also similar to an ellipsis, which takes the narrative forward and is intended to skim over boring or uninteresting details, for example the aging of a character. It is primarily a postmodern narrative device, named by analogy to the more traditional flashback, which reveals events that occurred in the past.

Reverse chronology is a narrative structure and method of storytelling whereby the plot is revealed in reverse order.

Nonlinear narrative, disjointed narrative, or disrupted narrative is a narrative technique where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line. The technique is common in electronic literature, and particularly in hypertext fiction, and is also well-established in print and other sequential media.

<span class="mw-page-title-main">Narrative criticism</span>

Narrative criticism focuses on the stories a speaker or a writer tells to understand how they help us make meaning out of our daily human experiences. Narrative theory is a means by which we can comprehend how we impose order on our experiences and actions by giving them a narrative form. According to Walter Fisher, narratives are fundamental to communication and provide structure for human experience and influence people to share common explanations and understandings. Fisher defines narratives as "symbolic actions-words and/or deeds that have sequence and meaning for those who live, create, or interpret them." Study of narrative criticism, therefore, includes form, genre, structure characterization, and communicator's perspective.

A narrative thread, or plot thread, refers to particular elements and techniques of writing to center the story in the action or experience of characters rather than to relate a matter in a dry "all-knowing" sort of narration. Thus, the narrative threads experienced by different, but specific characters or sets of characters are those seen in the eyes of those characters that together form a plot element or subplot in the work of fiction. In this sense, each narrative thread is the narrative portion of a work that pertains to the world view of the participating characters cognizant of their piece of the whole, and they may be the villains, the protagonists, a supporting character, or a relatively disinterested official utilized by the author, each thread of which is woven together by the writer to create a work.

Kishōtenketsu (起承転結) describes the structure and development of classic Chinese, Korean and Japanese narratives. The structure originated in China and was called qǐchéngzhuǎnhé (起承轉合) and used in Chinese poetry as a four-line composition, such as Qijue. From there, it moved to Korea where it is called giseungjeongyeol. Finally, the art style came to Japan, where it is referred to as kishōtengō (起承転合), from which the English word derives. Kishōtenketsu is sometimes described as a narrative structure devoid of conflict, particularly in opposition to Western narrative styles.

The three-act structure is a model used in narrative fiction that divides a story into three parts (acts), often called the Setup, the Confrontation, and the Resolution. It was popularized by Syd Field in his 1979 book Screenplay: The Foundations of Screenwriting. Based on his recommendation that a play have a "beginning, middle, and end," the structure has been falsely attributed to Aristotle, who in fact argued for a two-act structure consisting of a "complication" and "dénouement" split by a peripeteia.

References

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