Your Story Has Two Stories Inside It: Complicating Your Plot

About a year and a half ago, I started writing a blog post called “Your Story Has Two Stories Inside It.” In that post, I looked at three popular and acclaimed movies that I chose basically at random from IMDB and examined how in each movie the protagonist’s goal at the beginning of the story is actually achieved fairly early in the film, at which point a complication sends the protagonist on a new mission which they pursue for the rest of the movie.

This is interesting because often when we’re plotting a story, we pick a goal for the hero and then assume they’ll spend three acts pursuing that goal and that they’ll achieve it (or in some cases emphatically fail to achieve it) at the denouement. But that actually isn’t how most successful stories work.

I never finished writing that post.

Flash forward to this week. I’m working on a new feature and I’m head over heels in heart-eyes-emoji love with it but I have this nagging feeling that something is off about the structure. It feels a little… thin. Like, it’s a cool idea, it has a meaningful theme, I love the characters, and I found a powerful resolution to the plot, but there’s some part of me that keeps thinking… is that really it?

That’s the whole movie?

And then this morning, Monica Beletsky (a writer/producer of many beloved TV shows such as Fargo and The Leftovers, and someone you should follow on Twitter because she posts awesome tweet threads like this) posted this tweet thread:

And oh man, it sucks how right she is, because it means that the kick ass Act 3 climax I just wrote? Is probably actually my midpoint. Or even the end of Act 1! Crap.

What’s funny is this is probably the most common feedback I give people when I read their scripts — this awesome ending you just wrote? I hate to tell you this, but it’s your midpoint. It’s your end of Act 1. Sometimes it’s even your inciting incident! (Sorry.)

Let’s think about Guardians of the Galaxy (2014), which is a movie I use a lot as an example because it’s so satisfying and well-structured and it was both commercially successful and critically acclaimed.

(Some spoilers will follow if you somehow still haven’t seen that movie. I will also talk about Akira Kurosawa’s High and Low (1963) with some spoilers for the first half of the film. I later reference Jumanji: Welcome to the Jungle (2017) and Annihilation (2018) but don’t reveal any big spoilers for either.)

In Guardians, Peter Quill’s initial goal is to sell the stolen Orb (aka the Infinity Stone) for money. He already has this goal when the story starts (after the quick childhood flashback) and he pursues it relentlessly through the first half of the movie.

But that is not the goal he achieves at the end of the movie.

He actually achieves this initial goal (with the help of his new friends) at the midpoint, but it turns out this was the wrong goal for him to pursue because the Infinity Stone is incredibly destructive (he and his friends learn this the hard way when it blows up The Collector’s lab). They learn that Ronan plans to use the Orb to destroy the planet Xandar, so now their goal is to get the Orb back from Ronan and save Xandar.

This becomes their true goal and the one they pursue for the rest of the film.

Imagine if the entire movie had just been about Peter trying to sell the Orb. That’s an interesting enough problem for the first half of the movie, but having that goal turn out to be the wrong goal is a huge complication that makes the story more interesting and creates an opportunity for each of the main characters to grow as they learn from their mistakes.

Alternately, imagine if Peter’s goal the entire movie had been to stop Ronan from blowing up Xandar. A worthy goal and one that could probably string together enough action set pieces to fill two hours, but it would be very one-note. And where’s the growth then for Peter? In this version, he would have already been pursuing a noble goal from page 1.

This isn’t only true for commercial blockbusters like Guardians of the Galaxy. Another movie I analyzed that follows this pattern is Akira Kurosawa’s High and Low (1963). The protagonist’s goal at the beginning of the movie is to assemble enough money to buy majority control of his company to save it from ruin. This could be a whole movie in itself (maybe not a terribly interesting one), but then his son is kidnapped and he must use the money he’s accumulated as ransom instead of using it to buy stock. New goal: get his son back.

But the real twist comes when he finds out that the kidnappers took the wrong boy — it’s not his son they have, it’s his chauffeur’s. So now he has to decide whether to use the money he needs for his company to pay the ransom for a son that isn’t even his. The protagonist’s goal was originally control of his company, but now it’s about something much more primal and forces him to confront and reveal the person he really is.

This is definitely more interesting than 140 minutes of a guy trying to raise funds to take control of his shoe company!

That said, I’m not sure that every movie follows this pattern, even though all the thrillers Monica Beletsky analyzed did. For example, I recently watched Jumanji: Welcome to the Jungle (2017) in theaters, which I (in perhaps slight exaggeration) called last year’s “best movie of the year.” I’d have to rewatch it to be sure, but I think the goal in that movie is the same from the inciting incident (when they get sucked into the game) as it is at the climax, though there is a major complication introduced at the midpoint which shifts their approach.

Another counter example is Annihilation (2018), which I also just watched in theaters. The goal in that movie is introduced in Act 1 (enter the Shimmer and make it to the lighthouse) and though there are several complications along the way that change our understanding of the problem, that goal remains the same for the entire movie through Act 3.

I’ll have to think more about this to decide if it’s true, but my hypothesis is that movies like Jumanji: Welcome to the Jungle and Annihilation are actually a different kind of story with their own separate structure.

Something those two movies have in common is that they both have an ultra-clear goal from pretty much the start of Act 2 (if not a bit earlier) with a literal map to get there. Like, an actual, literal map! In both cases, if the story is working well, we’re so oriented to the journey that we understand at any given moment exactly where we are on our path to the final goal.

Annihilation goes so far as to have actual title cards delineating each story beat. We get an “Area X” title card at the inciting incident, a title card that says “The Shimmer” at the start of Act 2, and a title card labeled “The Lighthouse” at the start of Act 3.

In Jumanji: Welcome to the Jungle, the characters continually refer back to the map of the game world so that we always understand how far we’ve come and how much of the journey is left.

So maybe these movies have a different structure because they’re almost their own separate type of story.

So, like most writing tips, this is less of a Rule and more of a Tool. If your story feels a little thin, like it would be a better episode of a TV show than a full movie people pay $16 to watch in a theater, maybe the answer is taking your Act 3 climax and making it your midpoint, or even the end of Act 1.

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How to Avoid Plot Twist Fatigue

Plot twists in a movie are great. There are few greater joys in a film than that moment when you are truly, satisfyingly surprised by a twist you never saw coming, but in retrospect realize was inevitable.

But sometimes… there’s too much of a good thing.

We’ve all seen a movie like this. There are so many plot twists and reversals that after awhile, you’re not so much surprised as you are confused, and not so much on-the-edge-of-your-seat as you are put at a distance. The spy wasn’t just a spy, she was a double agent! Actually, she was a triple agent! Actually, she’s been dead the whole time! Actually, the whole movie was a dream! It’s not fun, it’s annoying.

I don’t ever like to name and shame movies on this blog, but I will say that I saw a movie in theaters recently that had so many never-saw-’em-coming twists and turns that by the end of the film, there was nothing left in the story to believe in or care about. Nothing could be trusted, nothing was real. Every aspect of that story I’d invested in had been a lie, from the big, important themes down to the smallest, stupidest facts. It made me feel cheated and like I’d wasted my time.

Here are two ways to avoid that:

  1. Keep your big reversals to the ends of acts. End of Act 1, midpoint (end of Act 2a), end of Act 2, and probably one more at the end of the movie, depending on what kind of movie it is. That’s it. If you have giant twists happening in every scene, the audience will get confused and exhausted. (If you’re writing for TV, then it’s even more straightforward because it is probably unmistakable where your acts end.)

    If you must do the thing where there’s a twist at the end of the movie and then there’s a second twist the audience didn’t see coming because they were still reeling from the first, I would not deprive you of that. Those can be fun. BUT YOU CAN ONLY HAVE ONE EXTRA TWIST. Don’t then have a third twist and a fourth, unless you’re writing a parody because that might actually be really funny.

    This is not one of those things where one twist is great so fourteen must be amazing. More is not better. Better is better.

    Also, when I say a reversal at the end of each act, I don’t mean that each of those reversals is an M. Night Shyamalan style shocker. They can’t all have been dead the whole time. When I say a reversal or a twist, I just mean something that changes the audience’s understanding of the situation and spins the story in a new direction.

    I think sometimes writers are afraid to put reversals at the end of an act because that’s where the audience expects it. But it’s actually satisfying when a story delivers what you expect! The key is to deliver it in a way that’s unexpected. So, yes, do put a big twist at the end of the act (or a small reversal if it’s a quiet, contemplative story), just don’t make it the first, most obvious idea that popped in your head.

  2. Have a few things in your script that you keep sacred and do not let any reversals undo those things. A classic example of this would be a primary relationship if your story has one (and it almost certainly does). It could be your protagonist’s love for her daughter, or it could be a romantic relationship you want to hold sacred in your story. You may want to make that bond untouchable by plot twists so the audience has something to hold onto throughout all the twists and turns of the story.

    Or, if you do want your primary relationship to be undone by a twist because that’s what your whole movie is about (you lovable cynic), then have something else be your Untouchable Truth — maybe it’s your protagonist’s loyalty to his country. Maybe it’s your mentor’s inherent goodness. Maybe it’s the way your magic system works. Whatever it is, have a few important things in your film that are core to what the movie is about and make sure those things are never upended in a twist.

    In fact, if anything, any twists should cement those things. Underline, not strikethrough.

What else am I missing? What makes for an especially good or bad twist? How much is too much?

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Structuring Your Half-Hour Dramedy Pilot

So now you know what makes a half-hour dramedy what it is and you know how to get to the core of what yours should be about. The next step is writing the actual script, or punching up one you’ve already written.

As promised, I analyzed the structure (length, act breaks, number of characters, and narrative arc) of a group of half-hour dramedy pilots. I found that all the pilots I studied were structured in a very similar way1, even across networks.

I did a less in-depth version of this analysis for one-hour drama pilots here.

I share this information not to give you a paint-by-numbers template because there are hundreds of TV series out there that take a paint-by-numbers approach to storytelling and most are instantly forgettable. But if you write about something that matters to you and set it in a world you find interesting, comparing its structure to this template might help you see what your story is missing or why it feels too slow or too rushed.

There are definitely some outliers, like FX’s Better Things, which is more of a stream of consciousness “slice of life” pilot, but even that episode has act breaks and still loosely follows the pattern of the other shows I studied, just in a quieter, more subtle way. (It’s a beautiful pilot that I recommend watching even if it’s hard to take many structural lessons from it.)

Better Things on FX

Amazon’s Transparent is another pilot that doesn’t fit comfortably in the structure of most half-hour dramedies because each season is written as a five-hour movie.2 The first episode is really just the first half of Act 1 leading up to the inciting incident. So it does have a formal structure, it’s just not TV structure. I would not recommend attempting this unless, like Jill Soloway, you already have a full season order from a streaming network.

How Long Should Your Pilot Be?

The half-hour dramedy pilots I studied all had 4 or 5 acts (usually 5), including any teaser or tag that might be included. Across those acts, the episodes were divided into 11-16  scenes, usually in the 14-15 range. These pilots were all 21-27 minutes long (most were 21-22 minutes), but one minute doesn’t always equal one page. Note that at least one of the major TV writing contests requires half-hour pilots to be at least 25 pages. I assume the higher page count is because comedies have historically had more quick back and forth dialogue which means more line breaks on the page in a short period of screen time.

So your pilot would feel similar to a produced pilot if it was 5 acts (possibly including a teaser and/or tag), divided into 14-15 scenes of about 1.5-2 pages each (on average).

I don’t mean that prescriptively, but if something about your script feels off, that’s a place to look if your script differs wildly from this very common template.

How Many Characters Should I Introduce?

I read a lot of pilots and some of them feel too thin because there aren’t enough characters to create conflicts between, while others feel overwhelming because there are too many characters to keep straight in your mind.

Of course, it’s much less about the number of characters you have and more about how you differentiate those characters and how you make use of them. Every character should represent a different side of the argument you’re making or the theme you’re exploring, and those characters should have between them inherent potential for conflict and inherent potential for connection in as many different combinations as possible.

What really makes a script feel like it has “too many characters” is when multiple characters are serving the same purpose in the story, and what makes a script feel like it has “too few characters” is when there aren’t enough built-in opportunities for conflict or connection between characters.

What really makes a script feel like it has “too many characters” is when multiple characters are serving the same purpose in the story, and what makes a script feel like it has “too few characters” is when there aren’t enough built-in opportunities for conflict or connection between characters.

This is why shows like The Walking Dead (in later seasons particularly) keep piling on more and more new characters – it feels like there aren’t enough characters even though there are already so many, but it’s actually just that the characters they already have don’t have enough different combinations of naturally-occurring opportunities for conflict and connection between them. This is a common problem I see in pilots I read.

All of that said, the pilots I studied had between 10-20 speaking parts, and of those speaking parts, there were only 2-4 main characters. I define “main character” here as a character who is in a lot of scenes and will obviously play a major role in the series going forward with their own problems to solve and a meaningful character arc. This is important because if you have more than 3 or 4 main characters in a half-hour pilot, it’s going to be hard for the audience to keep track of and care about all of them.

People of Earth on TBS

We also see between 3-10 secondary characters introduced. I define “secondary character” here as a character with a name who will be coming back in future episodes. These characters usually don’t have their own goals, problems, and arcs, though they might develop them in future seasons. These are characters like Dory’s boss in Search Party, the priest in People of Earth, or Sam’s dad in Better Things.

These kinds of characters are important because while they do not initially have goals and problems of their own (or at least not ones we’re invested in), they can create or complicate conflicts for our main characters, and they’re waiting in the wings in later episodes when you start running out of story ideas for your protagonists.

Last, these pilots had between 2-10 minor characters, which I define here as characters that only have a line or two, usually don’t have a real name, and most likely will not return in future episodes. These are characters like “Bellhop” or “Protestor #2.”

It’s worth noting that the line between “main character” and “secondary character” can be blurry. For example, in the pilot of The Good Place I considered only Michael, Eleanor and Chidi to be main characters, while I classified Tahani, Jianyu, and Janet as secondary characters. This is accurate based on the pilot, but if you keep watching the show, those three secondary characters take on a much bigger role and some minor characters step up as new secondaries. This happens on most series, but for the purpose of this analysis, you should think of your characters in the context of just your pilot.

 

What Happens in Each Act?

First Section (Teaser or Act 1)

The first section (either a teaser or Act 1) is 1-2 scenes and lasts between 1-3 minutes. In this section, we establish the basic premise (what this show is about on the most logline-y level) and the tone (funny and action-packed, heightened reality, a musical, dreamlike and tender, etc.).

These are really important concepts that are missing from the first section of most pilots I read. We don’t need to understand every complexity of the plot and theme in the first three minutes of your pilot, but we should be able to state the logline of your series (or at least the first half of it) based on these three minutes.

It’s also important that we get the tone of your show – if it’s a show that’s mostly funny, the first scene should be funny. If it’s going to have scary parts or a heightened, fantastical quality, that tone should be presented in the very first scene so we understand what we’re watching and can view it through the right lens. If it’s a musical, there better be a song real quick.

In this first section, we also usually meet the main character, but sometimes not if it’s a teaser. If we do meet the main character, we might also meet one or two other main or secondary characters, but almost certainly not all of them.

Search Party on TBS

 

Second Section (Act 1 or Act 2)

The second section (either Act 1 or Act 2) is 3-6 scenes and lasts between 3-8 minutes. In this section, we meet the rest of the main characters. We learn what we need to know about the world. The main problem of the series/season/episode is established.

When I say that we meet the main characters, it’s not enough that they are just physically on screen. We should understand their deal, at least on a basic level. What is one word that most strongly describes their personality? Of course your characters are more complex than can be summed in one word, and we’ll hopefully have a chance to learn this over the course of many episodes and seasons, but there’s probably one quality that describes them most simply: arrogant, insecure, sullen, idealistic, selfish, gullible, logical, etc. That one word should come across right away so the audience has something to hold onto about this character, even if later we will come to understand them in a more nuanced way (which we hopefully will).

This is also where we’ll probably meet the antagonist if there is one. Remember that an antagonist doesn’t have to be a mustache-twirling supervillain, just a character whose choices, values, and desires stand in opposition to our protagonist.

When I say we learn what we need to know about the world, this is sometimes as simple as an establishing shot of a city skyline and a scene in the office that makes clear what everyone’s job is in a company. In other shows, the world is unfamiliar and complicated and so a lot more time must be dedicated to explaining how it works.

If your pilot is in an unfamiliar, complicated world, you’ll need to figure out exactly what the audience needs to understand in the first episode to understand and enjoy the show, and then communicate that in as succinct and entertaining of a way as possible. You don’t need to explain every single fact about your world in the pilot, but you need to explain enough that they feel grounded in the story. Watch the pilot of The Good Place for a great example of how to do this.

THE GOOD PLACE -- "Michael's Gambit" Episode 113 -- Pictured: (l-r) Ted Danson as Michael, Kristen Bell as Eleanor Shellstrop -- (Photo by: Vivian Zink/NBC)

The Good Place on NBC

If you have any unusual elements like magic or musical numbers, it’s especially important to introduce these right away so it doesn’t feel like it’s coming out of nowhere later. Similarly, if your world has a complicated geography that’s important to understand, you might need to spend some time laying that out visually.

Last, this is the section where you’ll introduce the main problem of the series (or the problem of the season or of the episode). The problem might be as small as “teen girl doesn’t get along with her mother” or it might be as large as “aliens have invaded a small town” or “a mild-mannered accountant must solve a murder.” Whatever the problem is, this is when you introduce it.

 

Third Section (Act 2 or Act 3) *OPTIONAL*

The third section (either Act 2 or Act 3) is usually 3 scenes and lasts 5-7 minutes. This section is optional. Some pilots skip this section and instead make their first or second section (or both) on the longer side. You’d be especially likely to skip this section if your pilot requires more world-building due to a complicated setting or situation.

If you do include this section, it’s where you’ll do any combination of the following, depending on the needs of your story: introduce B-stories, explore the primary relationship, explain mythology, or complicate the protagonist’s problem.

If your show is about several characters with their own separate problems, you might choose to introduce B-stories in this section to tee up conflicts that will play out over the course of your season. These will not be lengthy, complicated scenes, because you don’t have time for that. You’ll need to introduce these stories very efficiently. For a good example of how to do this, watch the pilot of Search Party.

In some pilots, there’s a primary relationship that’s key to the show. In a show like Please Like Me that has a love interest at its core you might use this section to explore the primary relationship.

Please Like Me on Hulu / ABC (Australia)

If your show has a complicated mythology, like in the case of People of Earth, this section might be when you explain the mythology.

The last thing you might do in this section is complicate the protagonist’s problem if the main issue in your pilot is a problem the protagonist is individually facing.

 

Fourth Section (Act 2, Act 3 or Act 4)

The fourth section (either Act 2, Act 3 or Act 4) is usually 5-7 scenes and lasts 8-11 minutes. In this section, you’ll do some (but probably not all) of the following: resolve some problems, bring the protagonist’s main conflict to a climax, have a “moment of real” in which the protagonist reveals their vulnerability, complicate B-story situations previously introduced, culminate the main relationship, and escalate the protagonist’s problem in a way that’s caused by their own actions.

In some cases you’ll also have the protagonist choose to “step across the threshold of the series” and introduce a twist to launch us into the next episode, but sometimes those two things are done in the following section instead.

You’ll definitely want to resolve some problems in this section because there’s nothing more frustrating than a story that only asks questions and never gives answers. Leaving some of those mysteries unsolved and problems unfixed is necessary to bring people back next week, but to gain trust you need to show the audience that you are capable of resolving some problems and giving some answers.

For example, if it’s the kind of show that has a Problem of the Week along with a larger season- or series-long arc, this is where you’ll want to resolve this week’s problem.

This is the section where you bring the protagonist’s main conflict to a climax. Whether that’s an explosive fight with her daughter or a final showdown with the Monster of the Week (can’t it be both?), this is where things come to a head for this episode’s story (not the larger arc of the series).

In this fourth section, you’ll almost certainly have a “moment of real” in which the protagonist reveals their vulnerability. Depending on the tone of your show, this might be played half for laughs or it might be a truly dark moment. In this moment, the protagonist will often reveal a secret such as a fear, a weakness, or something in their past.

If you have B-stories in your pilot, this is the section where you might complicate B-story situations previously introduced.

If there’s a primary relationship in your pilot (not necessarily a romantic relationship), this is probably the time to culminate the main relationship by the characters either finally coming together or finally breaking apart.

This also might be the time to escalate the protagonist’s problem in a way that’s caused by their own actions. In other words, make them suffer, and make sure it’s their own fault.

 

Fifth Section (Act 3, Act 4 or Tag)

The fifth section (either Act 3, Act 4 or a tag) is usually 1 scene and lasts 30 seconds to 3 minutes. Usually this section is where the protagonist steps across the threshold of the series and a twist is introduced to launch us into the next episode, but sometimes this section is just a funny scene to end the episode if the threshold/twist happened in the previous section.

In very rare cases like Better Things, you might not have a threshold/twist at all because the show is “smaller” and lower concept, but keep in mind this is very rare and you will generally only see that in pilots created by showrunners with a proven track record. Your pilot should probably not be like that. But as always, listen to your own story.

If this is where your protagonist steps across the threshold of the series, what I mean is that they make an active choice to leave their ordinary world and step into the new world of the series. The audience should understand from this action what the show is going to be about (the second half of the logline) and that the protagonist is actively choosing it.

If you have a last minute plot twist that spins us into the next episode (and many pilots do, but not all), this is most likely when it will happen. This is usually a surprising piece of information revealed to the audience at the last minute that complicates what came before it and makes us anxious to see how it affects what happens next week.

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The Surprisingly Conventional Narrative Structure of “Arrival”

If you haven’t seen Arrival (2016), this is the plot description from Wikipedia:

“Linguistics professor Louise Banks (Amy Adams) leads an elite team of investigators when gigantic spaceships touch down in 12 locations around the world. As nations teeter on the verge of global war, Banks and her crew must race against time to find a way to communicate with the extraterrestrial visitors. Hoping to unravel the mystery, she takes a chance that could threaten her life and quite possibly all of mankind.”

This is an exciting, persuasive, and technically accurate description of the film, but based on this description, you might expect the movie to be a nonstop action fest of alien attacks, space battles, and explosions, a la Independence Day.

You would be wrong.

A look at the structure of 'Arrival' - a great movie that feels like it's breaking every structure rule in the book, but actually isn't. Click To Tweet

I finally watched this movie after hearing raves since last year (it has a 94% fresh rating on Rotten Tomatoes). My analysis below contains only vague, mild spoilers – I’d consider it safe to read before watching unless you want absolutely zero prior knowledge.

Arrival is an Alien Invasion Art Film

Arrival is a beautiful, sad, slow, contemplative movie that feels more like an art film than a big budget blockbuster. There are dozens of lingering, moody shots of the misty green hills of Montana (actually Quebec in real life) and lengthy, silent close-ups of Amy Adams Feeling Things.

It would be easy to watch a movie like this, love it, read a hundred rave reviews, and think “To hell with structure! I’m going to write a BRILLIANT ART MOVIE like Arrival!”

Please do write a brilliant art movie like Arrival. We need a million more of these and we need them yesterday. But before you burn every dog-eared screenwriting book on your Kindle, let me make one small point:

This slow, quiet, contemplative art film follows the three-act structure covered in most screenwriting books pretty much to the minute.

To be clear, we’re making art here, not playing The Price is Right, so hitting exact page numbers from a self-styled screenwriting guru should not be your objective. But understanding how the vast majority of great movies are structured – even ones that feel like they’re breaking the rules – can be helpful if you’re getting feedback that your own script feels too slow or too rushed.

So let’s look at the structure of Arrival: a great movie that feels like it’s breaking every structure rule in the book, but actually isn’t.

We're making art here, not playing The Price is Right, so hitting exact page numbers from a self-styled screenwriting guru should not be your objective. Click To Tweet

Arrival‘s Structure (It’s Less Subversive than It Seems)

Act 1

While this movie feels slow and meandering, it’s actually not. The aliens touch down on earth a mere four minutes into the story. Though it feels wandering and dreamlike, that first four minutes turns out to be plenty of time to comprehend the tone and theme of the movie and to understand our protagonist’s world before it changes forever.

The moment that Blake Snyder refers to as the “catalyst” in Save the Cat (he says it’s typically a phone call or a knock on the door – in this case, it’s Colonel Weber walking in the door of Louise’s office) is expected to take place about 12 minutes into this 109-minute runtime. In Arrival, it actually happens a bit earlier than that, at 9.5 minutes.

Syd Field (in Screenplay) calls a similar beat the “inciting incident” and would have expected it a hair later, around minute 14, which is exactly when Weber rings Louise’s doorbell in the middle of the night and she gets on the helicopter to go to Montana.

Either way, this is the moment in a screenplay where the protagonist receives a “call to adventure” of some sort, and it happens in this movie in a very standard way and at a very conventional time.

I want to make a note here because it’s something that’s confused me in the past: Snyder refers to the second half of Act 1 (after the catalyst) as the “Debate” section. I used to interpret this quite literally to mean the section of the screenplay where the protagonist is actually deciding whether or not to accept the offer that was made to her in the catalyst.

So, for example, I might have previously expected the “Debate” section of this movie to be the period between Colonel Weber showing up at Louise’s office and Colonel Weber showing up at Louise’s house, even though the Debate section is usually 12-15 minutes and that would be a stupidly long time to kill between those two events.

That is not what the Debate section is.

The Debate section is just the part of the story after the catalyst and before the protagonist “steps over a threshold” from which she can never return, one that literally or metaphorically takes her into an “upside down” version of her former world. In some movies that means going to another planet. In others, it just means switching lunch tables in the cafeteria or starting a new job.

In Arrival, it’s when Louise gets on that spaceship for the first time – because up until that moment, she could still call the whole thing off and go back to her old life, but once she steps into that (literally upside down) world, there is no going back.

Act 2a

Snyder thinks Act 2 starts around minute 25, and that this act break is marked by the moment our hero leaves the old world behind, and enters an “upside down version” of that world. 25 minutes is exactly when Louise and Ian enter the spacecraft for the first time, and they are quite literally (and figuratively) turned upside down.

Field would have expected that moment a few minutes later, around the time when Louise and Ian meet the aliens for the first time.

Act 2b

Both Snyder and Field think Act 2 is divided in two parts at the midpoint, which is halfway through the film (around minute 54), which they both say is a pivotal moment when the story changes and the protagonist experiences either a “false high” or a “false low” which will mirror the end of the movie.

In a louder, splashier movie, this moment would likely be marked by a huge explosion or a dramatic death. But Arrival is not a loud, splashy movie. Without going into spoiler-y detail, I believe the midpoint in this film is the conversation Louise and Ian have in the back of the truck outside the camp. It happens exactly halfway through the movie (at minute 54) and it fits both Field’s and Snyder’s descriptions. It’s a very subtle mirror for the end of the movie and is a moment when a pivotal part of our protagonist’s story (very quietly, very subtly) changes.

Act 3

Syd Field expects Act 3 to start around minute 82 in a film of this length, while Blake Snyder expects it around minute 84. Field calls this the “final showdown” while Snyder says it’s a moment when the character achieves “synthesis” by combining all that she’s learned and deciding to make one last crazy attempt to accomplish her goal.

It’s 85 minutes into the movie when Louise goes back into the spacecraft (by herself, without permission) to try one last idea that’s come to her as a result of all she’s learned. This is pretty much the literal definition of a “break into three,” and it happens when you’d expect it.

Conclusion

This movie leaves a lot of room to breathe between big moments, which I think is part of why it’s so deeply affecting – but if you look under the hood, it’s actually very conventionally paced.

And while it certainly subverts some storytelling rules (for example, I’d argue that the protagonist doesn’t truly “step over the threshold” of the story until almost the very last page – which makes perfect sense for this unique film – and subverting that expectation actually makes a powerful point) it also hits a lot of typical story beats at pretty much the exact moment we’d expect to experience them.

On a more artistic level, Nerdwriter’s video below beautifully analyzes what makes this movie so good and I recommend watching it, but be warned: the video is 100% Spoiler City. This is a film I recommend watching unspoiled, so consider watching it first. It’s free on Amazon Prime Video (as of this writing).

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Story Structure Breakdown: Guardians of the Galaxy

Story Structure Breakdown Series

In this series, I’ll breakdown the timestamped story beats of several critically acclaimed, commercially successful films and TV episodes and see how they stack up against four popular narrative formulas:

(The last two are both based on Joseph Campbell’s concept of the Hero’s Journey.)

Guardians of the Galaxy

Guardians of the Galaxy

The first film I’ll cover is the 2014 Marvel hit Guardians of the Galaxy. I chose this movie because it was commercially successful (it earned $94,320,883 its opening weekend) while also being critically acclaimed with a 91% fresh rating on Rotten Tomatoes and a score of 8.1 out of 10 on IMDB.

When I saw this movie in the theater, I was struck by how well plotted it was – it’s funny, exciting and emotionally moving with no boring parts, and it has a satisfying resolution. So I was curious to see how the story beats would line up with popular story structure timelines.

For timestamp and story percentage purposes, I excluded the opening and closing credits, including the bonus scenes that play during the closing credits, and also the short prologue that plays before the opening credits. While important for the viewer to see, I felt that the prologue existed outside the main narrative arc. I started the film when adult Peter Quill (Chris Pratt) lands on the planet Morag to search for the orb. Based on this cut, the movie “starts” at timestamp 04:24 and runs for 110 minutes. My timestamps came from the version streaming on Amazon Video.

Syd Field’s Three-Act Structure

I’ll start with the basic three-act structure as interpreted by Syd Field. In this structure, Act I should fill the first 25% of the story, which means it should end at minute 32, and the Inciting Incident should occur halfway through Act I (at the 12.5% mark).

Syd Field defines the Inciting Incident as the event that sets the main story in motion. I felt this moment was when Gamora, Rocket and Groot all simultaneously jump Peter on Xandar (Gamora to steal the orb, Rocket and Groot for the bounty on Peter’s head). This is when the four of them meet and it’s what leads to them being arrested and taken to the Kyln space prison together.

Based on Syd Field’s formula, this moment should take place around minute 18, which turns out to be exactly when it happens.

Syd Field says that Act I ends when the protagonist makes the decisive choice to pursue the first major goal of the story. At this point, the story twists in a new direction that the hero can no longer turn back from.

I felt this moment was when Peter chooses to save Gamora from Drax and suggests that she, Rocket, Groot and he should join forces to break out of the prison and sell the orb to the highest bidder. This is an important moment for the characters’ inner journeys because it’s when all four go from going it alone to trying to work with a team. It’s also a moment when the protagonist makes a definitive choice that sets a story in motion that he cannot turn back from.

Syd Field thinks this moment should happen at minute 32, which is exactly when it happens.

Guardians of the Galaxy

According to this formula, Act II should run from minute 32 until minute 87, with the Midpoint occurring at minute 59 and what Field calls First Culmination happening just before it.

The first part of Act II is when the protagonist pursues his goal, encountering obstacles but not yet aware of how truly difficult the journey will be. The First Culmination is the moment when it seems like the hero has achieved his goal, then everything falls apart leading to the Midpoint.

The First Culmination is when the teammates finally arrive at The Collector’s lab and are about to sell him the orb. He’s explained the significance of the item and is about to pay them for it and it seems like the story could be about to end. This scene happens between minutes 56-59, which is exactly when Syd Field says it should.

The Midpoint is when it all goes south – something unexpected happens that twists the story in a new direction, proving just how difficult this journey will really be. In the first half of Act II, the protagonist tries to solve the problem in a way that’s similar to how he normally would, but after the Midpoint it begins to become clear how much the hero will need to learn and grow to achieve his goal.

I felt the Midpoint was the moment when The Collector’s attendant grabs the infinity stone, blowing up the lab and killing herself and The Collector and nearly killing everyone else. This is the moment when the heroes learn how powerful and terrifying this orb they’re carrying really is. It’s also the moment that ruins their chances of selling the orb as planned. The story has twisted in a new direction and they will need to take a different approach. Stakes are raised and the story’s direction changes. This moment happens at exactly minute 59, just as Syd Field said it would.

Guardians of the Galaxy

The rest of Act II is predicted to last from minutes 59 to 87. Screenwriter Doug Eboch says that this half of Act II often contains what he calls fireside scenes, chalkboard scenes and emotional revelations. All three of those appear between minutes 59 and 82 in this movie.

Syd Field says that Act II ends with another reversal that spins the plot in yet another new direction. Typically, this is the moment when the hero finally realizes the true solution to his problem and it’s a solution that involves the synthesis of everything he’s learned. It’s also a solution that seems nearly impossible, but is unfortunately his only hope. This moment occurs when the team sets their plan in motion to warn Nova HQ of Ronan’s attack and then kill Ronan themselves. This happens at minute 82, which is a few minutes earlier than when Syd Field thinks it should happen (minute 87).

The rest of the film is Act III, which Syd Field says includes the Climax (Second Culmination), which is the point at which the story reaches its maximum tension (the final showdown between protagonist and antagonist) as well as the Denouement, which is the brief period of calm at the end of the film. He thinks this act should last between minutes 87 and 114 in this film, but it actually begins at minute 82. This act includes the Climax (the moment when the team joins forces to defeat Ronan once and for all) as well as the Denouement (the calm period at the end when the team reflects and looks forward to their next adventure).

In a future update of this post, I’ll analyze the structure of this film based on Blake Snyder’s Save the Cat formula, Christopher Vogler’s The Writer’s Journey, and Dan Harmon’s Story Structure 101.

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