Friday, 9 November 2012

3: A Magic Number


(The Art of the Trilogy)

This post is inspired by the sign-off for my previous article entitled The Most Compelling Relationship in Video Games. If you want to then it can be viewed by scrolling down to lower on this page or by clicking here.
When looking at how different story arcs are portrayed I believe that some of the best games or films are those that appear as a trilogy, there are two reasons for this. One: It splits up the development of main characters, and two: it helps to put into perspective the level of peril that characters find themselves in. I should note that I’m not saying that all trilogies follow these formulae. I’m also not saying that trilogies should follow them (but if Jerry Bruckheimer is reading this and decides to base his work upon my scribblin’s, then go ahead); this is merely an analysis of the patterns I have found in some of the ones I have enjoyed.

Firstly the development of characters in trilogies (and I mean trilogies that were always intended to be trilogies, not single films that have been given two sequels in order to transform them into money machines, which is why Transformers probably won’t be mentioned here) such as Christopher Nolan’s Dark Knight Trilogy and Shepard’s story arc during Bioware’s first three Mass Effect games tends to follow the same pattern. It also bears a resemblance to the description of how ‘productive teams’ are formed in business. Most groups do indeed go through this process but it must be completed in order to become productive, the process is as follows: groups go through forming, storming, norming then performing.

 "And to your left you will see...oh...more space."

Forming: Simple in the fact that all groups must initially form in the first place. Because this is new and exciting, group members get on well. Negative character traits aren’t noticed or are ignored.

Storming: The group begins to break down as bad habits grate and incompatible personalities clash. This causes undesirable performance of the group.

Norming: Members find ways to overcome, work with or use to their advantage, bad habits or negative traits and the group finds a happy medium in which to work.

Performing: Due to dealing with group problems, the group works together more effectively, causing production to increase and the group to perform well.

For this example it may be appropriate to add a fifth stage to this process called Deforming, as every group that is created needs to end, whether that is for a simple reason such as reaching the end of a contract at work or for a complicated reason such as a band breaking up due because of artistic differences.

Trilogies such as the ones previously mentioned will tend to follow this process with the first film/game showing characters forming, storming and norming, the second depicting them at their peak where they demonstrate performing and the third instalment demonstrating deforming. When films or games follow this process it seems to produce the most satisfying character development due to its depiction of real life group dynamics and character development over enough time for it to be perceived and analysed, without it taking up so much time that the threats that characters encounter are not resolved in a satisfactory manner. In fact the threat, its nature and scale are the main factor in the other pattern I noticed that trilogies of this nature have. The ‘threat level’ pattern is as follows:

Instalment one: A general threat which is not of massive or miniscule importance.

Instalment two: A threat to the entire environment in which the story is set.

Instalment three: A threat personal to the protagonist(s).

An easy-to-understand example of this is The Matrix (and yes I know that the original matrix trilogy was meant to be a little different but this too followed the patterns that I’m describing. So…yeah.), where Agent Smith should be considered as the threat and Neo as the protagonist. In the first film Agent Smith is merely one of the many threats that the matrix holds for Neo, the second shows Smith trying to take over the entire matrix for his own gain and the third depicts Smith’s personal grudge against Neo.

 "Not many people know that The Matrix featured some of the worst dance moves ever shown on film"

So what am I trying to say? I’m not trying to build up to anything large or profound here, and I certainly don’t believe that this blog is going to change the way writing is thought of. What I do hope is that what has been written here makes you think about how stories are presented to you and that, when you get to the end, a small idea which has been mentioned here attaches to your brain and helps the pieces of something that you may have had a hard time thinking about fall into place. As always I welcome any thoughts or comments you have on the matter to be discussed here.

I’ll see you in part III.