Bio Brian McDonald, an award-winning author, filmmaker, graphic novelist, and podcaster, is a sought-after instructor and consultant. He has taught his story seminar and consulted for various companies, including Pixar, Microsoft, and Cirque du Soleil. Interview Highlights 01:30 The Story Spine 04:00 Proposal, argument, conclusion 07:40 Video games – noodles are not cake 11:30 Armature 16:25 Stories in speeches 21:25 Finding your armature 23:00 Tools and weapons go together 25:30 The first act 27:00 Angels 28:00 Brian's memoir 28:45 Paying attention Connect · Brian McDonald (writeinvisibleink.com) · @BeeMacDee1950 on X · @beemacdee on Instagram · Brian McDonald on LinkedIn Books and references · Land of the Dead: Lessons from the Underworld on Storytelling and Living, Brian McDonald · Invisible Ink: Building Stories from the Inside Out, Brian McDonald · The Golden Theme: How to Make Your Writing Appeal to the Highest Common Denominator, Brian McDonald · Old Souls, Brian McDonald · Ink Spots: Collected Writings on Story Structure, Filmmaking and Craftmanship, Brian McDonald · Brian's podcast 'You are a Storyteller' Episode Transcript Ula Ojiaku Hello and welcome to the Agile Innovation Leaders podcast. I'm Ula Ojiaku. On this podcast I speak with world-class leaders and doers about themselves and a variety of topics spanning Agile, Lean Innovation, Business, Leadership and much more – with actionable takeaways for you the listener. Welcome back to the Agile Innovation Leaders podcast, this is Part 2 of my conversation with Brian McDonald. In Part 1 we discussed defining a story, why we tell stories, among other things, and in this second part, Brian shares more of his insights around the storytelling formula, Brian's upcoming memoir, and building a story's armature. It's been such an honour to speak with Brian and I hope you find Part 2 of our conversation as insightful as I have. Everyone is a storyteller, everyone has a story to tell, and we knowing how to structure it is key to making it impactful and helping people to get information that heals, that helps them survive, that helps them navigate the conflicts of this world. So, you, in your book, Invisible Ink, you gave us a storytelling formula, do you mind sharing that with us? Brian McDonald So the story spine are seven steps that you need to create a story. So they use it at Pixar, I've worked with them quite a bit so we speak similar language, but they use this too, and I think we basically learned it from the same source. So, they are once upon a time, and every day, until one day, and because of this, and because of this, until finally, and ever since that day. So they are once upon a time, and every day, until one day, and because of this, and because of this, until finally, and ever since that day. And you set up the status quo, this is what happened, this is who this person is, this is what they want, whatever it is, and then something changes. Now you're into the 'until one day', and the second act, now that would be the first act, the second act would be the body of the story. It's really what people say the story is about, so that's the longest part. That's why it's sort of split in two in a way because of this and because of this. There are some people who will add more because of this, but I don't, and some people don't like that I'm so rigid about it, but what I find is that the hardest thing I teach people is how to simplify. That's the hardest thing. So, adding more details is easy, simplifying is hard, right, and so that's why I stick with the seven and the because of this and because of this. And then, until finally, now you're into the third act, and ever since that day, because the third act is all about the conclusion or the resolution, but the conclusion, but the way I like to think about the three acts is this, and I had been thinking about it this way, and this is something that I don't know where Hitchcock got it, but Alfred Hitchcock talked about it, but I've never heard it anywhere else. So it's proposal, argument, conclusion. That's the way stories work, and those are the three acts. Proposal, argument, conclusion. Now, it's the way people talk. That's why it works. So the proposal is, let's say, I say Saturday I went to the best party I've ever been to in my life. That's my proposal. Everybody knows what comes next. My proof, this happened, that happened, this star was there, this blah blah blah, whatever it is, whatever my argument is, that this is the best party in the world, right? And then the conclusion, often stories are circular, so you'll come back around to the beginning again. So, that's the best party I've ever been to, then I talk about it, and then I say, oh, what a great party, oh, that was the best party I've ever been to, whatever it is, it's the way we speak, that's why it works in stories, because it's natural. It's the way a legal argument is constructed. Your honour, my client is innocent. Then the trial, which is all proof, and then the conclusion as you can see, my client is innocent, that's the conclusion of that argument, but the resolution is, do they go to jail or not? And that may or may not matter to your story, depending on the story you're telling. So therapists say, well, we tell ourselves the story that I'm not good enough, we tell ourselves the story that I'm not attractive enough or whatever it is, and that's not a story, that's a conclusion that you have derived from stories, it's not a story, that's a conclusion. The conclusion is I'm not worthy, I'm not smart, whatever it is, but there are stories that made you think that or feel that, that's where the stories are, and so the problem is if you have different definitions for stories, I found this when I'm collaborating, if I'm working for a studio or a video game company or something, if we have a different definition for story, then we are miscommunicating from the very beginning of the conversation. So they maybe will say, well, we should do this, and I say, well, that doesn't fit the story, well, I think it does, oh, well, we're not talking about the same thing. So the thing is, people can take my definition or leave it, that doesn't matter to me, but they ought to have a definition, and it ought to get results consistently, and then you can make sure everybody's on the same page. Ula Ojiaku What I'm hearing you say is it's important to take time to define the terms being used because that makes things easier when you're collaborating with people. So how do you then approach it? Brian McDonald It depends. Sometimes I come in and my job is to lecture, and that is to give them that shared definition and understanding of story. So sometimes that's my job. If I come in on a specific project to help on a specific project, that's usually because either they've heard me lecture before, or they've read my books and we already have a shared definition. So that's usually how it works, most of the time. Ula Ojiaku What would you advise when you're getting into a new collaboration with people, would you say, take the time to define the terms and what exactly generally would you say? Brian McDonald Yeah, if we're talking specifically about story, I think I would give them the definition. I would probably let them struggle with the definition of story first, because I think that's an important part of the process, because people have to know they were given something, because it sounds obvious when you say it. So we will fool ourselves and think, oh, I knew that, so the struggle is really important, so I would let them struggle, make sure they understood that they got something, oh, now I have a definition, and sometimes just having a definition elevates what you're able to do. Just having the definition. So, then I would break down story, I would break down armature, which I haven't done yet I don't believe in the concept of interactive stories, I think that's a misnomer, because once you interact with the story, it becomes a game. I don't think they can occupy the same space. Now, the word story comes from the word history, where it comes from, comes from the word history. A story has happened. So for instance, if you and I were somewhere and we had some crazy adventure, as it's happening, it is not a story. It's only a story when we're done and we tell people about it. A video game is happening in the moment, the same way as any other experience. It's an experience, but it's not a story till it's done, and you're telling people that, and so I just don't think they occupy the same space. Now they have a lot of the same ingredients, and that's what fools people. So for instance, it's sort of like, I would say you can use eggs and flour to make noodles or cake, but noodles are not cake, and so because you can have characters and settings and scenes and a lot of the same ingredients as a story, I think people think they're the same thing, but they are not, and that's what's interesting to me is that video game people desperately want their thing to be story, and I don't know why. It's like, no, you have your own thing. They have scenarios. In the old silent movie days, they didn't have screenplays, they didn't write screenplays. So, Buster Keaton would say, get me a fire truck and I'll make a movie, and he would then make it up, Chaplin did the same thing, he would make it up, they didn't write them down. Sometimes Chaplin would shoot and then say, okay, everybody has a week off while I figure out what happens next. He didn't know, so the reason they started writing screenplays, one of them was to budget. Well, what do you want? I'm going to need a truck, I'm going to need this, I'm going to need that. Okay. So they knew