The All is Lost moment in any story tends to come around 3/4 of the way through. It paves the way for one final attempt to solve the main overall story problem that we and the main character have been focusing on. 

It’s not just a point in the story where a bunch of bad stuff happens, and where there’s a “whiff of death,” as Blake Snyder put it in Save the Cat (which gave us the terms “All is Lost moment” and “Dark Night of the Soul” in his 15-point screenplay “beat sheet”).

But that’s a common thing I see in scripts I read as a consultant — the “bunch of bad stuff” approach. Writers seem to understand that things need to kind of fall apart for the main character at this point, and that the ending which follows needs to have some sort of big climactic battle.

But the All is Lost moment in the best scripts tends to be much more than just “many bad things.” There’s something more fundamental about this point in a story that many scripts miss:

It’s the moment of absolute and seemingly permanent defeat in the undertaking that the whole story has been focused on, up to this point.

It all comes down to what the main problem of the story is. So much of what matters in screenwriting does, which is why my book The Idea (and a lot of my work with writers on their ideas and stories) focuses on the nature of that problem, and what it needs to look like in order to have the best chance at becoming a really compelling story. 

 

 

Generally we set up one big outcome that the audience is supposed to be emotionally invested in the main character achieving, by the end of a story. Ideally it’s one that is incredibly difficult to achieve and has very high stakes. This means external life situations and not just internal emotional or psychological difficulties (which do have their place, but not as the main story problem).

We like to watch our main character, who we so relate to that we almost become them, to suffer and struggle and mostly fail, throughout the second act. Even in the first half of it, which Save the Cat called the “Fun and Games section.” (A term I regret because it implies things should be going easily and well throughout it.)

What seems to work best is when the main character makes some progress but is mostly running into conflicts and complications throughout act two, keeping their hoped-for objective out of reach, despite the fact that they are actively trying to move toward it in pretty much every scene.

Very often the scripts I read don’t quite achieve that. And the All is Lost moment isn’t able to do what I think it was designed to do: represent the culmination of all this difficulty and hell we’ve put the main character through, as a kind of apotheosis of pain and struggle (yes, even in a comedy!), where they not only suffer a string of setbacks but an actual complete defeat in the one thing they’ve been spending the whole movie trying to do.

What does complete defeat look like?

It looks like the story is over, and the “good guys” (who we’ve been following) have lost.

To be most effective, the All is Lost moment creates a scenario so devastating, and is such a complete stopping point, that it makes sense that it’s followed by a Dark Night of the Soul section where the main character recognizes that it’s over, and that they’re defeated, and kind of reels from this, marinating in their hopelessness. Like Ron Burgundy in Anchorman getting fired after his scandalous on-air send-off, his beloved San Diegans now hating him, and his rival and ex-girlfriend taking his job. Or Luke Skywalker seeing Darth Vader kill Obi-Wan Kenobi in Star Wars. Or Jenny turns down Forrest Gump’s proposal and leaves, just when he finally had a chance to be with her, or so he thought.

At this point, main characters also sometimes revert back to the worst, most limited version of themselves, a version that was not able to solve the main story problem without changing in some way (which they’ve resisted doing). Like in Bridesmaids when Kristen Wiig  gets into a conflict with a teenage jewelry store customer, and gets fired. So in the third act, when some new idea, possibility or opportunity gives them one last shot at victory, they will learn that lesson and integrate personal growth in some way (often) so that their internal arc as a character is completed and they solve (usually) the main external story problem — the challenges of which forced them to confront their inner flaw and ultimately rise above it.

If they never suffer complete defeat, which is what the All is Lost moment is designed to represent, it can be hard to make this final external/internal victory as convincing, compelling and memorable as we want it to be (as writers, and as audience members).

So I suggest when you’re thinking out your story that you ask yourself what is the worst possible thing that could happen to the main character, the worst kind of defeat — where it would seem like they’ve lost utterly and terribly, and are worse off than before the story started. Then find a way to make that happen at the All is Lost moment. Which means figuring out how they’re going to somehow escape that and rise up for one final battle in Act Three.

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