Storytelling for Media

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The Cultural Anthropological Approach

Using a different methodological approach, script-writing instructor CHRISTOPHER VOGLER also comes up with a model that describes an ensemble of figures through its functions. Vogler builds primarily on the work of JOSEPH CAMPBELL, whose concept of the hero’s journey (see Chapter 9 Narrative Structure) has a considerable influence on the practice of storytelling. (In this text we will use the term “hero” regardless of the gender or whether the protagonist is human at all, similar to how the the single, gender-neutral word “actor” now can describe all those who act.) The anthropologist Campbell investigated a multitude of fairy tales, myths, religious narratives, and legends from all over the world. He identified recurring structural parameters whose sequence of action he describes as the transculturally and transhistorically effective monomyth: the shared single myth that exists throughout the world and throughout time. Also universally understood are the figures the hero of the monomyth encounters on his journey, who appear transculturally in a multitude of narratives. Campbell names them “archetypes of the collective unconscious” in relation to C.G. JUNG’S psychotherapeutic works. Vogler uses these theories for dramaturgy and also transfers them to film narratives, naming the following archetypal figures in a narrative:

 hero

 mentor

 threshold guardian

 shape-shifter

 shadow

 trickster

The hero is in most cases the main character of the story, like Luke Skywalker in Star Wars. The mentor is his advisor or teacher, embodied in this case by Obi-Wan Kenobi. The shadow is the opponent of the hero, here Darth Vader. The threshold guardian watches over a threshold or boundary that the hero must cross throughout the narrative – the Empire’s stormtroopers want to prevent Luke from leaving Tatooine. The herald is to be understood analogously to Greimas’ sender, he confronts the hero with his task, just as R2D2 delivers the cry for help from Princess Leia to Luke. The shape-shifter is characterized by the fact that he can change his function again and again from the perspective of the hero and thus provides a moment of uncertainty or surprising turn, just as Han Solo first appears as a cynical mercenary, only to reappear at the decisive moment as an important friend who saves Luke’s life in the showdown. The trickster is an anarchic, often humorous character who is able to question the assumptions and certainties of both the hero and the audience time and again, as does C-3PO, whose inappropriate, ceremonial behaviour creates comic situations even in moments of extreme danger.


The peasant Joan of Arc (Jeanne D’Arc) led the French army to important victories in the Hundred Years’ War. The only direct portrait of Joan of Arc has not survived; this artist’s interpretation was painted between AD 1450 and 1500. Image in public domain.

It is not only in the labels that it becomes clear that Vogler defines his figures more narrowly than Greimas. At the same time, however, the ensemble’s function is broader than that of Propp or Greimas. For example, the shape-shifter has the ability to change roles several times. Sméagol from The Lord of the Rings, who in Vogler’s terminology would be a shape-shifter, transforms in Greimas’ terminology from a helper to an opponent, and finally again turns into the involuntary helper of the hero, Frodo.

Scientifically and theoretically, Vogler’s dramaturgical application of the archetype concept must be viewed critically. For Jung, who made his model applicable in psychotherapy, archetypes are not necessarily characters, but symbols and mythological allegories, which are important in the personality development of his patients. Nevertheless, Vogler’s model is useful in practice due to its unproblematic applicability to all kinds of narratives and the fact that it can be used in many areas such as marketing, film dramaturgy, or game design. In addition, it shows that the functions of certain figures can be repeatedly identified, transculturally and transhistorically. This applies not only to the archetypes described by Vogler. For example, the figure of the female warrior is present in a multitude of cultures, be it the Amazonian queen Penthesilea in ancient Greece, Mulan in Wei Dynasty China, Jeanne D’Arc in the Middle Ages in France, Snoop in the TV series The Wire, Katniss in The Hunger Games, or Lara Croft in Tomb Raider. Likewise, the figure of the just outlaw can be identified in almost every culture, as Robin Hood in the European narrative tradition, as the robbers in the 14th-century Chinese novel Outlaws of the Marsh, or in modernity as the myth of Che Guevara. One could argue that Jeanne D’Arc and Che Guevara are not narrative figures but are anchored in reality. However, this shows only the power of these narrative archetypes and that the factual can be narrated just as much as the fictional, as is seen in the numerous rewrites of Jeanne D’Arc’s myth in successful novels, plays, operas, and films.

Using such transculturally-effective character functions or – in Vogler’s terminology – archetypes, while at the same time creating them in a new and unusual way, is a challenge and an opportunity for every storyteller.

2.2 Mimetic Figures

Narratology emphasizes the function as a decisive component in figure design. But a purely function-oriented figure can appear one-dimensional and is in danger of leading to a formulaic narrative. Conan the Barbarian can be clearly classified in his function, but he lacks the psychological depth of a real human being. The success of Marvel’s superheroes with the audience is due, among other things, to the fact that the authors equipped their characters – in addition to their function as superheroes – with a comprehensible everyday life, which was hardly the case with their competitor DC in the early 1960s. The Marvel superheroes are not only on the road in the name of justice, they also struggle with everyday problems that are perceived as lifelike and relevant by the young target group. Peter Parker, (a.k.a. Spider-Man), has to work as a photographer and let himself be bullied by his imperious boss J. Jonah Jameson in order to finance his studies. He has problems with his girlfriend, Mary Jane, and he tries to help his Aunt May, who lives in small, cramped conditions.

Aristotle’s postulate that acting people in stories are imitated is still used today in narrative research and is referred to as mimesis in reference to the ancient Greek term μίμησις, which means imitation. This mimetic dimension of figure design is emphasized above all by modern film dramaturgy – credibility and psychological depth of the figure are the focus here, and careful research is considered essential to the creation of such a figure. In fact, a series like the American medical drama ER or the novel Jamila by Chingiz Aitmatov would not develop its narrative power without exact knowledge of the milieu and the people. Regardless of the narrative function of the characters, the recipients have the impression that they are following the experiences of real people. Thus, detailed research of the material is also part of the storyteller’s tasks.

In narratives that depict a narrowly limited milieu, such as a hospital or crime series, this concept is more difficult to apply, and requires some further, supplementary methods. In a hospital series, the permanent members of the ensemble are all doctors or nurses, in a crime series, all are investigators. In addition, they all pursue the same goal, namely to heal people or to solve a case, and are therefore more or less identical in their functions.

American dramatic advisor LAURIE HUTZLER has developed a model for differentiating such figures in a psychologically credible way while at the same time classifying them functionally. She uses the so-called enneagram, a model for determining personality, which describes nine different types, which in turn are grouped into three groups, depending on whether the character is emotionally, rationally, or instinctively controlled: those who react with their heart, brain, or “gut.” These personality types provide information about the underlying value system and the resulting behaviour patterns, which according to Hutzler, can be clearly differentiated between the different types.

This differentiation is particularly noticeable in ensembles, such as the TV series The Big Bang Theory, which portrays the lives of the four friends Sheldon, Leonard, Raj, and Howard. All four are highly intelligent men who work as physicists at the Caltech Institute in Pasadena. Leonard is a figure who, in dramaturgical terminology, is called a viewpoint character: the character from whose perspective the story is usually told. The viewpoint character is often the least differentiated figure and is ideally the most “normal” character in the ensemble so that the recipients can potentially build the highest level of identification with it. His three friends, on the other hand, are designed according to the basic types of the enneagram. With his IQ of 187, Sheldon represents the intellectual type; he is rarely in a position to show or recognize feelings. Engineer Howard is ridiculed by his friends for lacking a doctorate but he is an amorous daredevil; he is assertive and instinctual. Raj seeks great love, but due to his sensitivity and shyness is hardly able to communicate with women. As an emotional type, he lives out his need for love in a tender relationship with his Yorkshire Terrier, Cinnamon.

 

A similar pattern can be seen in the TV series Sex and the City; the focus is on the four friends Carrie, Samantha, Cynthia, and Miranda, who live in New York at the turn of the millennium. All four are successful, affluent, educated, attractive women – and in their mid to late thirties, in search of both a partner for life and sexual adventures. Again, it is the viewpoint character Carrie who shows the least psychological extremes. Samantha, on the other hand, a successful marketing businesswoman, is bold, and lives out her sexuality uninhibitedly. She uses men self-confidently and egoistically without opening up emotionally. For romantic Charlotte, on the other hand, sex is secondary and only a means to finally find long-term stability. As an emotional type, she firmly believes in love. The cynical, rational Cynthia is an academic and a lawyer who laughs at Charlotte’s romantic ideas. She is the typical representative of the intellectually-driven realist.

Narratology takes a critical view of these psychologically-oriented approaches to figure design. The functional-psychological archetype model is regarded as scientifically outdated, and psychologists deny the enneagram any scientific basis. In practice, however, these concepts have proved their worth many times over. Hutzler advises, amongst many others, Oscar-winning screenwriter and director Paul Haggis. Vogler’s archetypes are the blueprint for the ensembles of several successful Disney films such as The Lion King. Even if these approaches are scientifically controversial, they have proven their worth in practice and are interculturally applicable.

2.3 Thematic Figures

Beyond the functional and mimetic design, there is another dimension of figure design, which the narrative scientist BRIAN RICHARDSON calls the thematic, and which can be identified, above all, in a type of narrative that is called gnoseological. The aim of the protagonist in this type of story is not necessarily to obtain an object. Instead, here – as the term gnoseologically suggests – the narrative is centered around the main character gaining knowledge. In the Grail legend, Percival must indeed search for the grail, but above all, he must transform from an innocent fool to a noble, knowledgeable knight. Mowgli, brought up by wolves, must discover his humanity in the Disney film The Jungle Book, and Hans Castorp must mature into a man in The Magic Mountain. In the course of the narrative, these protagonists repeatedly encounter characters who impart the necessary knowledge for this maturation process: the knight Gurnemanz teaches Percival courtly virtues and the hermit Trevrizent embodies humility and godliness. Mowgli is admonished by the panther Bagheera to reason and caution, Baloo the Bear encourages him to experience the joy of life; Colonel Hathi and his elephants stand for the value of discipline. Hans Castorp meets Settembrini, who teaches him humanism and artistic virtues, furthermore he learns from the cold rationalist Naphta and the disciplined Joachim, while Clawdia Chauchat embodies Eros and her lover Mynheer Pepperkorn stands for, and imparts, an exuberant cult of vitality. This principle is also applied in games. Revan, the protagonist of Star Wars: Knights of the Old Republic, has lost his memory at the beginning of the game and now must decide whether he wants to join the dark side or the light side of the Force. He repeatedly encounters characters who thematically embody one side or the other, such as the battle droid HK-47, who embodies the dark side, or the Jedi Knight Bastila Shan, who stands for the light side of the Force.

In a mimetic dimension, these figures often seem less lifelike, rather larger-than-life and idealized. On a functional level, they don’t necessarily have to contribute to the progress of the action. Their function is most comparable to that of a mentor, as they often accompany and advise the main character on their archetypal heroic journey, which they usually undertake in a state of paradisical innocence, before completing their maturation process with the support of the thematic figures. But this role is not mandatory. With this type of figure, the focus is less on a functional assignment or mimetic dimension than on the representation of a particular world model or ideology that serves the main character as an example of how to shape his or her own life.


Protagonists of the film adaptation of The Magic Mountain (1982) by Hans W. Geißendörfer: Ludovico Settembrini (Flavio Bucci), Hans Castorp (Christoph Eichhorn), Joachim Ziemßen (Alexander Radszun), and Leo Naphta (Charles Aznavour). © Beta Film GmbH

These thematic figures are often organized in opposition pairs (see Chapter 4 Binary Narrative Oppositions) in order to emphasize their characteristics. Thus, the rational nature of Bagheera is emphasized in contrast to the fun-loving Baloo, as is the immoderate nature of Mynheer Pepperkorn and Clawdia Chauchat in contrast to the disciplined Joachim and the self-denying Naphtha. These thematic figures can stand not only in opposition to other figures but also in opposition to a setting, a narrative space (see Chapter 3 Setting – The Narrated and the Narrative Space). This constellation is known in Hollywood narrative cinema as the “fish-out-of-water” principle. Here, the main character must act assertively in an environment constructed in semantic opposition to the thematic aspects of their personality in order to generate a multitude of conflicts that force the character to act. Thus Elle Woods, initially described as naive, has to prove herself in Legally Blonde at the elite Harvard University. The romantic, naïve, Princess Giselle is moved from her fairyland to the modern, cold Manhattan in the film Enchanted. And Nemo’s father is literally a fish out of water saving his son in Finding Nemo.

Since the gnoseological narratives focus on the cognitive process, it makes sense to use this type of narrative with the corresponding characters in so-called “edutainment” formats, which combine narrative and didactic elements in order to convey certain insights to the recipients. For example, the German Soccer Association (DFB) mascot, PAULE, and his friends represent the values that the DFB stands for: fairness, respect, responsibility, and team spirit. PAULE, a role model, exemplifies these traits, while his friend Franziska embodies creativity, confidence, and commitment to women’s soccer. Emil and Katy stand for academic qualities and analytical intelligence by being experts in football rules, tactics, and analysis. Henri represents a fun spirit and the need for exercise, while Benni shows us that nutrition and sports go hand in hand. Even Winnie, who serves as an antagonistic force in the group with his sometimes misguided behaviour, wins the audience over with his passion for the game of soccer.


PAULE and his friends – from left to right: Winnie, Henri, PAULE, Franziska, Benni, Emil and Katy© 2021, DFB

Marketing and advertising campaigns also make use of this principle when basic characteristics or certain values that are to be linked with a product are embodied in a narrative figure – be it in the male, nature-loving cowboys of Marlboro cigarettes or Mr. Clean, who promises to power through tough stains.

If one examines further examples, one finds that in a narrative figure all three dimensions of character design are usually realized with different weightings. None of these three models can claim to capture the complexity of the narrative figure in its entirety. Depending on the narrative intention, different aspects of a figure are emphasized. In an action-adventure, psychological considerations are usually of secondary importance; the functionality of the characters as heroes, helpers, or opponents is in the foreground. When it comes to an interpersonal drama, the figure design focuses on mimetic aspects in order to create credibility and psychological depth. If thematic and didactic aspects are in the foreground, animals, robots, or other non-human protagonists can also become narrative figures – as in Aesop’s fables, in Disney films or in games – without losing credibility.

2.4 Anti-narrative Figures


Max Payne is a third-person shooter video game; the design is strongly influenced by the aesthetics of neo-noir and graphic novel. © Niranjan, 2004 on flickr under CC BY 2.0 https://www.flickr.com/photos/shany_410/11254934962004

The design dimensions described here can, of course, also be deliberately undermined. Thus, the concept of mimesis is called into question when a narrative figure becomes aware of its status as a narrated character – and thus communicates to the recipients that it is not taken from life but from a book or a film, like Harold Crick, the protagonist of the film Stranger than Fiction or Max Payne, the hero of the game series of the same name. Some storytellers even refrain from designing their characters with a clearly defined identity, such as Salman Rushdie, whose protagonist Gibreel from The Satanic Verses has several identities and is at the same time a Bollywood actor as well as the archangel Gabriel. In Beckett’s Waiting for Godot, the protagonists Vladimir and Estragon no longer have a consistent identity at all, and thus no thematic or mimetic credibility, nor a function within the plot. What would be perceived as a mistake in a prototypical narrative is, in this case, a consciously-set, artistic means of expression. Here the creator is actively working against the willing suspension of disbelief of the viewers in COLERIDGE’s sense. Intertextual procedures also reveal the artificiality of the text and the figures. For example, Turgenev in King Lear of the Steppes or Akira Kurosawa in Throne of Blood use figures that come from Shakespeare’s dramas as a reference to the original narrative and thus also to reveal their origin as imaginary figures that do not come from life.

Although this type of figure design is increasingly used in postmodern literature and contemporary drama, it would be wrong to see it as a narrative strategy. Empirical research suggests that a text must have an anthropomorphic, goal-oriented protagonist in order to be perceived as a narrative. In this respect, such design methods are to be regarded as anti-narrative; they are used to achieve an artistic effect, as shown by the example of the Beckett drama. However, they work with figures that are not to be regarded as prototypically narrative for this purpose.

Chapter 2 summary:

The imitation of acting people is foundational for a narrative, as Aristotle states. A narrative figure is a representation of a human character, which would describe the mimetic dimension, but there is also a functional dimension that describes the purpose of the narrative figure in the plot of the narrative. The thematic dimension describes a figure that represents a particular ideological or philosophical worldview. Such figures appear most often in narratives in which the center of the plot is the main character gaining knowledge. Most narrative figures unite all three dimensions of figure design, whereby the respective weighting differs according to the type of story and genre. In some narratives, this character design is undermined for artistic reasons, in which, for example, a figure is not assigned a clearly defined identity or is conscious of its status as a narrated character, thus questioning the mimetic dimension of the figure.


EXERCISE:
Find and name the archetypes in one of your favorite movies.
Try to describe the thematic, functional, and psychological dimensions of one of your favorite narrative characters.