Saturday, 31 October 2015

Villain Design Research

I know from my research for the last few years that villains definitely need to have silhouettes that stand out, and pointier/sharper edges always help. Black or darker colours are very popular for villains, although brighter colours like red can signify danger, and can make them stand out. Purple tends to signify mystery, and green for envy - a popular motive for villains.




Maleficent's appearance instantly shows that she is serious and powerful from all of the pointed edges in her outfit - she means business, and leaves no openings, Her cloak covers all of her which could imply that she is hiding herself, or a certain side of herself which is reinforced by the purple. 


Raven plays the role of an antagonist in the new series of Teen Titans, unbeknownst to the rest of the team. Her face is hidden much more than in her other designs, despite already being a mysterious character. Her outfit is more blue than purple this time around which can signify royalty - her ties to her father Trigon (ruler of many planets and universes) are much stronger in this comic, and she seems to take much more pride in being a part of that family this time around. She also has more spikes and angles in her design this time, as she is a more dangerous character.

Bill Cipher is made primarily of angles, which gives him a less friendly shape than many of the other characters in the series. His one eye, already associated with cyclops who are already monsters, implies omnipotence showing that he is a powerful character. His other features imply he is much more of a comedic character (top hat, bowtie) and they are also usually associated with performers - which Bill is, when trying to manipulate people. Yellow is also associated with intellect, something that Bill has a lot of.  Colourmatter.com suggests "Lurking in the background is the dark side of yellow: cowardice, betrayal, egoism, and madness. Furthermore, yellow is the color of caution and physical illness (jaundice, malaria, and pestilence)" which is fitting with Bill's character.



The Joker's design choices are much more obvious than others. First of all, the clown make up, to show his love of comedy, along with the huge exaggerated grin. Clowns, despite being humourous characters, are scary to a lot of people which, put with the facial expressions the Joker always wears, makes him seem much more sinister. It is also a start contrast to the serious dark colours that Batman has; they work great in scenes together as everything contrasts so well, and the joker comes across as even more insane then when he is on his own. The Joker's outfit is bright and garish, getting everyone's attention and looking, quite frankly, annoying. It may seem that mystery isn't as big a thing with the Joker as with other villains, but no one, not even Batman knows his true identity, or even the reasons for his actions  (though some comics set in different universes other than the main 'canon' universe may say differently).

I want to think about the colours, shapes, and the expressions my villainous characters have to make them effective as these, whether or not they are supposed to be obvious, outright villains or more subtle shapeshifter or trickster type villains. Their silhouettes she be striking and stand out like Bill's and Maleficent especially (which could even possibly be used directly in some panels for more impact).

Writing Scripts Research

Scripts are used in any visual story to give directions for the rest of the production, whether it is to film, animate, or draw.

Comic scripts seem to be a lot different than scripts for animation; it depends on the writer, and the artist they are working with, but some give a lot more description and direction than others, while some leave a lot of decisions up to the artist. Comic scripts think more in terms of panels, giving more specific instructions on pacing than others. A lot of comic scripts are done only in Word, or other simple software because of the flexibility a comic script has.



Geoff Johns' layout is one of the easiest scripts to read, in my opinion. He uses bold lettering to separate the panels, making it easier to read them separately. Each line of dialogue is numbered which also makes it easier for the letterer. Capitals are used for key words and characters, making it easier to find the most important parts of the script. The panels are described first, rather than one at a time, giving the artist an idea of how the page is to look before the details are added in.


Kieron Gillen uses a system to show panel layout before describing the action in the panels;
"The main difference is a little piece of tablature at the top of most pages. This is basically a shorthand
I devised to talk about panel grids. I don't do it on any other scripts, because people will clearly think
I'm trying to communicate in gnomic runes or something. The basics are....
X = Panel
O = Panel merged with panel next to it
Number = The panel number.
I use the latter only when the basic tab won't transfer the information. So...
OO
XX
XX
Is a six panel grid, with the first two panels merged into one panel. Whilst...
11
22
XX
Would be a six panel grid, with the first two rows turned into their own individual panels."
This seems somewhat confusing at first, but can actually be a very efficient way of showing the panel layout to an artist who can get used to it. The panels shapes can be drawn first without having to worry about the details and reading everything else (unless more suggested changes are within the script). He describes things in the panel through emotions and character thoughts, rather than just plain actions, giving the artist more insight into the feel of the pages, and the character's thoughts.



Mark Waid has everything in capitals instead, using lower case writing for the dialogue. It is easy to see which words need to be in bold when the lettering is done form the capitals actually used in the dialogue. The panels are described in detail, leaving less room for the artist to add their own take (in comparison to the other two scripts).

While some of this is stylistic choices or just the way the writer/artists can express/understand themselves easier, so formatting used would definitely be more helpful than others. In my own script, I would like to make each panel title/number bold so that is is easier to read them separately while having a description of the page layout at the top, like Geoff Johns. Since I am writing this script to animate myself, I do not have to think so much about how to make this understandable for someone else to draw, which gives me a bit more freedom and flexibility in the script. I want to keep the panel descriptions loose enough that I can try out a few different things while thumbnailing, but descriptive enough to get to the point - I don't time to try everything I want, so I need to make sure I keep myself on track.


Friday, 30 October 2015

Effective Female Superhero Design

For my comic, I want to design a practical costume for my superheroine that also suits her personality. As feminism has begun influencing comics if only slightly, costumes for many superheroines have improved. It also helps that a lot more younger superheroes are around - they are sexualised a lot less that their adult counterparts, giving them much more effective, Interesting outfits.

Black Bat (Cassandra Cain) is all about mystery - and terror. Her outfit is a lot closer to Batman's than anyone else, and leaves none of her skin showing at all. This definitely gives her a creepier look, and completely obscures her identity. She does not look approachable, which suits Cass's personality well.

Batgirl (Barbara Gordon) has a new design - much more appropriate for a younger hero who cares about both fashion and practicality. Her suit also looks much easier to modify depending on the situation, but still leaves her well protected.
Wonder Girl (Cassie Sandsmark) is related to gods, and her superstrength and endurance means that she needs much less protection than everyone else. Her simple outfit allows her to move very well and still mangaes to show that she is a part of the Wonder family without being to flashy.

Another outfits of hers is flashy, when she acted more as an aggressor, drawing opponents' attention away from her teammates and on to her. Her outfit looks slightly harder to move in, where her belt is involved, but with super strength and reflexes, she can get past restrictions like that more easily.


Hawkeye (Kate Bishop) has a simple outfit without too much armor or protection, which gives her more speed and flexibility needed for a long range fighter. She has room to carry what she needs while also looking fashionable - something very important to her.



Ms Marvel (Kamala Khan) has a very comfortable, reserved outfit, respecting her religion and personality. It still has a lot of elements of the former Ms Marvel's outfit - the yellow symbol, bright red colour and a piece of flowing material while being very much Kamala's own outfit. It is practical but is still fashionable enough to not be embarrassing to wear; who would be comfortable walking around in Wonder Woman's outfit?

Since I don't have as much time as I would like to work on the visual development and the comic itself, I think that I want to try to use these designs as my primary influences; my main character wall be somewhere around the same age as them, and should have an outfit just as practical as these.

Comic Basic Plot

Because I have never drawn a comic before, and I only have limited time in which to draw one fro my practical, I want to make sure that I'm not too over ambitious. I need to demonstrate the Hero's Journey with a female character, and I think that using Vogler's take on the Hero's Journey will be a much better ideas - the stages are shortened down to twelve instead of seventeen, and (to me) is a little looser, leaving me with more freedom.

So that I could test out different ideas without thinking too much about any one story, I put all of my ideas down onto sticky notes, in order of the stages of the Hero's Journey, letting me mix and match the order of them.



I want to make sure that my plot is simple enough to be able to draw, and I want it to be comparable to other superhero comics. If I was writing this for the sake of just telling a story, then I would probably try to make it a lot more different, but this needs to show that a female character would work just the same as a male in a typical action/comic book story line (even if Campbell would disagree).

After some talking over with classmates, I came to this basic idea for the plot;

Ordinary World - The heroine is shown at college/work

Call to Adventure - Heroine is called upon by former hero/Mentor(Herald) to handle a hostage situation with a supervillain.

Refusal of the Call - Heroine refuses; she has given up the superhero lifestyle - "violence hasn't gotten me anywhere good" (cut to maybe a photo etc of someone to imply that last time it caused serious casualties that she doesn't want to repeat)

Meeting with the Mentor - Mentor meets in person to inform her that the hostage is in fact someone she knows, making this a mission that she can not refuse (possibly putting a male character in the 'damsel in distress' role)

Crossing the Threshold - Breaking into wherever the villain has the hostage - some place under surveillance to explain how the mentor knew, or the villain is broadcasting themself or something

Tests, Allies, Enemies - Meets the Threshold Guardian - cronies of the villain that need defeating - fighting very defensively and trying to avoid actual violence, disarming and handcuffs etc.

Approach to Innermost Cave - Recon/Strategising

Supreme Ordeal - Reluctant to fight Villain (Shadow) through a series of close calls manages to disable villain.

Reward - Rescues Hostage

Road Back - While distracted w/hostage, villain rises and nearly manages to kill both of them

Resurrection - Re-fight, realises that being passive won't solve anything where supervillains are concerned - has to accept that she has to use violence and embrace her powers

Return w/Elixir - Brings hostage safely home and also accepts her superpowers; it's worth using them if she can protect people.

Tutorial #2 feedback

After mentioning that I would still love to write a comic for this project, we decided that I should - it is something that I feel passionate about, and relates even more to my essay than just character design does. I am going to show that females can have the exact same Hero's Journey as males can, despite Campbell saying otherwise and a new 'Heroine's Journey' having been designed for females. I think that the biggest influence on a hero's journey, gender wise, would be the people around the character - may they would have different hopes and expectations of a character, but the character themself does not have to think any differently (even though they can). The hero pushes the story more than those around them, so I think that a female hero can definitely experience the Hero's Journey if they want to. I want to use Vogler's version of the journey rather than Campbells for this, because I think it is more relevant to stories and the audience now, and Campbell's involves more stages, which I will have more trouble fitting into a comic.

We talked about using the comic as the essay - directly showing each stage of the Hero's Journey as the heroine experiences it. Narration boxes, I think, would work best for this. At first I was thinking of just having an objective, disembodied narrator talking us through it, but I think we can actually see the heroine's personality much more if it was her thought boxes we were reading instead. I would just need to make sure that her thoughts show clearly the stages she is experiencing, maybe trying to get the actual phrases Vogler uses into her thoughts and showing them in bold.

The style of the comic will need to be simplistic enough that I have time to draw it all, yet still interesting enough that the viewer can enjoy it. I might explore a few indie comics that use more diverse styles than typical DC/Marvel comics nowadays (though artists like Marvel's McKelvie and DC's Cloonan do have art styles that could be worth looking at, since they aren't stylised like other typical comics).

Tuesday, 27 October 2015

Archetypes

The Hero With a Thousand Faces uses Carl Jung's concept of archetypes to show how stories have recurring characters, recognisable even between stories that are written thousands of years apart.

Archetypes help the audience to recognise the kind of character that they are dealing with, often giving them certain expectations of that character. They can often tell what role the character is meant to play in the story, making the characters' actions more coherent. However, this can also lead to predictability and characters becoming boring and too stereotypical.

Vogler “encountered another way of looking at the archetypes - not as rigid character roles but as functions performed temporarily by characters to achieve certain effects in a story.”(pg 34) Characters could be multiple archetypes, or can express archetypal characteristics at different parts of the story depending on what is needed. This makes characters more interesting and less predictable; a character acting like a Mentor could actually be a Shapeshifter, changing the tone of the story drastically.

Archetypes can also be seen as "personified symbols of various human qualities. Like the major arcana cards of the Tarot, they stand for the aspects of a complete human personality.” (Vogler, pg 34) which implies that a character conforming to only one archetype may feel rather flat, considering humans have multiple qualities and not just one.

The seven main archetypes said to be present in every stories are these;

The Hero
The Hero is generally the protagonist of the story, who pushes the events of the story, provides the point of view in which the audience sees the story, and who grows the most in the story. Usual attributes of a hero (from an earlier post of mine:)
There are a few different definitions of ‘Hero’, involving simply the protagonist of a story, and a man who does deeds beneficial to others. Certain attributes are often associated with a ‘Hero’; courage, nobilities, superior strength and the ability to do things that ‘ordinary’ people can not. Campbell describes them as “is the man or woman who has been able to battle past his personal and local historical limitations to the generally valid, normally human forms” (The Hero With 1000 Faces, page 19) and “The composite hero of the monomyth is a personage of exceptional gifts. Frequently he is honored by his society, frequently unrecognised or disdained. He and/or the world in which he finds himself suffers from a symbolical deficiency” (Page 37). Many protagonists, or heroes in modern day media do not conform to all or a lot of these qualities, and stories now are not always as fantastic as the earlier myths that Campbell may have based his theories around. "
Is is possible to have a character following the Hero archetype but not actually be the protagonist; for example, in the animated film Megamind, 'Metro Man' is the character that conforms to the hero archetype, while the actual protagonist 'Megamind' plays more of a Shadow role for at least the start of the movie, before slowly turning into a Hero himself and developing. Megamind pushes the story, rather than Metro Man, and is also the character who's point of view the audience is watching from. The Hero or the Protagonist should usually be relatable, and not yet be a rounded character.

The Mentor
The Mentor character is usually thought of as a 'Wise Old Man/Woman', but this is not always the case. They often train the Hero, give them advice and are often a source of comfort, and a substitute fro family (especially in Star Wars and Harry Potter, with Obi-Wan Kenobi and Albus Dumbledore respectively). Often they will give the Hero a weapon or teach them some kind of magic or skills,sometimes implementing the 'supernatural aid' aspect of Campbell's Hero's Journey. Vogler says that "Mentors represent the Self, the God within us, the aspect of personality that is connected with all things" which is played out almost literally in Star Wars again when you consider Obi-Wan's link to the Force, and the Force's link to everything. Mentors can be combined with the Shadow, creating a Dark Mentor type character that leads the Hero astray rather than on the right path, like Star War's Darth Sidious, luring Anakin Skywalker to the Dark Side.

Threshold Guardian
The Threshold Guardian are usually found at the gateway of new worlds, controlling who goes in and out of this world. They pose a challenge to the Hero when they want to pass into the new world, and can often be converted into an ally depending on the Hero's choices and actions. They can be aligned with Heros, Villains or be completely neutral. Threshold Guardians can symbolise the everyday challenges the audience faces, including the limitations was have/impose on ourselves. Only those who really want to pass the Guardian usually can. One example of the Threshold Guardian is Thor's Heimdall, who guards the passage from Earth to Asgard and showing unwavering loyalty to Odin and making it harder for both Thor and Loki to leave their world.

Herald
Herald characters bring change and challenges to the story - often initiating the Call to Adventure themselves. Vogler says that "something deep inside [the Hero] knows when we are ready to change and sends us a messenger", and that messenger is the Herald. They give motivation and opportunity for the Hero to start their adventure, and do not necessarily have to be a human/living character. In Harry Potter, Rubeus Hagrid can be seen as the Herald.

Shapeshifter
Shapeshifters are harder to pin down than other archetypes, and for good reason. They are not always what the Hero or audience expects, and can change constantly. They are often of the opposite sex, especially when they are introduced in a romantic context. Magical beings are often Shapeshifters, but characters can be regarded as a Shapeshifters when it is only their personality or actions that change. Shapeshifters can often symbolise repressed qualities and desires, with characters acting one way but eventually being allowed to or having to show their true qualities. Hans in Disney's Frozen is a good example of a Shapeshifter - pretending to be a kind and caring prince that has fallen in love with Anna before revealing that he is only after her kingdom and fortune instead.

Shadow
The Shadow is generally a villain, often the main antagonist of a story. The Shadow can again represent repressed emotions or ideas, and giving in to this. They can be a 'destructive force', and are often linked with Shapeshifters. Shadows create conflict and challenge the Hero - and they do not have to be a separate character to do this. The Hero may have a side of themselves that is the Shadow, and they have to change themselves or overcome this to progress in the story. Scar from Disney's The Lion King is a good example of a separate Shadow character, whereas The Hulk in The Avengers is a very literal example of the Shadow being a part of the Hero.

Trickster
The Trickster is another archetype the represents the need for change. The comic relief character often fits to this archetype. They can serve as a reminder that Heros are not always are clever or as good as they think they are when fighting a Trickster, and this can serve as a lesson rather than the Trickster wanting to claim victory. Tricksters can serve either 'side' or be their own neutral party. One example of the Tricker is the Norse God Loki, also present in the Thor films. Loki is described as the 'Trickster God' while also being a Shapeshifter. His actions are usually to turn order into chaos, changing the status quo and being considered an antagonist. In the Journey Into Mystery and Young Avengers comics, Loki has lost many of his powers and his actions seem to be primarily to cause chaos, despite the fact that he is actually trying to help and atone for his sins, before turning back into villainous motives as he strives to gain the power he used to have.

Readings Informing my Practical

Though I am nearly decided on my practical, I did also want to consider how what I have read could inform the creation of a comic as well as just character designs, since the idea of writing a comic is still very appealing to me. The main thing that made me consider character designs instead is a) writing short stories is harder than longer stories (for me!) and b) learning all of the different skills to draw a comic takes time. However, I think the fear from the second option is mostly from me never having drawn a comic before and probably wouldn't be as scary as I am making it out to be, and I think with the research I have done and the things I have learned from Campbell's and Vogler's book, writing a shorter story may also be easier than I feel. I have written 250+ words on how my readings would inform each of these ideas either way and hopefully thinking about this will help me decide for definite which direction to go towards.

[Comic]

Campbell’s Hero With a Thousand Faces and Vogler’s The Writer’s Journey are the two books that will inform my practical the most. Both go through the common steps in a story that bring it to a satisfying, resolved end. My other readings point out that all of these steps are not always needed, and steps can be rearranged to make a more interesting and slightly less predictable story which I will take into account, but the three basic steps - Departure, Initiation and Return are very important since they are the three act structure that everything should follow. These books have also informed me of character types, how they are used, and how they can be interchanged and combined. Archetypes can be a tool, rather than a structure for a character, and characters can slip into these roles as and when they need to to achieve certain effects in the story as long as this is not out of character. As these archetypes all symbolise different parts of the human consciousness/personality, they can be utilised in very different ways depending on the story that I want to tell. Some of my readings also talk about character arcs and how they may differ between characters and archetypes - one might not always have to change in order to develop, but their beliefs/ideals must be challenged in order for the character to move forwards. The Seven Basic Plots will also help serve as an outline for my story, helping me decide on a basic plot (i.e Quest, Rags to Riches) allowing me to then realise the three arcs, and then other Hero’s Journey elements that will make the story effective.




[Character Designs]

My readings on archetypes (from The Writer’s Journey and The Hero With A Thousand Faces especially) will inform my designs greatly - they will serve as a foundation to build the character off, with certain qualities that I can explore visually. These archetypes can be combined and used at different times, letting me try out different contexts for the design to work best in. Archetypes also represent different parts of the human consciousness/personality, which added together can create some interesting combinations. Vogler also pointed out that the ‘Hero’ types character is not always the main character - usually the character who changes/is developed the most should be considered the main character, so this should be taken into account when designing as it may be best for the main character and/or the protagonist to stand out the most. The DOTA Design Guide has also been very helpful for pointing out how contrast and detail should be handled within a design, with the ratio of plain:patterned and low contrast:high contrast affecting the readability of a design. Glen Keane’s design notes shown how characters can use animal/object attributes to achieve a certain effect - for example, the Trickster archetype and foxes or serpentine animals work very well together. The GamaSutra article “The Aesthetics of Game Art and Game Design“ demonstrates how the shapes of the characters and backgrounds work with or against each other to create the desired effect which is important for when I create backgrounds and show my characters in context. It also emphasises the importance of character shape and silhouette, and what they tell the audience about the character, making certain archetype and qualities easier to see.

Sunday, 18 October 2015

Quotes/Ideas

I have collected a series of quotes and ideas from various sources on the internet to consider while writing my essay. I think that they bring up some interesting points that may be vital to deciding my stance on the Hero's Journey.

“A Tragedy will order the areas covered in each act in a completely different way than say, a Triumph would. Each story is going for a different emotional result, so the order in which things happen is vastly important. “ - arguing against the whole ‘you can change order with no consequences idea’ http://narrativefirst.com/articles/not-everything-is-a-heros-journey


“While all stories have a plot, no story – from a literary novel to a potboiler – is about the plot.”

“It’s so damn easy to mistake the plot for the story. Why? Because it’s so visible – it’s right there front and center for everyone to see. It’s what happens, and stories are about things that happen, right?

Nope. Stories are about how the things that happen affect someone. Here’s the key: story is internal, not external.

The story is about what the protagonist has to learn, to overcome, to deal with internally in order to solve the story question that the external plot poses.




“One thing to keep in mind as you’re outlining your own stories is to make sure the main character actively drives the story forward. Often a story will hit a wall or fall flat if the main character simply reacts to events around him or her. In Wan’s case, he steals the fire, saves the cat-deer, and splits Raava and Vaatu — all major story points which coincidentally (or not so coincidentally) correspond with the act breaks. “ http://mikedimartinostory.com/2014/06/02/writing-the-outline/

“the hero’s journey has been used so often, in so many stories, it’s become predictable even when the actual events of the story are new and surprising

– it’s only one way to show character growth, and only one type of character (here are a couple more!); or have you and any of your friends matured as people through a hero’s journey?

– it’s unfitting for any other type of protagonist – the antihero, the villain, the observer, the victim, the desperate, the mentally unstable, etc. etc.“
http://www.veronicasicoe.com/blog/2013/03/the-heros-journey-my-pros-and-cons/


Protagonists must make decisions. A character who does not choose her own fate, and thus suffer the consequences of her choice, is not a protagonist. She is, at best, a background character.” http://thewritepractice.com/protagonist/



“In literature, a hero is a person distinguished by exceptional courage, nobility, self-sacrifice or by any superior qualities.”

http://www.veronicasicoe.com/blog/2013/03/the-heros-journey-my-pros-and-cons/



“The Hero, therefore, is the man or woman who has been able to battle past his personal and local historical limitations to the generally valid, normally human forms” (1000 hero, 19)

-----> isn’t necessarily a traditional hero in the sense of saving people or being noble, which is how this theory could maybe relate also to villains rather than just ‘heroes’.

Thursday, 15 October 2015

Essay Chapters

As The Hero's Journey is the most important and substantial part of my dissertations, it definitely needs its own chapter. The other ideas, like Archetypes, Seven Basic Plots and the Heroine's Journey are all really subsets of the is theory, meaning that I can't condense all of them down into the same chapter, but some will have to take priority over others in other sections.

Archetypes are less relevant to my essay when not talked about in conjunction to the Hero's Journey, however if I am talking about design elements within in this it would perhaps work best as a sub-chapter; it would link more, but I could go into more detail without taking away from the point of the chapter. If I could have a sub-sub chapter about evidence/examples of design using this, then I may do.

The Seven Basic Plots do then lean very heavily on The Heros' Journey for it's main concepts, and I think talking about that in the same chapter would let me explain it easier without the reader having to refer back to the other chapter.

If I have another chapter after this, I can talk the evidence side of these claims; what uses the hero's journey, what plots may it use and what archetypes are present. Does this work and why?

The next chapter could then talk primarily about the Heroine's Journey and where the other theories stand from a feminist point of view, including archetypes and typical female archetypes that are also usually used. Why? Should they be used, can they be effective to a point, how has this been used historical and now in the present?

Chapter 4 could be similar to Ch2 in showing the evidence/examples - what female protganosts have this Heroine's Journey? Do popular stories with female protagonists conform more to the Hero or Heroine's Journey, does it still work with the Seven Plots and keep the Same Archetypes?


Intro

Ch1; Hero's Journey (+Seven Basic plots)
      Sub-Chapter; Archetypes (+Design)

Ch2; Case Studies/Examples exploring the Hero's Journey (Incl. Most popular Eastern) +archetypes

Ch3; Heroine's Journey

Ch3; Cast Studies/Examples exploring Heroine's Journey and comparison (Incl. Most popular Eastern)+archetypes

Ch4; Synthesis(?)

Conclusion

  • Is the Monomyth Structure Necessary to Create an Effective Story?
  • How Relevant is [Campbell’s] The Hero’s Journey In Modern Storytelling?
  • Story Structure in Action/Adventure Animation
  • Storytelling Formulas in Animation 

Tutorial Feedback + Essay Ideas [Part Two]

After this would be talking about Examples of animations with female protagonists and exploring their journey - do they fit into the Heroine's Journey or the Hero's journey more - or both? Why might they have chosen one or the other? Another look at Western and Eastern animations could be interesting to look at despite the differences in culture and ideas about gender.

The fifth will then talk about the idea of the Seven Basic Plots - a theory by Christopher Booker that links in heavily with the Hero's Journey. If there are any other theorist with opinions on this it could be worth talking about.

In the example to use for that part, maybe taking a look at the case studies I have already analysed and seeing if they then fit in with the seven basic plots as well may be quite effective, especially with Booker's idea that EVERY story, no matter the genre, fits within one or more of these constructs.

A look at Archetypes and examples could be worth doing for another part; how/why these are used, their popularity in modern media and how they work alongside the theories. I would like to talk about design within this, and how that helps reinforce certain elements and ideas for each of these archetypes, which I can then link to my practical.

When talking about Synthesis, I think talking about my practical could be effective, particularly when related back to the Archetypes chapter and the design elements I have taking into account. Hopefully with my finished pieces I can relate it even more the the chapter talking about plots/journey to show how that has informed my ideas.

For my practical, I wanted to create a minimum of four characters based off of archetypes. I think my aim now will be to explore all of the archetypes through my character designs and end up with a selection of the most designs after that with fitting backgrounds and poses for an action/adventure setting to show how these designs would actually work in context and if they were actually within a story following the Hero's Journey/Seven plots etc. I think that having context will definitely help to make my characters feel like they have an actual role and purpose, making them feel more like characters than just designs.

Tutorial Feedback + Essay Ideas [Part One]


Yesterday's tutorial helped with two things especially; the practical side of my project, and the structure of my essay. The first section might be more of a close analysis of Campbell's work, exploring the whole idea of the Hero's Journey and then a close reading about Vogler's The Writer's Journey version, within which I can talk about the relevancy of this theory and why is may have been changed/condensed down and the audience this applies to. This chapter would also involve definitions of a hero and talking about the genre I want to explore (action/adventure) and why this may be the genre that the mono myth is most relevant to.

The next part should then talk about the mono myth in animations - how/why it is applied, if it is effective and how the mono myth may change depending on the story and possibly looking into some of the most popular Eastern and Western animations to see if it is applied, is it applied across cultures now?

I would like to talk about the Heroine's Journey after that, talking about Campbell's opinion of females as the hero, Maureen Murdock's book/theory of the Heroine's journey and Vogler's own ideas about it, discussions questions like is the Heroine's Journey really needed as a separate theory or should female characters be able to undergo the same journey that their male counterparts do. Talking about the Bechdel test could also be worth a mention.


Timetable/Schedule

When thinking about my schedule plans, I wanted some of my deadlines to be slightly earlier than needed to give me more time in case I miscalculated/forgot something/unexpected circumstances arrive. I want to start preparing my practical research with both examples of stereotypes and design methods while I'm still writing, since it will have a place within my writing. I thinking spreading it out alongside writing the first chapter will allow me to have breaks/switch between the two to give me a break and gain a little more inspiration. I want at least a week of solid writing before starting the physical practical work just to make sure that I don't get carried away with the latter, but I would like to start designing properly around 30th October.

I have left a lot of time free around the film/art festivals because I don't know yet what times/days certain events will be on. This does leave me with the freedom to work around these events though, and lets me work on which chapters I need to. I may work on some of the chapters at the same time because of some overlapping ideas which might help me figure out which chapter certain points may be most relevant in, and let me focus more thoroughly on each once that is decided. I would like to start doing some research of Extended from the 16th onwards, but since that will be a primarily design projects, much of the research will actually be useful for my practical here, especially for the finished pieces (characters w/poses and backgrounds) and the aesthetic style I will go for. I would like to be half finished with my practical by the 24th November so that I know I should be narrowing down my designs and figuring out the exact archetypes I will be drawing, also planning the idea for the scene/background each will be drawn in.

I would like the first draft of my Dissertation to be done for the 6th December, giving me extra time to finish my practical. I may leave it slightly less finished if I do include a section of my practical, just to allow me to integrate all of my ideas fully in the essay. By the 12th December, I would like my designs to be 100% finished, leaving me with only the finished piece left to do and any extra writing about synthesis if I do talk more about my practical. As soon as that is over, I aim to be starting preliminary designs (if I haven't already) for the first smaller project that I want to do in Extended (which I will talk about in a post in that blog closer to the time).

Over the Christmas break, we should hopefully be having feedback and finishing the dissertation properly, giving me extra time before the deadline just in case something does not go to plan. I think that I have allowed myself with enough time to do everything, but I definitely do have extra time to fall back on if something does go wrong, which I think will be important in this project.




Tuesday, 13 October 2015

Triangulation of Evidence

Campbell’s Hero’s Journey is a pattern said to be present in most stories, whether it is obvious or not. It involves particular stages that the hero, or protagonist, must go through to complete the story. These stages are known as ‘Separation’, ‘Initiation’, and ‘Return’. These stages themselves then hold much smaller stages, adding up to 17 altogether. Stories can often remove or rearrange certain stages and still be effective, as long as they have enough elements of the original Hero’s Journey ideal remaining and the story may imply these stages or elements in some other way instead.

Archetypes also play a very important role in the Hero’s Journey; Campbell talks about recurring archetypes present within a hero’s journey, and the roles that they play. This is heavily influenced by Jung’s archetypes that are “universal, archaic patterns and images that derive from the collective unconscious”.

There are a few different definitions of ‘Hero’, involving simply the protagonist of a story, and a man who does deeds beneficial to others. Certain attributes are often associated with a ‘Hero’; courage, nobilities, superior strength and the ability to do things that ‘ordinary’ people can not. Campbell describes them as “is the man or woman who has been able to battle past his personal and local historical limitations to the generally valid, normally human forms” (The Hero With 1000 Faces, page 19) and “The composite hero of the monomyth is a personage of exceptional gifts. Frequently he is honored by his society, frequently unrecognised or disdained. He and/or the world in which he finds himself suffers from a symbolical deficiency” (Page 37). Many protagonists, or heroes in modern day media do not conform to all or a lot of these qualities, and stories now are not always as fantastic as the earlier myths that Campbell may have based his theories around. In Vogler’s The Writer’s Journey (1998), a condensed version of this theory was created to be more relevant to today’s audiences and to help structure stories within the Walt Disney company.

While some will insist that the hero’s journey is applicable to both male and female characters, there is still a lot of debate on the concept. Even just the fact that Maureen Murdock’s book The Heroine’s Journey: Woman’s Quest for Wholeness, (1990) was written as a response to Campbell’s theories and that Campbell replied with “Women don’t need to make the journey. In the whole mythological journey, the woman is there. All she has to do is realize that she’s the place that people are trying to get to.” shows that male and female characters are not treated equally within the Hero’s Journey.

Christopher Booker’s Seven Basic Plots (2004) states that every story comes from the same place and uses one of seven basic plots no matter what the journey is. Recurring characters are also an important part of this theory, holding different significance within each of these plots. He states that “Certain conditions must be met before any story can come to a fully resolved ending”(2004, pg 7). This theory is influenced by The Hero’s Journey, using many of the same elements and working well alongside it to describe the structure of a story.

CoP3 Bibliography

Books

Altman, Rick (2008) A Theory of Narrative, New York, Columbia University Press

Bal, M (1997) Narratology: Introduction to the Theory of Narrative, Toronto, University of Toronto Press Incorporated 1997

Booker, C (2004) The Seven Basic Plots,  London, Continuum,

Bordwell, D (1985) Narration in the Fiction Film, Wisconsin, The University of Wisconsin Press

Brooks, P (1984) Reading for the Plot, New York, Knopf

Campbell, J (1993) The Hero with a Thousand Faces, London, Fontana Press

Davis, R (2004) Developing Characters for Script Writing, London: A & C Black Publishers Limited

Kukkonen, K (2013) Studying Comics and Graphic Novel, Chichester, John Wiley & Sons, Ltd

Murdock, M (1990) The Heroine’s Journey: Woman’s Quest for Wholeness, Boston, Shambhala Publications,

Nelmes, J (1996) Film Studies, New York, Routledge

Scholes, R, Phelan, J, Kellogg, R (1996) The Nature of Narrative, Oxford, Oxford University Press, Inc.

Swetnam, D (2004) Writing Your Dissertation, Oxford, How To Books Ltd

Thornham, S (2012) What if I had been the hero?: Investigating Women's Cinema, London, BFI

Vogler, C (1998) The Writer’s Journey, California, Michael Wiese Productions

Walliman, N (2014) Your Undergraduate Dissertation, London, Sage Publications Ltd


Internet

Bunting, J. (2012) Your Protagonist Must Decide, Available at: http://thewritepractice.com/your-protagonist-must-decide/ (Accessed: 13 October 2015)

Cron, L. (2013) Why The Hero’s Journey is a Tourist Trap, Available at: http://writerunboxed.com/2013/06/13/why-the-heros-journey-is-a-tourist-trap/ (Accessed: 13 October 2015)

Hull, J. (2010) Not Everything Is A Hero’s Journey Available at: http://narrativefirst.com/articles/not-everything-is-a-heros-journey (Accessed: 13 October 2015)

Hull, J. (2009) What Character Arc Really Means Available at: http://narrativefirst.com/articles/what-character-arc-really-means (Accessed: 13 October 2015)

Priester, B.J. (2012) The Heroine’s Journey: How Campbell’s Model Doesn’t Fit, Available at: http://fangirlblog.com/2012/04/the-heroines-journey-how-campbells-model-doesnt-fit/ (Accessed: 13 October 2015)

Sicoe, V. (2013) The Hero’s Journey My Pros and Cons,  Available at: http://www.veronicasicoe.com/blog/2013/03/the-heros-journey-my-pros-and-cons/ (Accessed: 13 October 2015)

Vogler, C. (no date) Hero’s journey Available at: http://www.thewritersjourney.com/hero's_journey.htm (Accessed: 13 October 2015)

Voytilla, S. (no date) Excepts from Myth and the Movies, Available at: http://www.tlu.ee/~rajaleid/montaazh/Hero%27s%20Journey%20Arch.pdf (Accessed: 13 October 2015)

(2015) Rank-Raglan mythotype, Available at: https://en.wikipedia.org/wiki/Rank-Raglan_mythotype (Accessed: 13 October 2015)

(no date) The Hero’s Journey, Available at: http://www.thebrilliantclub.org/wp-content/uploads/2014/12/EN401-The-Heros-Journey-v2-SC.pdf (Accessed: 13 October 2015)






The Heroine's Journey [Initial Research]

Heroine's Journey

While some will insist that the hero’s journey is applicable to both male and female  characters, there is still a lot of debate on the concept. Even just the fact that Maureen Murdock’s book (The Heroine’s Journey: Woman’s Quest for Wholeness, published by Shambhala Publications in 1990) was written as a response to Campbell’s theories and that Campbell replied with “Women don’t need to make the journey. In the whole mythological journey, the woman is there. All she has to do is realize that she’s the place that people are trying to get to.” shows that male and female characters are not treated equally within the Hero’s Journey.

In modern times, women are generally regarded as people who can make their own choices and take their own paths in life. With this realisation comes more people who want to see women as heroes and protagonists in media - and well written characters at that. This has shown that women do in fact need their own journey - a never changing, never developing protagonist would be a very dull one, so research has gone into find a version of the Hero’s Journey - or finding The Heroine’s Journey that does work and is entertaining.


Murdock’s Formula
STAGE
1.      SEPARATION FROM THE FEMININE
2.      IDENTIFICATION WITH THE MASCULINE & GATHERING OF ALLIES
3.      ROAD OF TRIALS, MEETING OGRES & DRAGONS
4.      FINDING THE BOON OF SUCCESS
5.      AWAKENING TO FEELINGS OF SPIRITUAL ARIDITY: DEATH
6.      INITIATION & DESCENT TO THE GODDESS
7.      URGENT YEARNING TO RECONNECT WITH THE FEMININE
8.      HEALING THE MOTHER/DAUGHTER SPLIT
9.      HEALING THE WOUNDED MASCULINE
10.    INTEGRATION OF MASCULINE & FEMININE

Comparison of Models
Campbell’s Hero’s Journey
Frankel's Heroine’s Journey
Stages
The World of Common Day
The World of Common Day
Innocence and Discovery
The Call To Adventure
The Call To Adventure
Innocence and Discovery
Refusal of the Call
Refusal of the Call
Innocence and Discovery
Supernatural Aid
The Ruthless Mentor and the Bladeless Talisman
Innocence and Discovery
The Crossing of the First Threshold
The Belly of the Whale
The Crossing of the First Threshold
Opening One’s Senses
Journey through the Unconscious
The Road of Trials
Sidekicks, Trials, Adversaries
Journey through the Unconscious
The Meeting With the Goddess
Woman as the Temptress

Wedding the Animus
Facing Bluebeard
Finding the Sensitive Man
Confronting the Powerless Father
Meeting the Other
Atonement with the Father
Apotheosis
Descent into Darkness
Atonement with the Mother
Integration and Apotheosis
Meeting the Self
The Ultimate Boon
Reward: Winning the Family
Meeting the Self
Refusal of the Return
The Magic Flight
Rescue From Without
The Crossing of the Return Threshold
Torn Desires
The Magic Flight
Reinstating the Family
Return
Meeting the Self
Master of the Two Worlds
Power over Life and Death
Goddesshood and Wholeness
Freedom To Live
Ascension of the New Mother  
Goddesshood and Wholeness

“In Campbell’s famous seventeen-stage framework for the Hero’s Journey, only two stages are described in terms of a role for women, and each is condescending in its own way. In the stage called “The Meeting With the Goddess,” the hero discovers or experiences powerful love, usually either in the form of a “true love” soulmate or an almost divine maternal metaphor. Such female roles are not partners or allies or equals, but figures to be honored or protected, even idolized on a pedestal. In the next stage, called “Woman as Temptress,” the hero is faced with a powerful temptation that threatens to divert him from the path of his destiny, and Campbell chose to frame the metaphor as a woman because so many classical stories used the trope of barely constrained male lust to tempt the hero. The negative implications of slapping all forms of temptation with the broad brush of women’s sexual appeal pretty much speaks for itself.” (http://fangirlblog.com/2012/04/the-heroines-journey-how-campbells-model-doesnt-fit/)

The Heroine’s Journey does apply to many more popular stories in media, and does give female protagonists a more realistic well rounded story, even if it isn’t always agreed on the stages.

For example, the Heroine’s Journey usually involves a lot more ideas or plots around family, and nurturing etc; though many people see this as a quintessential quality to woman that will be present in every female character - in reality, this is not. However, the ‘Hero’ archetype does not necessarily apply to every male either. Elements of the Hero archetype are used but is no longer present in every single story. Practically every female character on the other hand, is written with the more typical feminine characteristics that may take away from part of their personality and make the characters much more similar than a lot of male characters. That is not to say that they absolutely can not ever be shown without these qualities; Alien’s Ellen Ripley, in the first film, acts much more like how a male hero is typically written, than a female one, and her character is extremely effective for it. A comparison of Ripley within the Hero’s and Heroine’s Journey would be interesting.

Campbell’s Model Looks Backward, Not Forward” - http://fangirlblog.com/2012/04/the-heroines-journey-how-campbells-model-doesnt-fit/

Campbell’s theories are heavily based off stories of the past, specifically myths. This, arguably, means that some parts of the Hero’s Journey is not relevant today, especially as the cultures have changed and modern stories reflect much more of contemporary culture. The Heroine’s Journey is much more heavily based off of culture as it is now, making it a more realistic and believable structure.