Vladimir Propp - Morphology of the folk tale
The functions of dramatis personae - Spheres of action
7 Spheres -
1 The villain
2 Donor
3 Helper
4 Princess/Father
5 Dispatcher
6 Hero
7 False Hero
Propp says there's a privilege of function over the individuality of the character, they're all essentially tools in developing the story.
For our presentation concerning this we need to find a couple of games with strong narratives and analyse them in terms of Propp's list of functions.
We'll compare and contrast the two games in terms of their structure. The breif is as follows:
Consider the world of the game as a dramatis personae.
What spheres of actions would you assign to these two worlds and why?
We (Aaron and myself) chose the Portal universe, both Portal and Portal 2 and Alan Wake for this mini project.
We thoroughly investigated the functions of the two games and found the following:
1
ABSENTATION: A member of a family leaves the security of the home
environment. This may be the hero or some other member of the family that the
hero will later need to rescue
2
INTERDICTION: 'don't go there', 'don't do this'). The hero is warned
against some action
3
VIOLATION of INTERDICTION. The interdiction is violated (villain enters
the tale). This generally proves to be a bad move and the villain enters the
story, although not necessarily confronting the hero.
4
RECONNAISSANCE: The villain makes an attempt at reconnaissance (either
villain tries to find the children/jewels etc.; or intended victim questions
the villain). The villain (often in disguise) makes an active attempt at
seeking information, for example searching for something valuable or trying to
actively capture someone. They may speak with a member of the family who
innocently divulges information. They may also seek to meet the hero, perhaps
knowing already the hero is special in some way.
6 TRICKERY:
7
COMPLICITY: Victim taken in by deception, unwittingly helping the enemy.
The trickery of the villain now works and the hero or victim naively acts in a
way that helps the villain.
8
VILLAINY or LACK: Villain causes harm/injury to family member (by
abduction, theft of magical agent, spoiling crops, plunders in other forms,
causes a disappearance, expels someone, casts spell on someone, substitutes
child etc., commits murder, imprisons/detains someone, threatens forced marriage,
provides nightly torments);
9 MEDIATION:
Misfortune or lack is made known, (hero is dispatched, hears call for help
etc./ alternative is that victimized hero is sent away, freed from
imprisonment). The hero now discovers the act of villainy or lack, perhaps
finding their family or community devastated or caught up in a state of anguish
and woe.
10 BEGINNING
COUNTER-ACTION: Seeker agrees to, or decides upon counter-action. The
hero now decides to act in a way that will resolve the lack, for example
finding a needed magical item, rescuing those who are captured or otherwise
defeating the villain. This is a defining moment for the hero as this is the
decision that sets the course of future actions and by which a previously
ordinary person takes on the mantle of heroism.
11 DEPARTURE: Hero
leaves home;
12 FIRST FUNCTION OF THE
DONOR: Hero is tested, interrogated, attacked etc., preparing the way
for his/her receiving magical agent or helper (donor);
13 HERO'S REACTION:
Hero reacts to actions of future donor (withstands/fails the test, frees
captive, reconciles disputants, performs service, uses adversary's powers
against him);
14 RECEIPT OF A MAGICAL
AGENT: Hero acquires use of a magical agent (directly transferred,
located, purchased, prepared, spontaneously appears, eaten/drunk, help offered
by other characters);
15 GUIDANCE: Hero
is transferred, delivered or led to whereabouts of an object of the search;
16 STRUGGLE: Hero
and villain join in direct combat;
18 VICTORY:
Villain is defeated (killed in combat, defeated in contest, killed while
asleep, banished);
19 LIQUIDATION:
Initial misfortune or lack is resolved (object of search distributed, spell
broken, slain person revived, captive freed);
20 RETURN: Hero
returns;
21 PURSUIT: Hero
is pursued (pursuer tries to kill, eat, undermine the hero);
22 RESCUE: Hero
is rescued from pursuit (obstacles delay pursuer, hero hides or is hidden, hero
transforms unrecognisably, hero saved from attempt on his/her life);
23 UNRECOGNIZED ARRIVAL:
Hero unrecognized, arrives home or in another country;
25 DIFFICULT TASK:
Difficult task proposed to the hero (trial by ordeal, riddles, test of
strength/endurance, other tasks);
26 SOLUTION: Task
is resolved;
28 EXPOSURE: False hero
or villain is exposed;
30 PUNISHMENT: Villain
is punished;
Yellow highlights that the function belongs to that of Alan Wake
Blue highlights that the function belongs to the Portal universe
Purple highlights that the function is shared by both games.