Vladimir Propp wrote very interesting things about the construction of narrative. Specifically regarding folk tales but these rules can be applied in some way to most narrative structures.
Propp proposed that although the names may change the characters and items included in folk tales all have a certain function.
The characters or dramatic personae are given titles based on their 'spheres of action'
The villain
The donor
The helper
The princess, and her father
The dispatcher
The hero (seeker-hero, victim-hero)
The false hero
Different names and stories can be applied to the characters but their function in the narrative remains the same.
Propp gives this example:
1. A tsar gives an eagle to a hero. The eagle carries the hero away to another
kingdom.
2. An old man gives Sucenko a horse. The horse carries Sucenko away to
another kingdom.
3. A sorcerer gives Ivan a little boat. The boat takes Ivan to another kingdom.
4. A princess gives Ivan a ring. Young men appearing from out of the ring
carry Ivan away into another kingdom…
in all these examples we can apply the spheres of action. For example in number 2 the old man is the donor, Sucenko the hero, the horse is the dispatcher. In example 3 the sorcerer is the donor, Ivan the hero, the boat is the dispatcher.
Propp also identifies a list of functions carried out by the dramatis personae in a folk tale.
here are some examples:
II An interdiction is addressed to the hero. (Someone tells the hero not to do something)
III The interdiction is violated. (The hero disobeys)
XII The hero is tested, interrogated, attacked etc. which prepares the way for his
receiving either a magical agent or helper.
XV The hero is transferred, delivered or led to the whereabouts of an object of search.
XVI The hero and the villain join in direct combat.
XVIII The villain is defeated.
XXIX The hero is given a new appearance.
XXX The villain is punished
It is very interesting that when you actually start to think about different narratives (not only folk tales) that really do fit into this pattern.
An example of spheres of action in a video game:
Super Mario Bros.
The donor- The question mark boxes
Helper - Yoshi
Hero - Mario
Dispatcher - Toad
Villain - Bowser
The princess and her father - Toad and Peach.
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