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2.4 Anti-narrative Figures

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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.
Storytelling for Media

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