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Tuesday, 23 October 2012

Propp & Game worlds as character roles

We looked into Propp's Moprhology of a folktale today. Propp listed the following characters as ones used within folktales. It was our task to apply these characters to the worlds of games.

The villain — struggles against the hero.
The dispatcher — character who makes the lack known and sends the hero off.
The (magical) helper — helps the hero in their quest.
The princess or prize — the hero deserves her throughout the story but is unable to marry her because of an unfair evil, usually because of the villain. The hero's journey is often ended when he marries the princess, thereby beating the villain.
Her father — gives the task to the hero, identifies the false hero, marries the hero, often sought for during the narrative. Propp noted that functionally, the princess and the father cannot be clearly distinguished.
The donor — prepares the hero or gives the hero some magical object.
The hero or victim/seeker hero — reacts to the donor, weds the princess.
False hero — takes credit for the hero’s actions or tries to marry the princess

Don't Starve is a game in which the player literally plays against the villainy and murderous intent of the world. Yet, at the exact same time, the player relies on the world for their survival. Don't Starve is entirely about survival, and the player's objective is to survive for as long as possible.


The world provides the player with the resources and means for survival - wood, flint, grass, rocks, minerals and food are all abundant. However, the player must not abuse these resources or become too greedy in their use of them. As likely as the world is to provide for you, it will just as quickly kill you. The player must always have a fire or source of light set up come sundown, for if caught in the dark they will be swiftly and immediately killed by unseen forces. If too quick to farm all of the trees around, the player will suffer death at the hands of the trees themselves. If the world is merciless, the player simply won't find what they need to survive at all and they will, inevitably, starve.

In Don't Starve, the world takes the role of the villain, but also plays the role of the helper and the donor.


A world which takes on a similar but somewhat different set of roles is the Dark World, featured in The Legend of Zelda's A Link to the Past. This world takes the role of a villain in that it attempts to hinder the hero's progress, like the world of Don't Starve. However, the Dark World's villainy is more subtle -- instead of directly attempting to harm the hero, it transforms all those who are a part of it into twisted monsters and reflections of their true selves. This nature actually renders the hero, Link, helpless against the other creatures transformed by the world.


Furthermore, the Dark World also fills the role of the 'Princess', or the reward. The hero's quest within A Link to the Past is to restore the world to how it was before it was corrupted by a more conventional human villain. The reward for completing the game, and for the hero's completion of the quest, is the restoration of the world to its normal form -- thus making the world a reward.

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